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Author Topic: BMFonts no longer working - exported from Glyph Designer -  (Read 4095 times)

bluelotus

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BMFonts no longer working - exported from Glyph Designer -
« on: October 12, 2013, 05:31:11 am »
Hi all,

I have now been trying for several hours to get a font out of Glyph Designer and into Unity/tk2d.
I have exported a font from Glyph designer as, BMfont (txt) BMfont (xml) and BMfont (binary) -

In all cases the font file (.fnt) can be inserted into the tk2d font and an atlas generated using the png file.

However,
Using the fonts on a tk2dtextmesh does not seem to work>? (they do not appear) :(

I have an older font that I exported a long time ago and it is working - but the original .fnt file says, unix executable type (event though it is .fnt)
Could the 64 by 64 png be too small?
Really I can't see why this isn't working - everything looks right - but the text does not show up in the scene on the textmesh.

Any advice around this would be appreciated.

Regards,

Chris.

unikronsoftware

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Re: BMFonts no longer working - exported from Glyph Designer -
« Reply #1 on: October 12, 2013, 09:52:58 am »
Can you attach the font here, fnt + texture?

bluelotus

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Re: BMFonts no longer working - exported from Glyph Designer -
« Reply #2 on: October 12, 2013, 10:24:33 am »
No worries I have just sent the files to the support email.

Regards,

Chris.

bluelotus

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Re: BMFonts no longer working - exported from Glyph Designer -
« Reply #3 on: October 14, 2013, 03:51:14 am »
So, as Unikron has pointed out,
The issue was that the sprite sheet png only had numbers in it but the text field text had alpha chars only.  :-[

All working now!

Thanks,

Chris.