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3D Text Object

3D Text Object
3D Text Object 3D Text Object
Product Code: SD_Text
Availability: In Stock
Built for: ShiVa
Product Version: 1.0.1
Forum Link: http://www.shiva-engine.com/forum/viewtopic.php?f=82&t=30671
Req. ShiVa Version: ShiVa 1.9.2 Engines
Plugin Platform Compatibility: Android, Windows Legacy
Price: $9.95
Seller information: Silicon Droid
Country: Spain
Company: Silicon Droid
Qty:     - OR -   Wish List
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This plugin generates 3D text object models, for putting text surfaces into your 3D scene.
Mesh generation is instant, you will not notice any frame drop when you call it.

9 Format types
Left.
Center.
Right.

Left Justify Space (spaces are widened to justify the text).
Center Justify Space (spaces are widened to justify the text).
Right Justify Space (spaces are widened to justify the text).

Left Justify Scale (Whole line is scaled to justify the text).
Center Justify Scale (Whole line is scaled to justify the text).
Right Justify Scale (Whole line is scaled to justify the text).

Instructions for using SD_Text plugin:

[1]
Import the .ste into your game:
ShiVa editor -> menu -> import -> archive -> com.silicondroid.sdtext.ste

[2]
Reference the plugin in your game:
Find SD_Radio plugin in the ShiVa editor -> data explorer -> "plugins" folder.
Drag SD_Radio into your ShiVa Editor -> Game Editor -> Plugins tab.

[3]
Create a new ShiVa font:
ShiVa editor -> Data explorer -> Create -> Resource -> Font.
2048 x 2048, 1 blur passes, recommended.
You can use any font installed on your system.
Make a note of the name of the imported font: FONT_NAME

[4]
Create a new pixelmap:
ShiVa editor -> Data explorer -> Create -> Resource -> PixelMap.
Make it sht same size as the imported font ( 2048 x 2048 recommended ).

[5]
Create a new material named "SD_Text":
ShiVa editor -> Data Explorer -> Create -> Resource -> Material.
Set the following material properties:
Material Editor -> SD_Text tab -> Texturing panel -> Effect = Simple.
Material Editor -> SD_Text tab -> Texturing panel -> Effect Map 0 = FONT_NAME (the ShiVa created jpg file).
Material Editor -> SD_Text tab -> Texturing panel -> Effect Map 1 = SD_Text (the ShiVa generate pixelmap).

[5]
Create a new model named "SD_Text":
ShiVa editor -> Data Explorer -> Create -> Model -> Shape -> Plane (any size or orientation).

[6]
Apply material SD_Text to model SD_Text.

[7]
Reference the model in your game:
Find model in the ShiVa editor -> Data Explorer -> Models -> SD_Text.
Drag model into your ShiVa Editor -> Game Editor -> models tab.

[8]
The plugin is ready to be used in your game.

[9]
Call SD_Text.initialise() in your games onInit function.

[10]
Use different formatting styles by calling this before creating text:

SD_Text.setAlignment ( SD_Text.kAlign_XXX )
details of arguments can be seen in the function info popup when you are in the script editor.

[11]
Whenever you want to create a new text do this:

local hText = SD_Text.createText ( "My text string", 0.1, 0.5 )
details of arguments can be seen in the function info popup when you are in the script editor.


[12]
The returned mesh object (hText) is runtime created by the plugin.
The object can be treated like any other regular 3D model.
You can change it's material at runtime using shape.setMeshMaterial ( hText, sMaterialName ).
You can group objects and call scene.combineRuntimeObjectsGroup. etc.

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