Sunday, 16 December 2012

udk lesson 6 water and sun lighting


Create a platform for the player so the player can walk around.
Using the builder brush cut a hole out in the geometry; make sure it is deep enough so that the player is fully submerged.
Go into the content browser and select a sky dome then go into your environment and look at the floor, right click add static mesh.
Go into the content browser and go into add actor, select lights, directional lights, dominate directional light.  Place the light in your scene and click look selected, look down at the tree from above and unclick look selected to set lighting.
Double click the light and go into light, light component and click light shafts, tick render light shaft and change the colour of the raze.
Also in light component there is a section called light component where you change the brightness to 4.
Go into world property’s and click rendering , light mass and change the environment color to make shadows more realistic.
Put your builder brush in the hole that you created before but make it slightly shorter so that it doesn’t touch the top of the hole, go over to your create volumes and press utwatervolume to create the sound effects for the water.
Click the builder brush and go into the create volumes again but this time click postprocessvolume, double click the postprocessvolume box to bring up its options and check the DOF box to activate the depth of field. (change the dof focus inner radius to 10)
Go into the content browser and add actors, fluid surface actor. Drag the plan into scene and resize the size of your hole and add a simple water texture.
Open up unreal kismet and right click, create event, player
Right click next to player and click new action, toggle, toggle hud
Click and drag the box from player to the box labelled hide on toggle.
Finally right click again and select new variable and select player, connect the bottom of the toggle to player by click and drag.






udk lesson 5 jump pads and portals







Saturday, 1 December 2012

lesson 5 (lesson 4 was just a repeat of lesson 3)

Start a new level and select midday
Go into the content browser and click on the new packages folder at the bottom left of the screen, click the new button, one you have made a new martial a tab will come up with  the name of the group and martial, fill this in as you please and make sure it’s a material. Then push ok so that the folder is created.
When you are naming things inside UDK make sure there are no spaces, you can use underscores.
Go into the content browser and select the material then go back into your material folder and right click go into texture and texture sample and the texture you have selected will appear, you can connect this texture to the diffused by clicking no nod on the texture and then dragging it to the diffused nod the same applies to the other nods.
Sculpting landscape)
To sculpted the landscape press the button that looks like a mountine with a capital L on it this will bring up a tab that lets you create and landscape, we put the side as 255 by 255 and then pressed create to make the plane.
Once you have oked the plane a brush will appear, you can change the effect the brush has by clicking the multiple seting next to the brush tool icon, some of these include growing and flating. (play through the environment to get a sense of scale, use force play if it doesn’t run from the spawn point)
Go into the your material file again and right click anywhere there is a space and create new material, from here put 3 textures into the area the same way you did the first time.