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Problem when creating a Font in another language


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Hi Klei. Can I find out what font settings and export options you used when creating the Blockhead font? I tried to do the same as in the file, but my Russian letters become unreadable all the time. I'm just wondering how to make the game perceive fonts, because I'm kind of doing everything right... sorry

<font>
  <info face="Blockhead" size="150" bold="0" italic="0" charset="" unicode="1" stretchH="100" smooth="0" aa="1" padding="12,12,12,12" spacing="0,0" outline="0" />
  <common lineHeight="149.5" base="122.5" scaleW="1024" scaleH="1024" pages="1" packed="1" alphaChnl="1" redChnl="0" greenChnl="0" blueChnl="0" />
  <pages>

изображение.png.393fba8513db7a930f7e684075e0f218.pngimage.png.d89ce8cab990eac7117c39a2193ec125.pngimage.png.c60fc66cb598614cfdd42d281a9fd52a.png

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Rotwood fonts use the same SDF fonts as Griftlands, so any community tools for their fonts will likely work for us. It's quite different from Don't Starve's system.

In short: Instead of little images of letters, we use blurry textures of letters that let us compute how the letters should look at runtime. Makes our fonts much sharper and supports a wider range of font sizes. But your textures are probably getting computed as "all pixels are white" because they're not using this new format.

If you're interested in details: Here's a blog post that explains a bit about it and describes using SDF with BMFont. The source code link on that blog is dead, but you can find Niklas' source from the Wayback Machine. Here's the Valve white paper.

However, I think we have a custom conversion step that generates our textures from the BMFont .fnt file. I don't know if our sdf_convert.exe was ever made available for Griftlands modding. I'll make a note to look into it in the future.

On 6/21/2024 at 2:20 AM, David_B said:

Rotwood fonts use the same SDF fonts as Griftlands, so any community tools for their fonts will likely work for us. It's quite different from Don't Starve's system.

In short: Instead of little images of letters, we use blurry textures of letters that let us compute how the letters should look at runtime. Makes our fonts much sharper and supports a wider range of font sizes. But your textures are probably getting computed as "all pixels are white" because they're not using this new format.

If you're interested in details: Here's a blog post that explains a bit about it and describes using SDF with BMFont. The source code link on that blog is dead, but you can find Niklas' source from the Wayback Machine. Here's the Valve white paper.

However, I think we have a custom conversion step that generates our textures from the BMFont .fnt file. I don't know if our sdf_convert.exe was ever made available for Griftlands modding. I'll make a note to look into it in the future.

Can you send the font files to add the missing letters?

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