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FPSC Classic Product Chat / Text In Game?

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Desecrated Studios
15
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Joined: 16th Jan 2011
Location: Kirtona
Posted: 17th Jan 2012 22:40
Hey guys,

I know i have been posting a lot here lately and i apologize. I don't want it to look like i am being greedy, im just trying to learn and make my game as best i can!

So my question is, how do i get text in game? These games use it:
- Canalyst: Passing Lights
- Artifact Of The Accursed

Now i really love the idea of it, and it looks amazing and is very useful! But i can't seem to figure out how to do it. If i remember correctly, Canalyst's texts where very bright and easy to read even in a dark room. Now im using a decal for mine, it is just a simple text i made in photoshop, and it turn's out all grey and not very bright. So, what do they use to create this? Are they using decals?


SIDE QUESTION - How can i use a trigger zone to make an entity disappear?

Thank you guys!
- Josh
DoubleRThree
14
Years of Service
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Joined: 29th Sep 2011
Location: UK
Posted: 17th Jan 2012 23:37
I can help with this, but first, two questions:

1. What do you mean exactly by "text in game"?

2. What kind of entity is disappearing, object or character?
xplosys
20
Years of Service
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Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 17th Jan 2012 23:55
This might help.

Brian.

!retupmoc eht ni deppart m'I !pleH

Desecrated Studios
15
Years of Service
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Joined: 16th Jan 2011
Location: Kirtona
Posted: 18th Jan 2012 00:02
Quote: "What do you mean exactly by "text in game"?"


Like, an entity that is just a rectangle and is clear with words on it. It is kind of hard to explain. It is either that or a decal with word's on it. Just play one of the demo's of the games listed above to know what im talking about..

Quote: "What kind of entity is disappearing, object or character?"


Object. I want the text to disappear when you walk away from it.

Quote: "This might help."


I have that, and that only displays the text on the screen. I mean like text that is 3D and is in the actual game. Like it is placed on the map..

Thanks for the comment's though guys!
- Josh
maho76
15
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Joined: 31st May 2011
Location: universe-hub, playing the flute
Posted: 18th Jan 2012 00:04 Edited at: 18th Jan 2012 00:06
first page modelforum:

http://forum.thegamecreators.com/?m=forum_view&t=193361&b=24

or brians, or forumsearch "rawtext", or "crthud" by doomster, or... EDIT: i think you mean ingame and not as HUD... text embedded in modeltextures,or models, or decals (always bright as you think of) ...^^

when you use decals, they are not bound to level-lightning, so always bright, but not big in resolution if needed. texturetext on a simple model with alpha channels and illu-map should be very handy and is able to use script with alphafade to fadeout.
DoubleRThree
14
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Joined: 29th Sep 2011
Location: UK
Posted: 18th Jan 2012 00:06 Edited at: 18th Jan 2012 00:08
Xplosys, you read my mind. I was going to suggest that (but then again, it IS your program ).


As for the Disappear with Trigger Zone, I'll blindfire it:

For an "Object" Entity, place this in it's "main" script:



For a "Character" Entity, use this:



Set up a Trigger Zone and in the "IfUsed" field type the name of the entity (and change the "main" script to "playerwithinzoneactivateused.fpi".
Desecrated Studios
15
Years of Service
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Joined: 16th Jan 2011
Location: Kirtona
Posted: 18th Jan 2012 00:15
I think i have figured it out guy's.

Maho i have that program as well, but it again is not what i need. But thank you for trying man!

@DoubleRThree - Thank you for the hint! It work's for me!
DoubleRThree
14
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Joined: 29th Sep 2011
Location: UK
Posted: 18th Jan 2012 00:27 Edited at: 18th Jan 2012 00:30
Anytime my friend.


EDIT: To do the text thing, you could create a flat rectangle in Google Sketchup, use a text option to add text, then export, then create an Illumination Map Texture. Then give it the "Illumination_Map.fx" Shader.
ASTECH
18
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Joined: 18th Jul 2007
Location:
Posted: 18th Jan 2012 00:30 Edited at: 18th Jan 2012 00:32
The test in game is actually applied to an overlay object. I use a blood overlay and the assign it the texture I need to give it for the text I desire.

I then position it where I want it and usually apply the illuminatent effect to the model. Canaylst did a pretty
cool thing there with it and since my game relied a lot on "directing" the player and telling a story... I decided the environment
and messages within it, could help me very well.

EDIT: Wow. I got ninja'd right when I posted this. -_-

Whoever said that Intel graphics fail, obviously never owned a Core i5.
Desecrated Studios
15
Years of Service
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Joined: 16th Jan 2011
Location: Kirtona
Posted: 18th Jan 2012 01:00
Quote: "The test in game is actually applied to an overlay object. I use a blood overlay and the assign it the texture I need to give it for the text I desire."


*text, and that actually is what i have been doing haha. I chose one of the old blood overlays that i made and applied the texture to it. But the problem i was having was that it wasn't very bright, so i put some light's next to each overlay. Which illumination effect do you apply? And do i need like the separate textures for it to work? Sorry for all of the questions, just wondering

Quote: "my game relied a lot on "directing" the player and telling a story"


My game need's a lot of directing as well, that is why i thought this method would be useful. I don't mean to copy you guy's in any way, and if it is an issue of me doing this than just say so!

Thanks ASTEK,
- Josh
ASTECH
18
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Joined: 18th Jul 2007
Location:
Posted: 18th Jan 2012 01:49
Quote: "Which illumination effect do you apply? And do i need like the separate textures for it to work? "


Illuminationent.fx and no, you don't need to separate the textures. You just have to re-assign a new one to that model in the editor.

Quote: "My game need's a lot of directing as well, that is why i thought this method would be useful. I don't mean to copy you guy's in any way, and if it is an issue of me doing this than just say so!"


No, its fine. No one can patient an idea; only a product.

Whoever said that Intel graphics fail, obviously never owned a Core i5.
Desecrated Studios
15
Years of Service
User Offline
Joined: 16th Jan 2011
Location: Kirtona
Posted: 18th Jan 2012 01:59
Quote: "Illuminationent.fx and no, you don't need to separate the textures. You just have to re-assign a new one to that model in the editor."


Thank you!

Quote: "No, its fine. No one can patient an idea; only a product."


That is very true, i was just trying to be safe Thanks again!

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