It's quite easy.
First you need a build of ioquake3 with "USE_FREETYPE" enabled.
I'm not sure if the default builds from the website have this.
As you write in your other posts that you are using
the TA-game-files as your base you can define the font
in menu/main.menu like this :
// main menu
#include "ui/menudef.h"
{
assetGlobalDef
{
font "fonts/DejaVuSansMono-Bold.ttf" 20
smallFont "fonts/DejaVuSansMono-Bold.ttf" 16
bigFont "fonts/DejaVuSansMono-Bold.ttf" 32
.
.
.
Of course the ttf must reside in the fonts-directory in your
mod-directory. ioquake3 doesn't use the system-fonts.
Be aware, the console uses its own "font".
It uses gfx/2d/bigchars.tga. So you need to generate your own
bigchars.tga if you want to do your own standalone.
The corresponding shader in scripts/gfx.shader must be there too.
Otherwise the console-output looks bad.
Joerg
Am 26.11.2013 13:06, schrieb Vincent P. Ellis:
I've read a little bit about the TTF support in ioquake, but i'm curious
about using TTF fonts in the UI code. Right now, it's only using
bitmapped fonts. Is there an easy way of replacing those, or is it too
cumbersome?
Vincent Ellis
C/C++ Technician
vinc...@linuxmail.org
El Paso, TX
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