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Phoenix viewer second life local texture emissive
Phoenix viewer second life local texture emissive




For more information, please contact U.S.Screwdriver-Wrench on the right: if you click this, you will be able to edit the item directly - except for attachments. Bulk Sales Sams Publishing offers excellent discounts on this book when ordered in quantity for bulk purchases or special sales. The authors and the publisher shall have neither liability nor responsibility to any person or entity with respect to any loss or damages arising from the information contained in this book or from the use of the DVD or programs accompanying it. The information provided is on an “as is” basis. Warning and Disclaimer Every effort has been made to make this book as complete and as accurate as possible, but no warranty or fitness is implied. Use of a term in this book should not be regarded as affecting the validity of any trademark or service mark. Sams Publishing cannot attest to the accuracy of this information. QA76.76.C672B8685 2009 794.8’1526-dc22 2009003414 Printed in the United States of America First Printing July 2009 Trademarks All terms mentioned in this book that are known to be trademarks or service marks have been appropriately capitalized. UnrealScript (Computer program language) I. Mastering Unreal technology / Jason Busby, Zak Parrish, Jeff Wilson. ISBN-13: 978-1-3 ISBN-10: 1-3 Library of Congress Cataloging-in-Publication Data: Busby, Jason. Nor is any liability assumed for damages resulting from the use of the information contained herein. Although every precaution has been taken in the preparation of this book, the publisher and authors assume no responsibility for errors or omissions. No patent liability is assumed with respect to the use of the information contained herein. No part of this book shall be reproduced, stored in a retrieval system, or transmitted by any means, electronic, mechanical, photocopying, recording, or otherwise, without written permission from the publisher. Mastering Unreal® Technology, Volume I Copyright © 2010 by Epic Games, Inc. Sams Publishing, 800 East 96th St., Indianapolis, Indiana, 46240 USA Introduction to Level Design with Unreal Engine 3 ® Kismet Visual Scripting Editor.Ĭascade Particle System Editor.ĪPPENDIX B: The Curve Editor.Ĭontrolling Interpolation Curves.Ĭurve Editor Curve Key List.Īvailable Preset Curve Settings. Level Streaming Considerations.Įnable/Disable Socket Snapping.ĭynamic Shadow Stats Browser. Level Streaming via LevelStreamingVolumes.

phoenix viewer second life local texture emissive

Persistent Levels Versus Streaming Levels. The Primitive Stats Browser.ĭynamic Shadows and the Dynamic Shadow Stats Browser.ĬHAPTER 12: Level Streaming.

phoenix viewer second life local texture emissive

In-Game Performance Diagnostics.ĬullDistance and CullDistanceVolumes.Ĭasting Light onto Unlit Materials. The Matinee Sequence Object.ĭirector Group-Specific Tracks.

phoenix viewer second life local texture emissive

The Terrain Editing Dialog Interface Overview.ĭecorating Your Terrain: Foliage and DecoLayers.Īnatomy of a Sequence Object.Ĭommenting Kismet Sequences. Per-Vertex Lighting and Lighting Subdivisions.Įxclusive SkyLight Properties. The Surface Properties Dialog.ĬHAPTER 7: Introduction to Lighting. Using the Static Mesh Editor.ĬHAPTER 6: Introduction to Materials. Static Mesh Workflow Overview.Ĭonsiderations When Creating UV Layouts. Key Terms and Concepts: BSP and CSG.īuilding to the Proper Scale. Overview of Component Interaction.Īnimations and Skeletal Meshes.ĬHAPTER 2: Overview of Game Development.Ĭonsiderations for Production Scheduling.ĬHAPTER 3: Up and Running: A Hands-On Level Creation Primer. March 2004: Unreal Tournament 2004.Īpril 2005: Unreal Championship 2: The Liandri Conflict. September 2002: Unreal Championship and Unreal Tournament 2003.

phoenix viewer second life local texture emissive

CHAPTER 1: Introduction to Unreal Technology.






Phoenix viewer second life local texture emissive