Adding new fonts to TGE/TSE
by University of Central FL (#0003) · in Torque Game Engine · 07/23/2006 (7:11 pm) · 0 replies
I've searched for this on the forums and on TDN, and every post says pretty much the same answer, but I've tried it and my engine crashes.
First, I added the following profile to customProfiles.cs:
( I read that for fontType you had to use the full font name instead of the font file name. I tried both ways though, and neither way worked. )
Then, with the game started, I pressed f10 to enter the gui editor.
I created a new GuiControl object, and tried to change the datablock to GuiMenuButtonProfile. When I did this, the engine crashed. Running in debug mode, I got the following error message:
Texture Name is NULL.
I'm just trying to add a timer to our game with a custom font. Any ideas why this would crash the engine?
First, I added the following profile to customProfiles.cs:
new GuiControlProfile (GuiMenuButtonProfile)
{
opaque = true;
fontColor = "255 255 255";
fontColorHL = "100 100 100";
fillColor = "232 232 232 0";
fixedExtent = true;
justify = "center";
canKeyFocus = false;
border = false;
// font
fontType = "Comic Sans MS";
fontSize = 25;
fontCharset = CHINESEBIG5;
};( I read that for fontType you had to use the full font name instead of the font file name. I tried both ways though, and neither way worked. )
Then, with the game started, I pressed f10 to enter the gui editor.
I created a new GuiControl object, and tried to change the datablock to GuiMenuButtonProfile. When I did this, the engine crashed. Running in debug mode, I got the following error message:
Texture Name is NULL.
I'm just trying to add a timer to our game with a custom font. Any ideas why this would crash the engine?