Mastering Unreal Technology : The Art of Level Design
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| Mastering Unreal Technology : The Art of Level Design | |||||||||||||||||||||||||||||
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Let your imagination run wild in the world of Unreal Technology. Mastering Unreal Technology: The Art of Level Design knows no boundaries as it shows you how to build custom mods, maps and levels with the Unreal engine. Its tutorial format will give you immediate results through the tips and demos provided from the industry's top level designers. Learn to create your own characters, weapons and gaming environments, as well as how to go beyond the Unreal environment and export custom elements from 3D modeling applications. A CD that contains the Unreal Engine, graphics, examples and code is also included, giving you everything you need to create custom levels in Unreal or build your own games and virtual environments. Mastering Unreal Technology will help put you on the cutting-edge of gaming technology. |
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| Reader Reviews 1 - 22 of 22 | |||||||||||||||||||||||||||||
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| 10-06-08 | 4 | (NA) |
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It's not a common book like a novel, reading all the chapters one by one. Its more like a cookery book. When you want to know something about a particular subject or function, you just look for the right chapter and start reading all about it. After you mastered this skill you start with another subject and so on. After reading you have practice these new methods a few times. Its certain the best way of mastering the unreal.
All but all have fun while doing it. Robert Fleming (Review Data Last Updated: 2008-10-23 12:15:22 EST)
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| 04-29-08 | 1 | 1\2 |
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Bad quality figures, bad quality of press, but, these are the smaller defects.
It is the most useless book you can buy. In Internet Unreal fans communities you can find more useful tutorials and, surely, more easier to read. Sincerely, I don't understand how it is possible publish a book as this. I haven't intention to denigrate the author, I think he will be able to write better, in future. Only, I'sorry to throw my monies. (Review Data Last Updated: 2008-10-07 06:46:24 EST)
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| 03-10-08 | 1 | (NA) |
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This book like many others I've tried to learn from comes with useless tutorials because it uses Maya 5.0 which also requires you to obtain a key for it. You cannot get a key so you cannot install it and Maya only lets you download 8.5 now so the plugins you need that the book CD comes with are useless.
Its as useless as "Game Programming All in One third edition". Never again will I buy any book on programming that was written over a year ago because the software updates so fast that the resources you need that the books come with are always useless. (Review Data Last Updated: 2008-04-29 06:38:07 EST)
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| 09-21-07 | 4 | (NA) |
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I am a Game Art Development student, and this book has been indespensible in aiding in my understanding of the Unreal Editor. Without this book, I'm sure that it would've taken me waaaaayyy longer to get things done than the limited time that I had. Even though the book is more expensive than the game itself, it is a must have for any aspiring modder or game creator.
(Review Data Last Updated: 2008-03-12 22:03:57 EST)
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| 04-10-07 | 4 | (NA) |
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This book is very complete and very easy to follow. Get the videos from 3dbuzz and the planetunreal tutorials and you'll be making great levels in no time.
Also great is the coverage static meshes and character production in maya and export to unrealed. (Review Data Last Updated: 2007-04-12 08:43:47 EST)
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| 04-11-06 | 5 | (NA) |
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I was brand new to all aspects of game design, and I had no idea where to start. So I opened up the book preview in the Unreal Tournament folder and saw this book. I went up to borders and bought it a week later. I've had this book for almost 3 weeks now, and Holy Crap! From the start, it explains the history of the Unreal engine and gives you a close up look of all the tools used. It has in-depth tutorials that make designing your first map a breeze. The CD contained in the book also has the May 5 Personal Learning Edition on it. In fact, the CD is my only complaint. This book expects you to use the CD for every texture and static mesh used. Overall, the book is a must buy for any begginner.
(Review Data Last Updated: 2006-07-05 15:03:46 EST)
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| 03-29-06 | 5 | 1\2 |
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This book is the best and only one book published in Unreal technology nobody beat this tutorial book for mapping in Unreal tournament 2004 I recommend this thick book to anyone wanting to master the Unreal editor.
Este libro es una masa compralo chabon Aguante Argentina. Las Malvinas son Argentinas. (Review Data Last Updated: 2006-06-25 09:48:13 EST)
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| 01-30-06 | 1 | 0\8 |
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The book is misleading in that it says you can use the editor supplied with the CD to create the tutorials. YOU NEED UT2004 to create the tutorials.Page 3 of the introduction states" the book includes a CD packed with all the necessary assets, the Unreal Runtime Engine demo..." This implies that the only thing you need is the book and CD. WRONG!!
Also, many of the tutorials have mistakes in them...which are corrected in the 3dBuzz web site forums. Good luck! and lots of patience. (Review Data Last Updated: 2006-06-25 09:48:13 EST)
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| 10-29-05 | 5 | 9\13 |
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I hate it when they don't even give you the Table of Contents. So here it is from the publisher's website.
Contents Introduction. I. THE UNREAL UNIVERSE. 1. Unreal Technology: The Big Picture. Unreal and Its History The Unreal Engine Introduction to the Unreal Engine The Components Overview of Component Interaction Engineering New Worlds with the Unreal Engine Game Assets The Tools Summary 2. The Process of Game Development. Building Your Foundation: Before Production Developing Your Idea The Player's Perspective Gathering the Team Refining Your Ideas with the Team Creating a Production Schedule Beginning Construction: During Production Maintaining the Schedule Dealing with Delays Bringing It Together Testing and Acquiring Feedback Internal Testing: Alpha External Testing: Beta Remodeling and Closing: Ending Production What to Do with Beta Test Info When to Stop Beta Testing Finalizing and Releasing Summary 3. Creating Your First Level with UnrealEd. What Is UnrealEd? The Subtractive Method of Level Creation Rebuilding The Anatomy of an Unreal Level World Geometry Actors Some Assembly Required A Quick Tour Around the User Interface The Main Menu Bar The Toolbar The Toolbox The Viewports The Console Bar The Browsers Property Windows Working in 3D Space 2D Versus 3D Positive and Negative Directions Creating Your First Room Subtracting Out Space: How Tall? Brushes in Depth Navigation in UnrealEd Moving Actors Creating Your First Map Subtracting the First Room Adding Textures Texture Fitting Making the Level Functional Expanding the Level: Creating Objects and Adding Lights The Window and Hangar Adding Detail: Static Meshes The Static Mesh Browser Placing Static Meshes Decorating with Static Meshes Summary 4. Advanced Brush Techniques. BSP Theory Polygons BSP Trees Brushes from Other Brushes The Intersect Tool The De-Intersect Tool Brush Manipulation Vertex Editing Face Dragging Brush Clipping (2D and 3D) Freehand Polygon Drawing The 2D Shape Editor User Interface Overview Shape Editing Using the 2D Shape Editor to Create a Simple Level Brush Solidity Solid Brushes Semi-Solid Brushes Non-Solid Brushes Saving Brushes (u3d Files) Importing/Exporting Brushes Summary 5. Terrain. What Is Terrain? The Components of Terrain Terrain Zoning with the ZoneInfo Actor Using the TerrainInfo Actor Controlling Terrain with the Height Map Layers DecoLayers Altering Terrain with the Terrain Editing Dialog Lighting Terrains with Sunlight The Skybox What Are Skyboxes? How Does a Skybox Work? A Closer Look at Terrain Editing Terrain Editing User Interface Height Map Editing Tools The Select Tool Applying the Terrain Editing Tools TerrainInfo Properties Texture Layer Editing Tools Painting Smoothing Noise Tex Pan Tex Rotate Tex Scale Editing Terrain Texture DecoLayers Summary 6. Working with Volumes. Concept of Volumes Basic Volume Volume Properties DecoList BlockingVolume PhysicsVolume WaterVolume LavaVolume XfallingVolume LadderVolume Summary 7. Lighting in Unreal. Light Concepts Light Maps Light Placement Light Classification Static Lights Dynamic Lights Light Properties Light Color Light Radius Light Type and Light Effects Directional Lights Lighting Workflow Light Creation Viewing Lights Working with Light Effects Rebuilding Lights Light Map Size Lighting Surfaces World Geometry Static Meshes, Meshes, and Movers Terrain Particles Advanced Lighting Effects Scaling Lights Using SpecialLit Ambient Lighting Emitting Light from Other Actors Coronas Using a TriggerLight Projectors Using Projectors Common Lighting Pitfalls Summary 8. Creating Materials in Unreal. Textures Creating a Texture Importing a Texture The Texture Properties Window Texture Properties Shaders Diffuse and Specularity Maps Opacity Maps Self-Illumination Maps Other Properties Modifiers The Color Modifier The TexOscillator Modifier The TexPanner Modifier The TexRotator Modifier The TexScaler Modifier The Combiner Modifier Creating Reflective Surfaces with Cubemaps and TexEnvMaps Final Blend Material Using a ScriptedTexture Summary 9. Interactive Elements. Movers Creating the First Door Introduction to Triggers Creating a MessageTrigger Elevators A Simple Elevator: UseTrigger Complex Elevator Overview Jump Pads Teleporters Summary II. ADVANCED DESIGN TECHNIQUES. 10. Creating Particle Effects. Particle Theory Emitter Types SpriteEmitter SparkEmitter MeshEmitter BeamEmitter TrailEmitter Summary 11. The Karma Physics Engine. Karma Theory General Karma Properties Karma Collision Primitives Constraints KBSJoint KconeLimit Khinge Ragdolls The Karma Authoring Tool (KAT) The KAT Interface Workspaces Viewports Summary 12. Advanced Bot/AI Navigation. Basics of Bot Navigation Design Considerations Tools for Debugging Diagnosing Problems with the Map Check Dialog Box Console Commands Pathing Jump Pads and Teleporters Jump Spots Doors Lifts Ladders Advanced Pathing AssaultPaths Defense Points and Sniping Points Vehicle Navigation Summary 13. Matinee: Creating Custom Cinematics. Introduction to the World of Machinima Overview of the Matinee System The Matinee Interface The Scenes Tab The Actions Tab The Sub Actions Tab The Tools Tab Creating a Simple Matinee Sequence Working with the Scene Manager Triggering the Matinee Sequence Controlling the Camera Path Creating Camera Pauses and Camera Cuts A Closer Look at Sub Actions Setting Camera Orientation Introducing Fades Using Matinee to Control Actors Adding Text to Your Cutscenes Adding a More Cinematic Feel Automatically Launching the Movie Changing Levels with Matinee Summary 14. Creating Scripted Sequences. Using an Actions List Using Latent and Non-latent Actions Controlling xPawns Logical Conditions Summary 15. Level Optimization (Zoning) and Distribution. Introduction to Level Optimization Zoning Antiportals Distance Fog Terrain Optimization Profiling and Debugging Viewport Display Modes Console Commands Summary 16. Gametypes. Setting Level Properties Deathmatch-Style Gametypes Adding Weapons Deathmatch Design Considerations Capture the Flag (CTF) CTF Design Considerations Double Domination Design Considerations for Double Domination Bombing Run Design Considerations for Bombing Run Onslaught Design Considerations for Onslaught Assault Summary III. EXTERNAL DESIGN. 17. Overview of Maya. Y-Up Versus Z-Up Maya Theory Nodes and Connections Construction History Overview of the User Interface The Viewports The Main Menu Bar and Menu Sets The Status Line The Shelf The Channel Box and Layer Editor The Attribute Editor The Time and Range Sliders The Toolbox and Layout Selection The Hotbox The Hypershade The Hypergraph Object Manipulation Object Mode Component Mode Summary 18. Polygonal Modeling Tools. Modeling Terminology Modeling Methods Box Modeling Polygon Creation Understanding the Tool Options and Display Settings in Maya Polygon Modeling in Maya Creating Polygons Adding to Existing Polygons Combining Objects Using Booleans Mirroring Smoothing Versus Averaging Vertices Triangulation Cleaning Up Your Polygons Editing Polygons Subdividing Polygons Splitting Polygons Extrusions Chamfering Vertices and Beveling Edges Cutting Faces Wedging Faces Merging Vertices Flipping Triangle Edges Adjusting Surfaces and Hard Edges Summary 19. The Art of Texturing in Maya. UVs and the UV Coordinate System The UV Texture Editor The Menu Bar The Toolbar The Viewport Mapping Uvs Mapping Methods Creating UV Layouts Creating Textures from UV Layouts UV Layouts for Characters Considerations for UV Layouts Summary 20. Static Meshes. The Importance of Static Meshes Preparing to Model Adjusting the Grid Creating a Project Modeling the Catwalks Creating the Base Catwalk Constructing the Straight Catwalk Making a Ramp Making a Turn Building a T-Intersection Building a Four-Way Intersection Collision Models Exporting Models to UnrealEd Texturing Your Static Meshes in UnrealEd Summary 21. Character Modeling. Preparation Concept Art Image Planes The Modeling Process Modeling and Animation The Character Modeling the Torso Modeling the Legs Modeling the Arms Modeling the Feet Modeling the Hand Modeling the Head Summary 22. Importing Characters into UnrealEd. What Are Skeletons? Introduction to Maya Joints Parenting Joints and Parenting Joints and Rotation Using the Joint Tool Joints and Local Rotation Axes Manipulating Joints Binding a Character to a Skeleton: Skinning Introduction to Smooth Bind Adjusting Joint Influence Importing a Character Without Custom Animation Importing a Skeleton Skinning a Character Adjusting the Skin Weights Exporting the Character Getting the Character Ready for Gameplay Creating the Character's Portrait The UPL File and Testing the Character In-game Summary 23. Character Animation. Introduction to Animation Popular Animation Methods in Maya Keyframes Reactive Animation Animation Choices-FK Versus IK IK Solvers Single Chain IK Solvers Rotate Plane IK Solvers IK Spline Solvers Constraints Selection Handles Character Rigs: What They Are and Why We Need Them Creating the Character Rig Skinning the Character Animating the Character Pose-to-Pose Animation Creating Custom Animation Cycles Exporting Custom Animations into UnrealEd Summary APPENDIX A. The UnrealEd Manual. The Main Menu Bar The Toolbar File Options Undo and Redo Search for Actor Browsers Editors Properties Building Play Level Help The Toolbox Camera and Utilities Area Brush Clipping Area Brush Primitives Area CSG Operations Area Selections and Movement Area Mirroring and Miscellaneous Area The Viewports Viewport Controls Viewport Control Bar Viewport Control Bar Context Menu The Console Bar The Text Field The Log Window Lock Selections Vertex Snap Drag Grid Rotation Grid Maximize Viewport DrawScale3D Browsers The Actor Class Browser The Group Browser The Music Browser The Sound Browser The Textures Browser The Mesh Browser The Prefab Browser The Static Mesh Browser The Animation Browser Editor Windows Search for Actors The 2D Shape Editor The UnrealScript Editor Property Windows Actor Properties Surface Properties INDEX. (Review Data Last Updated: 2006-01-17 11:43:28 EST)
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| 10-21-05 | 5 | 4\16 |
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My son's studying computer science at URI. His professor saw this on his desk last week and asked where he got it. He held it to the rest of the class and referred to this book as "the bible for computer science", an excellent book, and recommended that all the students should get one. If they were to have a required textbook, THIS would be it, he said. Tells all and answers all. Extremely helpful, especially for college level computer courses.
(Review Data Last Updated: 2006-06-25 09:48:13 EST)
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| 10-14-05 | 5 | 7\7 |
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I read this book cover to cover; it is the best way to start creating levels. UnrealEd is a level editor aimed towards artists, the info within this book is the best coverage of a level editor that I have seen. You don't need to know scripting or any programming to create your own levels. The book starts by giving you some generals about game development, goes on to basic UnrealEd, then into more complicated UnrealEd. The last third of the book is basic Maya 5 PLE tutorials, which I found helpful because I hadn't used Maya before.
** !!! You need to own a copy of Unreal Tournament 2004 in order to follow along with the tutorials in this book !!! ** UT2004 Level Editors - This book is aimed at you. If you are already playing UT2004, you have everything you need and this book will help you find out how they made all those cool things you see in the game. Architecture Visualizing - This book will definitely help you find out how you can take your ideas into a real-time render engine to show your clients. You could get by with the Unreal Runtime engine that comes on the CD with the book. However, in order to fully understand the tutorials, I believe you would need to pick up a copy of UT2004 with this book. 3D Artists & Game Developers - If you are already working with other game engines or a 3D animation package and want to look into Unreal, this is the ticket. Like I said before, you do need a copy of UT2004. There were a couple of errors in the book, however they have all been addressed at [...]. (Review Data Last Updated: 2006-06-25 09:48:13 EST)
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| 08-14-05 | 4 | 5\5 |
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I've used a lot of these types of books for learning Maya and other such programs. While those books tend to be difficult to follow and sometimes inaccurate, I am happy to say that Mastering Unreal Technology is like none of these.
If you're looking to learn how to build maps in unreal tournament this book is a must. I've looked on the internet for tutorials for UTE and they are often confusing or simply don't cover what you need to know. In this book you will find just about everything you need to know and it is all presented with tutorials on cd for easy learning. My only complaint is that the book isn't in color. Defiantly recommended. (Review Data Last Updated: 2006-06-25 09:48:13 EST)
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| 07-16-05 | 5 | 5\5 |
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I bought this book to help use the editor that comes with the UT2004 PC game. It gives an excellent description in the text of how to do the different things you need to do to make a new level. I have found it very helpful and am enjoying the tutorials. It comes with all the files needed for these and you can transfer the files to your computer.
The one difficulty I had,and this is a minor point, is that the graphics could be better. They seem to be black and white reproductions of screen shots clipped directly from the game. This means that the pictures of actual perspective views are very dim and that the picutres of viewports showing top or side views are very difficult to use. The top and side viewports in the actual game use colored lines to show shapes and positions of objects. In the book's reproductions, the colors have almost the same gray as the background, and you almost can't see them. I had to use a magnifying glass and study for a while to figure out what they were supposed to show. (Review Data Last Updated: 2006-06-25 09:48:13 EST)
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| 06-18-05 | 4 | 4\4 |
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I bought this "book" a few months ago and have been periodically trying to learn the uncanny amount of skills in this 962 page monster. It went into much clearer detail than many of the tutorials i've seen floating around the internet and gave an insight into the ways that most of this program works. It also includes maya and a 100 pages on how to use it which have proved to be very useful to me. For the people complaining about not being able to do the tutorials without having the game, i can only ask them why they want to learn how to make a game that they aren't even willing to pay $25 for.
As for its shortcomings, the worst in my opinion is that it seems to be missing small pieces of information which can lead to frustration. Also the fact that the pictures are all in black and white makes some things hard to figure out from them. Also the first time i opened it the spine cracked and now it tries to open to the same page no matter what. that just annoys the hell out of me. Overall, the $30-$40 for this book can easily be justified by its usefullness. (Review Data Last Updated: 2006-06-25 09:48:13 EST)
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| 06-16-05 | 2 | 3\20 |
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This book will change your life.... It will make you be more suspicious when reading exceptionally good reviews.
It's true, the tutorial files don't work with the demo version of the runtime engine included in the package and even so they are half explained. If you have to buy the game in order to do the tutorials, (even the most basic ones) it should be EXPLICITLY stated, otherwise it's kind of deceiving don't you think. There is a lot of god content in the book but and it's not necessary to be shady to sell it. (Review Data Last Updated: 2006-06-25 09:48:13 EST)
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| 06-13-05 | 5 | 3\3 |
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Struggled to find accurate, well-explained tutorials and guides for UnrealEd? Fed up browsing endless forums, only to find no clear explanations for that problem you have with your custom game level in UnrealEd? Don't want to waste yet more precious hours following bad links to useless web pages full of inaccurate tutorials?
Mastering Unreal Technology will change all that - for good. Since I got this book, and have been follwoing its tutorials, my experiences with UnrealEd have stopped being confrontational and unresolved, and have become positive, productive and educational. Who knows, at this rate I might even end up releasing a level or two I can be genuinely proud of! The book packs in to it's almost 1000 pages just about every golden nugget of UnrealEd lore there is - from basic level design with UnrealEd to advanced modelling and animation techniques using Maya PLE (included on the CDRom) with UnrealEd. Straight away I was learning how to do stuff that had always baffled me... from curvy corridors to dynamic lighting, from shader making to terrain handling - it's all covered. Best of all, this book is beautifully designed - clear, easy on the eye and illustrated throughout. It has been written in plain English for the artist/designer rather than the programmer and this means everyone, of just about any level, will be able to easily pick up the techniques discussed and follow the many tutorials with ease. ESSENTIAL reading for all budding UnrealEd mod-makers, artists, level designers and machinima makers. 10/10. (Review Data Last Updated: 2006-06-25 09:48:13 EST)
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| 03-22-05 | 5 | 5\6 |
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Wow! This book does a great job at explaining the Unreal Editor in a simple, easy to understand way. When I first opened the editor, I was intimidated by the all the menus and commands, but this book really takes the mystery out of it. It also gives you the confidence you need to succeed in making your own levels in Unreal! The wording is coherent, the text is easy on the eyes, and the images are well organized and inspiring to look at. It even covers character modeling, rigging, and animating in Maya. What a deal! Level editing should be fun and this book does just that.
(Review Data Last Updated: 2006-06-25 09:48:14 EST)
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| 03-02-05 | 5 | 16\19 |
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I think that as a former QA guy in the game business, you should learn that if you want to use a game editor, you should buy the game. It cost $39.00 when it came out. This book is for those who want to make levels that modify the game. For that it works flawlessly, and explains things masterfully.
If you download the Free Unreal Runtime from UDN, yes it will not work, but you cannot make levels for the game with just the RunTime. The RunTime on UDN is to show what the engine can do, not to allow you to make custom content. The tutorials in this book are crisp, well thought out and extremely accurate. It is by far the most comprehensive collection of content for building unreal levels that exists on the market today. If you are looking to purchase this book, please realize that the people who know what they are doing love it, and praise it. (Review Data Last Updated: 2006-06-25 09:48:14 EST)
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| 02-21-05 | 1 | 9\37 |
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I've programmed and used game level editor tools professionally. The Unreal Ed tool is a bear for anyone without previous knowledge of Unreal's editor. This book tells you half of what you need to know to get going. You'll have to guess and find by trial and error what and where the menus and tools are that the authors tell you about. Be prepared for a lot of frustration. You're probably better off going to the Epic Games site and downloading the same Unreal Runtime editor that is on the CD and accessing their tutorials for non-licensed users. You can also access a free learners edition of Maya.
And to add insult to injury, the tutorial files cannot be accessed with the runtime engine on either the CD or the Epic Games site. You'll need a fully licensed version of the Unreal Runtime engine to use the tutorial files. The tutorial files don't work with the free version of the Runtime Engine. It does't say much for QA, if you sell a product that doesn't work out of the package, and this one doesn't. As a former game QA guy, I can't believe the publisher went gold on a CD that crashes the Unreal Runtime Editor, everytime you try to access a tutorial file. This book and CD is "unreal." If I could get my money back after opening the worthless CD, I would. (Review Data Last Updated: 2006-06-25 09:48:14 EST)
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| 02-18-05 | 5 | 7\8 |
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This book is the definitive bible for creating 3d content using Unreal 2.5 Engine. I have been using it a lot for the level, I'm working on. Instead of scouring the web looking for a tutorial on how to do "that", you can check the index and learn what "that" does and how to use it in your level.
The book covers everything from learning Maya PLE, learning 3dsmax, unwrapping, vehicle modeling, everything that 3D Buzz's team has on their website for download as a video tutorial is in this book, except the information's is right at your finger tips. I was recommended to this book from a friend who works in the gaming industry and even his company uses the book for a quick reference. Jason Busby, Zak Parrish & Joel Van Eenwyk thank you for making one of the best references a level artist could possibly have! (Review Data Last Updated: 2006-06-25 09:48:14 EST)
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| 01-10-05 | 5 | 18\19 |
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I was a little skeptical before purchasing this book because I already own and watched the Unreal Tournament 2004 Special Edition training videos produced by the same authors as this book. I was afraid that the 60+ hours of content in those videos would cover all the same material as the book. Boy was I wrong.
Not only does the Mastering Unreal Technology: The Art of Level Design go into detail far surpassing the training videos, including a surprisingly enlightening (and helpful) section on the theory behind how the Unreal Technology works, but Mr. Busby, Parrish, and Van Eenwyk guide you step-by-step through designing a level. As they begin introducing new, more advanced, features they'll explain - option by option - how the feature works and provide numerous examples of where it would be useful. For a level designer, having a single clear guide of what each of thousands of settings do is an invaluable resource. This book serves as an excellent introduction to Maya reference as well. As I said earlier, having watched through the video tutorials, I was already somewhat familiar with the Maya package. But even for complete novices, the book will quickly bring you upto speed with the basics of the package, and help you learn how to use it to import your own creations (such as static meshes) into your Unreal levels. The Maya content in the book alone, is worth the price of admission. The previous reviewer mentioned that he uses 3DS Max instead of Maya. While I have no doubt that Max is an awesome package, it should not be overlooked that Maya has a free personal learning edition - that ships with Unreal Tournament 2003/4. Consequently, I am very pleased that this package was used instead of Max, because in doing so no initial investment beyond a copy of this book is needed. Heck, they even ship a copy of the Unreal Engine Runtime with the book! This means that people who don't own Unreal Tournament 2004, but wish to learn about level editing, can do so. Overall, I was extremely impressed. :) Way to go. (Review Data Last Updated: 2006-06-25 09:48:14 EST)
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| 12-31-04 | 4 | 5\8 |
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Just like they said, this book is extremely in depth in its tutorials and its general knowledge. For most of the options in UED, they give pretty detailed lists of what there is and what each of them do. Yet since they give most of them, there are still portions missing for stuff you will find critical in level design. Overall the book is really well done and their general theme of designing the control room is a good one where they show all the ins and outs of what you can add. There was a little too much info on Maya for my taste, I strictly use 3DSMax and even though it's nice to see how to game dev. for another software platform, 125+ pages or so is a tad too much for me, I would rather see more pages devoted to UED and less to Maya. Other than that, this book is an excellent buy for those who want to break into unreal game development or mod making.
(Review Data Last Updated: 2006-06-25 09:48:14 EST)
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