[Help] Registering custom fonts for map blip names

Hello everyone,

I am trying to display Greek characters (specifically the text “ΟΑΕΔ”) as a map blip name on my server. However, no matter what I try, the text always displays as 4 empty squares/cubes (□□□□) on the pause menu map.

I have played on other servers where Greek text displays perfectly on blips without requiring the player to install a local client-side font mod.

Here is what I have already tried so far:

  1. Using HTML tags in the string: AddTextComponentString(‘ΟΑΕΔ’) after registering the font. The map completely ignores the font face tag.
  2. Streaming a custom ‘font_lib_efigs.gfx’ via the stream/ folder. It seems FiveM overrides or blocks this specific file override on newer builds.
  3. Streaming a raw ‘greek.ttf’ file and calling RegisterFontFile() / RegisterFontId() in the client script. The UI engine registers it, but the map layer refuses to apply it to blips.
  4. Saving the client.lua file strictly with UTF-8 encoding.
  5. Trying alternative text tokens like “CELL_EMAIL_BCON” instead of “STRING”.

My current code looks like this:

RegisterFontFile(‘GreekFont’)

local fontId = RegisterFontId(‘GreekFont’)

function jobCenter()
Wait(2000)

local jobCenterBlip = AddBlipForCoord(CF_Jobcenter.ModelPosition.x, CF_Jobcenter.ModelPosition.y,

    CF_Jobcenter.ModelPosition.z)

SetBlipSprite(jobCenterBlip, 407)

SetBlipColour(jobCenterBlip, 7)

SetBlipAsShortRange(jobCenterBlip, true)

SetBlipScale(jobCenterBlip, 0.85)

BeginTextCommandSetBlipName("STRING")

AddTextComponentSubstringPlayerName('<font face="GreekFont">ΟΑΕΔ</font>')

EndTextCommandSetBlipName(jobCenterBlip)

end

jobCenter()

How are modern servers bypassing the map font restrictions to natively show Greek/Unicode letters on blips? Is there a specific export, a hidden GXT label trick, or a modern UI data file mapping that I am missing?

Any help would be greatly appreciated!

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