Monogame "Could not find font file" when running - linux

I'm trying to learn the basics of Monogame, and I've successfully figured out how to use the Monogame Content Pipeline to load and display images on the screen. When I try to do the same with fonts, by loading a font called galleryFont.spritefont into the Monogame Content Pipeline everything is fine.
Please note: even before I import the font into my code, I get an error.
However, the problem occurs when I run the project. I get an error that looks like this:
It states:
error : Processor 'FontDescriptionProcessor' had unexpected failure!
System.IO.FileNotFoundException: Could not find "Arial" font file
I also get an error in my build tasks, stating this:
As you can see as well, the file is loaded, but what I noticed what was strange was that the monogame content pipeline did not save the file as an .xnb file in the Content/bin folder.
Or since the error said, "Could not find Arial font file," does this mean I need to somehow download the Arial font.ttf and link it somehow in my .spritefont file? Here is the .spritefont file if anyone is interested.
<?xml version="1.0" encoding="utf-8"?>
<!--
This file contains an xml description of a font, and will be read by the XNA
Framework Content Pipeline. Follow the comments to customize the appearance
of the font in your game, and to change the characters which are available to draw
with.
-->
<XnaContent xmlns:Graphics="Microsoft.Xna.Framework.Content.Pipeline.Graphics">
<Asset Type="Graphics:FontDescription">
<!--
Modify this string to change the font that will be imported.
-->
<FontName>Arial</FontName>
<Size>24</Size>
<Spacing>0</Spacing>
<UseKerning>true</UseKerning>
<Style>Regular</Style>
<!--
If you uncomment this line, the default character will be substituted if you draw
or measure text that contains characters which were not included in the font.
-->
<!-- <DefaultCharacter>*</DefaultCharacter> -->
<CharacterRegions>
<CharacterRegion>
<Start> </Start>
<End>~</End>
</CharacterRegion>
</CharacterRegions>
</Asset>
</XnaContent>
Thanks for any help.

After doing a ton of research, I found out that the font is not naturally loaded onto my computer. The tutorial I was using somehow had the Arial font already loaded, so they could just use <FontName>Arial</FontName> to load the font. However, I had to download a font, put it into my Content directory, then edit the .spritefont file to <FontName>font.ttf</FontName>. Finally, after doing this, the project would run.

It looks like you're trying to load the "Arial" font when you named your font "galleryFont". Try changing it to that in the code and see what happens. For example, here's how I load a font in one of my games:
protected override void LoadContent()
{
SpriteFont _font;
_font = Content.Load<SpriteFont>("SuperArial");
}
"SuperArial" is what I named an Arial font I packed into my mgcb file.

The Arial is specific to Windows.
A version of these fonts are available to Linux users through the following:
Ubuntu(same package as deb for debian)
sudo apt install ttf-mscorefonts-installer`
Arch:
sudo yay -S ttf-ms-fonts ttf-vista-fonts ttf-office-2007-fonts ttf-win7-fonts ttf-ms-win8 ttf-ms-win10 ttf-ms-win11`
Redhat:
sudo rpm -i https://downloads.sourceforge.net/project/mscorefonts2/rpms/msttcore-fonts-installer-2.6-1.noarch.rpm
All of these methods register the fonts, and can be used directly as specified.

Related

Display approval sign/check mark (✓) on Kivy Label

I am working on a Kivy(Python) Project and I need to display approval(✓) and cross(X) symbol in different scenario. I can display cross symbol but unable to display other one. Is there any way to do this ? Thanks.
Note: I have tried, writing text:'✓' and text:u'2713' under Label in .kv file but it doesn't work.
The font supplied with Kivy doesn't include the tick mark. You need to use fonts that include those symbols. Tick is available in fonts Arial Unicode MS, Wingdings and Wingdings 2. You can download the font ttf file and have it in the same folder with your script.
Link to download the font
https://www.download-free-fonts.com/details/88978/arial-unicode-ms
Then include the font and use it in the label as follow:
Label:
font_name:'arial-unicode-ms.ttf'
text: "This is the tick ✓"
Bro I was also troubling from same problem from morning but now I figured it out actually so I would like to share it with you.I used below code:
def wrong_btn(self):
self.ids.wrong_button.text = u"⌫" self.ids.wrong_button.font_name=r"C:\Users\95532\AppData\Local\Microsoft\Windows\Fonts\Arial-Unicode-MS.ttf"
I used this to specify the folder in which the font is stored so you can also download the font you want and just specify the path and don't forget use a r i.e raw string mark or else it wont work I wasted my whole day searching for that hope this helps you bro

Image is lost items when export from *.ai file to *.svg file in Adobe Illustrator

I have a problem when export from *.ai file to *.svg file. When I used web browser to view *.svg file, image is not correct ( Leaf vein is lost ). See image below:
Environment:
OS: Windows 10, Mac OS 10.14.2
Illustrator: Adobe Illustrator CC 2019
Original AI file: lost_item_test.ai
Exported SVG file: lost_item_test.svg
Select File -> Save as ... --> choose SVG ( svg ) --> click button "save"
SVG options dialog choose option like attach image.
click "OK" to save to SVG file
Expected:
Display in SVG is the same with AI editor
Actual:
+ SVG is lost or invisible some objects ( Leaf vein is lost )
Here is my export Option:
Please help me resolve this problem.
Thank you
I played a bit around with the code and noticed that there is a styles section in the svg. when i start deleting some of the styles in there the veins start showing up again. i think there are some styles that the browsers dont seem to support?
i'd recommend looking into those styles and maybe the colors.
there is also a series on https://css-tricks.com/lodge/svg/ i'd scroll around to see if there is one that you perhaps could use!

Eps to svg, special character not converted

I'm trying to convert an eps (created with Mathtype) to svg format.
I don't have any problems with math characteres, but I'm unable to get any special characters (aka àâä...)
I have tried on unix and windows, and none of those works.
The font used is Arial, and is installed properly(Default on Windows, manually added in fonts folder in unix)
I have oppened the Arial font in windows font manager and the non working character are in.
They just aren't converted.
Actually, to convert I use Inkscape (with ghostscript) like this :
inkscape -z -f in.eps -l out.svg
Thanks in advance,
Edit :
Added in.eps file
https://pastebin.com/vBtUVy69
The fact that you have installed Arial on your Windows box has little to do with the problem.
Does the EPS file include the embedded Arial font ? If not then you are dependent on font substitution. You should probably post a sample EPS file so that we can look at it.
My guess is that the Arial font is not embedded, so Ghostscript substittues Helvetica, and the Helvetica font doesn't have those glyphs, or they are not encoded at the character codes which the EPS file thinks they are.
[EDIT]
The EPS comments say DocumentNeededFonts: Arial-BoldMT", so the EPS does not include the font and you get font substitution.
I can't tell you immediately why the SVG says Arial. I can guess, but in the absence of a complete description as to how you are producing the SVG I can't (obviously) be sure.
Now... if the conversion path uses Ghostscript's pdfwrite device to create a PDF file from the EPS, and that PDF file is then somehow converted to Inkscape's internal format (or directly to SVG using something other than Ghostscript) then what is happening is that Ghostscript is substituting Helvetica for the missing Arial-BoldMT and when it produces the PDF file it embeds the Helvetica font, but calls it Arial-BoldMT (or whatever). That's a consequence of the font substitution, the font that gets substituted gets renamed to the expected name.
I think you can avoid that by setting -dEmbedAllFonts to false, though I haven't tested it. Even if you do, all that happens is that the PDF file then doesn't have the font, just the same as the EPS file. So the SVG creation will (presumably) have to use a substitute font instead. All you do is shove the problem further down.
The correct answer to this is 'always embed fonts'.
You can also make the Arial-BoldMT font available to Ghostscript by editing its fontmap.GS file in ghostpdl/Resource/Init for builds where the resources are not built into a ROM file system. For builds which do use a ROM file system (eg Windows) you must pick up a copy of the Resources (from the Ghostscript Git repository), modify the fontmap.GS file and then tell Ghostscript to use the modified resources by pointing to it with the -I switch.
This is still a hack, because its a TrueType font being used as a replacement for a PostScript font, so there's a certain amount of guesswork going on inside Ghostscript, but it usually works well enough, YMMV.

ImageMagick convert SVG to PNG not working with RSVG enabled

I'm using ImageMagick's convert utility to convert SVG file to PNG image. At first, I used vanilla installation of IM on OSX (brew install imagemagick) to convert the SVG using:
$ convert file.svg file.png
This worked except that some of the image objects in that file were offset (actual links to images). I then read a related question that suggested ImageMagick to be compiled with rsvg support (homebrew does it with brew install imagemagick --use-rsvg).
Now, when I try to perform the conversion, no images are rendered. I tried using this SVG file, and the resulting PNG was blank. However, if any text exists on the SVG, it's rendered in the proper location. Any ideas how to proceed? thanks.
You should run this command to see a list of all 'delegates' your ImageMagick is trying to use:
convert -list delegate
To discover which delegate command ImageMagick uses for SVG processing, run
convert -list delegate | grep 'svg ='
You should see the binary + commandline parameters your convert tries to use. Im my case it is /opt/local/bin/rsvg-convert (but I'm not using Homebrew, I use MacPorts).
Now check if the binary is present at all on your system:
If yes, run it directly and debug from there.
If no, try to find where your Homebrew installation installed it, and change ImageMagick's configuration file for its delegates. It's called delegates.xml. MacPorts places it into /opt/local/etc/ImageMagick/delegates.xml -- I don't know where Homebrew stores it.
However, since your un-modified installation was already working, there must have been an SVG consuming delegate at work already then. Otherwise you would not have gotten any SVG processed at all.
This internal SVG rendering method of ImageMagick is called MSVG. This is far from being a feature-complete SVG interpreter/renderer.
Update:
To see what ImageMagick is doing for which format, run this command:
convert -list format
and for SVG run
convert -list format | grep SVG
Output on my system is:
MSVG SVG rw+ ImageMagick's own SVG internal renderer
SVG SVG rw+ Scalable Vector Graphics (RSVG 2.36.1)
SVGZ SVG rw+ Compressed Scalable Vector Graphics (RSVG 2.36.1)
After you installed rsvg, the internal method to render SVGs will not have gone away. You can still force ImageMagick to use the internal renderer by adding MSVG: to the commandline like this:
convert MSVG:file.svg file.png
Just for completeness' sake...
Oh, I now had a look at the SVG file you linked to.
It contains JavaScript. I do not think that the RSVGlib does support JavaScript inside SVGs. I know for sure that the internal SVG coder named MSVG does not.
I had a similar problem and was just told to install inkscape and it works,
ImageMagick converts svg graph into pdf with tilted x-axis labels, any ideas?
The delegate list did not change but the output did. On further fiddling with forced MSVG I could not get the problem to go away. So another delegate is probably the best solution.

pdftops eps font issue

I'm creating a pdf with Apache FOP in Linux
then I need to convert the pdf it into an eps.
I'm trying lot of ways, the only one that seems works is the pdftops.
But,
when I convert it into Linux in command line
pdftops file.pdf -eps file.eps
This command creates me the eps
but when I try to open it in Adobe Illustrator in Windows XP
It returns me the error
EAAFD+HelveticaNeueLTStd-MdCnO_99-Identify-H;
Font not found on the system; missing font has been substituted.
But
1: the fonts han not been substituted
2: the eps do not show words inside it is all blank instead of the images
I'm sure that in Windows XP I have all the fonts
becouse if I convert the pdf to an eps inside the Adobe Illustrator
all works fine and Adobe Illustrator do not show me the fonts issue.
Can you help me?
What I'm doing wrong?
If something is not working as intended, then that's a bug clear and simple: it needs to be debugged and fixed. Please could you file a bug-report at:
launchpad.net/ubuntu/+source/poppler/+filebug
along with a copy of the PDF file that is being generated, and the exact command that is being used for the conversion (particularly whether it is pdf2ps (part of GhostScript), or pdfteps (part of Poppler/Xpdf and found in the poppler-utils package).
(Note that this question has been asked in three other places, but not yet reported in the bug-tracker where it can be explored, pointed to the right people and hopefully fixed).
Without knowing much about your setup, it looks like you're asking FOP to draw your text using the Helvetica Neue font, which is not part of the standard set of PDF fonts (note that Helvetica is, but not Helvetica Neue).
It would seem to me that your two options are to either force FOP to use Helvetica instead of Helvetica Neue, or force it to embed Helvetica Neue into the PDF (pdf2ps should automatically embed it into the result EPS file). In the first instance, you shouldn't need embedding at all, while in the second case the file should be embedded.
More info on how FOP handles fonts is also available from the package's documentation—as you can see, Helvetica Neue is not listed here.

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