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	<title>Hpl3:Tutorials:adding fonts - Revision history</title>
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	<updated>2026-05-15T07:25:05Z</updated>
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		<id>https://wiki.frictionalgames.com/page?title=Hpl3:Tutorials:adding_fonts&amp;diff=683&amp;oldid=prev</id>
		<title>Maintenance script: Upload from wiki</title>
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		<updated>2020-07-09T13:47:11Z</updated>

		<summary type="html">&lt;p&gt;Upload from wiki&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;= Adding custom fonts =&lt;br /&gt;
&lt;br /&gt;
== Step 1: Get the font ==&lt;br /&gt;
&lt;br /&gt;
First thing first, get the font you want to use and install it on your computer (right-click on it and hit Install). Make sure it is in OTF or TTF format, otherwise convert it to one of those file types.&lt;br /&gt;
&lt;br /&gt;
== Step 2: Get BMFont ==&lt;br /&gt;
&lt;br /&gt;
For a font to work in game, the font first needs to be converted into an atlas. To do this, we need to use the tool [https://www.angelcode.com/products/bmfont/ BMFont]. It is advised to use the 64bit beta version since it has proven to have better OTF compatibility.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;BMFont supports both OTF and TTF file types.&lt;br /&gt;
&lt;br /&gt;
== Step 3: Font Settings ==&lt;br /&gt;
&lt;br /&gt;
* Go to Options &amp;gt; Font Settings&lt;br /&gt;
* Font: Select your font from the list&lt;br /&gt;
* Add font file: Select the OTF or TTF file&lt;br /&gt;
* Size: Advised to use 96/72/56 to cover the majority of needed sizes while keeping the font sharp&lt;br /&gt;
* Bold/Italic: Select these if your font is a bold/italic&lt;br /&gt;
* Font Smoothing: OFF&lt;br /&gt;
* Super Sampling: ON&lt;br /&gt;
* Level: 4&lt;br /&gt;
&lt;br /&gt;
== Step 4: Export Options ==&lt;br /&gt;
&lt;br /&gt;
* Go to Options &amp;gt; Export Options&lt;br /&gt;
* Padding: Advised to use 1 pixel padding in every direction&lt;br /&gt;
* Width/Height: advised to use 512/512 or 1024/1024 to make sure the font is rendered in few textures. Big fonts require more space.&lt;br /&gt;
* Bit depth: 8&lt;br /&gt;
* Font Descriptor: XML&lt;br /&gt;
* Textures: dds - DirectDraw Surface&lt;br /&gt;
* Compression: none&lt;br /&gt;
&lt;br /&gt;
== Step 5: Generate font atlas ==&lt;br /&gt;
&lt;br /&gt;
* From the right panel, select all the glyph groups you want to export&lt;br /&gt;
* Go to Options &amp;gt; Save bitmap font as...&lt;br /&gt;
&lt;br /&gt;
This process will generate a .fnt file as well as dds atlases. You can now reference the font by name via script to use the font.&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
		
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