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In working on creating my user interface, I was setting the text fonts

to the font numbers that looked best.

        <text name="GR_Title">
            
            <string> <copy src="strings(GearStrings)" trait="_title"/> </string>
            <x>
                <copy src="screen()" trait="width"/>
                <div> 2 </div>
            </x>
            <y> 50 </y>
            <depth> 3 </depth>
            <justify> &center; </justify>
            <font> 1 </font>
            <alpha> 255 </alpha>
        </text>

Of course, since I had

Darnified UI installed, it ended up using the fonts I picked out

when I installed Darn.

 

So what happens when someone don't have Darn or picked out different

fonts than what I did? It looks but ugly is what it does.

 

What I'd like to do is have my mod's ui use some preset fonts,

but how do I go about using other peoples fonts without stealing

from them or using something copyrighted?

 

I DO NOT want to do something shady

Haven't ever tried to create my own fonts.

Since I'm no where near being artistic, think I need to

humbly pass on that attempt.

 

I just need some fonts that I can set and it shows the same

on everybody's system. This way I don't have to worry about

spacing/size and so on.

 

arghh just thought of something

IF I found some fonts on deviant art that someone says its free to use, just give them credit.

That would be legit do to that right? just give them props in the readme and on the nexus

description page. I'd end up letting them know on their deviant art page as well.

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You could have your mod require DarNified UI or at least the fonts from it, maybe? For example by stating that your mod requires DarN UI or some specific font from it (assigned to a specific in-game font number using Oblivion.ini - the instructions are in the DarN UI readme), and users could acquire either the complete DarN UI or just the specific fonts from it, maybe?

 

That could be one way to solve your issue maybe, but it would require users to read the mod requirements and potentially extract a font from another mod (DarN UI) and change a font in Oblivion.ini, which may or may not be an issue. :ermm:

Edited by Contrathetix
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Think I found a solution

 

If Darn is installed

Use Darn fonts

I can use the font numbers I want here

 

 

if not installed

then use game fonts

and I can use a different set of font numbers here

 

I just have to go through the regular fonts to see if something

is acceptable.

 

Currently, using the same font numbers for both have horrible results.

 

Here's a pic of what it looks like.

Compare to: https://forums.nexusmods.com/index.php?/topic/6329236-gear-speed-control-system/?hl=%2Bgear&do=findComment&comment=56954796

 

 

 

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  • 3 weeks later...

When I first created my mod, I created it for myself.

It was pretty cumbersome to setup via ini's

When I decided to try to make my mod where other people could use it,

the whole playing field changed.

I wanted it where people could customize it how they wanted and I

absolutely wanted it to be EASY to do.

Thus, the long journey into creating what is now Gear.

EASY and CUSTOMIZABLE..... man what a huge undertaking to make that happen.

 

Wanted to share that so others can critic my work and give me feedback in regards to that.

 

Getting a bit more back on subject.

In working to get my user interface to work on 'anybodies' setup

I tinkered around with Oblivion with no mods(as seen in video), and messed around

with Darnified UI (which I think is one of the greatest contributions to modding).

Figured if I set my mod up so you can choose whatever mod you have loaded in your system,

then that would be all the better. Cuz Lord knows, I'm not artistic enough to create a custom font system.

PLus, a custom font would require the player to load fonts and fiddle with their oblivion.ini file.

 

So here's a preview of showing how the fonts can be changed in the user interface.

 

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I think HUD Status Bar mod did some font manipulating by using MenuQue obse plugin

maybe you could take a look at that mod esp and do something similar to that

because you know... modifying font in oblivion ini is risky I think, it could lead to ctd if somebody not careful

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I think HUD Status Bar mod did some font manipulating by using MenuQue obse plugin



 

Already a step ahead of ya.

Using menuque to cycle through the fonts.

Been using a bunch of menuque and obse commands throughout my mod.

 

Speaking of HUD status bars.

I created an ini for HUD status bars enhanced for my older mod.

Used it like a speedometer of sorts.

It just shows the speed you are selecting rather than the

actual player speed. planning on creating one for this mod.

Unfortunately, I couldn't find a way to pull that one off.

It appears that the game keeps up with the speed of

the players left foot or something haha. When the player

is running or walking, the movement speed goes up and down.

The only time the speed smooths out is when you jump.

 

 

here's the code I was using at the time I was working on that. (OBSE arrays and physics stuff)

 

let GRSpdCheck := ar_construct Array
let GRSpdCheck[0] := player.getvelocity x
let GRSpdCheck[1] := player.getvelocity y
let GRSpdCheck[3] := player.GetVerticalVelocity
let GRvel := VecMag GRSpdCheck
let GRvel := abs GRvel

 

The final velocity calculation was GRvel

 

 

Back to the ini for the custom status bar.

It's a standalone ini that don't effect the players ini.

Gear - Speed Control System.esp.ini

when the ini is named the same as the mod,

HUD Status Bars Enhanced reads it seperate.

This is awesome since I don't have to risk someone editing their own ini.

 

modifying font in oblivion ini is risky I think, it could lead to ctd if somebody not careful

Exactly what I wanted to avoid.

I would have been forced to do just that if I had created my own fonts.

Thats why I chose to let the player choose whatever font they already have.

The fonts in the video are all the ones thats loaded in the regular game with no mods yet.

There's five I think.

Also in the video, you can see how the handwritten font drops way down.

Don't know why its made like that. I ended up having to make some more buttons

to align it up and down.

 

 

Also on my 'to do' list.

There are a couple menu items that need to automatically change sizes based on the fonts size.

When there is a bigger font used, the words overlap and look messed up.

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wow this is so math stuffs ! so confusing lol

it is possible that you could reverse engineer the pathfind avoidance calculation ?

I'm curious since well...

I couldn't replicate it perfectly like vanilla did.

I ask this of you because it seems you're more knowledgeable than me in this field,

my intention is just to make the NPCs can climb obstacle (in OR mod feature called gravity make so many actors stuck with just simple stair or small step up or stones !)

 

quote : "There are a couple menu items that need to automatically change sizes based on the fonts size. When there is a bigger font used, the words overlap and look messed up."

>>> we've discussed about BIG Three menus right ?

the inventory, map & spell... and... just yesterday I finished my menu tweaking (based on Darnified & simplified just like vanilla) the result is

yay ! No more lag when I entering one of them :smile:

but unfortunately I couldn't share it because of many reasons (one of them is because of font)

while editing it

I noticed Darn xml menu technique is by using height divided by 2 and plus manual offset, maybe you could align all font just like that... just like Darn series did

 

EDIT : he also used tag <zoom> to achieve that, also this article might help --> https://www.loverslab.com/topic/53411-reading-ui-hud-xml-files/

Edited by lubronbrons
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haven't ever messed with pathfind stuff

Most everything I know has been directly linked to learning how to make my mod.

Grant it, I've been fiddling around with programming here and there over the years.

Nothing serious though, just tinkering more than anything.

Got my feet wet in programming way back when.

My first computer was a Radio Shack TRS-80 Color Computer

it had a whopping 16kilobytes of ram muahahaha

I'm sure this mod has surpassed anything I've ever created in the past

as far as complexity and size.

 

 

that tutorial has been my main reference for learning xml :D

the same guy made another tutorial for obse array's too titled

Tutorial: Nvse4+ Part 4: Array Variables

ummm not sure if that link violates the site rules since

that web site is more towards the adult natured stuff.

just a heads up there. wouldn't want you to get in trouble.

 

i've been using <focus> -1 </focus> on my icons to make them fit the area I want.

Didn't think to try that on text.

Will take a look into that.

 

had been brainstorming something along the lines of

(width of blank space) PLUS (width of the text on left) PLUS (width of the blank space) PLUS (width of text on right) PLUS (width of black space) = (the total width of my Menu Box)

This is the box that appears when I select a Setpoint

looks like:

NEW CUT

HOME COPY

CUSTOM PASTE

DELETE

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I see... no prob, :)

my current pathfind replica is at least already working even tho there's still bugs (in my mod AoG)

 

I think my intention and point is clear enough about that link,

anyway

if it need to be censored or edited that is very easy to do either by me or staffs here

thx for the reminder, Moktah

 

umm... rather than plus each components maybe you could use something like <copy src="parent()" trait="width"/> ?

sorry I am wrong since I am pretty much new to this menu thingy

what I noticed is while vanilla is using fixed size like this

					<cropx> 0 </cropx>
					<cropy> 64 </cropy>
					<width> 64 </width>
					<height> 64 </height>
					<x> 37 </x>
					<y> 8 </y> 

Darn series do it like this

(maybe so the font could fit in just right)


					<cropx> 0 </cropx>
					<cropy>
						<copy> 64 </copy>
						<mul src="me()" trait="zoom" />
						<div> 100 </div>
					</cropy> <!-- DarN 128 -->
					<width> <!-- DarN 64 -->
						<copy> 64 </copy>
						<mul src="me()" trait="zoom" />
						<div> 100 </div>
					</width>
					<height> <copy src="me()" trait="width" /> </height> <!-- DarN 64 -->
					<!-- <x> 45 </x> --> <!-- DarN 37 -->
					<x>
						<copy src="parent()" trait="width" />
						<sub src="me()" trait="width" />
						<div> 2 </div>
					</x>
					<y>
						<copy src="parent()" trait="height" />
						<sub src="me()" trait="height" />
						<div> 2 </div>
					</y> <!-- DarN 8 -->
					<zoom>
						<copy> 75 </copy>
						<add>
							<copy> 15 </copy>
							<onlyif>
								<copy src="parent()" trait="mouseover" />
								<eq> 1 </eq>
								<or> <not src="parent()" trait="target" /> </or>
							</onlyif>
						</add>
					</zoom> <!-- DarN add -->
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fiddled around with the zoom, cropx, and cropy properties

looks like those properties are strictly for images and not text

 

If I don't set the height or width of a text object,

I can still retrieve those properties after the font is changed;

however, there might not be much I can do with the height property.

 

when <X> is set for 100

Bottom Alignment Height

Font 1 0 38

Font 2 0 45

Font 3 8 24

Font 4 Daedric 0 60

Font 5 Handwritten -36 66

 

Bottom Alignment = how far I have to offset <X> to get the bottom of the text to align perfectly

 

 

Handwritten is offset pretty far compared to Daedric that's close to the same height.

Can't come up with any kind of math to make things fit automatically, since the math would

have to fit Regular Oblivion, Darn UI, and anybody that uses the Font

Generator mod https://www.nexusmods.com/oblivion/mods/2331

 

Since I already have code worked up to change the font

I should be able to whip out some code to customize the width and height of

the Menu Items that would need to be tweaked when the fonts are changed.

 

Of course, it sounds simple at the moment, but I WILL find a way to make it complicated MUAHAHAHAA

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