Thread: Creating fonts
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January 8th, 2005, 08:55 #1
Creating fonts
Fantasy Grounds uses a custom font file format. To generate FG fonts based on any system font, there's a small utility program we have used in producing the files in the d20 ruleset, which you can download from the link below:
Fantasy Grounds font generator
It's a simple program with not much in the way of help files. To create a font, select it on the first dialog that you get running the utility, and press OK. Select a location to place the FGF-file (in your ruleset folder), and save. Use a font tag to use the file and to define text colors (see the d20 ruleset file data/bmpfonts.xml for examples).Tero Parvinen
Fantasy Grounds Guru
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January 8th, 2005, 14:09 #2
Re: Creating fonts
Originally Posted by Goblin-King
Thanks,
Matt
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January 9th, 2005, 08:59 #3
Re: Creating fonts
Originally Posted by msdTero Parvinen
Fantasy Grounds Guru
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April 8th, 2005, 07:35 #4
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Is there any way to use FG fonts in other programs? I would like to be able to choose the FG font in programs like Word or Gimp or any other program that lets you use custom fonts.
Currently I am having to type what I want in a FG character sheet and then take a screen shot by push alt-printscreen. I then paste this into a graphics program and have to modify it to change the colors if I want it in another color. It would be so much easier if I could just choose the font in the program I am working with.
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April 14th, 2005, 14:33 #5
I don't have the bmpfonts.xml custom file either, and I did a full install of 1.03. I actually built a character sheet and need two different fonts on it, a larger and a smaller version, and I'm not sure what the parameters are to indicate which I want. I saw in another thread that there's a <font name="name"> thing you can do, but does that let you use full path information, or do you have to have the bmpfonts.xml file in the <include> section of the base.xml first?
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April 14th, 2005, 17:18 #6Originally Posted by Zane_Marlowe
If it's more convenient for you, here's a snippet from it that shows you how to take fonts into use that you can place in any file you include into your ruleset:
Code:<font name="chatfont"> <fgffile name="data\fonts\regular.fgf" /> <color value="#000000" /> </font>
Tero Parvinen
Fantasy Grounds Guru
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April 14th, 2005, 17:22 #7
While I'm at it, I might as well reply to this one I missed for some reason. ops:
Originally Posted by Cantstanzya
For what it's worth, you can change the color of fonts used in the ruleset definitions.Tero Parvinen
Fantasy Grounds Guru
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December 7th, 2005, 13:40 #8
i wanted to check out how this works. this is what i did:
- put the regular.fgf, regularitalics.fgf, regularbold.fgf, regularbolditalics.fgf, diemod.fgf, and diemodsmall.fgf in a new directory called "original_fonts".
- create the fonts using the fontgenerator app and saved them in the /data/fonts directory, replacing the exact ones that i moved into "original_fonts"---in essense, i've substituted the original fonts with the new fonts without messing around with the file names.
- place the bmpfonts.xml in the /ruleset/d20 directory---all fonts reference in this file point to the /data/fonts directory.
- launch fg.
now, in theory, i should see some changes in the fonts, right?
i don't. everything looks the same as it were set default. what did i miss, and where would i see the font change?
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December 7th, 2005, 14:40 #9
As I understand it, the /data folder isn't actually used, but a copy of the files contained in the resource-archive. To be able to use your custom fonts, put them in a sub-directory of your rulesystem instead and change bmpfonts.xml accordingly.
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December 7th, 2005, 17:14 #10
thnx for the tip, but it is not working for me.
has anyone got it to work? would you please give step-by-step instructions?
also, does the font format (true type, open type, etc...) have anything to do with it...i.e. does fontgenerator convert only a specific font format?
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