This is what I get in the game engine. It’s as though the white text won’t alpha over the black text. To get borders for my text, will I have to resort to the old method of dynamic text and use a bmp font file? Is there a way to alpha text over text?
After playing with this for a little while, I figured just about the only way I could do it is by placing the two texts in separate scenes and using scene overlay to get the white over the black. It’s a bit of a hassle but it gets the job done.
By the way, I used ‘font forge’ to edit the text to make a font that outlines the overlay text. It’s really easy. You just load a font, select all of the font items, go to Element --> Expand Stroke. Then increase the main and minor stroke widths. I also check the bock that says ‘remove external contour.’ That’s how I make a font that will outline my original font. I also run my original through font forge so that any modifications made by the program will be done to the original so it matches the outline font. As far as I know, this method will work with any .ttf file.
I tried this again just now and for some reason it works perfectly the way I thought it would! Anyway, if anyone’s interested, here’s the blend file. It includes the two fonts that I work with. It’s a free font I downloaded called komik axis.
EDIT: I’m now using blender 2.67… maybe that’s what did it?
EDIT: Nope! The trick is to not parent the background text to the foreground text. This is what I was doing before. Instead, parent the foreground text to the background text!