Difference between revisions of "Extra Fonts (MenuQue)"

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No change in size ,  12:01, 27 October 2010
change max font ID to 63
imported>Scruggs
(add a page for modders to claim extra font IDs for use with MenuQue)
 
imported>Scruggs
(change max font ID to 63)
Line 1: Line 1:
== Using Extra Fonts with MenuQue ==
== 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 99. 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.
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.  
Because font IDs must be unique, modders should claim a font ID before using it in a released mod.  
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