I'm creating a custom font for my project. I've been putting a lot of effort into it and I have yet more effort to go.
Thinking ahead, when the project is done I might want it available in more than English. I don't know if I will have the option to release this internationally, but I am willing to spend a day or two to make it a possibility. That being said I will want the font I use to be capable of supporting various languages. Now I am not going to bother with the various Asian scripts because that is too far beyond me, but I do want to include all of the Latin characters so that I will have complete support of all the Latin-based languages. After all, including a few simple extra characters to enable a whole language would be worth the effort.
So I created a custom font and imported it into Unreal Ed. And while I thought I got most of the glyphs that I could want, I still find that the font appears with two large sections of characters that I failed to create.
I checked Unicode on Wikipedia and these characters are given two or three letter designations that I have no idea what they mean. I *assume* these are not printed characters so I don't need to worry about them, although that just makes me wonder why UDK still prints them on the character sheet if they will never be seen. Still, I would like to hear from a reliable source what those missing characters are for.
But the bigger question I have is something I cannot answer for myself: did I get all the characters I need? Like I said, I am not going to bother with languages that require a completely foreign set of characters, but I do want to enable as many languages as I can.
Now since no one can clearly tell what "enough" is, I suppose what I'm really asking is:
What languages will these characters fully support? What languages will not be supported with this current set? and what would I need to create to support those languages?
It looks like I have everything through Unicode 00FF. (excluding the first 32 characters, and 007F-00A0)
Thinking ahead, when the project is done I might want it available in more than English. I don't know if I will have the option to release this internationally, but I am willing to spend a day or two to make it a possibility. That being said I will want the font I use to be capable of supporting various languages. Now I am not going to bother with the various Asian scripts because that is too far beyond me, but I do want to include all of the Latin characters so that I will have complete support of all the Latin-based languages. After all, including a few simple extra characters to enable a whole language would be worth the effort.
So I created a custom font and imported it into Unreal Ed. And while I thought I got most of the glyphs that I could want, I still find that the font appears with two large sections of characters that I failed to create.
I checked Unicode on Wikipedia and these characters are given two or three letter designations that I have no idea what they mean. I *assume* these are not printed characters so I don't need to worry about them, although that just makes me wonder why UDK still prints them on the character sheet if they will never be seen. Still, I would like to hear from a reliable source what those missing characters are for.
But the bigger question I have is something I cannot answer for myself: did I get all the characters I need? Like I said, I am not going to bother with languages that require a completely foreign set of characters, but I do want to enable as many languages as I can.
Now since no one can clearly tell what "enough" is, I suppose what I'm really asking is:
What languages will these characters fully support? What languages will not be supported with this current set? and what would I need to create to support those languages?
It looks like I have everything through Unicode 00FF. (excluding the first 32 characters, and 007F-00A0)
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