Game Development Community

Bitmap Fonts?

by Lennart Steinke · in Torque Game Builder · 06/18/2006 (2:08 am) · 5 replies

Sorry, if this question gets asked a lot, I checked the FAQ and did a search but didn't find the information I was looking for.

I was under the impression that I can use an ImageMap as font. After reading the "Making ImageMap mode = "key" work" post I wanted to create my own font and change one of the demos to use it.

So, I created a font in the specified format. I imported the image map. Then I got lost ;)

So, how do I use this ImageMap as a base for a font?

I

#1
06/20/2006 (1:50 am)
Lennart, I think in that example they are manually (by script) setting up sequences of sprites with the glyphs for the fonts contained within. Probably not what you have in mind. There are several ways to do it and that is one of them. Other methods are:

www.garagegames.com/mg/forums/result.thread.php?qt=45920
www.garagegames.com/mg/forums/result.thread.php?qt=33501
#2
06/20/2006 (4:50 am)
The link in the first thread (which sound promising) is http://tdn.garagegames.com/wiki/TorqueUnicode

Since I only own t2d I can't access that page. Is there a way I could import a "cached font" with t2d (rc3)?

It really sounds like what I'd like to use.
#3
06/20/2006 (7:16 am)
I have not been able to get importCachedFont to work correctly. However I think I have not stumbled across the correct procedure yet. Do dumpConsoleFunctions() and dumpConsoleClasses() to get docs from the engine about core functions such as importCachedFont .
#4
06/20/2006 (1:51 pm)
Hm, not sure abou this.
Am I allowed to use such undocumented fetaures? Can I be sure that they will stay in tgb? Oh, and I'm strill fighting with the documented functions - I'm not sure I'm ready yet to handle the undocumented functions ;)
#5
06/22/2006 (10:38 am)
Check out the TGB Reference.pdf

Console Functions -> Fonts

they are now documented :)