New Image Font Demo / Updated resource.
by Matthew "Ashteth" Kee · in Torque Game Builder · 10/05/2005 (7:22 pm) · 14 replies
The updated t2dImageFont resource / demo is now available.
t2dImageFont
For those of you unfamiliar with t2dImageFont, it is a resource that allows you to use bitmap fonts in T2D. This resource was recently fixed because someone bothered to tell me that it wasn't working (generally a good idea)...
In any event, there is now a new version with a cool new font and a command line datablock builder.
The command line datablock building resource is not included in the new download due to size constraints. Until the datablock building utility is approved as an additional resource, you may download the command line tool from:
t2dImageFontBuilder
If you're tired of boring fonts, try an image font :)

t2dImageFont
For those of you unfamiliar with t2dImageFont, it is a resource that allows you to use bitmap fonts in T2D. This resource was recently fixed because someone bothered to tell me that it wasn't working (generally a good idea)...
In any event, there is now a new version with a cool new font and a command line datablock builder.
The command line datablock building resource is not included in the new download due to size constraints. Until the datablock building utility is approved as an additional resource, you may download the command line tool from:
t2dImageFontBuilder
If you're tired of boring fonts, try an image font :)

#2
10/08/2005 (10:33 am)
@Hugeone: Unfortunately I know very little about what the requirements might be to implement a Chinese Font. I'm willing to provide assistance, but I would need to know the number of glyphs required and access to the Chinese equivalent of the ASCII standard. If there is insufficient space for all the Chinese characters on a single bitmap, there is always the possibility of using two or more bitmaps for the font character set. I'm defintately willing to help/point you in the right direction keeping in mind the obvious limitation that I currently cannot read or write Chinese (incidentally, my last name is of Irish and not Chinese heritage).
#3
10/08/2005 (10:40 am)
Unfortunately, supporting double-byte or unicode using cached bitmap fonts is non-trivial. I believe you need something like 30,000 glyphs to properly represent far east languages, which is far beyond the 100 - 255 characters for basic ASCII support. TGE 1.4 is supposed to have Unicode support and support for FE fonts, but I don't believe this resource will be right to help you.
#4
@Jason
Thanks you at first.
I will continue to read the codes and find the method about the matter.
Please tell me if you find the solution.
-- HugeOne
10/16/2005 (7:00 am)
@Matthew@Jason
Thanks you at first.
I will continue to read the codes and find the method about the matter.
Please tell me if you find the solution.
-- HugeOne
#5
@Jason
About the bitmapFont , I want to know how to apply this example:
I want the GuiTextCtrl to show the text as bitmapFont mode. How to do it ?
Thanks in advance.
~ HugeOne
12/20/2005 (9:29 pm)
@Matthew@Jason
About the bitmapFont , I want to know how to apply this example:
Quote:
new GuiTextCtrl(PlayerName) {
profile = "GuiTextProfile";
horizSizing = "right";
vertSizing = "bottom";
position = "332 140";
extent = "57 18";
minExtent = "8 2";
visible = "1";
text = "Cherish";
maxLength = "255";
};
I want the GuiTextCtrl to show the text as bitmapFont mode. How to do it ?
Thanks in advance.
~ HugeOne
#6
12/20/2005 (9:44 pm)
The bitmap font is not a GUI control, it's a T2D object. You create it like any other T2D object. You cannot use them in the GuiCanvas.
#7
Can I extend this function about bitmapFont , because I want to make the GUI Element having bitmapFont style .
How to do it?
~ HugeOne
12/20/2005 (9:51 pm)
@JasonCan I extend this function about bitmapFont , because I want to make the GUI Element having bitmapFont style .
How to do it?
~ HugeOne
#8
12/21/2005 (1:56 am)
Actually, someone else did this a while back in the TGE forums. I haven't searched for it in about a year, but that's where I'd start.
#9
I might write a little font exporter/importer.
12/21/2005 (2:47 am)
The text rendering in Torque uses bitmaps which are cached into a .fnt file. You could always edit those .fnt files to make them more bitmap based (add nice colours etc).I might write a little font exporter/importer.
#10
12/21/2005 (9:42 am)
That seems like an easy way to add interest to the text. An importer/exporter would be a great tool to have.
#12
- Melv.
12/22/2005 (2:51 am)
Now all we need is someone to put a 4 channel FM synthesis module in and we're golden.- Melv.
#13
@Phil: I hope you choose to and get a chance to do that. I'm sure it will find wide usage. Thank you!
12/22/2005 (8:15 pm)
This is nice! Thanks Matthew.@Phil: I hope you choose to and get a chance to do that. I'm sure it will find wide usage. Thank you!
#14
EDIT : okay, I got an idea...
08/22/2006 (7:59 am)
Has anyone gotten this to work with the latest version of TGB?EDIT : okay, I got an idea...
Torque Owner Hugeone
Do you know how to support the Chinese Bitmap Font , that is a double-char font?
My games will relase in the asia countrys.
Please give me a suggestion or a method , thanks a lot !