Design phase

idea…
Death Match/capture the flag
Pirate Bay

2d map

Sector map,
sea
Castle
ships
lighthouse
combat flow, architexture/player path map
avoid bottle neck

rough layout

In basic bsp
time to navigate map
test with players
flow scale pacing.

detailed layout
add texture (theme sence), sight lines, window position
concentrate on playtest with rough geometry

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Art Phase

Visual Target
detail one corner

Full Art pass
detail all

Iteration and Polish
tune lighting, post process

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Usefull Keys

rmb with [w,a,s,d] to navigate.
o = toggle volumes
m = static Meshes
T = Terrain
Home = center wiews to selection
g = game view
end = drop mesh to ground
ctrl, left/right click drag = move object
Ctrl click to add to selection
esc = deselect
ctrl+Alt + left click = box select
ctrl+Alt + right click = box de-select

Space = select transform scale, move, rotate

Dont forget to tick AutoSave

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Assets/packages:

C:\UDK\UDK-2009-11-2\UTGame\Content

Environments  – content browser:

From Scene, Right click existing mesh… find in content browser (ctrl B)

Mesh from C.B. into scene, drag and drop, or hold “s” and click ground.

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CTRL A = add geometry
CTRL S = subtract geometry

Dont scale brushes

Right click the brush button set scale.

Player = 88 units tall
16 unreal units = 1foot.
jump doublejump (ww) will travel approx 512 units

ceiling heigts 256.

Shift 2 geometry mode
Shift 1 camera mode (view pane needs to be selected)

L click = light

Tab = console window
Tilda = Large console window
esc = exit

addbots [number]

clone existing brush  = hold Alt and click drag object

Change order, to last by right clicking to effect ofdering of addative and subtractive brushes.

f4 = properties

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radiocity generated by assets in level … create a lightmapimportancevolume to improve fps

Materials
Material Instances

Drag and drop into scene or Alt click with material selected.
Right click select adjacent floors
Alt Right click select existing material

dont texture non visable surfaces for optimisation.
Right click surface and select matching texture, turn off lighting settings
light map reaolution 1000000000

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Light mass

bounces 4 times for realistic lighing

Scale on a light effects intencity/radius

Spot light

Brightness = 5
Light colour = peach offwhite
Pointlight fall off= sharpness of light radius

Bake settings in Build light properties [right click build all]
Set dressing = preview
refinement use production, could take a couple of hours

SkyDome go into properties, Collision > Lighting > turn off cast shadow and cast dynamic shadow

Actor classes
point light = lightbulb… most common
Directional Light
Spot light
skylight = not used anymore.

A + Click = add actor
eye = lock selected icon to camera to look through selected for positioning.
select eye first, then select actor to move camera to actor.

Light bounce
Light mass
Diffuse boost = bouncing light = lower less bouncing
Spotlight set Diffuse boost to 1

Sun = Direcional Light > Dominant directional light
Brightness 4
colour = magnolia

view >world properties >light mass settings > environment colour > Environment intencity > set to skydome colour

Static Mesh Lights = properties > Static Mesh Actor > Light mass > Use emmisive for static lighting
Emissive boost = glow
Indirect lighting scale

Ambiant acclusion deepens the shadows

Lighting = sun and sky.

post process settings

good for internal building lighting

Ambiant acclusion, detail in the shadows
bloob > bleeds out bright light> glow
depth of field > blur distance
Scene desaturarion > 1 = bw can unify textures
Highlight midtone + shadow > add or remove colour to scene

Shadows

surface properties of wall, object resolution = lower/sharper shadow. 4 good for sharp shadow

Opposite for static mash.