Thanks for the reply Tony but I think I may have gotten it figured out.
I think the problem was that the name of the .ttf file and the actual
name of the font were different and I didn't realize it until now. I got
my icon in-game and think everything is looking pretty good now.
However, you never know what will go wrong next so it's completely
possible you'll be hearing from me again, ha ha. Thanks a lot for your
help guys, I really do appreciate it.
Ben
Tony "omega" Sergi wrote:
> Can you send me your ttf file, for your custom font?
> -Tony
>
>
> On Mon, May 5, 2008 at 1:54 PM, Ben Mears <[EMAIL PROTECTED]> wrote:
>
>
>> Thanks for the suggestion Tom but I'm still having some problems. I added
>> my
>> font to the end of ClientScheme.res so it looks like this:
>>
>>
>> -------------------------------------------------------------------------------------------------------------------------------------
>> //////////////////////// CUSTOM FONT FILES /////////////////////////////
>> //
>> // specifies all the custom (non-system) font files that need to be
>> loaded to service the above described fonts
>> CustomFontFiles
>> {
>> "1" "resource/CustomFont.ttf"
>> "2" "resource/HL2crosshairs.ttf"
>> "3" "resource/HALFLIFE2.ttf"
>> }
>>
>> }
>>
>> --------------------------------------------------------------------------------------------------------------------------------------
>>
>> Now when I pick up my weapon it doesn't flash any icon and the bucket
>> contains the weapon name but not the icon (instead of flashing and
>> displaying the letter "a" like it did before). Any further ideas or
>> solutions on this? Thanks.
>>
>> On Sat, May 3, 2008 at 2:30 AM, Tom Edwards <[EMAIL PROTECTED]>
>> wrote:
>>
>>
>>> You need to scroll to the very end of clientscheme.res and add your font
>>> to the list there.
>>>
>>> Ben Mears wrote:
>>>
>>>> Hey guys, I'm trying to replace the weapon selection icon in my HL2
>>>> Singleplayer mod and I've hit a wall. The problem is that instead of
>>>>
>>> showing
>>>
>>>> my custom icon, it shows whichever character is assigned to it (the
>>>>
>>> letter
>>>
>>>> "a" for example). Here's my workflow so far.
>>>>
>>>> -Create New Font and import and assign my weapon icon image to the
>>>>
>>> letter
>>>
>>>> "a"
>>>>
>>>> -Save Font as "CustomFont" into the "resource" folder of my mod
>>>>
>>>> -From that same folder open "ClientScheme.res" and copy this code:
>>>>
>>>>
>> -----------------------------------------------------------------------------------------------------------------------------
>>
>>>> }
>>>> WeaponIcons
>>>> {
>>>> "1"
>>>> {
>>>> "name" "HalfLife2"
>>>> "tall" "64"
>>>> "weight" "0"
>>>> "antialias" "1"
>>>> "additive" "1"
>>>> "custom" "1"
>>>> }
>>>> }
>>>>
>>>>
>>>>
>> ----------------------------------------------------------------------------------------------------------------------------
>>
>>>> -Paste the copied code right below it and change it to:
>>>>
>>>>
>>>>
>> ------------------------------------------------------------------------------------------------------------------------
>>
>>>> CustomFont
>>>> {
>>>> "1"
>>>> {
>>>> "name" "CustomFont"
>>>> "tall" "64"
>>>> "weight" "0"
>>>> "antialias" "1"
>>>> "additive" "1"
>>>> "custom" "1"
>>>> }
>>>> }
>>>>
>>>>
>> --------------------------------------------------------------------------------------------------------------------
>>
>>>> -Save and close "ClientScheme.res" , go up one folder, and open the
>>>> "scripts" folder
>>>>
>>>> -Open "weapon_crowbar.txt" and change this code:
>>>>
>>>>
>>>>
>> -------------------------------------------------------------------------------------------------------------------------------------
>>
>>>> // Weapon Sprite data is loaded by the Client DLL.
>>>> TextureData
>>>> {
>>>> "weapon"
>>>> {
>>>> "font" "WeaponIcons"
>>>> "character" "c"
>>>> }
>>>> "weapon_s"
>>>> {
>>>> "font" "WeaponIconsSelected"
>>>> "character" "c"
>>>> }
>>>> "ammo"
>>>> {
>>>> "font" "WeaponIcons"
>>>> "character" "c"
>>>>
>>>>
>> ------------------------------------------------------------------------------------------------------------------------------------
>>
>>>> to this:
>>>>
>>>>
>>>>
>> ------------------------------------------------------------------------------------------------------------------------------------
>>
>>>> // Weapon Sprite data is loaded by the Client DLL.
>>>> TextureData
>>>> {
>>>> "weapon"
>>>> {
>>>> "font" "CustomFont"
>>>> "character" "a"
>>>> }
>>>> "weapon_s"
>>>> {
>>>> "font" "CustomFont"
>>>> "character" "a"
>>>> }
>>>> "ammo"
>>>> {
>>>> "font" "CustomFont"
>>>> "character" "a"
>>>>
>>>>
>> ----------------------------------------------------------------------------------------------------------------------------------
>>
>>>> -Save and close and run mod
>>>>
>>>> When I run my mod and pick up my new weapon instead of displaying the
>>>>
>>> image
>>>
>>>> that I saved into my CustomFont it shows the actual letter "a". Does
>>>>
>>> anyone
>>>
>>>> know what's going on with this or what I am doing wrong? I looked for
>>>> tutorials and information on this subject and didn't really find
>>>>
>>> anything
>>>
>>>> too helpful. Thanks for the time and help guys.
>>>>
>>>> Ben
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>>
>>> please visit:
>>>
>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>>
>>>>
>>>>
>>>>
>>> _______________________________________________
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>
>>>
>>>
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>>
>>
>
>
>
_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders