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gamedev:deigde:editors:conversation [2020/03/30 22:32] – [Preview Window] thanos | gamedev:deigde:editors:conversation [2020/04/05 00:24] – [Preview Video] dragonlord | ||
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The conversation editor is used to create conversation resources for your game. These are '' | The conversation editor is used to create conversation resources for your game. These are '' | ||
- | {{ : | + | {{ : |
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 Panel ====== | ====== Conversation Panel ====== | ||
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// | // | ||
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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 < | ||
+ | {{ : | ||
- | ====== Basics ====== | + | The **Snippet** text field contains the snippet to generate. Write it down similar |
- | Conversation resources compose of a list of //**Topic Groups**//. Topic groups allow to organize conversations in a conversation file by groups | + | |
- | A topic is the actual conversation script played back by the game engine. Topic groups can have any number | + | The **Camera Shot 1** and **Camera Shot 2** define |
- | Conversations can play back with any number of //**Conversation Actors**// attached | + | The **Target 1** and **Target 2** sets the targets |
+ | <WRAP clear/> | ||
- | 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. | + | ====== View Panel ====== |
+ | |||
+ | {{ : | ||
- | ====== Conversation Playback ====== | ||
Conversation playback is handled by a game script provided by the chosen scripting language. Before starting a conversation the user has to add // | 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. |
- | Conversation actions provide the basic steps in a conversation script. For details see the [[gamedev: | + | |
+ | 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/> | ||
+ | |||
+ | ====== | ||
+ | TODO | ||
+ | <WRAP clear/> | ||
- | ====== Conversation Conditions ====== | ||
- | Conversation conditions provided support to evaluate a composed condition for use in branching actions. For details see the [[gamedev: | ||
- | ===== Preview Video ===== | ||
- | https:// |