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Replacing fonts - any ideas?

01-10-2006, 03:36 AM#1
AnarkiNet
Just messing around with some Lord of the rings fonts i downloaded...i tried to include them in my map by trying the different paths of the existing fonts to no avail...anyone know if these are files that cant be replaced by giving them the same path in the map file?
01-10-2006, 08:26 AM#2
HEZZA
you cant change fonts on Wc3. But you can make an image with your fonts on and use it in your map as a fade filter which will appear as text.
01-10-2006, 02:37 PM#3
PitzerMike
Yes, it only works with a custom loader. Fonts don't get loaded from the map, they are loaded when you start war3.
01-10-2006, 03:20 PM#4
xXm0rpH3usXx
thats why u have to make a fully new mod with the font as standard font in it to change stuff like that...
01-10-2006, 04:03 PM#5
Panto
Didn't ChrydGod make a model that was able to read from a font file to display text on the terrain? Or am I imagining things?
01-10-2006, 07:59 PM#6
Nantuko Husk


model that writes text on ground? with custom font?
maybe the modeller to did 'draw' the text while still developing the model. thats the only way ... from what I know at least
01-10-2006, 09:28 PM#7
Tim.
Quote:
Originally Posted by Panto
Didn't ChrydGod make a model that was able to read from a font file to display text on the terrain? Or am I imagining things?
I do not recall that - However I could be wrong. Mind doing a little research into the subject and see if you can find out, Panto?
01-10-2006, 10:08 PM#8
Taur
well you can change it in the MPQ but thats all I think. You might be able to use images and triggers to draw text on the ground or models (billboarded models) placed in a certain order according to the text required
01-10-2006, 10:43 PM#9
Panto
I have the map that he did it in, but it crashes with one of the patches that's been out since he made it.

Dang, that guy was a great mapper.

I'll look into it when I've got more time. I could be massively mis-remembering or I could have misunderstood his work process.
01-10-2006, 11:22 PM#10
Tim.
Sounds good; send me the map too when you get a chance please.
01-12-2006, 03:42 AM#11
Panto
Well, the map was given to me in trust; I wouldn't feel right sharing it, even if ChrydGod's presence hasn't been felt in a long time.

I'll share the model he evidently made for this, though. I didn't look into it, but I'd reckon it uses skins, not a font.
Attached Files
File type: zipChrydFont.zip (5.2 KB)
01-12-2006, 04:16 PM#12
Tim.
No problem; I'll take a look.

Edit: Yes, it is as I thought. The model uses several billboarded planes (81) along with many animations (81) and each is textured with a letter from an alphabet located on this texture: Fonts\ChrydFont.blp

This could work. A JASS function could be written to use this.
01-12-2006, 04:56 PM#13
Panto
This is the font file, then.

EDIT: Here's the jass:
Collapse JASS:
function ScrollTheTexts takes nothing returns nothing
    local integer i=1
    local integer Pos
    set udg_TextPos=udg_TextPos+1
    if (udg_TextPos>udg_Length) then
        set udg_TextPos=1
    endif
    set Pos=udg_TextPos
    loop
        exitwhen (i>udg_PanelSize)
        if (Pos>udg_Length) then
            set Pos=1
        endif
        call SetPanelsChar(i,udg_TextAnim[Pos])
        set i=i+1
        set Pos=Pos+1
    endloop
endfunction

function InitTrig_Scroll_Players_Panels takes nothing returns nothing
    local trigger ScrollPanels=CreateTrigger()
    call TriggerRegisterTimerExpireEvent(ScrollPanels,udg_Scroll)
    call TriggerAddAction(ScrollPanels,function ScrollTheTexts)
endfunction
There's peripheral stuff too, but this should get ya started.
Attached Files
File type: blpChrydFont.blp (160.7 KB)
01-12-2006, 05:10 PM#14
Tim.
Interesting. A more elaborate script would be able to utilize this quite well I believe.