Beginner ’ s Guide to Unreal Development Kit
description
Transcript of Beginner ’ s Guide to Unreal Development Kit
BeginnerBeginner’’s Guide to s Guide to Unreal Development KitUnreal Development Kit
BeginnerBeginner’’s Guide to s Guide to Unreal Development KitUnreal Development Kit
Hanshin UniversitySpring 2013
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
Simple Room
■ UDK Simple Room/Environment Creation Tutorial1. 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
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
CSG Operation
■ 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
1 2
43
Add Subtract Intersect Deintersect
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)
CSG Operation
■ Brush Type Builder Brush (Red) : 게임월드에 생성할 블러쉬 설정 Additive Brush (Blue) : 게임월드에 블러쉬 공간 채움 (Filled-in) Subtract Brush (Yellow) : 게임월드에서 블러쉬 공간 제거 (Carved-
out)
1
2
CSG Operation
■ Brush Order
Basic Architecture, Lighting, Texturing
■ Basic Architecture, Lighting, Texturing 1. Building Brush 를 이용하여 게임공간 구성 2. Contents Browser 를 통한 머트리얼 매핑3. Lighting 추가 4. Player 시작 위치 추가
First Room
■ Example 1: First Room Building a cube Applying materials Aligning textures Applying ambient lighting Adding a player start
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
First Room
■ Making First Room Add Brush
• In order for the cube to actually become solid geometry
First Room
■ Add Actor Add Point Light
Add Player Start Build All Play
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.
First Room
■ Apply Materials Open Contents Browser and Search “Wall” Select "M_LT_Buildings_BSP_Bunkerwall1a" Open Material Editor (Double Click)
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
First Room
■ Apply Materials
Hint: [SHIFT] and B Select All Surfaces
First Room
■ Apply Materials Search “M_LT” Select "M_LT_Floors_BSP_Master“ Select “M_LT_Floors_BSP_Recycle05”
First Room
■ Aligning Materials
First Room
■ Set World Property Game Type : UTDeathMatch
Second Room
■ Add Second Room Cube Brush (1024, 1024, 512) & CSG Add Middle Mouse Button Press measure unreal unit
Second Room
■ Add Hallway Add Cube Brush (256,256,416) Uncheck Hollow Subtract Cube Brush (288, 224, 384)
Second Room
■ Adjust Materials Adjust Wall
• Apply Scale 4.0 & Panning V (Shift Key Other Direction)
Second Room
■ Adjust Materials Adjust Floor
• Apply Scale 0.5 & Panning UV
Second Room
Giving Height
■ Example 3: Giving Height Selecting and moving vertices Theory: Other methods of giving height
• Ramps in rooms• Linear stairs in a room
Giving Height
■ Part I - Selecting and moving vertices Duplicate Second Room as shown below
• Select Second Room Brush • ALT + Mouse Move
Giving Height
Duplicate Hallway • Select Hallway Add Brush & ALT + Mouse Move • Select Geometry Editor• Select Right Edge & Move Upward (128)
Giving Height
Duplicate Hallway • Select Hallway Subtract Brush & ALT + Mouse Move • Select Geometry Editor• Select Right Edge & Move Upward
Giving Height
Rebuild Geometry All
Giving Height
■ Part II - Theory: Other methods of giving height indoor stairs
• Add Cube Brush (1024, 256, 128)• Uncheck Hollow
Side View
Top View
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
Lighting
■ Lights Double click on the light bulb Properties
• Light Light Component Change Radius, Brightness, Light Color, ….
Adding Pickups
■ Adding Pickups Adding Ammo, Armor, Health,
Items, Weapon Select Pickups Right Mouse Button Click & Add Pickups
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
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.
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.
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'.
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.
http://udn.epicgames.com/Three/KismetUserGuideKR.html
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.
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) (Press Ctrl Key) 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
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.
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.
Moving Door
■ hooking up the UnTouch event in Kismet Set Max Trigger Count 0
Moving Door
■ Change Collision Type “COLLIDE_BlockAll”
Moving Door
■ Another Way (Use Trigger) Add Trigger
Collision Height 128Collision Radius 128
Moving Door
■ Add Sound Choose Interp Actor
• Select Open/Opened, Close/Closed Sound • Check Sound Cues “Search Door”
UDK Texturing
■ 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
UDK Texturing
■ Importing Texture Open Contents Browser & Import
• Package : MyPack, Group : Texture
UDK Texturing
Select New Material• Package : MyPack, Group : Material, Name : Test• Press OK
UDK Texturing
Select “TextureSample” Drag & Drop in Material Editor Link Texture Sample to Diffuse Select “Test” Material & Apply
Animating Texture
■ Import Texture
Animating Texture
■ Texture Property Horizontal Image: 2, Vertical Image: 2 Frame Rate : 1, Address: Wrap
Animating Texture
■ Material Editor Select “FlipBookSample” Apply Material
http://udn.epicgames.com/Three/FlipbookTextures.html
Adding Sounds and Music
■ Adding Sounds and Music to a Level Sound Node Wave files Sound Cue files Sound Cue Editor Ambient Zones Attaching Sound to a Mover Triggering Sounds
Adding Sounds and Music
■ Import Sound Select Windows Media Test.wav
Adding Sounds and Music
■ Sound Node Wave files Double click on it to hear the sound. AmbientSoundSimple Use Sound Node Wave File With the node selected, in your level, right click. You will see
some options. The options are as follows:
1. This option will continuously play in the background.
2. Will play only once.
3. Will allow you to turn the sound on and off in Kismet but will not loop.
4. Will allow you to turn the sound on and off but will loop.
Adding Sounds and Music
■ Sound Property
Adding Sounds and Music
■ Sound Property Attentuate : the sound will fade out the input sound dependent on the
distance to the player. Spatialize : If True, the sound will sound more positional. dB Attenuation At Max : the volume at the max distance in deciBels. DistanceModel – Algorithms on how to fade out the sound. Fast, slow,
sudden,etc. The options for this are:
• ATTENUATION_Linear , ATTENUATION_Logarithmic, … Radius Max : How far the sound can be heard, Attentuate must be
enabled for this to function. Radius Min : When inside this radius, the sound will be played at full
volume. PitchModulation : How fast the sound is played, great to give some
variation to the sound. VolumeModulation : adds variation to the volume of the sound.
Adding Sounds and Music
■ AmbientSoundMovable Need SoundCue File
■ Sound Cue files Sound Cues are ‘containers’ that hold a number of Sound
Node Waves.
■ Sound Cue Editor
Skeletal Mesh
■ Add Skeletal Mesh Open ContentBrowser & Select Skeletal Mesh Select “SK_CH_IronGuard_MaleA” Right click inside of Kismet and select New Matinee. Add New Event “Level Loaded”
Skeletal Mesh
Open UnrealMatinee• Add Skeletal Mesh Group “Player”• Open Content Browser & Search “AnimSet”
“K_AnimHuman_BaseMale”
Add Group Anim Sets
Skeletal Mesh
Add AnimSet “crouch_fwd_rif” Set Animation “Looping”
Skeletal Mesh
Movement “PHYS_Interpolating” Collision “COLLIDE_BlockAll”
Simple Light Switch
■ basic light switch with the use of Kismet. Add Acotr > Add Trigger Select Trigger & open Kismet Select New Event Using Trigger_0 > Touch Select New Action > Toggle > Toggle Switch back to your main editor screen
• Add Actor > Add PointlightToggelable Go back to Kismet.
• Select New Object Var Using
PointLightToggleable_x.
Creating Enemies in UDK
■ Spawn a bot from level Loaded Right click in level where you want bot to spawn, Choose add
actor - add PathNode. Select the path node and enter Kismet. Right Click anywhere- New Event - Level Loaded Right Click anywhere again - new action - actor - actor factory Right click on spawn point (actor factory) choose new object var using PathNode 0
Creating Enemies in UDK
■ Spawn a bot from level Loaded connect Level Loaded to Spawn Actor on the actor factory properties (blue arrow)
• choose UTActorFactoryAI Click on drop down arrow beside Factory Tick Force Deathmatch AI Set Controller Class – None, Set Pawn Class – UTPawn Tick Give Default Inventory
• click the little Green Cross on Inventory List and select any weapon from the dropdown menu
The bot will now spawn when the level starts
Creating Enemies in UDK
■ Spawn a bot from a trigger place a trigger and a player start on your level Select the trigger Open kismet add new event using trigger – touch add new action - actor factory connect trigger Touched to Spawn Actor go back to your level and select the player start back into in kismet
Creating Enemies in UDK
■ Spawn a bot from a trigger right click on spawn point (actor factory) choose new object var using player start on the actor factory properties (blue arrow)
• choose UTActorFactoryAI Controller Class – None, Pawn Class – UTPawn Tick Give Default Inventory
• click the little Green Cross on Inventory List• select any weapon from the dropdown menu
Tick Force Deathmatch AI
walk into the Trigger and a bot will spawn and shoot you
Creating Enemies in UDK
■ Re-spawn a bot after death (infinite) Using the kismet you already have from parts 1 and 2 open Kismet New Action - Event - Attach to Event New Event - Pawn – Death Right click on Spawned (Actor Factory) - Create New Object
Variable connect them up like the picture below
The bot will now re-spawn on death.
Creating Enemies in UDK
■ Re-spawn a bot after death (a number of times) Starting from what you have from Part 3 open kismet New Condition - Counter – IntCounter on the IntCounter properties: set Value B to the number of times you want the bot to re-
spawn connect them up like the picture below
3D Buzz Video Tutorials - Using UDK
유저 인터페이스 (34 비디오 ) 심플 레벨 (27 비디오 ) 라이팅 (5 비디오 ) 지오메트리 모드 (6 비디오 ) 키즈멧 (11 비디오 ) 머티리얼 (8 비디오 ) 1 터레인 (1 비디오 ) 프랙처(부서지는) 스태틱 메시 (4 비디오 ) 사운드 이펙트 (6 비디오 ) 파티클 이펙트 (9 비디오 ) 플루이드 서피스( 유체 표면) (3 비디오 ) 피직스(물리) (4 비디오 ) 2 크라우드(군중) (4 비디오 ) 시네마틱(동영상) (12 비디오 ) 3UI_Scene (2 비디오 ) 4 내려보기형 게임 (25 비디오 )
1 터레인 : 랜드스케이프 로 대체 예정 2 크라우드 : 변경된 부분이 많으니
참고만 3 UI_Scene: UI 에디터는 2010 년 10
월부로 완전히 삭제 , 현재 Scaleform GFx 가 대신 쓰임
4 내려보기형 게임 : 키즈멧 설정법 등을 참고하기에 좋은 자료 , 삭제된 UI 부분이 많이 쓰임 (2009 년 11~12 월 버전 사용 )
이 비디오에서 사용된 애셋 다운로드 : http://download.udk.com/tutorials/usin
g-udk/3dbuzz_assets.zip
http://download.udk.com/tutorials/using-udk/UIDemoAssets.zip
한글자막전체 영문자막전체
Comp2252 UDK Tutorials
■ Basic Rooms ■ Lights, Materials, Water■ Terrain■ Speed Trees■ Animation Sets■ Animation Trees, UModel ■ Introducing Movers■ Introducing Sounds ■ Customising Characters■ Check Points, Game Types
■ Flashlights■ Matinee Cut Scene ■ Creating Rain ■ Ladder Volumes■ Animated Skydomes ■ Creating Textures and Materials■ Unreal Frontend■ Geometry Mode Tools