Tasharen Entertainment Forum
Support => NGUI 3 Support => Topic started by: Chris_E on April 26, 2012, 05:46:12 AM
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Can we use the fantasy atlas in a commercial game? I thought I saw somewhere I couldn't, but I can't find that now.
I'd really like to use some of the basic stuff, especially the font since the ones I'm making in Heiro are coming out blurry.
Thanks!
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Try using GlyphDesigner for fonts, I've used that with great success. :)
I think you're allowed to use anything in the NGUI package, but I'm sure Aren will confirm or deny.
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Yup, you're free to use all of it in your games as you see fit. All I did though is use BMFont to create the font then Photoshop to add some faint bevel to it.
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I would love to have more information on how this bevel mod is done in Photoshop. The standard atlases look so much better and I would like to know how they were made.
For example, when I export a bitmap from BMfont, you say to check "Pack chars in multiple channels", but doing this makes the bitmap uneditable in photoshop because everything is pack on top of itself. Can I somehow unpack them in photoshop for editing?
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Packed fonts are just alpha masks. If you want to add a bevel effect, you need a color channel as well, so you can't do it with just alpha masks.
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Ok, this helped me figure out how to accomplish what I wanted.
1. I copied each color channel into an separate file and used the channel data to create an alpha mask.
2. I filled that alpha in a separate layer, so I could then apply a bevel.
3. I made the background layer dark grey to remove any halo around the font edge.
4. a flattened the layers and copied the resulting image.
5. went back to the original packed font bitmap and selected the color channel that holds the characters I bevelled.
6. activate the alpha selection of this channel and then > paste into
7. repeat steps 1-6 with the other color channels, then go back to Unity and create the font as outlined in your helpful youtube video:
http://www.youtube.com/watch?v=dY6jQ7d2ius
Now if we could get outline support in a pack fonts shader standard I will have 100% flexibility with custom fonts.