Machinema

neozero

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Anyone ever thought of making a machinema based on half life 2?

Just the thought, seeing as the facial expression and lipsynching programs (the ones demonstrated using the Alyx video), look really good. That and I'm pretty sure they said in that vid, or at least someother, it would be easy to make character's go through preset animation sequences.

Then again using A.I. for a scene really wouldn't be that bad. Think the battle scene from lord of the rings. Those 500,000 orc's each had their own A.I. ( to some extent), so if you actually had a pc creating and running the A.I. while you're watching the scene , it would always turn out different. This couldn't be done on such a large scale, and you'd have to assure that overall outcome is the same.

An example would be a scene where a main character and supporting character are members of a S.W.A.T. team, and they're in a scene where they storm a terrorist stronghold. You make every other member of the S.W.A.T. team nameless peons that can die whenever. Same thing with whatever terrorists you have. Lot's of nameless peons, and a couple key characters. You make it so that every character's A.I. governs how the bust will take place (but conceivably you could add somewhat scripted anims in, like a character always screaming when ever a member of his teams gets shot.), but you always maike sure the key character's live (infinite health). Then when the two heroes, corner the head terrorist(s), you got back to a scripted scene.

Any thoughts?

The reason I say is that I'm really into writing, escpecially on topics related to games (I'm finishing a WC3 fanfic), and I was really amazed when they said that the tools in the Alyx vid might (fingers crossed), but available to the modding community.
 
Yes they have. Source films is the name of the planned mod. Try searching it. Also, Pendragon is leading the team so you might want to talk to him.
 
sorry, but I gotta point out that you're wrong on that one Pendragon.

First of all, there wasn't really AI (in terms of being self-aware) with MASSIVE, but rather 1000s of "Logic Nodes" in each character (not just the Orcs) which are essentially decisions that branch out in as the program is run.
So the "retreating" effect was a glitch caused by the very first logic node for all of the characters to be:

Is there an enemy within range? (sight and sound) YES or NO

If the node answered YES, the choice was to engage the enemy and so on a so forth. However if the node answered NO then it said:

Run Forward for X amount of time

then again it would ask:

Is there an enemy within range? (sight and sound) YES or NO

and on and on...so the problem was that as soon as the simulation started, some of the characters were facing the wrong way, and therefore NEVER seen any enemies and ended up creating a retreating effect.


The End.
 
it is in one of the commentaries on The Two Towers: Special Extended Edition
 
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