Re: [Discussion] [DFUnity] Translation of Daggerfall
Posted: Thu Feb 04, 2021 11:10 pm
Hey Ultima_Thule, welcome to the forums!
Epic first post. You've worked out a lot without much help, which is very impressive. I'll cover fonts in the redone tutorial series in a few weeks, but here's the gist.
Once you've created the TextMeshPro font asset, register font to your locale using TextManager.RegisterLocalizedFont(). You would do this in mod startup script at the same time you assign string table assets to TextManager.RuntimeInternalStrings, RuntimeRSCStrings, etc. Bundle the mod with all your assets (replacement images, string tables, scripts) and build to .dfmod.
Building is a little involved as you first need to build the addressable assets (string tables, locales) then bundle them into your mod and build the mod. Once you have the mod project created and know how to build, it gets a lot easier.
If anything from the new tutorials is unclear, please don't hesitate to ask for more details.
Epic first post. You've worked out a lot without much help, which is very impressive. I'll cover fonts in the redone tutorial series in a few weeks, but here's the gist.
Once you've created the TextMeshPro font asset, register font to your locale using TextManager.RegisterLocalizedFont(). You would do this in mod startup script at the same time you assign string table assets to TextManager.RuntimeInternalStrings, RuntimeRSCStrings, etc. Bundle the mod with all your assets (replacement images, string tables, scripts) and build to .dfmod.
Building is a little involved as you first need to build the addressable assets (string tables, locales) then bundle them into your mod and build the mod. Once you have the mod project created and know how to build, it gets a lot easier.
If anything from the new tutorials is unclear, please don't hesitate to ask for more details.