This shows you the differences between two versions of the page.
Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
gamedev:deigde:editors:conversation [2017/07/28 23:28] – [Preview Video] dragonlord | gamedev:deigde:editors:conversation [2020/04/05 00:25] (current) – [IGDE Conversation Editor] dragonlord | ||
---|---|---|---|
Line 1: | Line 1: | ||
+ | {{tag> | ||
<WRAP youarehere> | <WRAP youarehere> | ||
- | [[: | + | [[: |
</ | </ | ||
- | ====== Conversation Editor ====== | + | ====== |
- | The conversation editor allows to create conversation resources for your game. Conversation resources are *.deconvo files defining dynamic conversations. Complex dynamic conversation can be created with this editor. | + | |
- | ====== Basics ====== | + | The conversation editor is used to create conversation |
- | Conversation | + | |
- | A topic is the actual conversation script played back by the game engine. Topic groups can have any number of topics. Conversation | + | <WRAP group> |
+ | <WRAP column> | ||
+ | {{: | ||
+ | </WRAP> | ||
+ | <WRAP column> | ||
+ | {{youtube> | ||
+ | </WRAP> | ||
+ | </WRAP> | ||
- | Conversations can play back with any number | + | The editor window is composed |
- | Conversation resources are no engine resources. See the scripting language of your choice for how to load and use a conversation resource in your game. | + | ====== Preview Window ====== |
- | ====== Conversation Playback ====== | + | The preview window shows a preview of the conversation |
- | Conversation playback is handled by a game script provided by the chosen scripting language. Before starting a conversation | + | |
- | ====== Conversation Actions ====== | + | The **free** camera is the default and with it, the user is completely free to move around |
- | Conversation actions provide | + | |
- | ====== Conversation | + | The **camera shot** mode shows the currently selected in-game camera. This allows to set up new camera shots as well as previewing camera shots before deciding which one to use. |
- | Conversation conditions provided support to evaluate a composed condition for use in branching actions. For details see the [[gamedev: | + | |
+ | The **conversation** camera shows the conversation as seen in the game. Each time a camera shot action is encountered the conversation camera is switched and animated. When playback starts the camera is automatically switched to the **conversation** camera. | ||
+ | |||
+ | The **actor sub-titles** are shown at the bottom of the preview window. This is a generic preview subtitle setup and does not reflect how subtitles appear in the game (depends on script code and GUI themes used). This box shows the subtitle line of the last **actor speak** action that has been processed. Once the display time elapses the sub title is cleared. | ||
+ | |||
+ | The **command box** is shown at the top of the preview view. If a **game command** or **actor command** is encountered the command is shown in this box and playback is paused. To continue playback press < | ||
+ | |||
+ | To help frame actors better you can enable the **rule of thirds** overlay from the view menu. This is a set of transparent dotted lines superimposed on the view dividing it into 9 equally sized cells. A rule of thumb for better framing is to align the focal points of actors (their eyes) with one of the crossing points. | ||
+ | |||
+ | ====== Conversation | ||
+ | |||
+ | {{ :gamedev: | ||
+ | |||
+ | // | ||
- | ====== Targets ====== | ||
Targets are used in different places in the conversation to define a point in space. They are identified using a unique identifier. Targets have a // | Targets are used in different places in the conversation to define a point in space. They are identified using a unique identifier. Targets have a // | ||
Line 31: | Line 47: | ||
Using a // | Using a // | ||
- | ====== | + | |
+ | //**Camera Shots**// | ||
Camera shots define parameters for dynamic camera handling while active. Camera shots are identified using a unique identifier. They modify the // | Camera shots define parameters for dynamic camera handling while active. Camera shots are identified using a unique identifier. They modify the // | ||
* //**Camera Offset**//: Offset of camera relative to camera mount point. This is called the //**Orbit Center**//. | * //**Camera Offset**//: Offset of camera relative to camera mount point. This is called the //**Orbit Center**//. | ||
Line 49: | Line 67: | ||
* //**Lock Look-At target**//: Evaluates the look-at target only at the beginning of the camera shot. This prevents the camera following target movement to get steady shots. | * //**Lock Look-At target**//: Evaluates the look-at target only at the beginning of the camera shot. This prevents the camera following target movement to get steady shots. | ||
- | ====== | + | |
+ | //**Look-Ats**// | ||
Defines a look-at usable in the conversaion. Look-Ats are identified using a unique identifier. Each look-at defines the // | Defines a look-at usable in the conversaion. Look-Ats are identified using a unique identifier. Each look-at defines the // | ||
- | ====== | + | |
+ | //**Face Poses**// | ||
Defines a face pose to use on actors. Face poses are identified using a unique identifier. Each face pose has a set of // | Defines a face pose to use on actors. Face poses are identified using a unique identifier. Each face pose has a set of // | ||
- | ====== | + | |
+ | //**Gestures**// | ||
Defines a gesture to use on actors. Gestures are identified using a unique identifier. Each gesture has an // | Defines a gesture to use on actors. Gestures are identified using a unique identifier. Each gesture has an // | ||
+ | <WRAP clear/> | ||
+ | |||
+ | ====== Topic Panel ====== | ||
+ | |||
+ | {{ : | ||
+ | |||
+ | Conversation resources compose of a list of //**Topic Groups**//. Topic groups allow to organize conversations in a conversation file by groups of related topics. The developer can name the groups whatever fits his purpose. Each topic group then contains a list of // | ||
+ | |||
+ | A topic is the actual conversation script played back by the game engine. Topic groups can have any number of topics. Conversation scripts are similar to movie scripts. They compose of // | ||
+ | |||
+ | Conversations can play back with any number of // | ||
+ | |||
+ | Conversation resources are no engine resources. See the scripting language of your choice for how to load and use a conversation resource in your game. | ||
+ | |||
+ | // | ||
+ | Conversation actions provide the basic steps in a conversation script. For details see the [[gamedev: | ||
+ | |||
+ | // | ||
+ | Conversation conditions provided support to evaluate a composed condition for use in branching actions. For details see the [[gamedev: | ||
+ | |||
+ | //**Paste Conversation Snippet**// | ||
+ | In the < | ||
+ | {{ : | ||
+ | |||
+ | The **Snippet** text field contains the snippet to generate. Write it down similar to a simple movie script. Each line is converted to one **Actor Speak** action. The line begins with the identifier of the actor to speak and the text to speak separated by a colon character. The text to speak is set as the **Text Box Text**. If the speaking actor has also a speech animation assigned the text is converted to **Words** and added to the **Word** line in the **Dope sheet**. Any number of lines can be added this way. If the speaking actor changes a **Camera Shot** action is added using the parameters above. | ||
+ | |||
+ | The **Camera Shot 1** and **Camera Shot 2** define the identifier of the **Camera Shot** to use when switching to the first or second actor appearing in the snippet text field. | ||
+ | |||
+ | The **Target 1** and **Target 2** sets the targets to use by the camera shots. If the first actor speaks **Target 1** is used as camera shot target and **Target 2** is used as camera shot look-at. For the second actor speaking it is vice-versa. | ||
+ | <WRAP clear/> | ||
+ | |||
+ | ====== View Panel ====== | ||
+ | |||
+ | {{ : | ||
+ | |||
+ | Conversation playback is handled by a game script provided by the chosen scripting language. Before starting a conversation the user has to add // | ||
+ | |||
+ | This panel contains various parameters to simulate conversations and testing dynamic conversation behavior. | ||
+ | |||
+ | The **Camera** panel shows the currently selected camera parameters (free, camera shot or conversation). The **Camera Free** panel shows the free camera parameters. | ||
+ | |||
+ | The **Sky** panel defines the **Sky** resource to use in the preview view. | ||
+ | |||
+ | The **Environment Object** panel defines the **Object Class** to use as environment the conversation is previewed in. | ||
+ | |||
+ | The **Props** panel allows to add props to the scene. This can be used to simulate the important aspects of a scene to ensure conversations are properly working, for example camera shot placements or ensure actors looking at props is working as expected. | ||
+ | |||
+ | The **Actors** panel allows to define the actors to play the conversation with. This panel contains a bunch of sub panels all defining aspects of the actor for example what model, skin and rig to use as well as the various animators to use. Dynamic behavior can be simulated using the **Actor Command Simulation** and **Actor Parameters**. | ||
+ | |||
+ | The **Actor Command Simulation** sub panel defines a list of actor commands supported by **Actor Command** condition. Use the context menu to add and remove entries from the list. Entries in the list show a minus or plus sign indicating if the command will return //true// or //false// if simulated. To switch the result of an entry in the list // | ||
+ | |||
+ | The **Actor Parameters** sub panel defines parameters that can be checked using the **Actor Parameter** condition. Use the context menu to add and remove entries from the list. Adding an entry asks for the integer value the parameter will return if simulated. To change the value of a parameter in the list // | ||
+ | |||
+ | The **Coordinate Systems** panel allows to add named conversation coordinate systems to be simulated. Simulating **Add Coordinate System** and **Remove Coordinate System** uses this. | ||
+ | |||
+ | The **Playback** panel controls the playback of the conversation. | ||
+ | |||
+ | The **Game Command** sub panel defines a list of game commands supported by **Game Command** condition. Use the context menu to add and remove entries from the list. Entries in the list show a minus or plus sign indicating if the command will return //true// or //false// if simulated. To switch the result of an entry in the list // | ||
+ | |||
+ | The **Variables** sub panel defines conversation variables. These are typically set in game scripts to control the flow of conversation. Use the context menu to add and remove entries from the list. Adding an entry asks for the integer value the variable will return if simulated. To change the value of a variable in the list // | ||
+ | |||
+ | The **Trigger Table** sub panel defines trigger targets to simulate. Use the context menu to add and remove trigger targets from the list. Entries in the list show a minus or plus sign indicating if the trigger target is in the //fired// or //not fired// state. To switch between //fired// and //not fired// state // | ||
+ | |||
+ | The **Debug** sub panel contains some debug helper information. The **Missing Words** list shows all words used in all processed **Actor Speak** actions which are not present in the speech animation file assigned to the actor. Using the menu button the list opens in a new dialog ready to be copied for example to a bug report. | ||
+ | |||
+ | <WRAP center round tip 60%> | ||
+ | Setting up conversation test setups can be time consuming. To avoid repeating this process over and over again the setup stored in the **Actors**, **Coordinate Systemes** and **Playback** panel can be persisted to **Conversation Test Setup** files (*.dects) using the view menu. | ||
+ | |||
+ | You can also persist a single actor configuration from the **Actors** panel to **Conversation Actor Setup** files (*.decta) using the view menu. Loading a conversation actor setup replaces the selected actor. | ||
+ | |||
+ | You can also save the playback simulation states from the **Playback** panel to **Conversation Test Game State** files (*.dectgs) using the view menu. This includes the game commands, variables and trigger table. | ||
+ | </ | ||
+ | |||
+ | <WRAP clear/> | ||
+ | |||
+ | ====== Dope Sheet ====== | ||
+ | TODO | ||
+ | <WRAP clear/> | ||
+ | |||
- | ===== Preview Video ===== | ||
- | {{ youtube> |