Category talk:AI: Difference between revisions
No edit summary  | 
				m (Nescius moved page Category talk:AI/en to Category talk:AI over a redirect without leaving a redirect: undoing multipage)  | 
				||
| (9 intermediate revisions by 5 users not shown) | |||
| Line 1: | Line 1: | ||
== Tutorials... ==  | == Tutorials... ==  | ||
| Line 14: | Line 7: | ||
Thanks in advance (I hope) -  | Thanks in advance (I hope) -  | ||
- GC  | - GC  | ||
==Lip Sync without FacePoser==  | |||
Was wondering if there are any good tutorials out on basic voice acting.  Have some sound files here that I want some models to speak, I don't really need to dabble in FacePoser and all that, just need their mouths to match the .wav file.  Any instructios on this out there?  | |||
:I think Lip sync without FacePoser would be impossible... Even small speaches like Alyx's "Excuse me" use .vcd files. [[Choreography Implementation]] is a good place to start. Basically you make .vcd files for NPC speaches, then you load them via [[Logic choreographed scene]] or the [[Response System]].  --[[User:N-neko|N-neko]]  | |||
::I'll start there, thanks.  | |||
:: Well I read through that page and checked out the sample map.  Still many confusing elements of the .vcd file.  Are there any tutorials out at this point in time?  | |||
:::There's a [[:Category:Choreography|whole category]] dedicated to it. --[[user:TomEdwards|TomEdwards]] 11:48, 5 Nov 2005 (PST)  | |||
== Redirect ==  | == Redirect ==  | ||
Note, when you redirect to a category, you can't see the list of articles in that category. For example, try going to Tutorials, which redirects to Category:Tutorials. --[[User:Dutchmega|dutchmega]] 14:35, 9 Sep 2006 (PDT)  | Note, when you redirect to a category, you can't see the list of articles in that category. For example, try going to Tutorials, which redirects to Category:Tutorials. --[[User:Dutchmega|dutchmega]] 14:35, 9 Sep 2006 (PDT)  | ||
:I know. I was searching for one of those text that says "If you can not see the list, [[click here]]." but I can't find it. I'll probably add such a text shortly, no worries. --[[User:Andreasen|Andreasen]] 14:40, 9 Sep 2006 (PDT)  | |||
== Lua AI in Garry's Mod ==  | |||
[http://forums.facepunchstudios.com/showthread.php?t=214877 AI is taking off among the GMod coders]. Should we do anything on it here? --[[user:TomEdwards|TomEdwards]] 13:30, 17 Oct 2006 (PDT)  | |||
* Only if it's in the mod code. Anything LUA-related should probably be kept on the GMod wiki or their forums. --[[User:AndrewNeo|AndrewNeo]] 16:37, 17 Oct 2006 (PDT)  | |||
== map-level and mod-level AI articles ==  | |||
IMO this page could be improved by more clearly separating information aimed at level designers (ie using AI concepts & entities) and articles aimed at C++ level modders (ie modifying AI code). --[[User:Beeswax|Beeswax]] 11:05, 28 Feb 2008 (PST)  | |||
== NPC BaseClasses ==  | |||
I'm struggling to find my way around NPC AI (for level-design), but it strikes me that [[FGD]] BaseClasses describe 'groups' of object properties (entity parameters) that are common to several npc_entities (see table below). Each BaseClass appears to represent a group of 'specialised' behavioural features, so I'm guessing that a series of tutorials (or whatever) expounding the uses and quirks of the various fgd BaseClass properties & parameters could be useful and efficient approach ... ?   | |||
:Probably. Is it really ''that'' complex though? Are you having theoretical problems or practical ones? I've never seen anyone else ask about this kind of thing. --[[user:TomEdwards|TomEdwards]] 09:18, 1 Mar 2008 (PST)  | |||
However, several fgd BaseClass ''names'' are echoed (or vice versa) in [[cpp]] file names an 'functions'(?) within cpp files; For example the fgd @BaseClass = BaseNPC would appear to be related to the CAI_BaseNPC function in ai_basenpc.cpp. Surely this can't be coincidence !? The current articles in this category seem to imply that the functions within the cpp may provide a more illuminating overview of NPC AI than the fgd BaseClasses? Please could someone (who understands the Source source code) explain the significance of this apparent correlation ? --[[User:Beeswax|Beeswax]] 09:08, 1 Mar 2008 (PST)  | |||
:Ideally the FGD wouldn't exist and Hammer would query the game's binaries for its list of entities. In reality Hammer only reads from text files. So yes, they correlate; because they are providing or attempting to provide the same data in different formats. --[[user:TomEdwards|TomEdwards]] 09:18, 1 Mar 2008 (PST)  | |||
:: OK, to put it another way, are NPC AI [[Behaviors]] grouped like (or defined by) BaseNPC classes? If so, it would be simple to create a 'map' of which AI Behaviors are available to each Valve NPC, and/or classify Valve NPCs by their "AI Behavior Group(s)". This insight/ reference could be very useful to Level Designers. --[[User:Beeswax|Beeswax]] 09:27, 8 Apr 2008 (PDT)  | |||
{|  | |||
|+'''NPC BaseClasses and Entities in base.fgd & halflife2.fgd''' --[[User:Beeswax|Beeswax]] 09:10, 1 Mar 2008 (PST)  | |||
|-  | |||
|  valign="top" |  | |||
; [[BaseNPC]] : includes baseclasses  | |||
* ''[[ResponseContext]]''  | |||
* ''[[DamageFilter]]''  | |||
* ''[[RenderFields]]''  | |||
* ''[[Shadow]]''  | |||
* ''[[Angles]]''  | |||
* ''[[Targetname]]''  | |||
: and affects entities  | |||
*[[npc_alyx]]  | |||
*[[npc_antlion]]  | |||
*[[npc_antlion_template_maker]]  | |||
*[[npc_antlionguard]]  | |||
*[[npc_apcdriver]]  | |||
*[[npc_barnacle]]  | |||
*[[npc_barney]]  | |||
*[[npc_breen]]  | |||
*[[npc_bullseye]]  | |||
*[[npc_bullsquid]]  | |||
*[[npc_citizen]]  | |||
*[[npc_combine_camera]]  | |||
*[[npc_combine_s]]  | |||
*[[npc_combinedropship]]  | |||
*[[npc_combinegunship]]  | |||
*[[npc_crabsynth]]  | |||
*[[npc_cranedriver]]  | |||
*[[npc_crow]]  | |||
*[[npc_cscanner]]  | |||
*[[npc_dog]]  | |||
*[[npc_eli]]  | |||
*[[npc_enemyfinder]]  | |||
*[[npc_fastzombie]]  | |||
*[[npc_fastzombie_torso]]  | |||
*[[npc_fisherman]]  | |||
*[[npc_furniture]]  | |||
*[[npc_gman]]  | |||
*[[npc_headcrab]]  | |||
*[[npc_headcrab_black]]  | |||
*[[npc_headcrab_fast]]  | |||
*[[npc_helicopter]]  | |||
*[[npc_ichthyosaur]]  | |||
*[[npc_kleiner]]  | |||
*[[npc_launcher]]  | |||
*[[npc_maker]]  | |||
*[[npc_manhack]]  | |||
*[[npc_metropolice]]  | |||
*[[npc_missiledefense]]  | |||
*[[npc_monk]]  | |||
*[[npc_mortarsynth]]  | |||
*[[npc_mossman]]  | |||
*[[npc_particlestorm]]  | |||
*[[npc_pigeon]]  | |||
*[[npc_poisonzombie]]  | |||
*[[npc_puppet]]  | |||
*[[npc_rollermine]]  | |||
*[[npc_seagull]]  | |||
*[[npc_sniper]]  | |||
*[[npc_spotlight]]  | |||
*[[npc_stalker]]  | |||
*[[npc_strider]]  | |||
*[[npc_turret_ground]]  | |||
*[[npc_vehicledriver]]  | |||
*[[npc_vortigaunt]]  | |||
*[[npc_zombie]]  | |||
*[[npc_zombie_torso]]  | |||
; Note: ''BaseNPC'' does not affect  | |||
*[[npc_turret_ceiling]]  | |||
*[[npc_turret_floor]]  | |||
*[[npc_heli_avoidbox]]  | |||
*[[npc_heli_avoidsphere]]  | |||
*[[npc_heli_nobomb]]  | |||
*[[npc_antlion_grub]]  | |||
|  valign="top" |  | |||
; [[BaseHelicopter]] : includes baseclass  | |||
* ''[[BaseNPC]]''  | |||
: and affects entities  | |||
* [[npc_helicopter]]  | |||
* [[npc_combinegunship ]]  | |||
* [[npc_combinedropship]]  | |||
; [[TalkNPC]] : includes baseclass  | |||
* ''[[BaseNPC]]''  | |||
: and affects entities   | |||
* [[npc_monk]]  | |||
* [[npc_kleiner]]  | |||
* [[npc_eli]]  | |||
* [[npc_magnusson]]  | |||
* [[npc_breen]]  | |||
* [[npc_mossman]]  | |||
* [[npc_gman]]  | |||
* [[npc_citizen]]  | |||
* [[npc_barney]]  | |||
* [[npc_vortigaunt]]  | |||
* [[npc_alyx]]  | |||
; [[PlayerCompanion]] : includes baseclass  | |||
* ''[[BaseNPC]]''  | |||
: and affects entities   | |||
* [[npc_citizen]]  | |||
* [[npc_barney]]  | |||
* [[npc_vortigaunt]]  | |||
* [[npc_alyx]]  | |||
; [[RappelNPC]] : includes baseclass  | |||
* ''[[BaseNPC]]''  | |||
: and affects entities   | |||
* [[npc_metropolice]]  | |||
* [[npc_combine_s]]  | |||
; [[BaseCombine]] : includes baseclasses  | |||
* ''[[RappelNPC]]''  | |||
* ''[[BaseNPC]]'' (twice?)  | |||
: and affects entities  | |||
* [[npc_combine_s]]  | |||
; [[VehicleDriverNPC]] : includes baseclass  | |||
* ''[[BaseNPC]]''  | |||
: and affects entities  | |||
* [[npc_vehicledriver]]  | |||
* [[npc_cranedriver]]  | |||
* [[npc_apcdriver]]  | |||
; [[BaseHeadcrab]] : includes baseclass  | |||
* ''[[BaseNPC]]''  | |||
: and affects entities  | |||
* [[npc_headcrab]]  | |||
* [[npc_headcrab_fast]]  | |||
* [[npc_headcrab_black]]  | |||
; [[AlyxInteractable]] : affects  | |||
*[[npc_turret_ground]]  | |||
*[[npc_rollermine]]  | |||
*[[npc_manhack]]  | |||
|}  | |||
Latest revision as of 19:00, 15 July 2024
Tutorials...
OK, so I want to make some new NPCs. I know basicly where to start but I need help. I can't seem to find anyone who can help (dispite the fact several people seem able to code them)
Now, I came to this page to find help, and saw tutorials and thought, YES, finally! But there are none. Only a few of theese pages have content... Can anyone point me in the right direction here? Thanks in advance (I hope) - - GC
Lip Sync without FacePoser
Was wondering if there are any good tutorials out on basic voice acting. Have some sound files here that I want some models to speak, I don't really need to dabble in FacePoser and all that, just need their mouths to match the .wav file. Any instructios on this out there?
- I think Lip sync without FacePoser would be impossible... Even small speaches like Alyx's "Excuse me" use .vcd files. Choreography Implementation is a good place to start. Basically you make .vcd files for NPC speaches, then you load them via Logic choreographed scene or the Response System.  --N-neko
- I'll start there, thanks.
 - Well I read through that page and checked out the sample map.  Still many confusing elements of the .vcd file.  Are there any tutorials out at this point in time?
- There's a whole category dedicated to it. --TomEdwards 11:48, 5 Nov 2005 (PST)
 
 
 
Redirect
Note, when you redirect to a category, you can't see the list of articles in that category. For example, try going to Tutorials, which redirects to Category:Tutorials. --dutchmega 14:35, 9 Sep 2006 (PDT)
- I know. I was searching for one of those text that says "If you can not see the list, click here." but I can't find it. I'll probably add such a text shortly, no worries. --Andreasen 14:40, 9 Sep 2006 (PDT)
 
Lua AI in Garry's Mod
AI is taking off among the GMod coders. Should we do anything on it here? --TomEdwards 13:30, 17 Oct 2006 (PDT)
- Only if it's in the mod code. Anything LUA-related should probably be kept on the GMod wiki or their forums. --AndrewNeo 16:37, 17 Oct 2006 (PDT)
 
map-level and mod-level AI articles
IMO this page could be improved by more clearly separating information aimed at level designers (ie using AI concepts & entities) and articles aimed at C++ level modders (ie modifying AI code). --Beeswax 11:05, 28 Feb 2008 (PST)
NPC BaseClasses
I'm struggling to find my way around NPC AI (for level-design), but it strikes me that FGD BaseClasses describe 'groups' of object properties (entity parameters) that are common to several npc_entities (see table below). Each BaseClass appears to represent a group of 'specialised' behavioural features, so I'm guessing that a series of tutorials (or whatever) expounding the uses and quirks of the various fgd BaseClass properties & parameters could be useful and efficient approach ... ?
- Probably. Is it really that complex though? Are you having theoretical problems or practical ones? I've never seen anyone else ask about this kind of thing. --TomEdwards 09:18, 1 Mar 2008 (PST)
 
However, several fgd BaseClass names are echoed (or vice versa) in cpp file names an 'functions'(?) within cpp files; For example the fgd @BaseClass = BaseNPC would appear to be related to the CAI_BaseNPC function in ai_basenpc.cpp. Surely this can't be coincidence !? The current articles in this category seem to imply that the functions within the cpp may provide a more illuminating overview of NPC AI than the fgd BaseClasses? Please could someone (who understands the Source source code) explain the significance of this apparent correlation ? --Beeswax 09:08, 1 Mar 2008 (PST)
- Ideally the FGD wouldn't exist and Hammer would query the game's binaries for its list of entities. In reality Hammer only reads from text files. So yes, they correlate; because they are providing or attempting to provide the same data in different formats. --TomEdwards 09:18, 1 Mar 2008 (PST)
- OK, to put it another way, are NPC AI Behaviors grouped like (or defined by) BaseNPC classes? If so, it would be simple to create a 'map' of which AI Behaviors are available to each Valve NPC, and/or classify Valve NPCs by their "AI Behavior Group(s)". This insight/ reference could be very useful to Level Designers. --Beeswax 09:27, 8 Apr 2008 (PDT)