Category talk:AI: Difference between revisions
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| == 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? | 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 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. | ::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 == | |||
| 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 20:00, 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)