Operating system or device - Godot version:
Godot 3 form master, commit df573f5c3a76155842e43ea0dbab594e3944b114
Issue description:
While BitmapFont resource exist, there is no way to import TTF as BitmapFont
There is one more use case I'd like to mention: importing image as BitmapFont.
You can find a lot of bitmap fonts in form of textures in the internet.
It could be nice to have way to import them. It's also easier to draw pixel font for your game than create vector ttf file.
From what I see in the BitmapFont API, it could be done as plugin.
Example bitmap fonts from Playscii project:
image:

and character set definition:
pico8.txt
The idea was to add BMFont support at some point, since there already is
support for it in the bitmap font class..
On Tue, Aug 8, 2017 at 7:53 PM, Daniel Lewan notifications@github.com
wrote:
Operating system or device - Godot version:
Godot 3 form master, commit df573f5
https://github.com/godotengine/godot/commit/df573f5c3a76155842e43ea0dbab594e3944b114Issue description:
While BitmapFont resource exist, there is no way to import TTF as
BitmapFontThere is one more use case I'd like to mention: importing image as
BitmapFont.
You can find a lot of bitmap fonts in form of textures in the internet.
It could be nice to have way to import them. It's also easier to draw
pixel font for your game than create vector ttf file.From what I see in the BitmapFont API, it could be done as plugin.
Example bitmap fonts from Playscii project:
image:
[image: pico8]
https://user-images.githubusercontent.com/4397533/29097786-f66ad1c6-7c9b-11e7-86f3-3782c37674b6.png
and character set definition:
pico8.txt https://github.com/godotengine/godot/files/1209768/pico8.txt—
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Good to know. Personally I use DynamicFonts but that use case with png -> font seems nice especially for writing rouge-likes ;)
edit: missclick, sorry
I'm using the font Orbitron https://fonts.google.com/specimen/Orbitron
and bitmap is ideal for it, however, dynamic works fine but not as "crispier" if you will
would really love to see bitmap font support make a comeback in 3.0!
It's also the only way to change the script editor font, and I don't know how to make one at the moment^^"
An issue was open about it though https://github.com/godotengine/godot/issues/10866
The old bitmap font importer will not come back due to it being really complex and hacky.
I suggest implementing BMFont support (Godot can parse thos files, there are methods for that in BitmapFont):
https://github.com/godotengine/godot/blob/master/scene/resources/font.h#L122
either as a resource type or importer (resource type may make more sense).
Doesn't this PR https://github.com/godotengine/godot/pull/12619 fix this?
It seems like we can use 2.xx and import the bitmapfont, then change its filename to .font and use it in 3.0. I saw a facebook post of someone mentioning this, however, I imagine this might cause problems in the future? If not, I mean I guess we should be fine for now
Should #12619 be re-opened/merged? Seems it is the most feasible way currently.
I will kick this to 3.1, I think bitmap fonts are still of limited use and BMFont support partly covers this.
But there is no BMFont support, is there?
yes, there is
How? I have a .fnt file in my project, it's not shown in the file system dock and I can't use it as font resource.
It somewhat there, you need to create a BitmapFont and then via code:
$Label.get_font("font").create_from_fnt(fnt_path)

This is now working since https://github.com/godotengine/godot/commit/4de84f4c0a53fdaf72e16715b77b8a93bc8f220a
great, closing then