Mastering Unreal Technology: The Art of Level Design / Edition 1

Mastering Unreal Technology: The Art of Level Design / Edition 1

by Jason Busby
ISBN-10:
0672326922
ISBN-13:
2900672326928
Pub. Date:
12/07/2004
Publisher:
Sams
Mastering Unreal Technology: The Art of Level Design / Edition 1

Mastering Unreal Technology: The Art of Level Design / Edition 1

by Jason Busby
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Overview

Let your imagination run wild in the world of Unreal Technology. Mastering Unreal Technology: The Art of Level Design knows no boundaries as it shows you how to build custom mods, maps and levels with the Unreal engine. Its tutorial format will give you immediate results through the tips and demos provided from the industry's top level designers. Learn to create your own characters, weapons and gaming environments, as well as how to go beyond the Unreal environment and export custom elements from 3D modeling applications. A CD that contains the Unreal Engine, graphics, examples and code is also included, giving you everything you need to create custom levels in Unreal or build your own games and virtual environments. Mastering Unreal Technology will help put you on the cutting-edge of gaming technology.


Product Details

ISBN-13: 2900672326928
Publisher: Sams
Publication date: 12/07/2004
Edition description: Book and CD-ROM
Pages: 962
Product dimensions: 6.00(w) x 1.25(h) x 9.00(d)

About the Author

Jason "Buzz" Busby is the president/CEO of 3D Buzz, Inc., a company dedicated to teaching the world the arts and skills behind today's hottest 3D industries, including gaming, film, and visualization. Through his website, http://www.3DBuzz.com, Buzz distributes his signature Video Training Modules (VTMs), which contain hours of training content that is professional, informative, and entertaining. Buzz is also the Director of Animation at The Renaissance Center in Dickson, Tennessee, where he offers his students a unique insight into the world of Alias Maya and Discreet 3ds max.

Zak Parrish is currently an animation instructor at The Renaissance Center, where he teaches both Alias Maya and Discreet 3ds max. For the past two years, he has worked with Jason Busby and 3D Buzz, Inc. to help provide top-quality education to students across the world. His work can be seen on many of the 3D Buzz VTMs as well as in the UT2004 Special Edition training video series. In what little spare time he manages, he is also seeking his bachelor of fine arts degree at Austin Peay State University.

Joel Van Eenwyk grew up in China, where his parents both work as teachers. He attendedpublic school in China for four years and was then homeschooled by his mother. Joel developed an interest in computer programming and was soon writing programs to help with his homework. At 17, Joel traveled to the United States to further his education at a community college in Kansas. During that time, he attended an intensive four-week training program on Alias Maya, instructed by Jason Busby. After completing a one-year internship with 3D Buzz, Joel is currently seeking his computer science degree at theUniversity of Kansas.

Read an Excerpt

IntroductionIntroduction

Welcome to Mastering Unreal Technology: The Art of Level Design. You're going to take an exciting journey through the rich world of game design, using the Unreal Engine. This book is dedicated to the aesthetic aspects of game design, such as level design creation, character development, and static mesh design. On the other hand, this book does not cover many game design topics from the programmer's perspective, meaning there isn't much emphasis on programming the Unreal Engine through its native programming language, UnrealScript.Who Is This Book For?

This book has been designed for a wide range of people, actually. The first group is aspiring mod makers or fledgling game designers. This book is also aimed at anyone who has ever wondered exactly what kind of work goes into making his or her favorite game.

Beyond gamers, however, this book can be a great resource for those in the fields of architecture or construction visualization. With the Unreal Engine, you can offer your clients real-time flythroughs and simulations that they can view and explore. How to apply the Unreal Technology that drives today's cutting-edge games is limited only by your imagination.How to Use This Book

This book is designed to be read from start to finish, although this isn't necessarily the best way for everyone to complete this book. You'll find that each chapter has a robust selection of information about each relative topic; however, the book has been designed to be flexible enough so that you can start with the areas of game design that interest you the most.

Whatever your motive, this book is yourresource, so use it as you will. However, keep in mind that game design is an interconnected field, in that many of its aspects are directly connected to each other. You might not want to be a level designer or static mesh constructor, but you'll make yourself far more valuable to a prospective employer (or mod team) by knowing about each field of game design.How This Book Is Organized

Part I: The Unreal Universe

This first part of the book focuses on a general introduction to level design for the Unreal Engine with its native editing system, UnrealEd. It begins with a brief history of Unreal and quickly moves on to a thorough introduction to how the Unreal Engine functions.

From there, Part I walks you through creating your first Unreal Level. You see how to carve your own environments into the Unreal world, how to texture and light them, and how to add the elements that make them aesthetically pleasing and still fun to play. The topics covered include creating indoor and vast outdoor environments, creating and controlling your level's physics through the use of volumes, and generating a variety of lighting effects. Part I wraps up with an in-depth look at material and texture creation and how to create interactive level elements, such as moving doors and controllable elevators.

Part II: Advanced Design Techniques

Part II opens the doors to more high-end features of the Unreal Engine. Beginning with an introduction to working with real-time particle systems and effects, Part II also brings you face to face with the Karma physics engine, explaining how it can be used to create realistic simulations based on the laws of physics. Next, the chapter covers the techniques for controlling the behavior of Unreal's artificially intelligent players, known as "bots."

Part II then moves on to cover Matinee, UnrealEd's integrated system for creating in-game cinematics—animated clips and films—with the game engine. Next, Part II discusses how to create scripted in-game sequences to create exciting events that pull players deeper into the action. This part closes with a look at optimizing your levels to keep gameplay as fast as possible, while pulling as much power as you can from the engine.

Part III: External Design

Part III introduces you to creating3D game elements with Alias's Maya. This part begins with an introduction to Maya from the beginner's perspective. You're quickly brought up to speed on navigating the software, learning techniques for polygon modeling, creating static meshes for use as decorative elements in your levels, and preparing your models for the application of texture.

Next, Part III explains techniques for creating full character models. This part then covers how you can turn that model into a digital puppet so that it can be animated and eventually used as a playable character in your Unreal game.Special Features

This book contains a series of in-depth tutorials, outlining each major concept introduced. To assist you in following these tutorials, the book includes a CD packed with all the necessary assets, the Unreal Runtime Engine demo, and Maya Personal Learning Edition 5.0. The book also includes an appendix that serves as a user's guide for UnrealEd and another that lists the pertinent properties for Unreal's most important in-game assets.

© Copyright Pearson Education. All rights reserved.

Table of Contents

Introduction.

I. THE UNREAL UNIVERSE.

1. Unreal Technology: The Big Picture.

Unreal and Its History

The Unreal Engine

   Introduction to the Unreal Engine

   The Components

   Overview of Component Interaction

Engineering New Worlds with the Unreal Engine

   Game Assets

   The Tools

Summary

2. The Process of Game Development.

Building Your Foundation: Before Production

   Developing Your Idea

   The Player's Perspective

   Gathering the Team

   Refining Your Ideas with the Team

   Creating a Production Schedule

Beginning Construction: During Production

   Maintaining the Schedule

   Dealing with Delays

   Bringing It Together

Testing and Acquiring Feedback

   Internal Testing: Alpha

   External Testing: Beta

Remodeling and Closing: Ending Production

   What to Do with Beta Test Info

   When to Stop Beta Testing

   Finalizing and Releasing

Summary

3. Creating Your First Level with UnrealEd.

What Is UnrealEd?

   The Subtractive Method of Level Creation

   Rebuilding

The Anatomy of an Unreal Level

   World Geometry

   Actors

   Some Assembly Required

A Quick Tour Around the User Interface

   The Main Menu Bar

   The Toolbar

   The Toolbox

   The Viewports

   The Console Bar

   The Browsers

   Property Windows

Working in 3D Space

   2D Versus 3D

   Positive and Negative Directions

Creating Your First Room

   Subtracting Out Space: How Tall?

   Brushes in Depth

   Navigation in UnrealEd

   Moving Actors

Creating Your First Map

   Subtracting the First Room

   Adding Textures

   Texture Fitting

   Making the Level Functional

Expanding the Level: Creating Objects and Adding Lights

   The Window and Hangar

Adding Detail: Static Meshes

   The Static Mesh Browser

   Placing Static Meshes

   Decorating with Static Meshes

Summary

4. Advanced Brush Techniques.

BSP Theory

   Polygons

   BSP Trees

Brushes from Other Brushes

   The Intersect Tool

   The De-Intersect Tool

Brush Manipulation

   Vertex Editing

   Face Dragging

   Brush Clipping (2D and 3D)

Freehand Polygon Drawing

The 2D Shape Editor

   User Interface Overview

   Shape Editing

   Using the 2D Shape Editor to Create a Simple Level

Brush Solidity

   Solid Brushes

   Semi-Solid Brushes

   Non-Solid Brushes

Saving Brushes (u3d Files)

Importing/Exporting Brushes

Summary

5. Terrain.

What Is Terrain?

The Components of Terrain

   Terrain Zoning with the ZoneInfo Actor

   Using the TerrainInfo Actor

   Controlling Terrain with the Height Map

Layers

   DecoLayers

Altering Terrain with the Terrain Editing Dialog

Lighting Terrains with Sunlight

The Skybox

   What Are Skyboxes?

   How Does a Skybox Work?

A Closer Look at Terrain Editing

   Terrain Editing User Interface

   Height Map Editing Tools

   The Select Tool

   Applying the Terrain Editing Tools

TerrainInfo Properties

Texture Layer Editing Tools

   Painting

   Smoothing

   Noise

   Tex Pan

   Tex Rotate

   Tex Scale

Editing Terrain Texture

DecoLayers

Summary

6. Working with Volumes.

Concept of Volumes

Basic Volume

   Volume Properties

   DecoList

   BlockingVolume

PhysicsVolume

   WaterVolume

   LavaVolume

   XfallingVolume

   LadderVolume

Summary

7. Lighting in Unreal.

Light Concepts

   Light Maps

   Light Placement

Light Classification

   Static Lights

   Dynamic Lights

Light Properties

   Light Color

   Light Radius

   Light Type and Light Effects

   Directional Lights

Lighting Workflow

   Light Creation

   Viewing Lights

   Working with Light Effects

   Rebuilding Lights

   Light Map Size

Lighting Surfaces

   World Geometry

   Static Meshes, Meshes, and Movers

   Terrain

   Particles

Advanced Lighting Effects

   Scaling Lights

   Using SpecialLit

   Ambient Lighting

   Emitting Light from Other Actors

   Coronas

   Using a TriggerLight

Projectors

   Using Projectors

Common Lighting Pitfalls

Summary

8. Creating Materials in Unreal.

Textures

   Creating a Texture

   Importing a Texture

   The Texture Properties Window

   Texture Properties

Shaders

   Diffuse and Specularity Maps

   Opacity Maps

   Self-Illumination Maps

   Other Properties

Modifiers

   The Color Modifier

   The TexOscillator Modifier

   The TexPanner Modifier

   The TexRotator Modifier

   The TexScaler Modifier

   The Combiner Modifier

Creating Reflective Surfaces with Cubemaps and TexEnvMaps

Final Blend Material

Using a ScriptedTexture

Summary

9. Interactive Elements.

Movers

   Creating the First Door

Introduction to Triggers

   Creating a MessageTrigger

Elevators

   A Simple Elevator: UseTrigger

   Complex Elevator Overview

Jump Pads

Teleporters

Summary

II. ADVANCED DESIGN TECHNIQUES.

10. Creating Particle Effects.

Particle Theory

   Emitter Types

SpriteEmitter

SparkEmitter

MeshEmitter

BeamEmitter

TrailEmitter

Summary

11. The Karma Physics Engine.

Karma Theory

   General Karma Properties

   Karma Collision Primitives

Constraints

   KBSJoint

   KconeLimit

   Khinge

Ragdolls

The Karma Authoring Tool (KAT)

   The KAT Interface

   Workspaces

   Viewports

Summary

12. Advanced Bot/AI Navigation.

Basics of Bot Navigation

   Design Considerations

Tools for Debugging

   Diagnosing Problems with the Map Check Dialog Box

   Console Commands

Pathing

   Jump Pads and Teleporters

   Jump Spots

   Doors

   Lifts

   Ladders

Advanced Pathing

   AssaultPaths

   Defense Points and Sniping Points

   Vehicle Navigation

Summary

13. Matinee: Creating Custom Cinematics.

Introduction to the World of Machinima

Overview of the Matinee System

The Matinee Interface

   The Scenes Tab

   The Actions Tab

   The Sub Actions Tab

   The Tools Tab

Creating a Simple Matinee Sequence

Working with the Scene Manager

Triggering the Matinee Sequence

Controlling the Camera Path

Creating Camera Pauses and Camera Cuts

A Closer Look at Sub Actions

   Setting Camera Orientation

   Introducing Fades

Using Matinee to Control Actors

Adding Text to Your Cutscenes

Adding a More Cinematic Feel

Automatically Launching the Movie

Changing Levels with Matinee

Summary

14. Creating Scripted Sequences.

Using an Actions List

   Using Latent and Non-latent Actions

   Controlling xPawns

Logical Conditions

Summary

15. Level Optimization (Zoning) and Distribution.

Introduction to Level Optimization

Zoning

Antiportals

Distance Fog

Terrain Optimization

Profiling and Debugging

   Viewport Display Modes

   Console Commands

Summary

16. Gametypes.

Setting Level Properties

Deathmatch-Style Gametypes

   Adding Weapons

   Deathmatch Design Considerations

Capture the Flag (CTF)

   CTF Design Considerations

Double Domination

   Design Considerations for Double Domination

Bombing Run

   Design Considerations for Bombing Run

Onslaught

   Design Considerations for Onslaught

Assault

Summary

III. EXTERNAL DESIGN.

17. Overview of Maya.

Y-Up Versus Z-Up

Maya Theory

   Nodes and Connections

   Construction History

Overview of the User Interface

   The Viewports

   The Main Menu Bar and Menu Sets

   The Status Line

   The Shelf

   The Channel Box and Layer Editor

   The Attribute Editor

   The Time and Range Sliders

   The Toolbox and Layout Selection

   The Hotbox

The Hypershade

The Hypergraph

Object Manipulation

   Object Mode

   Component Mode

Summary

18. Polygonal Modeling Tools.

Modeling Terminology

Modeling Methods

   Box Modeling

   Polygon Creation

Understanding the Tool Options and Display Settings in Maya

Polygon Modeling in Maya

   Creating Polygons

    Adding to Existing Polygons

   Combining Objects

   Using Booleans

   Mirroring

   Smoothing Versus Averaging Vertices

   Triangulation

   Cleaning Up Your Polygons

Editing Polygons

   Subdividing Polygons

   Splitting Polygons

   Extrusions

   Chamfering Vertices and Beveling Edges

   Cutting Faces

   Wedging Faces

   Merging Vertices

   Flipping Triangle Edges

   Adjusting Surfaces and Hard Edges

Summary

19. The Art of Texturing in Maya.

UVs and the UV Coordinate System

The UV Texture Editor

   The Menu Bar

   The Toolbar

   The Viewport

Mapping Uvs

   Mapping Methods

Creating UV Layouts

Creating Textures from UV Layouts

UV Layouts for Characters

Considerations for UV Layouts

Summary

20. Static Meshes.

The Importance of Static Meshes

    Preparing to Model

   Adjusting the Grid

   Creating a Project

Modeling the Catwalks

   Creating the Base Catwalk

   Constructing the Straight Catwalk

   Making a Ramp

   Making a Turn

   Building a T-Intersection

   Building a Four-Way Intersection

Collision Models

Exporting Models to UnrealEd

   Texturing Your Static Meshes in UnrealEd

Summary

21. Character Modeling.

Preparation

   Concept Art

   Image Planes

The Modeling Process

   Modeling and Animation

The Character

   Modeling the Torso

   Modeling the Legs

   Modeling the Arms

   Modeling the Feet

   Modeling the Hand

   Modeling the Head

Summary

22. Importing Characters into UnrealEd.

What Are Skeletons?

Introduction to Maya Joints

   Parenting

   Joints and Parenting

   Joints and Rotation

   Using the Joint Tool

   Joints and Local Rotation Axes

   Manipulating Joints

Binding a Character to a Skeleton: Skinning

   Introduction to Smooth Bind

   Adjusting Joint Influence

Importing a Character Without Custom Animation

   Importing a Skeleton

   Skinning a Character

   Adjusting the Skin Weights

   Exporting the Character

   Getting the Character Ready for Gameplay

   Creating the Character's Portrait

   The UPL File and Testing the Character In-game

Summary

23. Character Animation.

Introduction to Animation

Popular Animation Methods in Maya

   Keyframes

   Reactive Animation

Animation Choices-FK Versus IK

IK Solvers

   Single Chain IK Solvers

   Rotate Plane IK Solvers

   IK Spline Solvers

Constraints

Selection Handles

Character Rigs: What They Are and Why We Need Them

   Creating the Character Rig

   Skinning the Character

Animating the Character

   Pose-to-Pose Animation

   Creating Custom Animation Cycles

Exporting Custom Animations into UnrealEd

Summary

APPENDIX A. The UnrealEd Manual.

The Main Menu Bar

The Toolbar

   File Options

   Undo and Redo

   Search for Actor

   Browsers

   Editors

   Properties

   Building

   Play Level

   Help

The Toolbox

   Camera and Utilities Area

   Brush Clipping Area

   Brush Primitives Area

   CSG Operations Area

   Selections and Movement Area

   Mirroring and Miscellaneous Area

The Viewports

   Viewport Controls

   Viewport Control Bar

   Viewport Control Bar Context Menu

The Console Bar

   The Text Field

   The Log Window

   Lock Selections

   Vertex Snap

   Drag Grid

   Rotation Grid

   Maximize Viewport

   DrawScale3D

Browsers

   The Actor Class Browser

   The Group Browser

   The Music Browser

   The Sound Browser

   The Textures Browser

   The Mesh Browser

   The Prefab Browser

   The Static Mesh Browser

   The Animation Browser

Editor Windows

   Search for Actors

   The 2D Shape Editor

   The UnrealScript Editor

Property Windows

   Actor Properties

   Surface Properties

INDEX.

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