I want the text to have the same texture as the image label. And obviously i dont want that big ass square behind it, i just want the text color to have that texture. Is there a way to do this?
If you have a UIStroke in your text, you can set TextTransparency to 1.
This still leaves the actual image behind it as a big square however, which is what OP wants to avoid. It isn’t really possible (easily, at least) to overlay a texture bitmap onto text currently ![]()
You’d have to pre-create the text image with the pattern overlaid in an image editing software and upload it as a decal.
There are more convoluted and difficult solutions, such as using ViewportFrames with your text instead rendered as meshes and having the texture as a decal overlaid on the mesh, which would work - but you’d need to either manually arrange your text letter-by-letter with each viewportframe, or create a script that renders any text you input as meshes.
yeah but then i still have a big ass square behind it
The only thing I could thing of here is to still set TextTransparency to 1, make a shape of the text in an editing app like paint.net or krita and apply the image as the shape of the text. Then insert an imagelabel and adjust accordingly for your text.
You can escape the period in paint.net by typing \. instead of just .
wait it works thank you so much bro
