Book Image

Unreal Development Kit Beginner's Guide

By : Richard Moore
Book Image

Unreal Development Kit Beginner's Guide

By: Richard Moore

Overview of this book

Unreal Development Kit (UDK) is the free version of the award-winning Unreal Engine 3. It is used to create a wide variety of games ranging from amateur to professional standard next generation AAA titles. This book will show you exactly how to create an enjoyable and immersive game environment using the UDK. You will learn how to implement, level design, lighting, environmental effects, movement, terrain, map creation, item placement, kismet, materials and complex event sequences. You will work through the level design process from navigating round the editor to learning how to develop a fully playable environment. You will quickly master all of the engine’s key tools that are accessible through Unreal Engine 3. You will then start putting together your first level using step-by-step instructions. Next we will implement real world features such as dynamic lighting and shadows, particle effects, physics, terrain, item placement and advanced AI/bot pathing. Finally you will learn how to use UDK’s cutting edge high level scripting. By the end of this book you will be equipped with the skills to create an entertaining and imaginative game world.
Table of Contents (17 chapters)
Unreal Development Kit 3
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Pop Quiz Answers
Index

Time for action – underwater


As things look different underwater, you want to apply different post-process settings to the area.

  1. To do so, make your red builder brush roughly the same size as your water volume and position it at the same location.

    Note

    It may help to actually make it slightly smaller or larger than the water volume, as it may be difficult selecting the volume instead, if they are both at the same location. Once you have positioned the red builder brush correctly, add a PostProcessVolume.

  2. You now have two volumes around your body of water. Select the PostProcessVolume you've just added, and open up its properties.

  3. Expand the PostProcessVolume section and configure the properties marked in the following screenshot:

  4. By enabling bEnableDOF, you enabled the depth of field, causing the water to blur your vision, which you further tweaked with DOF_FocusDistance, DOF_FocusInnerRadius, and DOF_MaxNearBlurAmount. Also, by changing Scene_Highlights X to 2.000000 and Z to 0.500000, you gave...