I need to use a custom font sheet for a blender project and have stumbled upon a problem. When the text is rendered during game runtime, all the characters are “@”. I created a plane which uses a “Text” property, have selected the text option in the material game setting and have packed the image.
You see, if you look at some blender font image there is this gibberish or greyscale pixels in the top part that control the mapping of the characters. They tell the text processor what kind of spacing the characters should have. You need these in order for the file to work in BGE so if you used a reference image be sure to copy these pixels in your font file.
You would use ftblender (an old program) to generate a correct font image, if you need to use the old bitmap font method. If I were you, though, I’d probably go with Blender’s internal text object system or BGUI and custom-make font files using a program or service like Fontstruct.
After a bit of research, .ttf does not support blur effects, then I have started to think about some stuff for the font sheets and found a way to create it. While experimenting with the UV mapping inside blender I concluded that the metadata at the top only contains the spacing in between the characters and their order. So if I move the UV mapping of the first character to the right, all other characters will have the same offset, thus fixing the blur bleeding over other characters.