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Beginner ’ s Guide to Unreal Development Kit

Beginner ’ s Guide to Unreal Development Kit. Hanshin University Spring 2012. Reference. Reference Unreal Engine 3 Video Tutorial http://udn.epicgames.com/Three/VideoTutorialsKR.html http://www.icecreamyou.com/ut3 Unreal Development Network tutorials Chris Albeluhn's tutorials

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Beginner ’ s Guide to Unreal Development Kit

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  1. Beginner’s Guide to Unreal Development Kit Hanshin University Spring 2012

  2. Reference • Reference • Unreal Engine 3 Video Tutorial • http://udn.epicgames.com/Three/VideoTutorialsKR.html • http://www.icecreamyou.com/ut3 • Unreal Development Network tutorials • Chris Albeluhn's tutorials • http://www.hourences.com/tutorials/ • http://odedge.com/ut-3-tutorials/ • http://waylon-art.com/LearningUnreal/ • http://www.avld.org/pages/tuts/tuts.htm • http://www.worldofleveldesign.com/categories/cat_udk.php

  3. Simple Room • UDK Simple Room/Environment Creation Tutorial 1. UDK: BSP Brushes Block In 2. UDK: BSP Workflow 3. UDK: Quick Lighting and In Game Testing 4. UDK: Using Static Meshes and Workflow 5. UDK: Applying Materials/Textures and Workflow (Parts 1 and 2) 6. UDK: How to Add a Skybox 7. UDK: How to Add Lights

  4. CSG Operation • Solid Modeling • Represent solid interiors of objects • Surface may not be described explicitly • CSG (constructive solid geometry) • Union(+) : 합집합 • Intersection(^) : 교집합 • Difference(-) : 차집합

  5. CSG Operation 1 2 3 4 • CSG Brush Operation • CSG Add : Union (합집합)  Addtive Brush • CSG Subtract : Difference (차집합)  Subtractive Brush • CSG Intersect : Intersection (교집합)  Builder Brush • CSG Deintersect : ~Intersection (교집합 제외)  Builder Brush Add Subtract Intersect Deintersect

  6. CSG Operation • Brush Type • Builder Brush (red) : create any of the other brush types • Additive Brush (blue) : use for any BSP geometry you wish to add to the level (solid, filled-in space) • Subtractive Brush (yellow) : use to remove solid space (hollow, carved-out space)

  7. CSG Operation • Brush Type • Builder Brush (Red) : 게임월드에 생성할 블러쉬 설정 • Additive Brush (Blue) : 게임월드에 블러쉬 공간 채움 (Filled-in) • SubtractBrush (Yellow) : 게임월드에서 블러쉬 공간 제거 (Carved-out) 2 1

  8. CSG Operation • BrushOrder

  9. Basic Architecture, Lighting, Texturing • Basic Architecture, Lighting, Texturing 1. Building Brush를 이용하여 게임공간 구성 2. Contents Browser를 통한 머트리얼 매핑 3. Lighting 추가 4. Player 시작 위치 추가

  10. First Room • Example 1: First Room • Building a cube • Applying materials • Aligning textures • Applying ambient lighting • Adding a player start

  11. First Room • Unreal Units (UU) • Making First Room • cube primitive. • a room with (1024, 1024, 512) • Right-click on the cube button to call up the properties • Check Hollow

  12. First Room • Making First Room • Add Brush • In order for the cube to actually become solid geometry

  13. First Room • Add Actor • Add Point Light • Add Player Start • Build All • Play

  14. First Room • TEXTURES VS MATERIALS • There is a difference between textures and materials in UDK. • Textures (a single file) • It is usually a diffuse, specular or normal map file that you would create in Photoshop. • Materials • made up of various textures combined together inside the Material Editor in UDK. • use to apply on your BSP geometry or Static Meshes.

  15. First Room • Apply Materials • Open Contents Browser and Search “Wall” • Select "M_LT_Buildings_BSP_Bunkerwall1a" • Open Material Editor (Double Click)

  16. First Room • Apply Materials • Simply Way • Left-Click Hold and Drag from the Content Browser onto your BSP Brush. • Another quick way • After selecting the material you want to use in the Content Browser, Right-Click on the BSP surface where you want to apply that material • Select Apply Material: Material Name. • QUICKLY APPLYING SAME MATERIALS ON THE REST OF THE BRUSH FACES • Alt + Right Mouse Click = Grab Material • Alt + Left Mouse Click = Apply Material

  17. First Room • Apply Materials Hint: [SHIFT] and B  Select All Surfaces

  18. First Room • Apply Materials • Search “M_LT” • Select "M_LT_Floors_BSP_Master“ • Select “M_LT_Floors_BSP_Recycle05”

  19. First Room • Aligning Materials

  20. First Room • Set World Property • Game Type : UTDeathMatch

  21. Second Room • Add Second Room • Cube Brush (1024, 1024, 512) & CSG Add • Middle Mouse Button Press  measure unreal unit

  22. Second Room • Add Hallway • Add Cube Brush (256,256,416) • Subtract Cube Brush (288, 224, 384)

  23. Second Room • Adjust Materials • Adjust Wall • Apply Scale 4.0 & Panning V

  24. Second Room • Adjust Materials • Adjust Floor • Apply Scale 0.5 & Panning UV

  25. Second Room

  26. Giving Height • Example 3: Giving Height • Selecting and moving vertices • Theory: Other methods of giving height • Ramps in rooms • Linear stairs in a room

  27. Giving Height • Part I - Selecting and moving vertices • Duplicate Second Room as shown below • Select Second Room Brush • ALT + Mouse Move

  28. Giving Height • Duplicate Hallway • Select Hallway Add Brush & ALT + Mouse Move • Select Geometry Editor • Select Right Edge & Move Upward (128)

  29. Giving Height • Duplicate Hallway • Select Hallway Subtract Brush & ALT + Mouse Move • Select Geometry Editor • Select Right Edge & Move Upward

  30. Giving Height • Rebuild Geometry All

  31. Giving Height • Part II - Theory: Other methods of giving height • indoor stairs • Add Cube Brush (1024, 256, 128) • Uncheck Hollow Side View Top View

  32. Giving Height • Part II - Theory: Other methods of giving height • indoor stairs • Select Linear Stair Brush • Translate & Rotate Linear Stair Brush • Space Bar  Change Transformation • CSG Add Brush

  33. Lighting • Lights • Double click on the light bulb  Properties • Light  Light Component • Change Radius, Brightness, Light Color, ….

  34. Adding Pickups • Adding Pickups • Adding Ammo, Armor, Health, Items, Weapon • Select Pickups • Right Mouse Button Click & Add Pickups

  35. Moving Door • Moving doors using Matinee will cover basic to more advanced setups of how to open doors in Kismet using triggers and camera actors. • In this Moving Doors video you'll learn: • How to add a mover (interpactor) to your scene • How to use Trigger Volumes and Use Triggers • How to add a camera into Matinee and a director track • How to Log information • How to use a looping switch

  36. Moving Door • Adding a door and a door frame to the level. • Open Contents Browser & Search “Door” • Use Static Mesh ‘S_LT_Doors_ SM_Door04' for the door frame • Use Static Mesh ‘S_LT_Doors_SM_DoorWay04’ for the door • Position your door and door frame in the scene • Right click on the door • go to Convert - Convert Static Mesh to Mover. • This will turn your door from green (StaticMesh colour) to pink (Interpactor colour) in your perspective viewports.

  37. Moving Door • Change a property in your door properties • F4 with door selected or Double Click. • Go to the Collision heading and change the No Collision property to Block All.

  38. Moving Door • Place a trigger volume around the door. • place the red builder brush so that it encompasses the door • go to the volumes tab and select 'Trigger Volume'.

  39. Moving Door • With the trigger volume selected, open up Kismet • right click & select New Event Using TriggerVolume_0 - Touch. • select the door in the perspective viewport • right click inside of Kismet and select New Matinee.

  40. Moving Door • Add Unreal Matinee (Double click Matinee) • Right click in the dark grey area to the left of Matinee • Select Create New Empty Group  Named “Door”. • Right click on your door group & select the option Add new Movement track.

  41. Moving Door • Use scroll bar along the bottom of the matinee window • change the length of the matinee by left clicking the red tab and dragging it along the time line. (2 seconds) • use the toggle snap button which is the red Magnet icon on the top of the Matinee window. • Scroll the time slider to the end of the sequence and press 'Enter/Return' on your keyboard or click the little icon in the top left of the Matinee Add Key

  42. Moving Door • This second key will be the open position of your door. • with the second key on the track selected (Highlighted), in your perspective viewport, move the door to the open position.

  43. Moving Door • Once your Matinee is set it is just a case of hooking up the Touch event in Kismet to the Play of your Matinee. • If all is working your door should now open when you walk up to it.

  44. Moving Door • hooking up the UnTouch event in Kismet • Set Max Trigger Count 0

  45. Moving Door • Change Collision Type “COLLIDE_BlockAll”

  46. Moving Door • Another Way (Use Trigger) • Add Trigger

  47. Moving Door • Add Sound • Choose Interp Actor • Select Open/Opened, Close/Closed Sound

  48. UDKTexturing • Importing Textures • Accpeted filetypes • .bmp, .float, .pcx, .png, .psd, .tga , … • Texture Size • Powers of two: 128, 256, 512, 1024, 2048, 4096, etc • Open Any Picture • Change Image Format : png • Change Image Size : 512 x 512 • Save Image

  49. UDKTexturing • Importing Texture • Open Contents Browser & Import • Package : MyPack, Group : Texture

  50. UDKTexturing • Select New Material • Package : MyPack, Group : Material, Name : Test • Press OK

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