Difference between revisions of "Font Tutorial"

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==Importing==
==Importing==
Save this text in text file and place it into your System/ directory.
Save this text in text file and place it into your System/ directory.
Remember to change it for your porposes.
Remember to change it for your purposes.
<code>
<code>



Revision as of 19:31, 4 November 2009

Creating Localized Fonts

Base

First, you need base fonts to make yours.

I created fonts imported from Unreal with grid.

It's SmallFont, MedFont, BigFont, LargeFont and WhiteFont

TODO:Insert link to font textures

Editing

You need to explore which position corresponds each character from your charset. And just substitute glyph with your symbol's glyph. But obey order!

Importing

Save this text in text file and place it into your System/ directory. Remember to change it for your purposes.

Font Import File=texture0.pcx PACKAGE="Engine" Name=SmallFont
Font Import File=texture1.pcx PACKAGE="Engine" Name=MedFont
Font Import File=texture2.pcx PACKAGE="Engine" Name=LargeFont
Font Import File=texture3.pcx PACKAGE="Engine" Name=BigFont
OBJ SAVEPACKAGE PACKAGE="Engine" FILE="Engine.u"
Font Import File=texture7.pcx PACKAGE="UnrealShare" Name=WhiteFont
OBJ SAVEPACKAGE PACKAGE="UnrealShare" FILE="UnrealShare.u"

When type exec <you_file_name>.txt in UnrealEd to import fonts into Unreal!

Known Problems

LargeFont(and BigFont?) doesn't work when language is not int.

Importing in that way is incompitable with network game. I found a way how to use fonts(exept WhiteFont) and leave game compitable with net. TODO: add workaround