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Old 10/05/2012, 10:14 PM   #1
Lorenc_
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Default Fonts with setobjectmaterialtext

Do other players need to download a specific font in-order to see a font that I downloaded and used?
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Old 11/05/2012, 11:55 AM   #2
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Default Re: Fonts with setobjectmaterialtext

99% sure that's a yes.
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Old 11/05/2012, 01:06 PM   #3
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Default Re: Fonts with setobjectmaterialtext

of course yes, 100% sure.
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Old 11/05/2012, 11:48 PM   #4
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Default Re: Fonts with setobjectmaterialtext

Yeah, seems like they do. Just tested.
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Old 12/05/2012, 12:15 AM   #5
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Default Re: Fonts with setobjectmaterialtext

Are there any that DON'T need to be downloaded? Just standard windows fonts?
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Old 12/05/2012, 12:33 AM   #6
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Default Re: Fonts with setobjectmaterialtext

such a shame that multi-fonts couldn't have been added to SendClientMessage's or Textdraws, do all the windows fonts work?
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Old 12/05/2012, 12:57 AM   #7
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Default Re: Fonts with setobjectmaterialtext

Any font that is installed on the client's computer will work. You should stick to the standard ones.
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Old 14/05/2012, 11:19 AM   #8
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Default Re: Fonts with setobjectmaterialtext

Quote:
Originally Posted by whitetigerswt View Post
such a shame that multi-fonts couldn't have been added to SendClientMessage's or Textdraws, do all the windows fonts work?
Truely is a shame that fonts wasn't added to SendClientMessage.
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Old 14/05/2012, 12:48 PM   #9
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Default Re: Fonts with setobjectmaterialtext

Something just came to mind. Went ingame to test it immediately.



Although I'm not sure if the game actually loaded that font (GTAWEAPON3) from the game directory (gtaweap3.ttf) or from the Windows directory. I did get a message once that stated: SignText: Can't create font GTAWEAPON3
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Old 17/05/2012, 07:26 AM   #10
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Default Re: Fonts with setobjectmaterialtext

A fallback technique like in websites would be nice for fonts, maybe defined like this:

pawn Code:
SetObjectMaterialText(objectid, text[], materialindex = 0, materialsize = OBJECT_MATERIAL_SIZE_256x128, fontface[] = "Pridedown\nArial\nTimes New Roman", fontsize = 24, bold = 1, fontcolor = 0xFFFFFFFF, backcolor = 0, textalignment = 0);

\n would separate the font names in the example above
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