Author Topic: Fantasy Atlas  (Read 9290 times)

Chris_E

  • Newbie
  • *
  • Thank You
  • -Given: 0
  • -Receive: 1
  • Posts: 37
    • View Profile
Fantasy Atlas
« on: April 26, 2012, 05:46:12 AM »
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!

Nicki

  • Global Moderator
  • Hero Member
  • *****
  • Thank You
  • -Given: 33
  • -Receive: 141
  • Posts: 1,768
    • View Profile
Re: Fantasy Atlas
« Reply #1 on: April 26, 2012, 06:45:02 AM »
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.

ArenMook

  • Administrator
  • Hero Member
  • *****
  • Thank You
  • -Given: 337
  • -Receive: 1171
  • Posts: 22,128
  • Toronto, Canada
    • View Profile
Re: Fantasy Atlas
« Reply #2 on: April 26, 2012, 02:52:02 PM »
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.

tinyutopia

  • Newbie
  • *
  • Thank You
  • -Given: 0
  • -Receive: 0
  • Posts: 15
    • View Profile
Re: Fantasy Atlas
« Reply #3 on: June 27, 2012, 10:44:47 AM »
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?

ArenMook

  • Administrator
  • Hero Member
  • *****
  • Thank You
  • -Given: 337
  • -Receive: 1171
  • Posts: 22,128
  • Toronto, Canada
    • View Profile
Re: Fantasy Atlas
« Reply #4 on: June 27, 2012, 10:49:12 AM »
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.

tinyutopia

  • Newbie
  • *
  • Thank You
  • -Given: 0
  • -Receive: 0
  • Posts: 15
    • View Profile
Re: Fantasy Atlas
« Reply #5 on: June 27, 2012, 11:11:42 AM »
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.