Thread: How are fonts defined in Unity?
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March 28th, 2020, 20:26 #21
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March 28th, 2020, 20:29 #22
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March 29th, 2020, 03:39 #23
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March 29th, 2020, 09:36 #24
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 FGC:
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March 29th, 2020, 09:41 #25
Try setting the Alpha?
The color used for the font, in the form #aarrggbb. If alpha is zero or not defined, FF is assumed.
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March 29th, 2020, 09:51 #26
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>
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May 18th, 2020, 03:48 #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.
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May 18th, 2020, 04:27 #28
Double post, Sorry
Last edited by GaryMon; May 18th, 2020 at 04:34.
FGU Ultimate License. Just getting my feet wet, so far.
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May 18th, 2020, 04:33 #29
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.
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May 18th, 2020, 06:18 #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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