INDEX 0 { FLAGS SP_FLAG_CAPTIONED REFERENCE C3D2 TEXT_ENGLISH "JOHN: Doesn't sound like you have a choice, captain." TEXT_GERMAN "JOHN: Sieht so aus, als hätten Sie keine Chance, Captain." TEXT_FRENCH "JOHN: Je crois que vous n'avez pas le choix, capitaine." }
Notice the translated text for German and French users as previously mentioned
The main thing I am pointing out here is the FLAGS This example has SP_FLAGS_CAPTIONED This makes the text appear at the bottom of the game screen and is mainly used in the original SoF game to provide sub-titles when a character is speaking. Text colour is yellow
INDEX 0 { FLAGS SP_FLAG_TYPEAMATIC REFERENCE JAN TEXT_ENGLISH "Map Construction: Jan R'dam\nDate: 1/1/06\nTime: 23:20" TEXT_GERMAN "Map Construction: Jan R'dam\nDate: 1/1/06\nTime: 23:20" TEXT_FRENCH "Map Construction: Jan R'dam\nDate: 1/1/06\nTime: 23:20" }
The above example has the flags SP_FLAGS_TYPEAMATIC which will print the text in the bottom left hand corner of the game screen in green writing letter by letter as if it is being received as a message The letter "n" before date and time cause that text to be printed on a new line So the text will appear as....
MAP construction: Jan R'dam Date: 1/1/06 Time: 23.20
To see this in action - load any of the RDAM co-op maps
To make a logo or picture appear - you will need to convert your picture into an m32 texture of a standard size I make all mine 256x256 pixels The m32 file must be in sof/base/pics/console folder which you may have to create Imagine I have a 256x256 m32 file of a RDAM logo in that folder and it is called logo_RDAM.m32
In the ds file it is still referenced by a single word - same as any other text string
ie in a RDAM.ds file I have the reference...
#define RDAM_LOGO 0x6400
so there is no difference there
In the sp file you have something like the following...
INDEX 0 { FLAGS SP_FLAG_CENTERED SP_FLAG_CREDIT REFERENCE LOGO TEXT_ENGLISH "50;50;3;1;0.5;0;255;0;console/logo_RDAM" TEXT_GERMAN "50;50;4;1;1;0;255;0;console/logo_RDAM" TEXT_FRENCH "50;50;3;1;0.5;0;255;0;console/logo_RDAM" }
Use the same flags as in the example above The first few numbers are the position of the picture on the game screen + time to display it etc - you can change these and experiment with different positions etc but I nearly always leave it as it is so that the picture is centred in the screen
The last 3 numbers are important - these are the RGB values given to the picture In the above example, I want the RDAM logo to appear as a bright green colour so the last 3 numbers represent this as an RGB value of 0 255 0
If you have a real picture with many colours etc then you will want this to be white or pale yellow to show all the colours The RGB value would probably be 255 255 0 Think of it as a coloured light shining on your picture and you will get the right idea
Here is an example with a different RGB value...
INDEX 0 { FLAGS SP_FLAG_CENTERED SP_FLAG_CREDIT REFERENCE LOGO TEXT_ENGLISH "50;50;3;1;0.5;255;255;0;console/logo_RDAM" TEXT_GERMAN "50;50;4;1;1;255;255;0;console/logo_RDAM" TEXT_FRENCH "50;50;3;1;0.5;255;255;0;console/logo_RDAM" }
In the script you would put...
print RDAM_LOGO
To see many more examples - extract the STRIP folder from pak0 (in sof/base folder) and take a look inside...
P.S. The simplest method of getting text on screen would be to put..
print "message"
...in your script - but this displays white writing in the top left corner of the screen , same as an error message so is not much use really