Fonts with setobjectmaterialtext -
Lorenc_ - 10.05.2012
Do other players need to download a specific font in-order to see a font that I downloaded and used?
Re: Fonts with setobjectmaterialtext -
MP2 - 11.05.2012
99% sure that's a yes.
Re: Fonts with setobjectmaterialtext -
Mandrakke - 11.05.2012
of course yes, 100% sure.
Re: Fonts with setobjectmaterialtext -
Lorenc_ - 11.05.2012
Yeah, seems like they do. Just tested.
Re: Fonts with setobjectmaterialtext -
2KY - 12.05.2012
Are there any that DON'T need to be downloaded? Just standard windows fonts?
Re: Fonts with setobjectmaterialtext -
Whitetiger - 12.05.2012
such a shame that multi-fonts couldn't have been added to SendClientMessage's or Textdraws, do all the windows fonts work?
Re: Fonts with setobjectmaterialtext -
MP2 - 12.05.2012
Any font that is installed on the client's computer will work. You should stick to the standard ones.
Re: Fonts with setobjectmaterialtext -
Shadow_ - 14.05.2012
Quote:
Originally Posted by whitetigerswt
such a shame that multi-fonts couldn't have been added to SendClientMessage's or Textdraws, do all the windows fonts work?
|
Truely is a shame that fonts wasn't added to SendClientMessage.
Re: Fonts with setobjectmaterialtext -
Vince - 14.05.2012
Something just came to mind. Went ingame to test it immediately.
Although I'm not sure if the game actually loaded that font (GTAWEAPON3) from the game directory (gtaweap3.ttf) or from the Windows directory. I did get a message once that stated:
SignText: Can't create font GTAWEAPON3
Re: Fonts with setobjectmaterialtext -
Patrik356b - 17.05.2012
A fallback technique like in websites would be nice for fonts, maybe defined like this:
pawn Code:
SetObjectMaterialText(objectid, text[], materialindex = 0, materialsize = OBJECT_MATERIAL_SIZE_256x128, fontface[] = "Pridedown\nArial\nTimes New Roman", fontsize = 24, bold = 1, fontcolor = 0xFFFFFFFF, backcolor = 0, textalignment = 0);
\n would separate the font names in the example above