Difference between revisions of "Extra Fonts (MenuQue)"
imported>Scruggs (add a note about extra fonts not being usable in books yet) |
imported>Kyoma m (MenuQue Registered Font IDs moved to Fonts (MenuQue): The info on this page is no longer correct because it was made before the actual feature got implemented.~~~~) |
(No difference)
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Revision as of 04:21, 5 March 2011
Using Extra Fonts with MenuQue
MenuQue allows modders to use additional fonts in UI .xml files using the font tag. Each extra font has a unique integer ID from 7 through 63. Font (.fnt) files and their associated .texture (.tex) files should be placed in Oblivion\Data\Fonts. The .fnt file must be named in a specific way, as "EXTRA_##<whatever>.fnt", where ## is the font's unique two-digit ID and <whatever> is any string of zero or more characters (preferably including the name of the mod to which the font belongs so that users can easily identify a font's origin). For example, "EXTRA_07_MyFont.fnt" is a valid font filename. The .tex file should be named according to however it is defined in the .fnt file; MenuQue doesn't care about that.
Because font IDs must be unique, modders should claim a font ID before using it in a released mod.
Within a UI .xml file extra fonts can be specified by ID the same way that the default fonts are, for example:
<font> 15 </font>
Scripts can check if a specific font is installed by calling:
(isLoaded:bool) IsExtraFontIDLoaded fontID:int
All extra fonts are initialized to point to the default font with an ID of 1, so if an extra font specified in a UI file is not present the default will be used in its place.
Note: Extra fonts cannot currently be used in books.
Registered Font IDs
To claim a font to be used in a released mod, please edit this page below to indicate the font ID claimed along with the name and author of the mod.