![]() If editing an already existing font, this entry already exists and does not need to be modified. In order to link a new file in /Hearts of Iron IV/gfx/fonts to a font, an entry must be created in a /Hearts of Iron IV/interface/*.gfx file. If adding a new font rather than editing an existing one, add a bitmapfont = amount=1\n".format( x, y ) ).dds file in order to make it have the same name as the file defining the font. Remove _0 from the end of the name of the resulting.Export the font with proper settings and necessary character sets.Set the font settings appropriately and save changes.The map font is the tahoma_60 bitmapfont, which links to the /Hearts of Iron IV/gfx/fonts/hoi_mapfont4 files by default. The font's location is decided by the bitmapfont definition, so it is not necessary to use the /Hearts of Iron IV/gfx/fonts/ folder, however the base game keeps all of its fonts there. The bitmapfont does not need to have the same name as the font files, so a file in /Hearts of Iron IV/gfx/fonts does not guarantee that a font with the same name exists. This can also be seen by the file extension lacking from the bitmapfont definition. While the *.fnt files provide which image file should be used, the game ignores this entirely, opting to use the file with the same name before the extension instead. Save the font by clicking "Save bitmap font as." in the options menu.īoth the image and font file should be named the exact same with the exception of the file extension. If they don't, you need to increase the size of the font image width and height. Having setup the font as you would like it, check that the characters all fit on one page by clicking on the Visualize button in the Options menu. To the right are checkboxes for different types of characters, if a character is used which is not in the font it will show as a question mark of a box, choose whichever ones fit what you're using the font for remembering that the font files can be too large to be read by the game Font descriptor: needs to be set to text.Presets: Pick any one that fits your text, but only pick ones with alpha.Set them all to glyph unless you have specified an outline, in which case set the alpha channel (A) to outline, with the rest as glyph. Channels: controls how the characters are composited.(Note that higher values might make your file too large to be read by the game) Adjust this so that all the characters fit on one image. ![]() Height: controls the height of the font image.Width: controls the width of the font image.Set this to 1-1, or higher if you experience bleeding between characters. Spacing: controls the minimum space between character in the font image.Only needed if you intend to manually edit the font file and don't want the characters too close together. Padding: controls the padding between each character in the font image.Below are the fields you may want to change: To do this, open the Export Options menu. Having setup your font, it is now time to setup how you want the font exported. Outline thickness: if you want your font to have an outline, set the desired thickness here.Īfter this is complete press "OK" to save your changes.Font smoothing: tick this if your font may look overly sharp in game.Match char height: tick this so each character has the same height. ![]()
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