Bitmap Text Overlay Script

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Bitmap Text Overlay Script // Interactive Artwork

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Post by ProfessorKhaos // Feb 9, 2007, 9:03pm

ProfessorKhaos
Total Posts: 622
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Hi all,


Just a continuation of the Working LED display thread... this title makes more sense now that the old project has evolved. You can find the old link here:


http://forums1.caligari.com/truespace/showthread.php?t=1954


The project has turned into a way to write text on a bitmap interactively by script. The bitmap, in turn, can be used for textures, transparency maps, bump maps, etc..


The script has been rewritten to provide easier control over the output resolution and to more intuitively allow placement/scaling of fonts.


The images below illustrate the use of a background bitmap. In this case, one of my many geckos ('Andre the Giant' Albino Leopard Gecko... still just a baby here). If you remove the bitmap (right click on the background bitmap panel label and select reset) then it will use the background color instead.


I've taken great pains to optimize the text drawing routines such that the script wastes the minimum time trying to process text outside the bitmap dimensions.


Hope this can be of value to ya'll!


Enjoy!


Glen

Post by DigitalSoapbox // May 14, 2007, 11:26am

DigitalSoapbox
Total Posts: 71
pic
Hi all,


Just a continuation of the Working LED display thread... this title makes more sense now that the old project has evolved. You can find the old link here:


http://forums1.caligari.com/truespace/showthread.php?t=1954


The project has turned into a way to write text on a bitmap interactively by script. The bitmap, in turn, can be used for textures, transparency maps, bump maps, etc..


The script has been rewritten to provide easier control over the output resolution and to more intuitively allow placement/scaling of fonts.


The images below illustrate the use of a background bitmap. In this case, one of my many geckos ('Andre the Giant' Albino Leopard Gecko... still just a baby here). If you remove the bitmap (right click on the background bitmap panel label and select reset) then it will use the background color instead.


I've taken great pains to optimize the text drawing routines such that the script wastes the minimum time trying to process text outside the bitmap dimensions.


Hope this can be of value to ya'll!


Enjoy!


Glen


Cool! How difficult would it be to draw this text over renders, maybe showing the keyframe, timecode or other render data? Could be useful for versioning of animations and visually striping a scene for timecode - which currently has to be done in an external app, which is not necessarily the best solution. For example, it would be great if a preview animation (low-res textures, no shadows, wireframe, etc.) could be rendered and automatically have timecode overlaid on the image.

Post by Jack Edwards // May 14, 2007, 1:05pm

Jack Edwards
Total Posts: 4062
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Digital, you could put this on a plane object in front of and grouped with your camera so it moves with the camera.


-Jack.

Post by ProfessorKhaos // May 14, 2007, 3:31pm

ProfessorKhaos
Total Posts: 622
pic
Script provides a bitmap output which in turn would be good for various material mappings for color, alpha, reflectance items, etc.


One could assign the mapped material on a plane or a cube and shoot through or from within the cube at the scene (assumes transparency is involved). This might play havoc with some post-processing effects like fog and may not be altogether useful if DOF is applied.


Not sure about doing an overlay of sorts. Depends on how foreground shaders are implementend.


Text can be updated fairly easily on the fly. Current model side frame number should be easily retrievable with a little script support to format the text string.

Post by trueBlue // Aug 26, 2007, 8:54pm

trueBlue
Total Posts: 1761
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Hello ProfessorKhaos:
Finally got a chance to use this. Wow! Amazing bit of scripting there sir.
Made a simple Label out of your creation that could prove useful to other folks here. I was fooling around with making the Background transparent and have not found a solution yet. I'll keep digging.
Thanks ever so much!

Post by 3dvisuals dude // Aug 27, 2007, 8:56am

3dvisuals dude
Total Posts: 1703
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Thanks ProfessorKhaos and you too trueBlue!

I've got lots of uses for all of this and really appreciate you guys sharing all this work here a lot.

In fact you'll be seeing one of the uses I'll be putting this all to right away at the next Tuesday Script Hookup meeting if you make it!

Thanks again sincerely,

- Mark / 3dvisuals dude

Post by Norm // Aug 27, 2007, 9:03am

Norm
Total Posts: 862
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Hello ProfessorKhaos:
Finally got a chance to use this. Wow! Amazing bit of scripting there sir.
Made a simple Label out of your creation that could prove useful to other folks here. I was fooling around with making the Background transparent and have not found a solution yet. I'll keep digging.
Thanks ever so much!

hmmm ... make testout connector = inString and hook it up to the speak object :)

Post by trueBlue // Aug 27, 2007, 9:07am

trueBlue
Total Posts: 1761
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Bada Boom! Already have and is a great use. A way to read/speak one word in a sentence at a time is something that I think would be great.

Post by 3dvisuals dude // Aug 27, 2007, 9:12am

3dvisuals dude
Total Posts: 1703
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Hahahaha!!!!

You guys are on a roll here.... keep it going!!!:banana:

- Mark / 3dvisuals dude

Post by Norm // Aug 27, 2007, 9:13am

Norm
Total Posts: 862
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Bada Boom! Already have and is a great use. A way to read/speak one word in a sentence at a time is something that I think would be great.

Well, with ability to turn on or off items at will, you could run a routine that puts all the words into an array and then you can cycle through the array, initiating the speak each time. It was interesting to hear how speak treated the alphabet :)
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