Font rendering will be forced into SDF mode to display translations correctly. The legacy 8-bit pixel fonts (FNT) are not suitable for writing translations and can be ignored. Tip: All fonts must be TTF or OTF with standard Unicodes. This informs DFU to use the selected font to replace FONT0003, which happens to be the font used for most general text in the game. In below screenshot, I’ve copied NotoSans-Regular.ttf into StreamingAssets/Fonts and renamed file to FONT0003-SDF.ttf. Once you’ve selected your fonts, you’ll first need to copy them into a place where Daggerfall Unity can find them and rename font files so DFU knows how to use them. This is important so any untranslated parts of your work will still display correctly in default English. Tip: When selecting your own font, try to pick something that also contains a full complement of Latin characters. I’ll be using the versatile NotoSans-Regular font to demo this process. ƥƨèúδô ℓôçáℓïƺáƭïôñ) to demonstrate how to setup your custom font and alphabet file so the correct characters are imported. Rather than use any specific language or dialect, this tutorial will use pseudo localization (e.g. If any characters are missing from your font, these will not display correctly in game. Daggerfall Unity uses standard Unicode codes for all text. You will need to supply a TTF or OTF font representing all the Unicode characters required for your alphabet. But if you still want to assign a new font for other reasons, then keep reading. The built-in Daggerfall Unity fonts contain a full complement of Latin characters. English, French, Italian, Spanish), you can skip this section. If you’re writing translations using Latin characters (e.g. Start by locating the below path in your Daggerfall Unity installation. Throughout this whole process, we’ll be placing files somewhere in the DaggerfallUnity_Data\StreamingAssets folder. This functionality is built into Windows and other major operating systems. A way of extracting ZIP files and creating new ZIP files to distribute your translations.The built-in fonts have a full complement of Latin characters, but you’ll need to provide a font with the appropriate characters for whatever dialect of Kanji, Cyrillic, Hangul, etc. A suitable TTF or OTF font representing your alphabet.You can technically get by using any text editor, but it’s best to use a dedicated spreadsheet tool. A good CSV editor such as Microsoft Excel or Google Sheets.Setting up using the DaggerfallGameFiles method is recommended, but you can also use Steam release to get started. A working copy of Daggerfall Unity 0.15.0 or later.To create translations for Daggerfall Unity, you’ll need the following to get started: Rather than another multi-part tutorial series, this article will speedrun the whole translation process showing how everything is done as quickly and clearly as possible in a single article. Instead, all text is edited in plain CSV files using your editor of choice and can be distributed along with fonts in a simple ZIP archive. From release v0.15 and later, it’s no longer necessary to use the Unity Editor, write any code, or package a. I’ve listened to your feedback and completely reworked localization to simplify the entire process and remove technical hurdles. This approach placed a heavy technical burden on the translator, who just wants to get down to writing text. In previous releases, translating DFU was a challenging process requiring the Unity Editor and writing code to load fonts and replace string tables at start. Localization in Daggerfall Unity has taken a big step forward.
0 Comments
Leave a Reply. |