2003-10-01, 20:16
2003-10-01, 21:05
yes you can define the fontsize/color etc for each text label
1st define the fonts in skin/mediacenter/fonts.xml
next change any textlabel in the other xml files
each has a property called <font> where you can specify the font
frodo
1st define the fonts in skin/mediacenter/fonts.xml
next change any textlabel in the other xml files
each has a property called <font> where you can specify the font
frodo
2003-10-02, 02:16
i have a question on fonts.
is there an app out there to create xpr fonts/files? for those of us who haven't got a clue on how to use the sdk.
i found that they render on the screen much better than a ttf. in xbmp anyway.
i did find an app that creates the .tga and .abc files. what i need is an app to turn those into an .xpr file.
many thanks.
steve
ps. i'm currently working on the new version of the elegance skin for those who enjoyed it.
is there an app out there to create xpr fonts/files? for those of us who haven't got a clue on how to use the sdk.
i found that they render on the screen much better than a ttf. in xbmp anyway.
i did find an app that creates the .tga and .abc files. what i need is an app to turn those into an .xpr file.
many thanks.
steve
ps. i'm currently working on the new version of the elegance skin for those who enjoyed it.
2003-10-02, 07:21
you just need to copy fontmaker from the xdk
frodo
frodo
2003-10-04, 09:14
ok, i have fontmaker.exe
that makes the fontname_12.tga and fontname_12.abc file.
i read the help in the sdk for making a packed resource file (.xpr) using the bundler.
what i don't know (as i'm not a programmer) is what to put into the resource definition file (.rdf) to get the .abc and .tga files packed into the xpr format. i also read that i can input a single texture (.tga) into an .xpr
is just packing the .tga file enough or does the .abc file need to be packed as well?
is all this even neccesary, or can i just use the .tga and .abc files by themselves?
tia for your response.
steve
ps. i'll be takling the xmls tomorrow (saturday) for the ntsc skin. i'll upload them as soon as i'm done.
peace.
that makes the fontname_12.tga and fontname_12.abc file.
i read the help in the sdk for making a packed resource file (.xpr) using the bundler.
what i don't know (as i'm not a programmer) is what to put into the resource definition file (.rdf) to get the .abc and .tga files packed into the xpr format. i also read that i can input a single texture (.tga) into an .xpr
is just packing the .tga file enough or does the .abc file need to be packed as well?
is all this even neccesary, or can i just use the .tga and .abc files by themselves?
tia for your response.
steve
ps. i'll be takling the xmls tomorrow (saturday) for the ntsc skin. i'll upload them as soon as i'm done.
peace.
2003-10-06, 09:24
you have to built a rdf file. here is an example how it should look like:
then you need the bundler command from the sdk and pass the file. it will the automatically take the tga and abc file and output a xpr file.
Quote:// setting up the font files.
out_packedresource media\font.xpr
texture font
{
source media\fonts\dodger_18.tga
format d3dfmt_a4r4g4b4
levels 1
}
userdata fontdata
{
datafile media\fonts\dodger_18.abc
}
then you need the bundler command from the sdk and pass the file. it will the automatically take the tga and abc file and output a xpr file.
2003-10-06, 23:11
thanks frodo!!!
that did it. now i can use the fonts i want! great!
i'm on the last 4 xml files for the ntsc skin. i'll probably upload them tonight (mon)
thanks again.
steve
that did it. now i can use the fonts i want! great!
i'm on the last 4 xml files for the ntsc skin. i'll probably upload them tonight (mon)
thanks again.
steve
2003-10-06, 23:13
oops! i'm very sorry! i didn't notice the second post was from jcee. i must also thank you!!!
sorry!
thanks!
steve
sorry!
thanks!
steve