FontPatcher

版本 v1.2.4·更新於 2024-04-11

Replace in-game font with other things

模組介紹 作者原文

LC-FontPatcher

Change in-game font to other font asset

Fix chat input bug on IME input

Config

default font assets

  • 00 default: English('$' fixed)
  • 01 kr: Korean (Orbit.ttf / DungGuenMo.ttf)
  • 02 jp: Japanese (Pretendard.ttf / Best-Ten.otf)

Each font is tried in the order of its name.

  • "Hello": in-game(if used) => 00 default
  • "한글": in-game(if used) => 00 default => 01 kr
  • "日本語": in-game(if used) => 00 default => 01 kr => 02 jp

How to use this mod as dependency

You can download here example mod

Folder structure.

|-- config

| |-- FontPatcher

| | `-- TestPath

| | `-- korean

| `-- lekakid.lcfontpatcher.cfg

|-- icon.png

`-- manifest.json

Minimized config

Settings file was created by plugin FontPatcher v1.2.0

Plugin GUID: lekakid.lcfontpatcher

[General]

Using in-game default normal font

Setting type: Boolean

Default value: true

UsingNormalIngameFont = true

Using in-game default normal font

Setting type: Boolean

Default value: true

UsingTransmitIngameFont = true

[Path]

Setting type: String

Default value: FontPatcher\default

FontAssetsPath = FontPatcher\TestPath

How to create another language's font AssetBundle

Initialize project

Create a new project with Unity 2022.3.9

Open Window > TextMeshPro > Font Asset Creator

Import TMP Essentials

Create "Editor" Folder

Create script file, then paste below source in file

//

using UnityEditor;

using System.IO;

public class CreateAssetBundles

{

[MenuItem("Assets/Build AssetBundles")]

static void BuildAllAssetBundles()

{

string assetBundleDirectory = "Assets/AssetBundles";

if (Directory.Exists(assetBundleDirectory))

{

Directory.Delete(assetBundleDirectory, true);

}

Directory.CreateDirectory(assetBundleDirectory);

BuildPipeline.BuildAssetBundles(assetBundleDirectory,

BuildAssetBundleOptions.None,

BuildTarget.StandaloneWindows);

}

}

After once initialize project, you don't need to repeat this step

How to make font asset

Add ttf/otf font file that want to be import

  • Sampling Point Size: 10n (Recommend 90 or 80)
  • Padding: n (if sampling point size is 80, set 8)
  • Render Mode: RASTER

Generate font asset with your language's character set

FontPatcher recognize by font's name.

You must be save font file according to the list below.

  • Normal: Default game font
  • Transmit: Signal translator's HUD font

(Recommend) Set line height to 98.1, ascent line 72.

These values are in-game setting.

Set font's material shader to Distance Field

Set font's texture filter mode to Bilinear

Select Normal.asset, Transmit.asset, add to AssetBundle

Set AssetBundle's name what you want (e.g. "jp", "cn", etc)

Build AssetBundles

Copy AssetBundles file to your mod folder

安裝與使用 安裝:BepInEx 外掛

  1. 本站下載的壓縮包就是模組本體,通常是 BepInEx 外掛(解壓後得到 .dll 或外掛資料夾)。
  2. 建議流程:用社群模組管理器(如 r2modman)選中本遊戲後匯入該模組,管理器會自動裝好 BepInEx 前置並處理依賴。
  3. 手動流程:先在遊戲目錄裝好 BepInEx 載入器,再把解壓出的 .dll 或外掛資料夾放進 BepInEx/plugins/。
  4. 啟動遊戲,BepInEx 控制台會列印載入日誌;確認這個模組出現在日誌裡即為安裝成功。

帶「前置依賴」的模組需要一併安裝,否則不會載入。功能開關通常在遊戲內或外掛自帶的設定檔裡調整。

前置依賴

下面這些內容需要先安裝,否則該模組不會生效:

BepInEx-BepInExPack

檔案與校驗

檔案名稱
FontPatcher-1.2.4.zip
檔案大小
6.4 MiB