====== Adding custom fonts ====== ===== Step 1: Get the font ===== First thing first, get the font you want to use and install it on your computer (right-click on it and hit Install). Make sure it is in OTF or TTF format, otherwise convert it to one of those file types. ===== Step 2: Get BMFont ===== For a font to work in game, the font first needs to be converted into an atlas. To do this, we need to use the tool [[https://www.angelcode.com/products/bmfont/|BMFont]]. It is advised to use the 64bit beta version since it has proven to have better OTF compatibility.\\ \\ BMFont supports both OTF and TTF file types. ===== Step 3: Font Settings ===== * Go to Options > Font Settings * Font: Select your font from the list * Add font file: Select the OTF or TTF file * Size: Advised to use 96/72/56 to cover the majority of needed sizes while keeping the font sharp * Bold/Italic: Select these if your font is a bold/italic * Font Smoothing: OFF * Super Sampling: ON * Level: 4 ===== Step 4: Export Options ===== * Go to Options > Export Options * Padding: Advised to use 1 pixel padding in every direction * Width/Height: advised to use 512/512 or 1024/1024 to make sure the font is rendered in few textures. Big fonts require more space. * Bit depth: 8 * Font Descriptor: XML * Textures: dds - DirectDraw Surface * Compression: none ===== Step 5: Generate font atlas ===== * From the right panel, select all the glyph groups you want to export * Go to Options > Save bitmap font as... This process will generate a .fnt file as well as dds atlases. You can now reference the font by name via script to use the font.