Good Looking Fonts
by Joe Rossi · in Torque Game Builder · 10/04/2006 (7:04 pm) · 7 replies
I'm exploring the different ways to draw fonts, and I'm wondering how I can make my own fonts with different shading, borders, colors etc. Or at least edit the system fonts to look better. Is there a way to do that using Torque's built-in font functions? I hear you can edit them using importCachedFont but whenever I try that it always reverts to the original, boring white font and I'm not sure why..
Would it be better to use a bitmap font and a sceneobject for each letter?
Would it be better to use a bitmap font and a sceneobject for each letter?
#2
10/16/2006 (12:01 pm)
Can someone help me figure this out? How are people editing their fonts? I know how to draw them on the screen.. I just want to be able to edit the image(s) in GIMP so they look more gamey. I've tried about everything and no matter what I keep getting a boring white font.
#3
New question.. any recommendations for bitmap font software that can quickly/easily render decent looking fonts with say, borders/outlines etc. ?
10/21/2006 (12:35 pm)
I figured it out, finally.New question.. any recommendations for bitmap font software that can quickly/easily render decent looking fonts with say, borders/outlines etc. ?
#4
10/21/2006 (5:58 pm)
Photoshop. Make an image with your alphabet and apply the needed filters or effects. Then, you can chop them up into bitmaps (using slices or ImageReady). I think you can roughly do the same in GIMP.
#5
10/21/2006 (7:00 pm)
There has got to be a program made specifically for creating fonts... I'm thinking of something like "LMNOpc Bitmap Font Builder", but with more options.
#6
Although...editing the font images seems to be impossible for TGB.
Everything I do ( basically running filters ) seems to give me off colored fonts, completely white fonts, or white fonts with black backgrounds that are not alpha'ed when rendered.
Is there a special type of .png that TGB uses for fonts?
BTW I'm trying to use this method, and having basically the same problems people are describing.
http://www.garagegames.com/mg/forums/result.thread.php?qt=33501
http://www.garagegames.com/mg/forums/result.thread.php?qt=45920
10/22/2006 (7:35 pm)
Here's what I was looking for! Juicy Fonts by big10p juicyfonts.mysite.wanadoo-members.co.ukAlthough...editing the font images seems to be impossible for TGB.
Everything I do ( basically running filters ) seems to give me off colored fonts, completely white fonts, or white fonts with black backgrounds that are not alpha'ed when rendered.
Is there a special type of .png that TGB uses for fonts?
BTW I'm trying to use this method, and having basically the same problems people are describing.
http://www.garagegames.com/mg/forums/result.thread.php?qt=33501
http://www.garagegames.com/mg/forums/result.thread.php?qt=45920
#7
10/22/2006 (11:57 pm)
Okay... I got it working. It turns out it was the program I was using, Paint.NET. I don't think it saves alpha values correctly. I used GIMP to edit and save the font, and was able to import my font like a charm using the code from the above links, then display it on a t2dTextObject :)
Torque Owner Chok Wei Tat
$hFont = loadFont("font.png"); // which "font.png" contain those keyboard char
$hFont->showFont ("abc with fancy font", );
I remember i had play with this feat in A6 engine
http://conitec.com