Audio and Lightmass research udk – Daryl

So i researched numerous videos in both areas lighting and audio in udk throughout the weekend. I found numerous audio videos that aided me to implement audio in the game:

audio looping/delay/random filter effects:

audio trigger and kismet: (this video specially aided me in triggering audio in game dialog, helping tell more of the games story

The ambient sound i created  by placing loops and integration and manipulation of using other audio sounds and placing them on  a random loop/delay amongst other filter effects. Ambient audio effect in Astraeus:


audio kismet for dialog trigger. I initially created a trigger for that is set of when a player walk in a set radius i created and in the player doing so they initiate the audio script dialog.


For the rest of the audio in the environment of basic sounds i just dropped in simpleambientsounds with the audio linked to that specific node and applying volume level and radius level as to how far audio would travel.

audio node

And the lighting, oh boy, I had problems with the lighting….. Unfortunately it was not as straight forward as  i would have loved it have been as dropping in a light and lighting up the scene and previewing it in mobile. So after an in depth stud of Youtube and other media sources i found a couple of helpful udk lighting videos for lightmass. Which definitely helped me achieve the great end result that is now in our game.

There were 4/4 parts of videos which helped me achieve a decent light source in the mobile engine:

Unfortunately as i was listening though the tutorials it was mentioned that the lighting uv channel should be completed and unwrapped in a 3d software program, however seeing how i attached similar objects to one another and grouped,cloned instanced some of the same objects. The orgional uv unwrap for the texture changed due to this, So i had to come up with another solution in the short timescale, as it was not fessiable to complete the lightmap unwrap on all assets in that timescale so i went into udk and generated unique uv for each grouped actor i imported, like so:

light 1

Then once i the option panel after this click apply and you notice this creates a second uv channel for the models/actors to react to lighting in game.

light 2

so now i had to increase the lightmap resolution so that thee is not to much shadow overcast comingfrom each actor/model

light 3

SO now i used added point lights and effected brightest and radius/fall off etc and got the desired look, in which i completed this throughout the environment and when i had this principal followed out with my other assets the result of lighting and in game quality below:

light 35 light 4


So then i saved out all my packages and udk file and uploaded it to the drive in which James implemented his programme to the level.


Programming Series

Hello everyone. Recently a number of people have asked how I have been programming this game. I realise that most of what I have shown and discussed to-date has been more of a finished product than the making of.

This was intentional as most of the scripting for games like this happens in the background and noticeable effects are sometimes not apparent until you build upon those scripts later, and they become part of a bigger interaction.

To help illustrate the time and effort required for a project like this in a programming sense I will be recording a web series on the basics of Kismet and Unrealscript for anyone looking to know more about the language or are just interested into how this project was made.

However this is an ongoing project and more tutorial / lecture – “ish” videos will feature toward the end on topics like GameCenter and Setting up iOS provisioning licences for  distribution.

To start you off on your quest I invite you to read some books namely:

  1. Beginning iOS 3D Unreal Games Development – Robert Chin
  2. Unreal Development Kit Game Programming with UnrealScript Beginners Guide – Rachel Cordone
  3. Programming AI – Example

These were the books that started me off and I would highly recommend them