-
-
Notifications
You must be signed in to change notification settings - Fork 22k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Can't import generated BMFont .fnt file. #95523
Comments
This is very hard to debug without an example to try, please upload an MRP to test with:
|
my bad, here's the MRP |
Your font file have |
Sounds like a third party issue if the original files come this way from the software, not on the Godot end |
so what is a reliable way to generate a fnt for use in Godot? |
interesting, i wonder if this is a crude way for the software to encode 2 different units (possibly pixels and points?) |
That's not really something we can solve though regardless if we recommend it or not, so if the problem is with BMFont please report it to them |
Oh, I was experimenting locally and figured that only the binary format was correctly parsed by godot, and yeah after testing the "Match char height" checkbox also breaks everything... While this is probably an issue in BMFont i feel like Godot should display some more helpful errors in the importer regarding incompatible exports. |
https://www.angelcode.com/products/bmfont/doc/file_format.html ` infoThis tag holds information on how the font was generated.
` the docs say that this is the size of the original font... these properties are not needed to display the font. "This tag holds information on how the font was generated." you can get the actual size of the bitmap font using the other tags that are not related to the original ttf file like lineheigt etc. other programs (unity etc) not worry about original ttf size when displaying bmfont files idk why godot does... |
Just adding to this issue because the importer also fails when the fnt file only contains "glyph" data when Godot expects "outline" data, shouldn't it attempt to pick either? (they both look the same in the generated bitmap?) |
Tested versions
Tested on v4.2.2.stable.official [15073af] Forward+ and Compatibility
System information
Godot v4.2.2.stable - Windows 10.0.19045 - GLES3 (Compatibility) - NVIDIA GeForce RTX 4060 Ti (NVIDIA; 31.0.15.5123) - AMD Ryzen 7 7800X3D 8-Core Processor (16 Threads)
Issue description
Importing an AngelCode BMFont seems to completely fail, no matter how much i wrangle with BMFont's export settings and presets.
For an ANSI page i get 2000+ errors of just this:
Steps to reproduce
Minimal reproduction project (MRP)
N/A
The text was updated successfully, but these errors were encountered: