D3DFUNC is a plugin DLL by Cloggy which has antialiased text functions to replace the standard pixelated text functions. It also has additinal drawing functions and text functions that work faster than the DBPRo drawing commands. (It also has some extra 3d commands; it stands for Direct3d Functions because it calls the DirectX 3d commands directly, instead of going through DBPRO. Advanced2d (Box2d) seems like it has smooth text drawing as well, but I have never used it; only because I'm not using DBPRO for my game; but it also has text paragraph formatting functions, a nice feature for a complex GUI.
Quote: "how it would be transparent though if thats what you wanted, so you only see the text and not the shape of the plane that is holding it"
You have to use a transparent bitmap mode (24 or 32bit) to draw on; and you have to set [SET OBJECT TRANSPARENCY] on the plane. I get the feeling they use this tecnique in WOW, not that I play it but because its screenshots contain character label sizes according to object distance; if they do use functions to resize fonts in 2d I'd be shocked because there can be 100s of characters on the screen at once.
There is a mathematical problem with this however, you have to rotate the plain according to the camera angle; not just a matter of using Point Object. You'd need to locate the Billboard algorythm on the forum to handle that. I do not know it; but I did see one used in one of the Shader packs. The extends plugin and the particle effects use them too.
Quote: "wouldnt be sure how to calculate how big the plane needs to be"
The engine will work it out for you; in texture coordinates you work with ratios not pixels. So with UV ratios, position 0,0 is top left, 1,1 is bottom right, 2,2 would paste 2 textures across and 2 down on a surface, and so on. So you just create your texture, and the engine will stretch the texture to the plane size; which can be set as the Text Width(), Text Height() results * desired scale; or you can paste the text inside a texture and workout the ratio and use [scale object texture].