Unreal Engine” – Motor Unreal

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Unreal Engine” – Motor Unreal UNIVERSIDAD CARLOS III DE MADRID ESCUELA POLITÉCNICA SUPERIOR Ingeniería en Informática Proyecto Fin de Carrera “Manual para la creación de videojuegos mediante el motor Unreal Development Kit” Autor: Julián Marchante de la Dueña Tutor: Juan Peralta Donate 1 Manual para la creación de videojuegos mediante el motor UDK A todos los míos 2 Manual para la creación de videojuegos mediante el motor UDK AGRADECIMIENTOS Con la realización de este proyecto se pone punto y final a todo un largo camino que ha sido la carrera de Ingeniería Informática. Mediante estas líneas querría agradecer todo el apoyo que he tenido para conseguir finalizar. Primeramente quiero dar las gracias a mis padres, Julián y Juani, por todo su apoyo incondicional en todas y cada una de las decisiones tomadas, tanto buenas como malas. Siempre los he tenido a mi lado para aconsejarme y ayudarme. A mis hernamos, Jessica y Sergio, por aguantarme siempre, y sobre todo al jugón de mi hermano, por su tiempo dedicado para probar todas las versiones del juego; y sus ideas y sugerencias para mejorarlo. A Juan Peralta, mi tutor del proyecto, por todos sus consejos y tiempo invertido en ayudarme a terminar con éxito este proyecto fin de carrera. Y muy especialmente, a Iman, mi novia, mi compañera en este camino. Agradecerle el haberme soportado en las buenas y en las malas situaciones. Por su ánimo en los peores momentos, su paciencia conmigo y su ayuda en el proyecto, en éste y en todos los realizados durante la carrera. Sin ella el camino habría sido imposible. 3 Manual para la creación de videojuegos mediante el motor UDK CONTENIDO 1. INTRODUCCIÓN. ................................................................................................. 22 1.1. Descripción de los capítulos del documento. ................................................... 22 1.2. Objetivos del proyecto. .................................................................................... 23 2. ESTADO DE LA CUESTIÓN. ............................................................................... 24 2.1. “Game Engine” – Motor de videojuegos. ....................................................... 24 2.1.1. ¿Qué son? ................................................................................................. 24 2.1.2. Historia de los motores de videojuegos. ................................................... 25 2.1.3. Tipos de motores. ..................................................................................... 27 2.1.4. Lista de motores. ...................................................................................... 28 2.2. “Unreal Engine” – Motor Unreal. ................................................................... 30 2.2.1. Componentes. ........................................................................................... 31 2.2.2. Historia del motor Unreal Engine. ............................................................ 34 3. UNREAL EDITOR. ................................................................................................ 42 3.1. Menú de la aplicación. ..................................................................................... 42 3.2. Barra de herramientas de Unreal Editor........................................................... 42 3.3. Vistas del editor. .............................................................................................. 44 3.3.1. Funcionalidades en las pantallas del editor. ............................................. 44 3.3.2. Mover la vista en las pantallas. ................................................................. 45 3.4. Comienzo de un nivel. ..................................................................................... 46 3.4.1. Creando formas. ....................................................................................... 48 3.4.2. Modificar la figura de la forma/modelo. .................................................. 55 3.4.3. Añadir la forma/modelo al nivel. .............................................................. 61 3.5. Crear terreno. ................................................................................................... 66 4. CONTENT BROWSER .......................................................................................... 69 4.1. Importar elemento. ........................................................................................... 74 4.2. Crear nuevo elemento. ..................................................................................... 75 4.3. Información accesible. ..................................................................................... 77 5. UNREAL KISMET. ................................................................................................ 84 5.1. Realizar movimientos en la plantilla de la herramienta. .................................. 84 5.2. Agregar elementos. .......................................................................................... 85 5.2.1. Eventos. .................................................................................................... 85 5.2.2. Acciones. .................................................................................................. 90 5.2.3. Variables. ................................................................................................ 107 5.2.4. Condiciones. ........................................................................................... 108 5.2.5. Elemento Matinee. .................................................................................. 113 4 Manual para la creación de videojuegos mediante el motor UDK 5.2.6. Etiquetas. ................................................................................................ 113 5.2.7. Agrupación de elementos. ...................................................................... 114 5.2.8. Crear evento con objeto seleccionado. ................................................... 114 5.3. Enlace entre elementos. ................................................................................. 115 6. UNREAL MATINEE. ........................................................................................... 117 6.1. Creación de grupos. ....................................................................................... 118 6.2. Secuencia de tiempo. ..................................................................................... 121 6.3. Elemento Matinee en la herramienta Unreal Kismet. .................................... 123 7. ELEMENTOS BÁSICOS DE UN NIVEL. .......................................................... 125 7.1. Aparición del personaje principal. ................................................................. 125 7.2. Iluminación. ................................................................................................... 127 7.3. Acoplar objetos al nivel desde Content Browser. .......................................... 136 7.4. Sonido y mensajes de información. ............................................................... 143 7.5. Modificar inventario de armas del personaje principal.................................. 147 7.6. Modificar el tipo de “colisión” de los objetos en el nivel. ............................ 153 7.7. Mostrar información en pantalla – UIScene. ................................................. 155 7.8. Volúmenes. .................................................................................................... 161 7.9. Lanzar el nivel/mapa creado. ......................................................................... 173 8. TUTORIALES. ..................................................................................................... 180 8.1. Tutorial 1: Crear puerta. ................................................................................. 180 8.2. Tutorial 2: Apagar/encender luces con pulsador. .......................................... 192 8.3. Tutorial 3: Acoplar linterna al personaje principal. ....................................... 198 8.4. Tutorial 4: Poner la cámara en 3ª persona. .................................................... 203 8.5. Tutorial 5: Crear movimiento de cámara. ...................................................... 211 8.6. Tutorial 6: Desaparición de objeto al tocarlo. ................................................ 218 8.7. Tutorial 7: Teletransportar al personaje principal. ......................................... 222 8.8. Tutorial 8: Mostrar animación de “Skeletal Mesh”. ...................................... 228 8.9. Tutorial 9: Agregar personajes distintos al principal. .................................... 234 8.10. Tutorial 10: Controlar cuándo un personaje muere. ...................................... 238 8.11. Tutorial 11: Personaje se traslade de un punto a otro. ................................... 242 8.12. Tutorial 12: Personaje dispare al jugador cuando lo “ve”. ............................ 248 8.13. Tutorial 13: Mostrar valor de variable en pantalla. ....................................... 254 8.14. Tutorial 14: Poner viento. .............................................................................. 256 8.15. Tutorial 15: Acoplar “lanzador” de personaje. .............................................. 258 8.16. Tutorial 16: Poner cielo en el nivel. ............................................................... 261 8.17. Tutorial 17: Cambiar material de un “Static Mesh”. ..................................... 262 8.18. Tutorial 18: Crear material “espejo”. ............................................................. 271 5 Manual para la creación de
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