Replacing EN Font (/FONT0003.FNT)

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AngryKarakuri
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Re: Replacing EN Font (/FONT0003.FNT)

Post by AngryKarakuri »

That's a relief then.
Can't wait for it but it'll be worth it. lol
Good stuff. And I know I've said this a couple of times before already, but thank you.

It's usually no support at all or a tiny, tiny chance of getting tremendous help. Ain't the first time I'm making mods but this whole system is still quite exotic to me, so it's definitely a big help getting started in this way. Bless you.

I'll eagerly await v.0.14 and then also make tutorials on how to make font mods yourself. Some more to add to the collection. lol
Gotta push encouragement.

Guess we can close the post then, if there's a button for that. Dunno, still new. Haha

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Interkarma
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Re: Replacing EN Font (/FONT0003.FNT)

Post by Interkarma »

You're most welcome! :)

I'm just happy we made some progress, even if it doesn't solve problem right now.

Please PM me if things still don't work for you in 0.14 and we'll use this topic to work it out.

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Interkarma
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Re: Replacing EN Font (/FONT0003.FNT)

Post by Interkarma »

0.14.0 is now available. Unfortunately the test font mod I created isn't working with release generated from cloud build. I definitely had this working in a standalone build + test mod earlier.

I'll revisit this one when I can and try to work out where things are going wrong here.

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Interkarma
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Re: Replacing EN Font (/FONT0003.FNT)

Post by Interkarma »

OK, I have this sorted now. I'm an idiot btw - times two.

My first mistake was that when I made my test build of 0.14 earlier, I'd forgotten to delete my font asset from the game, so this was built into Resources and of course it worked.

Second mistake was that I should have been using TryGetAsset() to load TMP font asset from mod bundle, not Resources.Load in the first place. This needs a little extra support in core.

I've made a change scheduled for 0.14.1 that lets a mod load a font asset with TryGetAsset() then hand it off to DaggerfallFont via UseSDFFontAsset().

I've tested this again and my font mod is now loading and displaying OK in a build. I'm aiming to have 0.14.1 available early next week (Mon or Tue). I'll loop back and provide an example mod project when this is ready.

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Interkarma
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Re: Replacing EN Font (/FONT0003.FNT)

Post by Interkarma »

The 0.14.1 release with fixes for using custom SDF fonts is now available.

This required an update to the method of font loading and the page on blog is now out of date. Please disregard it, I will need to update this information.

To help you create a custom font mod, I've attached a zip file with an Alkhemikal font mod. This requires 0.14.1 or later and has been tested using the releases now available.

You should be able to follow example in attached mod and script to register fonts to any locale. Default being "en".

Screenshot below is running in a live build. I hope this helps. Good luck!

example-0.14.1.jpg
example-0.14.1.jpg (356.44 KiB) Viewed 202 times
Alkhemikal Font Mod (Builds and Source).zip
(720.29 KiB) Downloaded 14 times

haloterm
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Re: Replacing EN Font (/FONT0003.FNT)

Post by haloterm »

Interkarma wrote: Fri Jul 08, 2022 12:28 am Alkhemikal Font Mod (Builds and Source).zip
Thanks for sharing, the font fits retro rendering mode perfectly.

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Interkarma
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Re: Replacing EN Font (/FONT0003.FNT)

Post by Interkarma »

Yeah, that Alkhemikal is a nice typeface. I've since tried some other fonts closer in style to DFU classic, and generally find them very hard to read after a while. I think AngryKarakuri's made a good choice here for their mod.

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AngryKarakuri
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Re: Replacing EN Font (/FONT0003.FNT)

Post by AngryKarakuri »

Interkarma wrote: Fri Jul 08, 2022 12:28 am The 0.14.1 release with fixes for using custom SDF fonts is now available.

This required an update to the method of font loading and the page on blog is now out of date. Please disregard it, I will need to update this information.

To help you create a custom font mod, I've attached a zip file with an Alkhemikal font mod. This requires 0.14.1 or later and has been tested using the releases now available.

You should be able to follow example in attached mod and script to register fonts to any locale. Default being "en".

Screenshot below is running in a live build. I hope this helps. Good luck!


example-0.14.1.jpg


Alkhemikal Font Mod (Builds and Source).zip
Hello again! Thanks for the update.
Gonna be looking into this soon enough.
Even nicer that you went out of your way to get it to work even better. lol
Thanks again.

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