MODSonline
  Welcome Guest to MODSonline Home | Forums | Register | Login
Main-Menu
Home
Login
Register
Add Download
Add News
Add Tutorial *
Forums

Advertise
Affiliate Store US *
Affiliate Store UK *
Affiliate Store CA *
Angry Letter Generator
Avatar Upload
Calendar of Games
Contact
Downloads
FAQs
Forums
Member List
Member Projects
News
News Grabber *
Policy
Polls
Private Messages
Reviews
Screenshot Gallery
Search
Servers - Game
Store - Shirts *
Subscribe
Topics
Tutorials
Weblinks
Wiki *
Tutorials
CoD Mapping
CoDUO Mapping
CoD2 Mapping
CoD4 Mapping
CoDWW Mapping
CoD FAQs
HL2 Mapping
HL2 FAQs
SOF1 Mapping
Crysis Mapping
Q4 Mapping
Doom 3 Mapping
Doom 3 FAQs
UT2K3 Mapping
SOF2 Mapping
SOF2 FAQs

Lightray Modeling
General Modeling
General Modding
Adobe Photoshop
Common Mapping Errors

Readme.txt Generator
Members-Online
countytins... [Forum]
ekhoboxx [Tutor]
COLMAC [Forum]
a.mk [Downl]
Eladd [Today]

5 Members and 11 Guests
Chat MODSonline
0 People Now Chatting
MODSOnline TeamSpeak

download TeamSpeak

In-The-News
Monday, Dec. 1st
A message from foyleman
Sunday, Nov. 30th
MODSonair 156 Live
Friday, Nov. 28th
MODSonair Episode 155
Wednesday, Nov. 26th
MODSonair Forum Buttons
Monday, Nov. 24th
Holiday Gift Guide 2008 - PC
Latest Poll
Single or Multiplayer maps for World at War?
Single-Player 30.12%
Multiplayer 61.45%
WHAT!? The tools are out? 8.43%
Read More...
10 comments

Newsletter
Name:
Email:
Newsletter Archives
Your Membership
User Name:
Password:
Register.
In The Forums
Weird texture problem
HL2 Level Design.. Posts: (5) Views: (30) by cz_squishy
FX help
CoD:WW Scripting.. Posts: (8) Views: (121) by ROTCGuy
A message from foyleman
In The News.. Posts: (7) Views: (75) by ROTCGuy
Elevator Help
CoD 2 Level Desi.. Posts: (2) Views: (19) by luke0777
Google 468 Banner Half-Life 2 Mods for Dummies
CoDWW Download
Tutorials: SOF1 Mapping
Mapping and modding for Soldier of Fortune.
Add your tutorial (registered users)

Rating:
Awful Rating Poor Rating Average Rating Good Rating Excellent Rating
Versions: You must be logged in to view history.
Advanced text on screen + logos
2006-10-20 15:50:41
This tutorial will give you examples of different ways to display your text pictures and logos.

Refer to the previous tutorial regarding setting up a ds, os and sp file and how to print the text strings in your map

For these examples I am assuming that the string package name is RDAM

-------------------------------------------------------

Here is an original SoF text string

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


In the script you would put...

print RDAM_C3D2
-----------------------------------------------------------


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

In the script you would put...

print RDAM_JAN

--------------------------------------------------------------


INDEX 0
{
FLAGS SP_FLAG_CENTERED
REFERENCE RESCUE
TEXT_ENGLISH "Rescue the hostages !"
TEXT_GERMAN "Rescue the hostages !"
TEXT_FRENCH "Rescue the hostages !"
}



With the flags SP_FLAG_CENTERED the text will appear in yellow writing in the middle of the game screen

In the script you would put...

print RDAM_RESCUE

------------------------------------------------------------------


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


That's it !

Easy

Hope this helps

Demise RDAM

All logos and trademarks and information in this site are property of MODSonline LLC © 2008.
The comments are property of their posters.
RSS news feeds for MODSonline can be found News.php.
MODSonline Subscriptions
Partners
Frag Universe
Battle for Europe COD2
CODAddicts - Call of Duty News & Downloads
modbase.be
XoXide
Call of Duty Headquarters
The Firing Box
Ask About
Advertising
Friends
SOF2 Files and Downloads
CoD 4 Base
The Clan Database
Ask About
Advertising
Link to Us
MODSonair
View in iTunes
Please help us to raise in the ranks of podcasting and subscribe to our itunes feed using the link above.
MODSonair Releases
MODSonair Episode 155
MODSonair Episode 154
MODSonair Episode 153
MODSonair Episode 152
MODSonair Episode 151
Next Show
The next MODSonair show will air LIVE on:

Time remaining:
Copyright © 2008 MODSonline
Tresware Content Management System Copyright © 2008 Tresware
Website Designed and Hosted   Tresware