Well basically, if you saw my thread in show-off i had loaded new font's for the client and now ive decided to release a working version.
There may be a few problems, for example height offsets. This may include some characters to be higher than others, on standard font's such as Time new roman and arial which i tried it worked perfect but i havn't tested script or anything.
PLEASE POST/PM ME WITH ANY PROBLEMS, FOR EXAMPLE SPECIAL CHARACTERS NOT BEING AT THE RIGHT HEIGHT, then i can fix in the next versions.
I have removed italics from this version because the whole character wouldn't draw, it would be missing a few pixels and i kept trying but it didn't load.
Here are a few examples:
ARIAL SIZE 12: (Ingame)
ARIAL SIZE 12: (Login screen)
ARIAL SIZE 24: (Ingame)
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Right, now for the tutorial.
In your textDrawingArea class replace the variables at the bottom of the class with these;
Code:
public byte[][] aByteArrayArray1491;
public int[] anIntArray1492;
public int[] anIntArray1493;
public int[] anIntArray1494;
public int[] anIntArray1495;
public int[] anIntArray1496;
public int anInt1497;
public Random aRandom1498;
public boolean aBoolean1499;
Now.
Scroll up and add this;
Code:
public TextDrawingArea(String s)
{
ZeeFont zee = new ZeeFont(this, s);
zee.loadFont();
}
Now we need to actually implement the loading of the font's.
So go into your client and find this;
Code:
chatTextDrawingArea = new TextDrawingArea
Now, if you want to replace one of your already existing textDrawingArea's then you can do this.
Remove your old one of these and add this;
Code:
chatTextDrawingArea = new TextDrawingArea("./font_name.dat");
If not, then declare a new instance to the TextDrawingArea class and do this;
Code:
public TextDrawingArea myFont;
Then;
Code:
myFont = new TextDrawingArea("./font_name.dat");
That would create the new font, you can set that to interfaces or use it for anything else, but you have to work that out yourself.
Now, add this class into your client folder.
[Only registered and activated users can see links. ].
Now you need to create your font's, so download the font creator.
[Only registered and activated users can see links. ]
Now, unrar this and follow the README text document.
When you have done this and you are left with a dat file called for example;
"B12_Arial" this means Bold, size 12, arial.
Now, go back to your;
Code:
chatTextDrawingArea = new TextDrawingArea("./font_name.dat");
And replace the "./font_name.dat" with your font's name, for example;
Code:
chatTextDrawingArea = new TextDrawingArea("./B12_Arial.dat");
And there you go, have fun.
Remember, if you find any faults or have any problems just contact me.
[Only registered and activated users can see links. ]
Errm. I had a similar idea a very long time ago, about instead of current rs's gameframe, (622) making a rsps with about a 1645 or something. Make it look like you walked outside. I even gathered proffesional computer programmers to help, but bailed on the idea after i realized if we all worked on it non-stop for months at a time, we'd barely get any progress. (unless you wanted to half ass it)