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
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
- 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)
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)