Can apply colorful styles to t2d text and GUI text?
by mohanmartin · in Technical Issues · 11/01/2008 (1:12 am) · 8 replies
How to apply bitmap font to t2d text object and GUI text control, any plugin for this?
I am working on a demo game project, in that game score is very important one. The score screens are made in GUI editor, in that screen i wish to apply colourful fonts like photoshop styles.
Thanks advance....
I am working on a demo game project, in that game score is very important one. The score screens are made in GUI editor, in that screen i wish to apply colourful fonts like photoshop styles.
Thanks advance....
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#2
But in another system it shows other font instead of used one, if that system not have this font.
how could i solve this?
11/01/2008 (4:12 am)
Yes, u right. "UFT" format created in ..data/fonts/. But in another system it shows other font instead of used one, if that system not have this font.
how could i solve this?
#3
11/01/2008 (4:54 am)
Hmm, the other system that dosent have the font should not resort to the systems fonts, but to the accompanying UFT that you distributed. what engine, version is you working with ?
#4
11/01/2008 (5:01 am)
I'm working with TGB 1.6.
#5
Here's a problem I found when making my game. The project is looking for your gui profiles in game/gameScripts/guiProfiles.cs - which works perfectly when you're testing the game, but not when you build it.
Open up common/gameScripts/projectManagement.cs and scroll all the way to the bottom. Under User Defined GUI Profiles you'll see this line:
if( isFile( %userGUIProfileFile ) )
change it to this:
if( isFile( %userGUIProfileFile ) || isFile( %userGUIProfileFile @ ".dso" ) )
and rebuild your project. Other users should then be able to pick up the correct fonts.
11/01/2008 (3:28 pm)
On the other system, can you see the font UFT file in the data/fonts folder? Here's a problem I found when making my game. The project is looking for your gui profiles in game/gameScripts/guiProfiles.cs - which works perfectly when you're testing the game, but not when you build it.
Open up common/gameScripts/projectManagement.cs and scroll all the way to the bottom. Under User Defined GUI Profiles you'll see this line:
if( isFile( %userGUIProfileFile ) )
change it to this:
if( isFile( %userGUIProfileFile ) || isFile( %userGUIProfileFile @ ".dso" ) )
and rebuild your project. Other users should then be able to pick up the correct fonts.
#6
But its not working for me. my profile is..
if(!isObject(GuiTextW36Profile)) new GuiControlProfile (GuiTextW36Profile)
{
fontType = "JuneBug";
fontSize = 36;
fontColor = "255 255 255";
justify = "center";
};
in game/gamescripts/guiprofiles.cs..
11/03/2008 (12:37 am)
Thank You Shaz..But its not working for me. my profile is..
if(!isObject(GuiTextW36Profile)) new GuiControlProfile (GuiTextW36Profile)
{
fontType = "JuneBug";
fontSize = 36;
fontColor = "255 255 255";
justify = "center";
};
in game/gamescripts/guiprofiles.cs..
#7
11/03/2008 (2:10 am)
Do a search to see if GuiTextW36Profile has already been defined higher up. Sounds weird, but I ran into exactly that problem - the control I was trying to define was a default TGB one. Drove me nuts trying to work out why just that size reverted to a different font. And you have a size-36 JuneBug font in the fonts folder?
Torque Owner Christian S
Oak-Entertainment
For colors, see the (also) various threads about colored text using search.
Its kinda easy actually ;)