STAR TREK 2d20
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  1. #21
    Quote Originally Posted by Talyn View Post
    Not true, FGC accepts TTF perfectly fine. If, however, you do specify an FGF (yuck) font in your definition, FGC will give it priority.
    Yes, I know, what i've said is that for FGC *I* recommend to use fgf, because depending on the system, rendering ttf cause misalignements of the fonts, and fgf just shows fonts fine. At least for me.

  2. #22
    Quote Originally Posted by pindercarl View Post
    There is an issue with TTF font scaling between FGC and FGU. I'm actually working on fonts right now. If you are seeing a TTF render larger in FGU than in FGC, that is the current behavior.
    Ok, thank you, i thought it was a problem of my system exclusively.

  3. #23
    damned's Avatar
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    Quote Originally Posted by lozanoje View Post
    Ok, thank you, i thought it was a problem of my system exclusively.
    did you try the sample i posted?
    it works without error - barring any scaling issue.

  4. #24
    Quote Originally Posted by damned View Post
    did you try the sample i posted?
    it works without error - barring any scaling issue.
    Yes, but I think I am missing something, since the color doesnt change:

    <font name="reference-r">
    <ttf file="graphics/fonts/calibri.ttf" name="Calibri" size="24" />
    <color value="3C70EF" />
    </font>
    <font name="reference-b">
    <ttf file="graphics/fonts/calibrib.ttf" name="Calibri Bold" size="24" />
    <color value="F20800" />
    </font>
    <font name="reference-i">
    <ttf file="graphics/fonts/calibrii.ttf" name="Calibri Italic" size="24" />
    <color value="30D800" />
    </font>
    Result in FGU:



    Result in FGC:


  5. #25

  6. #26
    Quote Originally Posted by damned View Post
    Try setting the Alpha?

    The color used for the font, in the form #aarrggbb. If alpha is zero or not defined, FF is assumed.
    With Alpha set to FF (opacity 100%) the result is the same (ignoring color for bold and italic).

    Have you tried? Does it work for you?

    <font name="reference-r">
    <ttf file="graphics/fonts/calibri.ttf" name="Calibri" size="24" />
    <color value="FF0000FF" />
    </font>
    <font name="reference-b">
    <ttf file="graphics/fonts/calibrib.ttf" name="Calibri Bold" size="24" />
    <color value="FFFF0000" />
    </font>
    <font name="reference-i">
    <ttf file="graphics/fonts/calibrii.ttf" name="Calibri Italic" size="24" />
    <color value="FF00FF00" />
    </font>

  7. #27
    I don't know if anyone has a minute to look at this, but I've been trying to fix the Exalted 2nd Edition ruleset v 5.0, which was designed for FGC, and struggling with what appear to be font issues.
    I'm not a programmer so I've mostly been working with the bmpfonts.xml file.
    Here's the most recent error log.
    Here's the bmpfonts.xml file.
    This is what the main folder looks like:
    folder.jpg
    Apologies if I made a mistake explaining this.

  8. #28
    GaryMon's Avatar
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    Double post, Sorry
    Last edited by GaryMon; May 18th, 2020 at 04:34.
    FGU Ultimate License. Just getting my feet wet, so far.

  9. #29
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    I am just a hacker and slasher myself, not a programmer, but I will jump in and see what I can do when something isn't working the way I want. Modified alot of addons for WOW like that....

    My question is shouldn't the bmpfonts.xml be named graphics_fonts.xml and your base.xml should call that , at least everything I have dug into, that is what it was.




    <includefile source="graphics_fonts.xml" />

    then in the graphics_fonts.xml, something like this:
    <!-- Hot keys -->
    <font name="hotkey">
    <ttf file="fonts/Candarab.ttf" name="Candara Bold" size="26" />
    <color value="#749FF2" />

    </font>

    That's also assuming that all the fonts you are calling are in the fonts folder, not a subfolder in the fonts folder.

    One other thing, the screenshot of the bmpfonts.xml looks butchered to me, your not using notepad to edit the xml are you? If you are, you shouldn't, use Notepad++.
    Last edited by GaryMon; May 18th, 2020 at 04:59.
    FGU Ultimate License. Just getting my feet wet, so far.

  10. #30
    Thank you! I've just downloaded Notepad++ and will use that going forward.

    I changed the name of bmpfonts.xml to graphics_fonts.xml.

    Then I added the line <includefile source="graphics_fonts.xml" /> to the base.xml.

    I've seen some entries of the color value without the # symbol in front of the value, do you know is the # essential? Happy to add it if it is.

    All the fonts are under the fonts folder.

    Here's the most recent error log.
    Here's the updated graphics_fonts.xml file.

    I don't see anything different about "hotkey" than any of the other entries. I think I set the size at 18, except for the fonts that had small in the names, which I set to 12.

    I appreciate your suggestions, and no worries if that's all you can do.

    Thanks!

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