Modding talk:Custom languages
| This talk page is for discussing Modding:Custom languages. | |
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Add Fonts
First of all thanks for creating this guide. I am creating an Esperanto translation and I really appreciate this guide (especially the examples ;) ).
Esperanto has these additional "hat letters": "ĝ ĥ ŭ ŝ ĵ ĉ" They are not in the normal font so I have to create my own, but I even fail with loading the Japanese fonts. I get no errors but some texts simple disappear and the rest is as before. I guess they use different fonts (the "SpiritFont", "smallFont" and "TinyFont") and that it only changes one and that that one breaks. Any ideas? A way to just add the missing 6 characters would be awesome. --Jolesh (talk) 13:09, 29 October 2023 (UTC)
- You might find more (and quicker) help if you ask in the #making-mods area of discord. Good luck!! margotbean (talk) 18:10, 29 October 2023 (UTC)
UseLatinFont
I would like to clarify the parameter UseLatinFont. When set to true, the dialog strings and list elements use global sprite fonts, specifically font_bold.xnb and font_colored.xnb (from the LooseSprites folder). If the language has characters that are not present in these fonts, then when set to true, it is necessary to modify these files (font_bold.xnb and font_colored.xnb) by adding the required characters–probably it will require increasing the texture height and finding the proper place of the character space. For example, if 'e' is ASCII 15, then when the game is trying to draw that character, it will pull from whatever is at tile index 15 (counting from the top left space being 0, going from left to right). Otherwise, when set to false, these files are not used, and a custom font in .fnt format is used for dialogs and menu elements.
Also, despite the name of the parameter, it is not specifically related to the Latin alphabet, as it essentially refers to the ASCII table, which already includes Cyrillic characters and can accommodate any ASCII-compatible symbols.--Quicksilver (talk) 03:16, 18 March 2026 (UTC)