Bitmap font in TGE - is it possible?
by Vyacheslav Maltsev · in Torque Game Engine · 12/26/2007 (2:38 am) · 7 replies
Hi, everyone!
I want use rasterised, beautifull fonts in my game, but TGE lets me use only grey-scale fonts. Did anyone tried to insert bitmap fonts in his game? Please, share it with me!
Thank you!
I want use rasterised, beautifull fonts in my game, but TGE lets me use only grey-scale fonts. Did anyone tried to insert bitmap fonts in his game? Please, share it with me!
Thank you!
#2
Thanx anyway, Brian :)
12/26/2007 (5:50 am)
No, that post is about scaling of font, not about coloring. Font still remains grey-scaled.Thanx anyway, Brian :)
#3
http://www.garagegames.com/mg/forums/result.thread.php?qt=45920
This will give you some help on importing/exporting fonts. Once you get the png, if you open it in gimp, add an alpha layer and color the black to alpha, you are able to go hog wild on colorizing your font.
If you have TGB, this is also a decent looking solution:
http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=12116
01/03/2008 (12:05 pm)
Fonts in TGE/TGB are a finicky beast as they function off Grayscale or Color/Alpha, we tried doing a font with white letters (always) and an outline that would color blend with the colors that we chose, and it ended up not working so we exported the font out, copied it 6 times and changed the stroke color, then repopulated the font back into Torque, so long as the font color was always white, the font came up fully colored. So yes, you can have a fully colored font in your game, you just can't set the font "color" any color except white without having a seperate font name or you get really wierd colorations.http://www.garagegames.com/mg/forums/result.thread.php?qt=45920
This will give you some help on importing/exporting fonts. Once you get the png, if you open it in gimp, add an alpha layer and color the black to alpha, you are able to go hog wild on colorizing your font.
If you have TGB, this is also a decent looking solution:
http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=12116
#4
01/03/2008 (5:00 pm)
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#5
www.garagegames.com/blogs/105/11116
I used this method before the import/export font code existed. For Puzzle Poker I used the import/export stuff to create fancier fonts.
01/03/2008 (7:58 pm)
I wrote about how I implemented bitmap fonts in Minigolf Mania here:www.garagegames.com/blogs/105/11116
I used this method before the import/export font code existed. For Puzzle Poker I used the import/export stuff to create fancier fonts.
#6
01/04/2008 (8:03 am)
Yeah, the GuiBitmapCtrls are another alternative way of implementing, with quite a bit more control, and also more overhead, especially if trying to use that bitmapped font for buttons, MLText, etc
#7
I'll answer to all.
The First is - Thank You for attention! =)
The Second is -
2Kevin Ryan: This idea is pretty good but demands to create a one GUIcontrol for each letter. This is good for short messeges, but what about long descriptions? Long time to create objects, long time to write multi-line "text-engine"... but looks like it's the only decision.
2James DG Terry: It's not obviously that this method let's create full-colored RGB font. Looks like it's the same as importCashedFont and exportCashedFont in TGE. This is about second link, first didn't opened because I'm not a TGB owner :( But I'm going to be :) Please, can you tell me: if problem with full-colored RGB bitmap fonts solved in TGB? You said that t2dTextObject has some limitations - what are they? Thank you!
03/24/2008 (1:25 am)
I'm sorry for long delay - I didn't get email notifivation :(I'll answer to all.
The First is - Thank You for attention! =)
The Second is -
2Kevin Ryan: This idea is pretty good but demands to create a one GUIcontrol for each letter. This is good for short messeges, but what about long descriptions? Long time to create objects, long time to write multi-line "text-engine"... but looks like it's the only decision.
2James DG Terry: It's not obviously that this method let's create full-colored RGB font. Looks like it's the same as importCashedFont and exportCashedFont in TGE. This is about second link, first didn't opened because I'm not a TGB owner :( But I'm going to be :) Please, can you tell me: if problem with full-colored RGB bitmap fonts solved in TGB? You said that t2dTextObject has some limitations - what are they? Thank you!
Torque Owner Brian -Cybore- Smith
Hostile Ai
Hope this helps ya!