"Este é o meu contato profissional. Ou seja, de uso exclusivo para função profissional. Qualquer pedido de ajuda sobre UDK, 3D, etc, deverão ser feitos no blog."
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Esse é um tutorial que poderá facilitar a vida de muita gente que pretende fazer vizualizações arquitetônicas. Trata-se de como importar Static Mesh do Google Sketchup para a UDK. Google Sketchup é aquele programa do Google que muita gente achou que seria fácil de usar e quebrou a cara. Eu fui um dos que acharam que faria uma malha em poucos cliques.
Você já terminou o seu jogo. Está doido para mostrar pro mundo sua técnica JEDI de programação para games e não sabe onde conseguirá publicar o EXE? Seus problemas "se acabaram-se". Com este tutorial você será capaz de criar tudo isso e muito mais.
Fonte: http://www.hourences.com/book/tutorialsue3reflections.htm Real time reflection is quite hardware demanding and thus should not be abused. Use this powerful feature wisely and only for things that really matter, and in relatively low detail areas. Using it in a small bathroom would be ok, where as using it to make a camera oversee the entire battlefield, would not be.
Start off by going to the Generic Browser, and create a RenderToTexture in a package of choice.
A new window will pop up, asking for a name and package name. Notice the Height and Width option at the bottom. These allow you to set the size for the RenderToTexture. The size of the thing has a direct impact on performance. A larger size obviously means more detail, but also being larger in data. The larger something is, the harder it will be for the hardware to continuously process it. Pick a size wisely.
Once you've got the RenderToTexture, leave it alone for the time being, and go to the Actor Browser. Navigate to SceneCaptureActor and expand that section. Select SceneCapture2DActor, and add that actor to the level at the desired location..
The actor is invisible, don't worry about this. Open its properties by selecting the actor in the viewport, and pushing F4 on your keyboard. If you are having trouble selecting the actor, it is invisible after all, go to the Search Actors window, which is the button with a binoculars on, found at the top toolbar, and enter the name of the actor. In this case SceneCapture2DActor. Double click it in the list of results to select it.
In its properties, expand the SceneCaptureActor section, and while keeping the properties window open, navigate to your RenderToTexture thing you've made earlier, and select it in the Generic Browser. Addit to the TextureTarget in the properties of the SceneCapture2DActor using the little green arrow on the right.
Other important properties are:
bEnableFog: To display fog or not ClearColor: The color used for "empty" areas (used in combination with the Maximum/Minimum distance, everything beyond/below uses this color). FarPlane: Maximum distance. Beyond this distance the actor cannot see. FieldOfView: The "width" of the camera. FrameRate: How smooth the capturing is. A higher number means a smoother result, but also a larger impact on performance. NearPlane: The opposite of the Farplane, within this distance, the actor cannot see anything. ViewMode: How to capture the scene.
Be sure to set the Farplane well beyond the default 500 units, or you will likely see too little, and you might need to change the ViewMode to Unlit if your scene is not yet lit!
Leave the SceneCapture2DActor as is, and return to the Generic Browser. Create a new material, and add your RenderToTexture to a regular TextureSample, and use it in a material.
Now apply the material to a mesh or a surface, and you are done!
If you wish to view the camera frustum like in my screenshot, expand the viewport menu (the arrow pointing down in every viewport's toolbar), and enable Camera Frustums near the top of the list.
Have a look at my material tutorials to get a better understanding on how to add cool effects to the RenderToTexture, such as distortion, or a moiree effect commonly seen on old TV's.
It might also be worth having a look at the SceneCaptureReflectActor, which is a little fancier than the ScenCapture2DActor, and on the SceneCaptureCubeMapActor, which captures 360 degrees.
Deixa ver se entendi. Você está doido para criar o seu próprio jogo e nem tem idéia da configuração necessária para rodar a UDK? Ok, seus problemas "se acabaram-se".
Mais uma série de tutoriais ensinando o básico dos básicos. Parece que o autor irá lançar um DVD comercial para ensinar o uso da UDK. O futuro promete, desde que não seja mais um querendo ganhar dinheiro ensinando a fazer Mods.
This is an example of how to use the `world space offset`in the unreal (UDK) shader. This will consist of a mixture between the `Mesh Painting`function and the shader set up a certain way to give you the desired result.
You can use this for fog or mist as shown in this video, but also to offset certain aspects of different materials as they move around the level.
Ótimo tutorial para compilar Unreal Script com o Visual Studio 2010.
"How to compile Unreal Script with Microsoft Visual Studio 2010 using nFringe plug in
I am a game software development student, I was trying to find a tutorial how to do this, but all the videos were somehow outdated, because either the UDK version was old or there was some information missing on the videos.
I am not really a pro at this, but I got it to work and I would like to share how I did it, I hope it helps. "
Tutorial sobre como cambiar el personaje principal del Motor UDK. Mais um tutorial para LOS HERMANOS criarem seus próprios jogos na UDK. Buenas sortes amigos