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gamedev:deigde:editors:conversation [2020/03/30 23:53] dragonlordgamedev:deigde:editors:conversation [2020/04/05 00:25] (current) – [IGDE Conversation Editor] dragonlord
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 The conversation editor is used to create conversation resources for your game. These are ''*.deconvo'' files defining how a complex dynamic conversation unfolds.  The conversation editor is used to create conversation resources for your game. These are ''*.deconvo'' files defining how a complex dynamic conversation unfolds. 
  
-{{ :gamedev:deigde:editors:editor_conversation.jpg?nolink&400 |Conversation editor preview}}+<WRAP group> 
 +<WRAP column> 
 +{{:gamedev:deigde:editors:editor_conversation.jpg?direct&400|Conversation editor preview}} 
 +</WRAP> 
 +<WRAP column> 
 +{{youtube>dyv8i6B5o2U?medium}} 
 +</WRAP> 
 +</WRAP>
  
 The editor window is composed of the preview area, properties panel on the left side and the dope sheet at the bottom of the window. The editor window is composed of the preview area, properties panel on the left side and the dope sheet at the bottom of the window.
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 //**Conversation Conditions**// //**Conversation Conditions**//
 Conversation conditions provided support to evaluate a composed condition for use in branching actions. For details see the [[gamedev:deigde:editors:conversation:conditions|Conversation Conditions]] page. Conversation conditions provided support to evaluate a composed condition for use in branching actions. For details see the [[gamedev:deigde:editors:conversation:conditions|Conversation Conditions]] page.
 +
 +//**Paste Conversation Snippet**//
 +In the <key>MOUSE_RIGHT</key> context menu you can select **Paste ConversationSnippet** to quickly insert conversation actions. This opens a dialog to enter the information.
 +{{ :gamedev:deigde:editors:editor_conversation_pastesnippet.png?nolink |Conversation snippet editor}}
 +
 +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/> <WRAP clear/>
  
-====== Conversation Playback ======+====== View Panel ====== 
 + 
 +{{ :gamedev:deigde:editors:editor_conversation_view.png?nolink|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 //**Conversation Actors**// taking place in the conversation from the beginning. Additionally the user can set //**Conversation Variables**//. Conversation variables are integer variables the conversation actions can read and modify. This allows to modify the behaviour of conversation scripts or to check the outcome of a conversation. Once all is ready the conversation playback starts by specifying a //**Conversation Group**// and //**Conversation Topic**//. Once the playback finishes a playback callback or listener is called to allow the game scripts to take the next actions. Conversation playback is handled by a game script provided by the chosen scripting language. Before starting a conversation the user has to add //**Conversation Actors**// taking place in the conversation from the beginning. Additionally the user can set //**Conversation Variables**//. Conversation variables are integer variables the conversation actions can read and modify. This allows to modify the behaviour of conversation scripts or to check the outcome of a conversation. Once all is ready the conversation playback starts by specifying a //**Conversation Group**// and //**Conversation Topic**//. Once the playback finishes a playback callback or listener is called to allow the game scripts to take the next actions.
  
-===== Preview Video ===== +This panel contains various parameters to simulate conversations and testing dynamic conversation behavior. 
-https://youtu.be/dyv8i6B5o2U+ 
 +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 //double-click// <key>MOUSE_LEFT</key> on the list item. 
 + 
 +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 //double-click// <key>MOUSE_LEFT</key> on the list item. 
 + 
 +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 //double-click// <key>MOUSE_LEFT</key> on the list item. 
 + 
 +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 //double-click// <key>MOUSE_LEFT</key> on the list item. Here you can also see changes to conversation variables done by **Set Variable** actions. 
 + 
 +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 //double-click// <key>MOUSE_LEFT</key> on the list item. The list entry will also show behind the trigger name if the trigger has //ever fired// or //never fired//. Use the context menu to full reset a trigger target. Here you can also see changes to the trigger targets done by **Trigger** actions. 
 + 
 +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> 
 + 
 +<WRAP clear/> 
 + 
 +====== Dope Sheet ====== 
 +TODO 
 +<WRAP clear/
 + 
gamedev/deigde/editors/conversation.1585612399.txt.gz · Last modified: 2020/03/30 23:53 by dragonlord