Didn't know that. Very useful!If the computer does not have the font and you run your mod via the mod command, simply place the font in your root mod folder.
- Revora Forums
- → Viewing Profile: Posts: GeneralAdmission
GeneralAdmission
Member Since 25 Sep 2008Offline Last Active Nov 15 2008 02:49 PM
Community Stats
- Group New Members
- Active Posts 4
- Profile Views 240
- Age Age Unknown
- Birthday Birthday Unknown
-
Gender
Not Telling
0
Neutral
User Tools
Friends
GeneralAdmission hasn't added any friends yet.
Latest Visitors
Posts I've Made
In Topic: Fonts
28 September 2008 - 02:49 AM
In Topic: Fonts
27 September 2008 - 10:50 PM
Glad you guys have found this useful.
Be sure to read through the comments and instructions included in the fontsubstitution.ini file. It explains how the interpolation is calculated between point sizes. It also details how to return different replacement fonts based on point size, and how to add boldface type. My code can be reduced to just the first and last lines with the same result, since any requested font size between 8 and 20 will be interpolated within the same numerical range.
then you will need to include it in the mod distribution and make sure it is manually or automatically installed in Windows' font folder. see Lord of the Rings Junkie's post below.
I'd be happy to write up an article, but it will have to wait for awhile since I'm up to my neck with my widescreen and triplehead mods for BFME2 and RotWK (currently working out resizing/repositioning of 2D menu elements ). If anyone is interested, they are hosted at the Widescreengamingforum:
http://www.widescree...pic.php?t=14099
http://www.widescree...th_2_Camera_Fix
Be sure to read through the comments and instructions included in the fontsubstitution.ini file. It explains how the interpolation is calculated between point sizes. It also details how to return different replacement fonts based on point size, and how to add boldface type. My code can be reduced to just the first and last lines with the same result, since any requested font size between 8 and 20 will be interpolated within the same numerical range.
If the computer does not have the substitution font you specify then it appears Arial will be used, but it will utilize the point values you specify. If you use a non-standard font for your mod,I guess that for computers that doesn't have that font, wouldn't see the font...
However, if it would go to a "default" font, or not show up very readable at all, I do not know
would probably be best to have the font included in the mod's installer wink.gif
Or zip file atleast
I'd be happy to write up an article, but it will have to wait for awhile since I'm up to my neck with my widescreen and triplehead mods for BFME2 and RotWK (currently working out resizing/repositioning of 2D menu elements ). If anyone is interested, they are hosted at the Widescreengamingforum:
http://www.widescree...pic.php?t=14099
http://www.widescree...th_2_Camera_Fix
In Topic: Fonts
26 September 2008 - 11:19 PM
Changing menu fonts is possible via the fontsubstitution.ini file. I recently needed to do this for my Triplehead mod, which had the menus looking like this:
I added the following to the bottom of fontsubstitution.ini:
Albertus MT is the default font, which I did not want to change. I just needed to restrict the font to a maximum point size. Using the code above, any engine call to a point size greater than Albertus 20 would be replaced with Albertus 20, and all the other point sizes would be returned with minimal interpolation. The result:
Of course the font can be replaced as well. Here are 2 shots of Albertus replaced with Hebrew:
I hope this helps.
GeneralAdmission
I added the following to the bottom of fontsubstitution.ini:
FontSubstitution "Albertus MT" Size 8 = 8 "Albertus MT" Size 10 = 10 "Albertus MT" Size 12 = 12 "Albertus MT" Size 14 = 14 "Albertus MT" Size 16 = 16 "Albertus MT" Size 18 = 18 "Albertus MT" Size 20 = 20 "Albertus MT" End
Albertus MT is the default font, which I did not want to change. I just needed to restrict the font to a maximum point size. Using the code above, any engine call to a point size greater than Albertus 20 would be replaced with Albertus 20, and all the other point sizes would be returned with minimal interpolation. The result:
Of course the font can be replaced as well. Here are 2 shots of Albertus replaced with Hebrew:
I hope this helps.
GeneralAdmission
- Revora Forums
- → Viewing Profile: Posts: GeneralAdmission
- Privacy Policy
- Forum Guidelines ·