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please help me. create 1 pdf font with Vietnamese characters #182

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nonamebatbai opened this issue May 8, 2021 · 8 comments
Open

please help me. create 1 pdf font with Vietnamese characters #182

nonamebatbai opened this issue May 8, 2021 · 8 comments

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@nonamebatbai
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nonamebatbai commented May 8, 2021

please help me. add sdf fonts with Vietnamese characters to your fonts. please
in here is missing the character https://jrgraphix.net/r/Unicode/1E00-1EFF

1EA0

1EA1

1EA2

1EA3

1EA4

1EA5

1EA6

1EA7

1EA8

1EA9

1EAA

1EAB

1EAC

1EAD

1EAE

1EAF

1EB0

1EB1

1EB2

1EB3

1EB4

1EB5

1EB6

1EB7

1EB8

1EB9

1EBA

1EBB

1EBC

1EBD

1EBE
ế
1EBF

1EC0

1EC1

1EC2

1EC3

1EC4

1EC5

1EC6

1EC7

1EC8

1EC9

1ECA

1ECB

1ECC

1ECD

1ECE

1ECF

1ED0

1ED1

1ED2

1ED3

1ED4

1ED5

1ED6

1ED7

1ED8

1ED9

1EDA

1EDB

1EDC

1EDD

1EDE

1EDF

1EE0

1EE1

1EE2

1EE3

1EE4

1EE5

1EE6

1EE7

1EE8

1EE9

1EEA

1EEB

1EEC

1EED

1EEE

1EEF

1EF0

1EF1

1EF2

1EF3

1EF4

1EF5

1EF6

1EF7

1EF8

@gravydevsupreme
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This task involved generating a Font Asset and putting it into an Asset Bundle.

  • The Font Asset should be generated using the same version of TextMesh Pro that the game uses.
  • The Asset Bundle should be generated using the same version of the Unity Engine as the game uses.

There's no one size fits all here, because how to do this differs based on what version of TextMesh Pro is used and what version of the Unity Engine is used. But in later versions (2018+) it is fairly simple.

For 2018+, do the following:

  1. Download the Unity Editor and install the specific version of the Unity Engine that the game uses.
  2. Create a new project using that version (if asked during project creation whether you want to include TextMesh Pro, say yes)
  3. Once the project is created use the TextMesh Pro tooling to create a Font Asset. This may require installing additional packages to the project or they may already be included. It differs.
  4. Once a Font Asset has been create you must create an Asset Bundle. How this is created also differs from version to version.
  5. Put the Asset Bundle into the game directory and reference it from the AutoTranslatorConfig.ini file as described in the README of this repository.

For step (1,2,3) and step (4) you should be able to find some guides floating around online on how to do this. Here's an example for Asset Bundles used by the Raft community. In this example they actually describe an "old" way of creating asset bundles, but that should still work just fine.

There's some additional information about how I have created asset bundles in the past in this issue.

In the Releases tab of this repository there is a file called TMP_Font_AssetBundles.zip that contains a few different Asset Bundles with a single Font Asset that was created for different versions of the Unity Engine. They might work for you, but they may also simply fail to load because of incompatibility.

I know this is described in very broad terms, but there is no one-size-fits-all answer to this question.

@nonamebatbai
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nonamebatbai commented May 13, 2021

This task involved generating a Font Asset and putting it into an Asset Bundle.

  • The Font Asset should be generated using the same version of TextMesh Pro that the game uses.
  • The Asset Bundle should be generated using the same version of the Unity Engine as the game uses.

There's no one size fits all here, because how to do this differs based on what version of TextMesh Pro is used and what version of the Unity Engine is used. But in later versions (2018+) it is fairly simple.

For 2018+, do the following:

  1. Download the Unity Editor and install the specific version of the Unity Engine that the game uses.
  2. Create a new project using that version (if asked during project creation whether you want to include TextMesh Pro, say yes)
  3. Once the project is created use the TextMesh Pro tooling to create a Font Asset. This may require installing additional packages to the project or they may already be included. It differs.
  4. Once a Font Asset has been create you must create an Asset Bundle. How this is created also differs from version to version.
  5. Put the Asset Bundle into the game directory and reference it from the AutoTranslatorConfig.ini file as described in the README of this repository.

For step (1,2,3) and step (4) you should be able to find some guides floating around online on how to do this. Here's an example for Asset Bundles used by the Raft community. In this example they actually describe an "old" way of creating asset bundles, but that should still work just fine.

There's some additional information about how I have created asset bundles in the past in this issue.

In the Releases tab of this repository there is a file called TMP_Font_AssetBundles.zip that contains a few different Asset Bundles with a single Font Asset that was created for different versions of the Unity Engine. They might work for you, but they may also simply fail to load because of incompatibility.

I know this is described in very broad terms, but there is no one-size-fits-all answer to this question.

I play empire of sin game. all your fonts work. but your fonts are missing the above letters to display in the game. I don't know how to create a new font, even though I've seen the tutorial. Can you help me add the missing letters to the <arialuni_sdf_u2019> font ?

@gravydevsupreme
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You can try this, but I will say this: I do not remember which version of TextMesh Pro I used when I generated those bundles, and this is definitely not generated using the same version because the size of the file is actually smaller.

https://www.mediafire.com/file/pl7ezsfqylax662/arialuni_sdf_u2019/file

@gravydevsupreme
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gravydevsupreme commented May 14, 2021

Some guidance on how to generate it for Unity Engine 2018 or greater when the game uses the Unity.TextMeshPro.dll file:

  1. Create a new Unity Project with the desired version.
  2. Use the Package Manager to ensure that TextMesh Pro and Asset Bundler Browser is installed. Note that you can install different versions of TMP and you may need to do some digging to determine which version is right for your game.

Windows

PackageManagerUI

  1. Locate Arial Unicode MS Regular in C:\Windows\Fonts and drag it into project. If you do not have it, find it somewhere online.

LocatingArialUni

  1. Create a TextMesh Pro font asset. You may need to "Import TMP Essential Resources" first. ALSO: Creating the font asset will take a while and the progress bar will not progress at all for a long time. Especially if using shown settings.

CreatingTMPFont

  1. Create the Asset Bundle. Drag the TextMesh Pro Font Asset into the Asset Bundle Explorer and configure as shown (avoid using LZMA for best compatibility). Then click Build.

AssetBundleCreation

AssetBundleBuilding

  1. This will generate the following file, which is the file I have renamed and redistributed:

TextMeshProAssetBundle

@nonamebatbai
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You can try this, but I will say this: I do not remember which version of TextMesh Pro I used when I generated those bundles, and this is definitely not generated using the same version because the size of the file is actually smaller.

https://www.mediafire.com/file/pl7ezsfqylax662/arialuni_sdf_u2019/file

it works . thank you very much

@baoenzo
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baoenzo commented Oct 1, 2021

@nonamebatbai Can you give me sdf fonts with Vietnamese characters ?

@nonamebatbai
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nonamebatbai commented Oct 1, 2021

@nonamebatbai Can you give me sdf fonts with Vietnamese characters ?

ok. trao đổi qua discord nguyễn đình đức#3035 . discord gametiengviet
tôi tìm bác mà không thấy

@Mirra0510
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@nonamebatbai
Ông ơi, ông còn giữ font này không, cho tôi xin với?

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