How do I use fonttool
by Walter Yoon · in Torque Game Engine · 12/07/2005 (7:55 pm) · 2 replies
How exactly do I use the fonttool command-line tool to create *.uft files?
(If that's what it's for; I'm still rather uncertain how to go about using the new unicode capabilities in v1.4...)
(If that's what it's for; I'm still rather uncertain how to go about using the new unicode capabilities in v1.4...)
#2
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Did some simple testing with the starter.fps demo. It seems that I still need to save the the *.cs files in ANSI format. However, non-English characters aren't displaying properly in the HUD.
I tried altering parts of the "Welcome to the Torque demo app" message to be in Japanese (in clientconnection.cs) and specified a compatible TrueType font (in defaultgameprofiles.cs) for the message HUD. The English words use the new font properly, but the Japanese words display only as nonsense dots.
12/07/2005 (9:15 pm)
So now I can save *.cs files in UTF-8 format? From the dev snapshot of the Korean Marble Blast, I was under the impression that *.cs scripts were still straight ANSI and unicode strings had to be imported from seperate UTF8 encoded files.****
Did some simple testing with the starter.fps demo. It seems that I still need to save the the *.cs files in ANSI format. However, non-English characters aren't displaying properly in the HUD.
I tried altering parts of the "Welcome to the Torque demo app" message to be in Japanese (in clientconnection.cs) and specified a compatible TrueType font (in defaultgameprofiles.cs) for the message HUD. The English words use the new font properly, but the Japanese words display only as nonsense dots.
Associate Kyle Carter
The fonttool is for very specific font manipulation tasks you probably won't need until late in the game developmeny cycle, if you're targeting a console or otherwise need prebaked UFT files.