Posted: 01 Dec 2010, 03:07
Hello dudes
Here, is the first free AI Nodes tutorial that contains all the required info about the AI Nodes edit mode. After the original and first release of Re-Volt Archive's tutorial, that contains the base info, RST made on RRR another tutorial that contains everything.
Knowing that no one can access it anymore, the stuff wasn't visible and no one of you can read that tutorial again. Step by step I advanced in discovering, figuring out, testing, searching things about how they work by myself. Now, after about 8 months, I opened the first tutorial about them.
Most of you, including me in the past, think and thought that they don't know how to make AI Nodes. I made correct AI Nodes but the problem appears at Track Zones. That's the thing why some guys don't know how to work with this. Actually AI Nodes and Track Zones, are the main things you need to know to make a track with a racing line.
POS is needed too, but not all the time.
So, this is a small story, now let's start learning. As most of you know, AI Nodes are in all raceable tracks, so let's start with the first steps...
1. How to enter in this mode
It's easy, just go in your Re-Volt menu, type MAKEITGOOD as your name, return back to "Select Race" and choose at 'Edit mode' - AI Nodes, then go to the race mode you want. Here are more options.
You can select 'Single Race' for normal race mode, but here you have to save right after you finished editing and restart the race to see how the AI Cars play.
Also, you can select 'Time Trial' for playing alone, but this works only if you have renamed your track's folder to a stock folder name. Usually nhood1. But if you have the latest tool called "Wolfr4", you won't need this.
You can select 'Championship' but this isn't a really good choice. And you can select 'Practice' mode, but this is bad too. I personally prefer 'Single Race' mode, to not get bored if I edit alone and no other AI Car crashes like damn in the things.
Here's a little pic that shows you the 'Select Race' menu, after entering "MAKEITGOOD" cheat and returned back to 'Select Race'.
Okay, if you have done this, we can advance to the next step.
2. Inserting the first nodes
If you followed right the last step, go to the track you want to edit, and press F4. You'll see that the things will disappear, and you'll see only the track with no other race info on your screen.
Now, press 'Insert'. You'll see a red "bubble" over a green "bubble". If you press Click and keep clicking, and you move your Mouse, you'll see that the Green "bubble" follows your Mouse. Now, if you understand your track correctly, and know the wanted racing line, place the green bubble in the left.
Then, press F6, to return to the race, and press again F4. Now put your mouse over the Red bubble and press Space. Now you can move the Red bubble like you did with the green one! Put this one in the Right.
You have to remember this! Always, when you put AI Nodes, in the Left side is the Green bubble, and in the Right side, put the Red bubble.
Now press F6, and go on with the next AI Node doing the same thing like on the first. Continue so, until you put AI Nodes over all the track. This could be a little annoying, but you have to do it. Always remember to put more nodes in the curves that in normal place when you have to go ahead. It's really needed for a smarter AI. Generally you should have a node every 2 or 3 car lengths, however that's not needed on long straightaways.
Here's a little picture showing you how it should look like.
NOTE: Please notice that there's no middle line yet.
As you can noticed the 'bubbles' are blinking. I can't show in my pic because it's not an animated image. This is because we didn't connect them yet. This we'll learn in the next step.
3. Connecting the nodes
If you did everything correct, and followed correct the last steps, you will be able to connect the AI Nodes that you inserted.
Now it's the time to connect the AI Nodes. This is quite easy. Just put again the mouse over the first node (Red or Green, whichever), and press Space. You'll see a list of info about that node. Now press again Space, and you should see the node blinking faster.
Now put the mouse over the next node and press Space. You'll see that the two nodes are now connected! If you can notice, there's a white line is in the middle. If you did correctly you got the first connected nodes! Good!
Now put the mouse again over the 2nd node, press Space, and the 2nd node should start blinking faster too. If it does, put the mouse over the next node, and press again Space. It takes longer to read and understand than to do, believe me!
Continue so until you connect all lines correctly. Check also if each node has in the Left side green bubble and Right side Red. It's very important!!! If still all nodes blinking and are connected, don't worry.
You have to save! To save you have to press 'Left Ctrl + F4'. You'll see after this a small window that something line File saved... trackname.fan.... etc. I don't really remember. Now check the AI Nodes, and you'll see that they're not blinking anymore. If they are still blinking then you did something somewhere wrong. This happens if you didn't connect them all properly.
After this, restart the race, and you'll see that the opponents will start to follow your AI Nodes. If you did mistakes, the game will crash. So check twice.
Here's a pic that shows you the AI Nodes connected and saved.
Now, let's advance to the next step!
4. AI Nodes Properties
Now that you have the base idea down, it's time to learn how to give properties to the AI Nodes. To change the properties for the racing line press 'Right Enter' and you'll see that the line changes its color, depends of the property. If you want to move the properties reversed, press 'Left Shift + Right Enter' This is one of the most important steps when you create AI for your track. Let's start with the most used one...
A. Racing Line
It is the first property you get. If you take a look, after you connected the nodes, you'll see a white line in the middle. That is called Racing Line. It means, that it doesn't really have a property. It leaves the AI Cars to drive at their max speed. That's why in the curves you should never use this. This is recommended for the zones where you have enough space to drive faster, you and the AI.
Here's a pic that shows you the white Racing Line property.
Let's go to the next property now.
B. Pickup Route
This one is always used when you have a track with splits. If you have a track so, and the AI takes only on route and not both (if you have 2), then choose for the one they don't take, the property as Pickup Route. The AI cars that don't have any weapon ready for use, will take that route to get a weapon from the pickups.
If the car has a weapon ready it will ignore that route. As you can notice the line is now light blue. That means that it's not a simple white racing line anymore. If you want to see if it works, save then restart.
Let me show you a pic with a car that doesn't have a weapon already.
Can you see that car that used the route with the Pickup? Can you also notice the blue line? So looks the Pickup Route. This means that it doesn't have any weapon ready. Now let's pass to the next step.
C. Stairs
This is not really known. It just doesn't seem to do anything to the AI. It is always used when the AI Cars drive on stairs. I noticed that this on helps the AI stay on their wheels and not crash. The line of this property is grey. To show you what I'm meaning, look at this picture...
Now, if you understand what Stairs Property is for, and how it works, then let's go to the next step.
D. Bumpy
This one is very strange. The big cars, like Phat Slug, Panga, Bertha Ballistics and Mouse take them. It is used for tracks with normal and offroad roads. When you make AI Nodes for the offroad part, choose, like on Pickup Route, Bumpy. I don't really think it works, but it worked on some tracks. It is like Soft Suspension - another AI Nodes property that we'll learn soon. The line of this property is like a dark red.
Aeon, a good AI Nodes editor says that the Bumpy is:
I think I can show you a picture about them...Aeon wrote:Bumpy - or whatever it was called - is a route that is more likely to be chosen by cars which have a high Suspension AI setting.
So, if you have offroad tracks, and used this property and also understood it, let's pass to the next step!
E. 25 mph Slow Down
It does what it says. It slows down the AI car to 25 mph. If the car drives faster than this, it will slow it down. It is a very good one. You'll need also Petrol Throttle or Off Throttle... I'll tell you soon why. The line of this property is yellow.
Now, let me show you a picture with this property.
Do you see the yellow lines? That is the 25 mph slow down property. See also the car? It drives now at 25 mph because it is driving through that node.
Now let's go to the next step, okay?
F. Soft Suspension
It does again what it says. It is used by the AI Cars that have soft suspension. Here are the stock ones that uses it: Phat Slug, Mouse, Bertha Ballistics, Rotor & Panga.
It is represented by a light pink line. It can be used mostly on track with splits or shortcuts.
Let me show you a picture with it and how it works.
Can you see that small car? That one is a custom one that has soft suspension. That's why it chose that line. Also the pink line is the Soft Suspension. So, now we can advance to the next step!