Creating some
by Yannis Sovolakis · in Technical Issues · 09/11/2006 (4:39 am) · 2 replies
Hello everybody - just a question from a newbie :)
I want to be able to support some kind of chatting in my torque game,
and when people talk to each other, to have small "callouts" (oval or rectangular)
with the written sentences. I want this to be visible in the screen of the user
if the others that talk are inside some given radius (in front of the user).
My questions are:
1. what's the best way to create these "callouts"? use guiBitmapBorder
+ guiTextCtrl + guiBitmap glued together or create a new gui control?
any suggestions?
2. How can i control the visibility of these "callouts" based on the frustum & distance
from the player? which control should i use?
3. i want to use a special font (like Comic Sans MF) but don't know how to put
this inside Torque. Can anyone point to this direction?
sorry for my newbie questions, but i am feeling lost and don't know
how to start...
thanks,
yannis
I want to be able to support some kind of chatting in my torque game,
and when people talk to each other, to have small "callouts" (oval or rectangular)
with the written sentences. I want this to be visible in the screen of the user
if the others that talk are inside some given radius (in front of the user).
My questions are:
1. what's the best way to create these "callouts"? use guiBitmapBorder
+ guiTextCtrl + guiBitmap glued together or create a new gui control?
any suggestions?
2. How can i control the visibility of these "callouts" based on the frustum & distance
from the player? which control should i use?
3. i want to use a special font (like Comic Sans MF) but don't know how to put
this inside Torque. Can anyone point to this direction?
sorry for my newbie questions, but i am feeling lost and don't know
how to start...
thanks,
yannis
#2
1) This is probably an excellent prototype strategy, and may even be a decent to good initial implementation. Once you get it working, you may want to refactor into a new GuiControl type, at your call.
2) This isn't built into stock currently (Guis are not part of the world, and therefore don't have any interation with the scenemanager), but you could hack something in based on the "owner" of the conversation bubble. Basically, decide who the conversation is centered around, and keep an identifier of some sort of that Player, then do some culling on your own client side (or even better server side, although this will introduce some networking additional work).
3) You should be able to search the forums to find writeups on custom fonts--from TGE 1.4 and above, you can even use unicode fonts.
09/12/2006 (10:55 am)
Somewhat challenging request, but it's certainly possible (Doppleganger did it for The Lounge).1) This is probably an excellent prototype strategy, and may even be a decent to good initial implementation. Once you get it working, you may want to refactor into a new GuiControl type, at your call.
2) This isn't built into stock currently (Guis are not part of the world, and therefore don't have any interation with the scenemanager), but you could hack something in based on the "owner" of the conversation bubble. Basically, decide who the conversation is centered around, and keep an identifier of some sort of that Player, then do some culling on your own client side (or even better server side, although this will introduce some networking additional work).
3) You should be able to search the forums to find writeups on custom fonts--from TGE 1.4 and above, you can even use unicode fonts.
Torque Owner Yannis Sovolakis