Book Image

Unreal Development Kit Game Design Cookbook

By : Thomas Mooney
Book Image

Unreal Development Kit Game Design Cookbook

By: Thomas Mooney

Overview of this book

UDK is a free, world class game editing tool and being so powerful it can be daunting to learn. This guide offers an excellent set of targeted recipes to help game artists get up to speed with game designing in UDK.Unreal Development Kit Game Design Cookbook contains everything you need to jumpstart your game design efforts. The lessons are aimed squarely at the artist's field of production, with recipes on asset handling, creating content within the editor, animation and visual scripting to get the content working in gameplay.Unreal Game Development Kit Game Design Cookbook exposes how real-time environments are built using UDK tools. Key features are examined ñ assets, animation, light, materials, game controls, user interface, special effects, and game interactivity - with the view of making UDK technically accessible so users can transcend technique and focus on their creative design process. The book has well prepared recipes for level designers and artists of all levels. It covers core design tools and processes in the editor, particularly setting up characters, UI approaches, configuration and scripting gameplay. It is a technical guide that allows game artists to go beyond just creating assets, and it includes creative, extensive demonstrations that extend on mere functionality.
Table of Contents (17 chapters)
Unreal Development Kit Game Design Cookbook
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Preface
Index

Getting varied hit impacts off models using a PhysicalMaterial


Our model can have different reactions to hit impacts based on a mask component in its Material which defines areas with different surface properties, such as metal or skin. Most often, Physical Materials are used to control what sound effect will play following a hit impact on a given part of the body.

How to do it...

  1. Right-click in the Content Browser and choose Create New PhysicalMaterial. Name it MyCharPhysBlack. Create another called MyCharPhysWhite.

  2. A Physical Material is assigned to an object inside the properties of the PreviewMaterial_0, the main node everything flows into in the Material Editor. Therefore, in the Content Browser, right-click and Create a Copy of the Material for Packt_Character, which is Packt_CharMat. Name the copy MyCharMat_Phys.

  3. Open MyCharMat_Phys and click on the Material_0 node, look to its properties, and expand PhysicalMaterial.

    The Phys Material Mask in this case is the image file: Packt_CharMatBW1...