Fonts with setobjectmaterialtext
#1

Do other players need to download a specific font in-order to see a font that I downloaded and used?
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#2

99% sure that's a yes.
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#3

of course yes, 100% sure.
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#4

Yeah, seems like they do. Just tested.
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#5

Are there any that DON'T need to be downloaded? Just standard windows fonts?
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#6

such a shame that multi-fonts couldn't have been added to SendClientMessage's or Textdraws, do all the windows fonts work?
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#7

Any font that is installed on the client's computer will work. You should stick to the standard ones.
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#8

Quote:
Originally Posted by whitetigerswt
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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.
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#9

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
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#10

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
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