typewriter text
Blitz3D Forums/Blitz3D Beginners Area/typewriter text
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Hi all! =) I'm new to Blitz3D, and was wondering if anyone would be kind enough to help me fix this to do the following: 1) Text ALWAYS aligned correctly in textbox at the top left, center, or top right corner. 2) The sentence will continue only if you press enter. 3) When the end of the sentence is reached, play a sound like in Zelda. 4) When the entire paragraph is finished, play an end text sound. 5) box fades in after started, and fades out when ended. 6) The box is completely centered in the middle of the screen no matter what graphics mode you're in. 7) If the text goes out of the box, increase the box width & height. If anyone at all can help, that'd be GREATLY appreciated! =) Anyway, here is the code: Graphics3D 800,600,0,2 SetBuffer=BackBuffer() Global box_x Global box_y Global box_width Global box_height Global box_transparent Global box_transparency Global box_solid box_width = GraphicsWidth()/4 box_height = 40 box_x = box_height+GraphicsWidth()/3 box_y = box_width+GraphicsHeight()/3 box_transparent = 0 box_transparency = 0 box_solid = 1 AmbientLight 255, 255, 255 Global type_player = 1 Global type_object = 1 Global cam = CreateCamera() PositionEntity cam, 0, 1, 0 CameraRange cam, .1, 1000000 Global player = CreateCube() EntityRadius player, .1, .7 EntityType player, 1 Global playercollision_sphere = CreateSphere(100) HideEntity playercollision_sphere Global Sky = CreateSphere(100) EntityColor Sky,180,180,245 ScaleEntity Sky, 500000, 500000, 500000 EntityFX Sky, 1 EntityOrder Sky, 9 FlipMesh Sky Global land = CreatePlane() EntityColor land, 127, 127, 127 EntityType land, 1 EntityOrder land, 9 Global block = CreateCube() PositionEntity block, 0, 1, 12 EntityRadius block, .1, .7 EntityType block, 1 Global objcollision_sphere = CreateSphere(100) EntityColor block, 68, 207, 252 ;EntityAlpha block, .7 EntityOrder block, 9 EntityShininess block, 1.0 FlipMesh block Type Letter Field Letter$,Xpos,Ypos,Time#,Sound End Type ;--------------; ; Type Letters ;---------------------------------------------------------- ;--------------; Function textbox(x,y,w,h,transparent,transparency,solid) Rect x,y,w,h,s End Function Function TypeText (Xpos=0,Ypos=0,MaxX=100,MaxY=100,Texts$="",Space=10,Height=12,Time=5,Tolerance=10,Sound=0) Local LR.Letter,A,L For A = 1 To Len (Texts) LR.Letter = New Letter LR\Letter = Mid (Texts,A,1) LR\Xpos = Xpos + (L*Space) LR\Ypos = Ypos LR\Time = A*Time LR\Sound = Sound L = L + 1 If LR\Letter = Chr (13) Or LR\Letter = Chr (10) LR\Xpos = Xpos LR\Ypos = Ypos + Height LR\Letter = " " Ypos = Ypos + Height L = 1 EndIf If LR\Xpos >= (MaxX-Tolerance) If LR\Letter = " " LR\Xpos = Xpos LR\Ypos = Ypos + Height Ypos = Ypos + Height L = 1 EndIf EndIf If LR\Xpos >= MaxX LR\Xpos = Xpos LR\Ypos = Ypos + Height Ypos = Ypos + Height L = 1 EndIf If LR\Xpos = Xpos If LR\Letter = " " Delete LR L = 0 EndIf EndIf Next End Function ;------------------; ; Draw all Letters ;------------------------------------------------------ ;------------------; Function DrawLetters() Local LR.Letter For LR.Letter = Each Letter LR\Time = LR\Time - 1 If LR\Time = 0 And LR\Sound <> 0 PlaySound LR\Sound EndIf If LR\Time <= 0 Text LR\Xpos,LR\Ypos,LR\Letter If LR\Xpos > box_width Then box_width = box_width + 1 If LR\Ypos > box_height Then box_height = box_height + 1 EndIf Next End Function ;--------------------; ; Remove all Letters ;---------------------------------------------------- ;--------------------; Function DeleteLetters() Local LR.Letter For LR.Letter = Each Letter Delete LR Next End Function Function SuperCam(cam,ent,cspeed#,dist#,hite#,xrot#,tilt#) TFormPoint 0,hite#,-dist#,ent,0 cx#=(TFormedX()-EntityX(cam))*cspeed#*2 cy#=(TFormedY()-EntityY(cam))*cspeed#*2 cz#=(TFormedZ()-EntityZ(cam))*cspeed#*2 TranslateEntity cam,cx,cy,cz PointEntity cam,ent RotateEntity cam,xrot#,EntityYaw(cam),tilt# End Function ;---------; ; Example ;--------------------------------------------------------------- ;---------; ; Text from Wikipedia :) ; ; Xpos = Xpos of text start ; Ypos = Ypos of text start ; MaxX = Width of text box ; MaxY = Height of text box ; Texts = Text to type ; Space = Space between letters ; Height = Height of each line ; Time = Delay between letters ; Tolerance = Max word size from end of line (?) ; Sound = Sound to play for each letter Local Txt$ = "The Waterboys are a band formed in 1983 by Mike Scott. The band's membership, past and present, has been composed mainly of musicians from Scotland and Ireland. London, Dublin, Spiddal, New York and Findhorn have all served as a home for the group."+Chr(13)+Chr(13)+"The band has played in a number of different styles, but most often their music can be described as a mix of Celtic folk music with rock and roll, or folk rock. After ten years of recording and touring, the band dissolved in 1993 and Scott pursued a solo career."+Chr(13)+Chr(13)+"The band reformed in 2000, and continues to release albums and tour worldwide. The early Waterboys sound was dubbed `The Big Music' after a song on their second album, A Pagan Place. This musical style was described by Scott as `a metaphor For seeing God's signature in the world'. Their songs, largely written by Scott, often contain literary references And are frequently concerned with spirituality."+Chr(13)+Chr(13)+"Both the group and its members' solo careers have received much praise from both rock and folk music critics, but The Waterboys as a band has never received the commercial success that some of its members have had independently." TypeText (20,20,600,440,Txt,10,12,5,50,0) While Not KeyDown (1) PositionEntity Sky, EntityX(cam), EntityY(cam), EntityZ(cam) cspeed# = .012 cdist# = 8 cheight# = EntityY(player)+2 croll# = 4 cyaw# = 0 SuperCam(cam,player,cspeed#,cdist#,cheight#,croll#,cyaw#) block_rotation_y# = block_rotation_y# + 0.5 If block_rotation_y# > 360.0 Then block_rotation_y# = 0.0 If block_rotation_y# < -360.0 Then block_rotation_y# = 0.0 RotateEntity block, 0, block_rotation_y#, 0 speed# = 0.4 tspeed# = 0.4 MoveEntity player, 0, 0, speed#*(KeyDown(200)-KeyDown(208)) TurnEntity player, 0, tspeed#*(KeyDown(6203)-KeyDown(205)), 0 Collisions type_player, type_object, 1, 1 Collisions type_object, type_player, 1, 1 If EntityCollided(player, type_object) coll_x = CountCollisions(player) coll_y = CountCollisions(player) coll_z = CountCollisions(player) ShowEntity playercollision_sphere PositionEntity playercollision_sphere, CollisionX(player, coll_x), CollisionY(player, coll_y), CollisionZ(player, coll_z) Else HideEntity playercollision_sphere EndIf obj = block If EntityCollided(obj, type_player) coll_x = CountCollisions(obj) coll_y = CountCollisions(obj) coll_z = CountCollisions(obj) ShowEntity objcollision_sphere PositionEntity objcollision_sphere, CollisionX(obj, coll_x), CollisionY(obj, coll_y), CollisionZ(obj, coll_z) Else HideEntity objcollision_sphere EndIf UpdateWorld RenderWorld textbox(box_x, box_y, box_width, box_height, box_transparent, box_transparency, box_solid) DrawLetters() Flip Wend DeleteLetters() End Thanks again, all! =) ~DarkShadowWing~ |
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Here's a small fix for what I need help on. :) I hope it is a bit more understandable. =) Graphics3D 800,600,0,2 SetBuffer=BackBuffer() Global box_x Global box_y Global box_width Global box_height Global box_transparent Global box_transparency Global box_solid box_width = GraphicsWidth()/4 box_height = 40 box_x = 10 ;box_height+GraphicsWidth()/2-box_width/2 box_y = 10 ;box_width+GraphicsHeight()/2-box_height/2 box_transparent = 0 box_transparency = 0 box_solid = 1 AmbientLight 255, 255, 255 Global type_player = 1 Global type_object = 1 Global cam = CreateCamera() PositionEntity cam, 0, 1, 0 CameraRange cam, .1, 1000000 Global player = CreateCube() EntityRadius player, .1, .7 EntityType player, 1 Global playercollision_sphere = CreateSphere(100) HideEntity playercollision_sphere Global Sky = CreateSphere(100) EntityColor Sky,180,180,245 ScaleEntity Sky, 500000, 500000, 500000 EntityFX Sky, 1 EntityOrder Sky, 9 FlipMesh Sky Global land = CreatePlane() EntityColor land, 127, 127, 127 EntityType land, 1 EntityOrder land, 9 Global block = CreateCube() PositionEntity block, 0, 1, 12 EntityRadius block, .1, .7 EntityType block, 1 Global objcollision_sphere = CreateSphere(100) EntityColor block, 68, 207, 252 ;EntityAlpha block, .7 EntityOrder block, 9 EntityShininess block, 1.0 FlipMesh block Type Letter Field Letter$,Xpos,Ypos,Time#,Sound End Type ;--------------; ; Type Letters ;---------------------------------------------------------- ;--------------; Function textbox(x,y,w,h,transparent,transparency,solid) Rect x,y,w,h,s End Function Function TypeText (Xpos=0,Ypos=0,MaxX=100,MaxY=100,Texts$="",Space=10,Height=12,Time=5,Tolerance=10,Sound=0) Local LR.Letter,A,L For A = 1 To Len (Texts) LR.Letter = New Letter LR\Letter = Mid (Texts,A,1) LR\Xpos = Xpos + (L*Space) LR\Ypos = Ypos LR\Time = A*Time LR\Sound = Sound L = L + 1 If LR\Letter = Chr (13) Or LR\Letter = Chr (10) LR\Xpos = Xpos LR\Ypos = Ypos + Height LR\Letter = " " Ypos = Ypos + Height L = 1 EndIf If LR\Xpos >= (MaxX-Tolerance) If LR\Letter = " " LR\Xpos = Xpos LR\Ypos = Ypos + Height Ypos = Ypos + Height L = 1 EndIf EndIf If LR\Xpos >= MaxX LR\Xpos = Xpos LR\Ypos = Ypos + Height Ypos = Ypos + Height L = 1 EndIf If LR\Xpos = Xpos If LR\Letter = " " Delete LR L = 0 EndIf EndIf Next End Function ;------------------; ; Draw all Letters ;------------------------------------------------------ ;------------------; Function DrawLetters() Local LR.Letter For LR.Letter = Each Letter LR\Time = LR\Time - 1 If LR\Time = 0 And LR\Sound <> 0 PlaySound LR\Sound EndIf If LR\Time <= 0 Text LR\Xpos,LR\Ypos,LR\Letter If LR\Xpos > box_width Then box_width = box_width+12 If LR\Ypos > box_height Then box_height = box_height+12 If box_width < 0 Then box_width = 0 If box_width > GraphicsWidth() Then box_width = GraphicsWidth() EndIf Next End Function ;--------------------; ; Remove all Letters ;---------------------------------------------------- ;--------------------; Function DeleteLetters() Local LR.Letter For LR.Letter = Each Letter Delete LR Next End Function Function SuperCam(cam,ent,cspeed#,dist#,hite#,xrot#,tilt#) TFormPoint 0,hite#,-dist#,ent,0 cx#=(TFormedX()-EntityX(cam))*cspeed#*2 cy#=(TFormedY()-EntityY(cam))*cspeed#*2 cz#=(TFormedZ()-EntityZ(cam))*cspeed#*2 TranslateEntity cam,cx,cy,cz PointEntity cam,ent RotateEntity cam,xrot#,EntityYaw(cam),tilt# End Function ;---------; ; Example ;--------------------------------------------------------------- ;---------; ; Text from Wikipedia :) ; ; Xpos = Xpos of text start ; Ypos = Ypos of text start ; MaxX = Width of text box ; MaxY = Height of text box ; Texts = Text to type ; Space = Space between letters ; Height = Height of each line ; Time = Delay between letters ; Tolerance = Max word size from end of line (?) ; Sound = Sound to play for each letter Local Txt$ = "The Waterboys are a band formed in 1983 by Mike Scott. The band's membership, past and present, has been composed mainly of musicians from Scotland and Ireland. London, Dublin, Spiddal, New York and Findhorn have all served as a home for the group."+Chr(13)+Chr(13)+"The band has played in a number of different styles, but most often their music can be described as a mix of Celtic folk music with rock and roll, or folk rock. After ten years of recording and touring, the band dissolved in 1993 and Scott pursued a solo career."+Chr(13)+Chr(13)+"The band reformed in 2000, and continues to release albums and tour worldwide. The early Waterboys sound was dubbed `The Big Music' after a song on their second album, A Pagan Place. This musical style was described by Scott as `a metaphor For seeing God's signature in the world'. Their songs, largely written by Scott, often contain literary references And are frequently concerned with spirituality."+Chr(13)+Chr(13)+"Both the group and its members' solo careers have received much praise from both rock and folk music critics, but The Waterboys as a band has never received the commercial success that some of its members have had independently." TypeText (20,20,600,440,Txt,10,12,5,50,0) While Not KeyDown (1) PositionEntity Sky, EntityX(cam), EntityY(cam), EntityZ(cam) cspeed# = .012 cdist# = 8 cheight# = EntityY(player)+2 croll# = 4 cyaw# = 0 SuperCam(cam,player,cspeed#,cdist#,cheight#,croll#,cyaw#) block_rotation_y# = block_rotation_y# + 0.5 If block_rotation_y# > 360.0 Then block_rotation_y# = 0.0 If block_rotation_y# < -360.0 Then block_rotation_y# = 0.0 RotateEntity block, 0, block_rotation_y#, 0 speed# = 0.4 tspeed# = 0.4 MoveEntity player, 0, 0, speed#*(KeyDown(200)-KeyDown(208)) TurnEntity player, 0, tspeed#*(KeyDown(6203)-KeyDown(205)), 0 Collisions type_player, type_object, 1, 1 Collisions type_object, type_player, 1, 1 If EntityCollided(player, type_object) coll_x = CountCollisions(player) coll_y = CountCollisions(player) coll_z = CountCollisions(player) ShowEntity playercollision_sphere PositionEntity playercollision_sphere, CollisionX(player, coll_x), CollisionY(player, coll_y), CollisionZ(player, coll_z) Else HideEntity playercollision_sphere EndIf obj = block If EntityCollided(obj, type_player) coll_x = CountCollisions(obj) coll_y = CountCollisions(obj) coll_z = CountCollisions(obj) ShowEntity objcollision_sphere PositionEntity objcollision_sphere, CollisionX(obj, coll_x), CollisionY(obj, coll_y), CollisionZ(obj, coll_z) Else HideEntity objcollision_sphere EndIf UpdateWorld RenderWorld textbox(box_x, box_y, box_width, box_height, box_transparent, box_transparency, box_solid) DrawLetters() Flip Wend DeleteLetters() End Thanks all! =) |
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It's quite alot to ask for :o) May take a look when i get in. |
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I know, and I'm sorry, but I REALLY need this. :) I would GREATLY appreciate if you would do that for me =) I've tried & tried & tried, and no matter what, I still couldnt get it. Thanks again =) ~DarkShadowWing~ |
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I suggest you to look at WB3D(search) and modify/add for your needs. |
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um, amitjf. it seems that the link is out for WB3D. But thank you for trying anyway. =) Can anyone else please help me? Thanks again! =) ~DarkShadowWing~ |
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I have ran your code. It seems to work fine. I'm not quite sure what you need? |
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try running the 1st code, and you'll see what i mean. basically, i can't position it in the middle using graphicswidth()/2, graphicsheight()/2. i have to use an integer. and it MUST be in the middle of the screen regardless of the size of the textbox. the other prob is after every line, i want to be able to 1st have it a play a continue sound which notifies the user to press enter. then i need it so if u press enter when the textbox is up, it will then scroll to the next line until it reaches the end. then when it reaches the end & after enter is pressed, then play and ending sound, and make the box disappear. thanks again! ~DarkShadowWing~ |
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Right i get you now :o) |
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So you can help Ross? =) I REALLY need this fixed, and you do NOT know how much I appreciate it =) Thanks again! =) ~DarkShadowWing~ |
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12th line of your code at the top:box_x = box_height+GraphicsWidth()/3 box_y = box_width+GraphicsHeight()/3 Shouldn't that be "box_WIDTH + GraphicsWIDTH()/2"? and same with box_y. Shouldn't that have box_HEIGHT<<<? |
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Ok, well, your setting the max width of your box, with:TypeText (20,20,600,440,Txt,10,12,5,50,0) Now, because you don't actually know this till after the box width has been set up, your TypeText function should be setting the box width based on this. To centre a box in the middle of the screen you need to: Start_x = centre_screen_x - ( box_width /2) That will get you an x co-ord to set. Let me look somemore. |
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well yes. but the prob is. it doesn't totally center, as i need to add or subtract the coordinates of each line of the box to be completely in the middle no matter what. and thats the closest i get without it going outside the screen.. the box must always be centered, and the text must always stay in the box. ~DarkShadowWing~ |
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Ok, i'll probably just rewrite the text function stuff. Unfortunetly, you'll need to wait till tomorrow. I'm getting grief from the missus, and it's pretty late here. Def do this tomorrow, Promise! |
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Thanks alot Ross! =) You honestly do not know how much this means to me! =) Thanks again! =) ~DarkShadowWing~ |
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Hi, Ross! =) How's the progress going? =) ~DarkShadowWing~ |
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Hey that's me just back from work. So i've yet to start. I'm just about to :o) |
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Btw, does the box need to increase in size as the text scrolls? Can't the textbox just goto the size that is needed for the text? Oh and are you wanting 2d or 3d? 2d being using rect and text commands. Or 3D? that being drawing all text to a texture and building a mesh. Advantage of 3d being the transparency. |
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well, i really need it EXACTLY like legend of zelda: twilight princess really =) if u wish to see a video i can hunt 1 down for you =) i need it to function exactly like the 1 from loz tp. as for the scrolling box thing. i just need the text to stay within the box at ALL times, not touching any borders =) so here's an example: ________________________________ |Text Text Text Text Text Text Text Text | |Text Text Text Text Text Text Text Text | |Text Text Text Text Text Text Text Text | |Text Text Text Text Text Text Text Text | |Text Text Text Text Text Text Text Text | ~DarkShadowWing~ |
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A video would be great thanks :o) I've created it in 3d so far, so you can fade the window if you wish. Plus you can use custom border and backround texture. |
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Sure thing! =) Also, Ross, I honestly can't thank you enough for what you are doing for me though! =) Would it be alright if I emailed you? If so, shall I email to your hotmail account that I see is in your profile? =) You may add me to Windows Live if you wish =) Thanks again, Ross! =) And I shall post a link to the video shortly =) ~DarkShadowWing~ |
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yeah, sure add me to your MSN messenger. I'm usually always offline, so message me, and i'll usually respond. in about an hours time is when i'll be offline. |
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Ok, cool! =) As for the video, I hope you can see it. It's the brightest I could find and the only 1 I could find so far that has the sound for each letter of text typed out, and it waits until you press a button. then it plays another sound when you press a button, and typing out the text. anyway, here is the video: http://www.youtube.com/watch?v=p3koXJFHgKc&feature=related Thanks again! =) ~DarkShadowWing~ |
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Excellent thanks. This should be alot easier, now the text box remains the same size. Only thing you'll need to do is set up the text inputs properly. I mean, you can't pass a string across saying "blah blah...................................etc etc etc blah.....................blah.................blah" If it was cut off halfway through, it wouldn't make much sense to the person reading. As you can see from the zelda video, the makers have made sure the text fits into the box height wise. |
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No prob =) Well that is fine =) You know alot more than me. So I shall trust your judgement =) If possible, I'd also like to keep what you already have in it as well. Transparency, etc.. =) Thanks again! =) ~DarkShadowWing~ |
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Yeah, no worries. |
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Hi, Ross! =) How's it comin along? =) ~DarkShadowWing~ |
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Just in from work. not worked on it since i went to sleep, which was 17 hours agao :o) I work 8 hours and sleep for about 8 hours, so i don't get much time for coding :o) |
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Oh, that is completely understandable, Ross. No need to worry I understand completely ^_^ Hey, I have an idea. I'll email you my MySpace. You can add me as a friend if you like. Whenever you're done, feel free to send a message on my MS, or email it to me. Take your time on it, you can't rush perfection B) Thanks again! ^_^ ~DarkShadowWing~ |
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Ok man. I've nailed most of it. It's pure 3d, except the text, which is drawn to a texture :o) Still have to add the sounds, and fix the Y scale for the window, and make it easier to change the border. http://www.rosscrooks.pwp.blueyonder.co.uk/textscoller.zip The data statements at the bottom are the ten different paragraphs it will display. Want more? Change the first DATA statement to however many you need and obviously put in the correct amount of DATA statements containing the strings :o) |
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Oh, and you can customise the textures by altering the frame texture. The grid texture was just for my reference. For now the text backround texture must be 512x256. I'll change that later too. Plus the texture. I think i have a bitmap font library kicking about. It would look alot nicer. |
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WOW! Ross! This is PERFECT! I hate to ask, but could you add 2 more small things if it is ok w/u? Can you have it control the text speed with a float & control how many sentences per line it's aloud to read before pressing enter? Thanks again, Ross! =) ~DarkShadowWing~ |
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You control the text speed with the variable:p\time on line 39. The lower you make that, the faster it goes. The higher, the slower it goes. And it reads from the data statements, so just don't put as many sentences in the data statements :o) Each data statement line, contains all the text that will appear in the window at once. And it's not completely done. Just thought i'd post this so you could see i am actually doing some thing ;o) |
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Oh and something i noticed about your code.CreateSphere(100) Is a bad idea. That creates a sphere with 100 segments, with roughly 39,000 polygons. |
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Thanks alot, Ross! =) And I trust you, lol. I knew u would do it =) ~DarkShadowWing~ |
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Yo, Ross =) Check mail, mate =) Thanks! =) DarkShadowWing |
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will do |
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Yo, it is the same code you are usin =) ~DarkShadowWing~ |
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nope i was playing about with it a bit |
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Yo, sure, I'll send it to you then =) Try 1024 768 0 1 & 800 600 0 1 & 1024 768 0 2 and 800 600 0 2 & activate the text menu, you will see why =) Thanks again! =) ~DarkShadowWing~ |
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Yo, check your messages =) ~DarkShadowWing~ |
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OK man will do. Sorry for the slow responses, but i got other stuff going on just now :o) |
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Yo, Ross! =) Check your messages =) ~DarkShadowWing~ |
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I'm really confused to what the issue is here. I walk up to the first object. Press the enter key. It fades in. I read the text, press enter and on the last one, it fades out. I approach the second object, do the same and get the same results. And the window is always centred regards of what resolution i use. ; The 3rd item is the "wait till finished" flag. Basically, pressing the continue key will either cause the text ; piece to advance before it's done, or wait till everything has been displayed before continuing. ; set to True or False. Data 1,2,False,"This is the first paragraph of ten. This code should word wrap the letters round so that they all fit in the window. And let the user press a button to continue to the next text." In the bottom of the code.bb. The help text (commented out) describes that in order for enter to skip the text WITHOUT finishing, you must set the false flag, on the text you want to skip. |
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Hi, Ross! =) That may very well be why I can't get it to skip. I'll take a look @ it =) As for the window, I will look at this also, but I think I asked about centering windows the wrong way. I will take a look at that and get back to you A.S.A.P.! =) Sorry for confusing you! Thanks again! =) ~DarkShadowWing~ |
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s'ok :o) |
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Ok, figured out the enter problem. Now the only prob is getting it to whatever X or Y value I want it on the screen, here is what needs turned from auto to manual: PositionEntity rc_window\mesh,0,-0.55,1.1 Thanks Ross! =) ~DarkShadowWing~ |
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You can't position the window on the x-position if it is to be centred, which is what your wanting? The y co-ord is just a simple positional co-ord. Try changing it :o) |
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Yo! No worries on the x coord =) Just thought I'd see if that was possible. But the Y value, I'm working on now =) Anyways, can you get on MSN? =) I need to talk to ya =) Thanks, Ross! =) ~DarkShadowWing~ |
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I'll be on most of today. i think i'm in a different time zone too you though. |
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Ok, lets meet on msn =) And you are right, hehe. it's 7:52 AM here =) ~DarkShadowWing~ |
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Check your email! =) ~DarkShadowWing~ |
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Check ur email again! =) ~DarkShadowWing~ |
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Hi Ross =) Check your mail! =) Thx! =) ~DarkShadowWing~ |
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Re-emailed. |
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Hi Ross! =) Check ur email again. I found a small glitch that I need fixed. I need ' </RGB> ' (w/ space inbetween) to end the color for the word before </RGB>. I started it. so check ur email =) ~DarkShadowWing~ |
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Just put a new colour code at the end. It's not hard to work around. |
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well i tried. nothing worked. u dont have to. thats ok. ~DarkShadowWing~ |
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What did you try doing. You just need to do: BLAH BLAH <RGB(100,100,100)> BLAH BLAH <RGB(200,200,200)> BLAH BLAH Basically, the first BLAH BLAH will be normal text colour. The second BLAH BLAH will be in RGB(100,100,100) and the third BLAH BLAH will be in RGB(200,200,200). You must leave a space at either end of <RBG(100,100,100)> |
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i added ' </RGB> ' but it doesnt change to the default color after </RGB>. ~DarkShadowWing~ |
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still wont work. just tried what u said, and it was the same color after the colorized word. and when i exit and chat again. it stays that color. not the default color & the colored word. ~DarkShadowWing~ |
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Yeah, you need to change the colour back to the default color. </RGB> isn't a command. You can only set colours. |
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i have it working w/ </RGB> but it wont change colors after it. ~DarkShadowWing~ |
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I'll take a look at the code. I've maybe put something wrong in the color part. |
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Ok, i fixed it. Emailing you a copy of the file. |
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thanks! =) ~DarkShadowWing~ |
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found 2 more problems. 1 press enter real fast and talk to the object twice. it stays the same color. 2 the 1st color does not change back to normal the 2nd time u chat. otha than that, its perfect =) ~DarkShadowWing~ |
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You need to manually change it back. As i say, i'm setting the COLOR, a blitz command, when writing text to the texture, so you'll need to change that back using the <RGB(x,x,x)> command i'm afraid. |
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ok. i think we completed it. i just need u to help me test it completely. i need u to press enter a few times fast then slow and so on with true & false on the data line. and tell me if any colors mess up. i emailed to u the file =) thanks again! =) ~DarkShadowWing~ |
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it worked like a dream! =) thanks! =) ~DarkShadowWing~ |