Thanks for the replies. I thought I saw a thread on how to put fonts into the atlas with the other ui elements, but I can't seem to find it now. I made an atlas that has my ui elements and a font, using TP. When I create a label add type some text I see just a few black boxes. How do I tell NGUI that the texture provided is an atlas? I created a UIFont with the font maker tool provided, used my atlas as the font texture, and assigned the renamed .fnt file as the font data. I don't see a separate setting to tell NGUI that it's pulling data from an atlas, or a place to provide the atlas data to the font. The font was made with bmGlyph and has been used successfully with UIToolkit. I attached a screen shot.
EDIT:
I figured it out. It was a mix of stupidity and error. I set up texture packer and bmGlyph to auto create SD and HD textures. I gave TP the HD font, but gave ngui the .fnt file for the SD font texture. The second error was in the UIFont script. I didn't see the "Sprite" selection drop down to select which sprite the font data applied to. Problem solved (PEBKAC). However, for whatever reason, I was missing pieces of some letters and other letters entirely. I had to import the font file multiple time before it showed up correctly. It looks good now though. I hope I don't have to modify it at all. Bit of a finicky system, but well worth the money.
EDIT2:
Just a note for other newcomers that want to use TP. Don't add the font into the atlas via TP as the font creation tool will add a copy of whatever texture you give it. I wound up with a huge atlas comprised of my original atlas with the font, and another copy of my entire atlas placed inside. Leave the font texture out and let NGUI add it.
Regards