Ah, y eah that's basically what i was going to check.
The actual filename doesn't matter. You could have
thisisacrazycustomfontman.ttf as the filename, but the 'name' inside the ttf
(when you create it) is what is referenced by "CustomFont"; So if the name
inside the ttf is CrazyFont, "CrazyFont" is what you'd put in the .res
However, if the filename for crazyfont was 'thisisacrazycustomfontman.ttf'
you'd still put that down at the bottom of the res ;)


On Mon, May 5, 2008 at 2:52 PM, Ben Mears <[EMAIL PROTECTED]>
wrote:

> Thanks for the reply Tony but I think I may have gotten it figured out.
> I think the problem was that the name of the .ttf file and the actual
> name of the font were different and I didn't realize it until now. I got
> my icon in-game and think everything is looking pretty good now.
> However, you never know what will go wrong next so it's completely
> possible you'll be hearing from me again, ha ha. Thanks a lot for your
> help guys, I really do appreciate it.
>
> Ben
>
>
>
> Tony "omega" Sergi wrote:
> > Can you send me your ttf file, for your custom font?
> > -Tony
> >
> >
> > On Mon, May 5, 2008 at 1:54 PM, Ben Mears <[EMAIL PROTECTED]> wrote:
> >
> >
> >> Thanks for the suggestion Tom but I'm still having some problems. I
> added
> >> my
> >> font to the end of ClientScheme.res so it looks like this:
> >>
> >>
> >>
> -------------------------------------------------------------------------------------------------------------------------------------
> >> //////////////////////// CUSTOM FONT FILES
> /////////////////////////////
> >>    //
> >>    // specifies all the custom (non-system) font files that need to be
> >> loaded to service the above described fonts
> >>    CustomFontFiles
> >>    {
> >>        "1"        "resource/CustomFont.ttf"
> >>        "2"        "resource/HL2crosshairs.ttf"
> >>        "3"        "resource/HALFLIFE2.ttf"
> >>    }
> >>
> >> }
> >>
> >>
> --------------------------------------------------------------------------------------------------------------------------------------
> >>
> >> Now when I pick up my weapon it doesn't flash any icon and the bucket
> >> contains the weapon name but not the icon (instead of flashing and
> >> displaying the letter "a" like it did before). Any further ideas or
> >> solutions on this? Thanks.
> >>
> >> On Sat, May 3, 2008 at 2:30 AM, Tom Edwards <[EMAIL PROTECTED]>
> >> wrote:
> >>
> >>
> >>> You need to scroll to the very end of clientscheme.res and add your
> font
> >>> to the list there.
> >>>
> >>> Ben Mears wrote:
> >>>
> >>>> Hey guys, I'm trying to replace the weapon selection icon in my HL2
> >>>> Singleplayer mod and I've hit a wall. The problem is that instead of
> >>>>
> >>> showing
> >>>
> >>>> my custom icon, it shows whichever character is assigned to it (the
> >>>>
> >>> letter
> >>>
> >>>> "a" for example). Here's  my workflow so far.
> >>>>
> >>>> -Create New Font and import and assign my weapon icon image to the
> >>>>
> >>> letter
> >>>
> >>>> "a"
> >>>>
> >>>> -Save Font as "CustomFont" into the "resource" folder of my mod
> >>>>
> >>>> -From that same folder open "ClientScheme.res" and copy this code:
> >>>>
> >>>>
> >>
> -----------------------------------------------------------------------------------------------------------------------------
> >>
> >>>> }
> >>>> WeaponIcons
> >>>>         {
> >>>>             "1"
> >>>>             {
> >>>>                 "name"        "HalfLife2"
> >>>>                 "tall"        "64"
> >>>>                 "weight"    "0"
> >>>>                 "antialias" "1"
> >>>>                 "additive"    "1"
> >>>>                 "custom"    "1"
> >>>>             }
> >>>>         }
> >>>>
> >>>>
> >>>>
> >>
> ----------------------------------------------------------------------------------------------------------------------------
> >>
> >>>>  -Paste the copied code right below it and change it to:
> >>>>
> >>>>
> >>>>
> >>
> ------------------------------------------------------------------------------------------------------------------------
> >>
> >>>>        CustomFont
> >>>>         {
> >>>>             "1"
> >>>>             {
> >>>>                 "name"        "CustomFont"
> >>>>                 "tall"        "64"
> >>>>                 "weight"    "0"
> >>>>                 "antialias" "1"
> >>>>                 "additive"    "1"
> >>>>                 "custom"    "1"
> >>>>             }
> >>>>         }
> >>>>
> >>>>
> >>
> --------------------------------------------------------------------------------------------------------------------
> >>
> >>>> -Save and close "ClientScheme.res" , go up one folder, and open the
> >>>> "scripts" folder
> >>>>
> >>>> -Open "weapon_crowbar.txt" and change this code:
> >>>>
> >>>>
> >>>>
> >>
> -------------------------------------------------------------------------------------------------------------------------------------
> >>
> >>>> // Weapon Sprite data is loaded by the Client DLL.
> >>>>     TextureData
> >>>>     {
> >>>>         "weapon"
> >>>>         {
> >>>>                 "font"        "WeaponIcons"
> >>>>                 "character"    "c"
> >>>>         }
> >>>>         "weapon_s"
> >>>>         {
> >>>>                 "font"        "WeaponIconsSelected"
> >>>>                 "character"    "c"
> >>>>         }
> >>>>         "ammo"
> >>>>         {
> >>>>                 "font"        "WeaponIcons"
> >>>>                 "character"    "c"
> >>>>
> >>>>
> >>
> ------------------------------------------------------------------------------------------------------------------------------------
> >>
> >>>> to this:
> >>>>
> >>>>
> >>>>
> >>
> ------------------------------------------------------------------------------------------------------------------------------------
> >>
> >>>> // Weapon Sprite data is loaded by the Client DLL.
> >>>>     TextureData
> >>>>     {
> >>>>         "weapon"
> >>>>         {
> >>>>                 "font"        "CustomFont"
> >>>>                 "character"    "a"
> >>>>         }
> >>>>         "weapon_s"
> >>>>         {
> >>>>                 "font"        "CustomFont"
> >>>>                 "character"    "a"
> >>>>         }
> >>>>         "ammo"
> >>>>         {
> >>>>                 "font"        "CustomFont"
> >>>>                 "character"    "a"
> >>>>
> >>>>
> >>
> ----------------------------------------------------------------------------------------------------------------------------------
> >>
> >>>> -Save and close and run mod
> >>>>
> >>>> When I run my mod and pick up my new weapon instead of displaying the
> >>>>
> >>> image
> >>>
> >>>> that I saved into my CustomFont it shows the actual letter "a". Does
> >>>>
> >>> anyone
> >>>
> >>>> know what's going on with this or what I am doing wrong? I looked for
> >>>> tutorials and information on this subject and didn't really find
> >>>>
> >>> anything
> >>>
> >>>> too helpful. Thanks for the time and help guys.
> >>>>
> >>>> Ben
> >>>> _______________________________________________
> >>>> To unsubscribe, edit your list preferences, or view the list
> archives,
> >>>>
> >>> please visit:
> >>>
> >>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>>>
> >>>>
> >>>>
> >>>>
> >>> _______________________________________________
> >>> To unsubscribe, edit your list preferences, or view the list archives,
> >>> please visit:
> >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>>
> >>>
> >>>
> >> _______________________________________________
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >>
> >>
> >
> >
> >
>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>


-- 
-Tony
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