Perzival12 Posted Friday at 22:27 Report Share Posted Friday at 22:27 I want to add some custom fonts and typefaces to Hyrule Conquest, but 0 A.D. seems to use custom files, a .png and a .fnt file. Is there a python script to write the .fnt file, or can I just write one, or what? Quote Link to comment Share on other sites More sharing options...
Dunedan Posted Saturday at 06:37 Report Share Posted Saturday at 06:37 In r28 the font engine got replaced, so you could use any FreeType or OpenType font. All you have to do is add it in the right location (it's binaries/data/mods/mod/fonts/ by default, but should work with any mod too) and change you config to use them. Here is how that'd need to look in your config: https://gitea.wildfiregames.com/0ad/0ad/src/commit/6ca52a0b23a311910e259cddf4ddab747374f22d/binaries/data/config/default.cfg#L659-L710 If you are stuck with Hyrule Conquest on a27, check out source/tools/fontbuilder2/fontbuilder.py for how to build the font files. Quote Link to comment Share on other sites More sharing options...
Perzival12 Posted 20 hours ago Author Report Share Posted 20 hours ago On 27/2/2026 at 10:37 PM, Dunedan said: In r28 the font engine got replaced, so you could use any FreeType or OpenType font. All you have to do is add it in the right location (it's binaries/data/mods/mod/fonts/ by default, but should work with any mod too) and change you config to use them. Here is how that'd need to look in your config: https://gitea.wildfiregames.com/0ad/0ad/src/commit/6ca52a0b23a311910e259cddf4ddab747374f22d/binaries/data/config/default.cfg#L659-L710 So if I want to include my new fonts for download in the mod, I have to include a custom config file specifying them? I can’t just specify them in the GUI file that uses them? Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted 18 hours ago Report Share Posted 18 hours ago Yes, this confuses me as well. Quote Link to comment Share on other sites More sharing options...
Stan` Posted 5 hours ago Report Share Posted 5 hours ago Yeah because previously we generated the font atlases manually and you had to edit the python script to do it for you now the game can do it for you but it still needs to know what you want. Quote Link to comment Share on other sites More sharing options...
trompetin17 Posted 1 hour ago Report Share Posted 1 hour ago IM not sure if you already read this page https://gitea.wildfiregames.com/0ad/0ad/wiki/Adding_font_support Let us know if that help 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted 43 minutes ago Report Share Posted 43 minutes ago Isn't the problem that default.cfg is not a file we can include in a mod? Quote Link to comment Share on other sites More sharing options...
trompetin17 Posted 15 minutes ago Report Share Posted 15 minutes ago 27 minutes ago, wowgetoffyourcellphone said: Isn't the problem that default.cfg is not a file we can include in a mod? Current code only load the file "config/[yourmodname].cfg" Quote Link to comment Share on other sites More sharing options...
trompetin17 Posted 13 minutes ago Report Share Posted 13 minutes ago 30 minutes ago, wowgetoffyourcellphone said: Isn't the problem that default.cfg is not a file we can include in a mod? In the wiki page have some comment how to replace the font from default if you want this. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted 11 minutes ago Report Share Posted 11 minutes ago 12 minutes ago, trompetin17 said: Current code only load the file "config/[yourmodname].cfg" 10 minutes ago, trompetin17 said: In the wiki page have some comment how to replace the font from default if you want this. So, my-mod is the top folder name for the mod, correct? EDIT: Correct Quote Link to comment Share on other sites More sharing options...
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