on 16-08-2012 02:57 PM
So I've just been adding localisation to our game, and it appears that Game Engine FontMap doesn't support non-ASCII characters (e.g. characters with accents, japanese characters, etc.). Am I missing something obvious, or is this in fact the case?
It all works fine with UIFont, so I'm now planning to move all of my in-game text out into a UI Screen.
Are other people finding this to be an issue? If so, I'll create a suggestion for it.
Solved! Go to Solution.
on 16-08-2012 04:48 PM
Hi:
I have some questions and answers for that:
Did you have the correct fonts on your system? may be the uifont can recognice the font you want to use, another thing it's better to check the source code of font creation(I see that somewhere) because cretes a texture from the char code, probalby there it's the place to fix this problem. Did you think in create your own font map? Many members are japanese so I don't think they report an issue wiht japanese fonts...
cheers,
on 20-08-2012 05:55 PM
Hi Sophie,
We will look into this and get back to you.
on 21-08-2012 10:15 AM
Thanks everyone.
I actually found a way around this - not sure if it's how you're supposed to do it, but when constructing the font map, you can manually set the character set
charset = " !\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\\]^_`abcdefghijklmnopqrstuvwxyz{|}~ÀÁÂÃ ÄÅÈÉÊËÌÍÎÏÑÒÓÔÕÖÙÚÛÜÝàáâãäéèêëìíîïòóôõöùúûü";
myfontMap = new FontMap(
new Font("/Path/to/font.ttf", 12, fontStyle.Regular), charset);
on 21-08-2012 01:54 PM
21-08-2012 06:55 PM - edited 21-08-2012 07:01 PM
Do you have any information on the character set string that we'd need to pass through to FontMap to support the Japanese Language? My game is localised for EFIGS + Japanese and while the frontend menus use UIFont and all work fine, the In Game font uses FontMap and I haven't managed to get Japanese Characters to display at all. I'm using the System Font at present for Japanese as I know it supports Japanese Characters, I just am not sure what to pass to FontMap in order to make use of them.
Thanks
Claire
on 21-08-2012 09:02 PM
Ah, I figured out an easy way to do it. I don't have very much In game text and almost all of it uses unique characters, so I just used the strings I am actually using.
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