2D Toolkit Forum
2D Toolkit => Support => Topic started by: Ceraph on May 22, 2013, 08:24:34 pm
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Hello, we are working on creating our own original bitmap font for our game. The font itself has detail and shading on it, so I cannot create a ttf file from it. I also cannot use BMFont to generate the bitmap font file (unless I'm missing how to start with an image and define the font from that).
I tried using this program: http://code.google.com/p/fonteditor/
Unity did not like the XML that it generated and I get the error "Font parsing returned 0 characters, check source bmfont file for errors" when creating a tk2d font from the XML. Are there any programs that 2D Toolkit supports that will allow me to define the font one character at a time?
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That is the first time I've heard of that program. What does it save exactly? Paste a sample here and I could probably tell you why it failed.
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here is a sample of what it's generating. It looks like it's standard XML and not FNT formatting.
<font>
<image>DeepDive.png</image>
<size>40</size>
<spacing>1</spacing>
<leading>0</leading>
<symbol>
<char> </char>
<x>152</x>
<y>272</y>
<width>18</width>
<height>34</height>
<offsetx>0</offsetx>
<offsety>0</offsety>
</symbol>
<symbol>
<char>!</char>
<x>420</x>
<y>220</y>
<width>25</width>
<height>35</height>
<offsetx>0</offsetx>
<offsety>0</offsety>
</symbol>
<symbol>
<char>"</char>
<x>489</x>
<y>169</y>
<width>25</width>
<height>35</height>
<offsetx>0</offsetx>
<offsety>0</offsety>
</symbol>
<symbol>
<char>#</char>
<x>557</x>
<y>169</y>
<width>25</width>
<height>35</height>
<offsetx>0</offsetx>
<offsety>0</offsety>
</symbol>
</font>
I have also tried using Shoebox but I'm having problems getting it to recognize my characters properly.
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Sorry, don't use Shoebox - couldn't help you there.
If you don't figure that out, why don't you simply write a bit of code to either:
- convert the font xml to a bmfont xml. Looks straightforward enough.
- write an importer to this file format type in tk2dFontBuilder.cs. If you look at the XmlImporter code, it should be easy enough to create a variant that will read this format as opposed to bmfont. They contain mostly the same data, so it should work fine.
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We were able to write our own method inside tk2dFontBuilder to work with the generated XML, thanks for your help!