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« on: March 06, 2014, 10:58:44 AM »
1. Export your font from BMFont, generating a FNT file and the associated texture.
-Done that, it was the easy part. BMFont doesn't and can't possibly know ahead of time where the final sprite will be located in an atlas. Therefor the x and y coordinates are as if the font sprite was by itself.
2. Use the Font Maker in NGUI to create your font, adding it to the atlas as desired.
-I tried this and it produced the same problem, except that it moved the sprites around the atlas.png in a different manner than TP.
The problem is simple as stated above: the font.fnt file doesn't take the global sprite offset into account after it's added to an atlas. The x and y coordinates in the .fnt file at 0,0 where the font sprite in the atlas is further down at around 0,400.