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Thread: using new fonts?

  1. #51
    Member
    Registered: Jan 2001
    Location: Scotland
    I've just checked through some backup files, and I don't see that there's anything fancy about what I did in the .sch files.
    Code:
    VERSION 2.0
    TextEntry
    lg_spellbook
    lang_english 2004-02-29 21:48:00 "{font=dauphinn}Text here..."
    Are you perhaps putting the font tag outside the quotes?

  2. #52
    Member
    Registered: Aug 2006
    Location: Deutschland
    The German entry reads like this (and worked with Papyrus20 or something before):
    Code:
    lang_german 2004-03-25 11:39:21 "{font=jd}\nJonas,{br}die Jungs bringen keine guten Nachrichten. Ich fürchte fast einen Spitzel, der der Stadt von unserer Lieferung erzählt. Triff dich so schnell wie möglich mit unserem vertrauenswürdigen Hehler. Du weißt schon, er lebt quasi in direkter Linie zum Schlund des Kraken.{br}Kapitän Goliathson"
    Since the fonts are named exactly the same I have no other idea so far. Unless of course you have to initialize the font in one of the ini files or something. I've just copied them into the PCTextures\Fonts.

  3. #53
    Member
    Registered: Jan 2001
    Location: Scotland
    I've just done a string search in the backup and there's no mention of the font name other than in the .sch files. I notice I put ".str" in the readme which isn't correct, but I guess you've realised that already (and I'm presuming the text works with a normal font, just not a custom one).

    Then the .cel and .dds files go into PCTextures\Fonts and you should be ready to go. Hmm... have you tried the other fonts in the pack? Nothing funny about the file attributes - read-only, or something?

    I'll PM you the location where you can download my old mission backup, maybe you can find something I've missed.

  4. #54
    Member
    Registered: Aug 2006
    Location: Deutschland
    Thanks to Tiens I've solved the issue of custom fonts not appearing in fan missions. The dds/cel pair of files for each fonts must indeed be put in both the \PC Textures\DynamicallyLoaded and \PC Textures\Fonts folder of the FM.zip. If the first one is missing, the font won't show up on the page, if the latter is missing, the game will crash upon frobbing, or at least it did so in my case.

    Spasiba.

  5. #55
    Clearinghouse
    Registered: Aug 2002
    Location: Siberia, Russia
    Quote Originally Posted by Beleg Cúthalion View Post
    Spasiba.

  6. #56
    BANNED
    Registered: May 2006
    Location: Italia
    Quote Originally Posted by Beleg Cúthalion View Post
    Thanks to Tiens I've solved the issue of custom fonts not appearing in fan missions. The dds/cel pair of files for each fonts must indeed be put in both the \PC Textures\DynamicallyLoaded and \PC Textures\Fonts folder of the FM.zip. If the first one is missing, the font won't show up on the page, if the latter is missing, the game will crash upon frobbing, or at least it did so in my case.
    Are you going to finish it?

  7. #57
    Member
    Registered: Jan 2007
    Location: Moscow, Russia
    Quote Originally Posted by Beleg Cúthalion View Post
    Spasiba.
    You're welcome

  8. #58
    Member
    Registered: May 2009
    Location: Germany
    I don't know where you keep the custom fonts that are availlable.
    But in the past - and just recently again - I came across the JD font.
    And it has a problem, at least the version I am referring to (dated August 4, 2006).

    The effect can be seen with this text:
    "{font=jd}DE,D_E"

    Parts of the 'D' are actually assigned to the 'E', and the 'E' is chopped off at the right, which makes these 2 characters look odd.

    And this would be the corresponding jd.cel file:
    0, 30, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 13, 4, 7, 22, 13, 19, 13, 5, 12, 13, 13, 14, 5, 13, 6, 12, 17, 5, 15, 15, 15, 15, 14, 13, 14, 15, 6, 6, 13, 14, 15, 9, 14, 14, 16, 18, 25, 19, -1, 20, 17, 14, 5, 15, 16, 15, 18, 13, 15, 12, 17, 13, 12, 19, 16, 15, 23, 13, 13, 21, 10, 13, 11, 12, 15, 7, 12, 13, 12, 16, 14, 14, 11, 12, 4, -1, 13, 13, 6, 15, 14, 13, 13, 14, 11, 11, 14, 12, 9, 16, 10, 13, 12, 11, 9, 11, 12, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, -1, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 5, 13, 11, 11, 11, 11, 11, 11, 17, 11, 11, 11, 11, 17, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 9, 14, 14, -1, 14, 14, 14, 14, 24, 18, 19, 19, 19, 19, 6, 6, 6, 7, 11, 13, 15, 15, 15, 15, 15, 11, 15, 16, 16, 16, 16, 13, 11, 11, 12, 12, 12, 12, 12, 12, -1, 18, 12, 14, 14, 14, 14, 6, 5, 5, 6, 11, 15, 13, 13, 13, 13, 13, 11, 13, 12, 12, 12, 12, 16, 11, 0
    The 25 needs to be replaced with 30.
    Would be nice, if the JD font could be updated - whereever it is being provided for download.
    Here is the updated version, so please copy it to whereever the fonts are being kept, since I do not intend to host such stuff and clean up rather regularly.
    http://www.gnartsch.de/Thief-FM/beta/JD-Font/JD.zip

  9. #59
    Member
    Registered: May 2009
    Location: Germany
    Just curious,..... so where do you host a copy of all the TDS fonts availlable ?

  10. #60
    Member
    Registered: Aug 2006
    Location: Deutschland
    Clearing will probably grab everything once it's on the net, but people have been (positively) mis-using our static mesh hosting site already, so you might put it there for now. Are the other links dead? I still have a couple of them although I started after the first T3Edding wave had already ceased.

    Just this week I accidentally saw a handwriting font that looked cool IMHO for a Thief readable.

  11. #61
    Sneaky Upgrader
    Registered: May 2007

    FontTaffer v0.7

    A couple of years ago I updated Crispy's tool to the D and SDL2 that was new back then. Since the SU makes it possible to use standard T3 fonts rendered on large textures without having to change anything but the .dds and .cel files, I had hope to provide updated textures with the SU. In practice I never managed to produce something that looked better everywhere... But since the subject came up, here it is.

    A few new options were introduced along the way:

    Code:
    >fonttaff -h
    
    FontTaffer v0.7.0 by Crispy (updates by snobel)
    
    Usage: fonttaff [options] truetype.ttf
           fonttaff [options] raster.fon
    
       -h, --help                 Displays this message
       -o, --output=FILENAME      Output filename (optional)
       -s, --size=FONTSIZE        Font size to use (default 36)
       -t, --texture-size=PIXELS  Size of output texture (default 512)
       -l, --line-spacing=FACTOR  Line spacing (default 1.0)
       -d, --boldish              Render the font in pseudo-bold. Experimental, may
                                  work better than bold for thin horizontal lines
       -b, --bold                 Render the font in bold type
       -i, --italic               Render the font in italics
       -x, --index=FONTINDEX      Font index (default 0). You will
                                  usually not have to change this
       -r, --render-negx          Render the full glyphs, including parts that
                                  would normally 'go backwards' on the line
       -u, --offset-left=PIXELS   Shift all glyphs PIXELS pixels to the right
                                  (default 0). See note below
       -v, --offset-top=PIXELS    Shift all glyphs PIXELS pixels downwards
                                  (default 0). See note below
       -w, --add-width=PIXELS     Add PIXELS pixels on the right side of each glyph
                                  (default 0). See note below
       -e, --add-height=PIXELS    Add PIXELS pixels on the bottom of each glyph
                                  (default 0). See note below
       -a, --adj-file=FILENAME    File containing individual glyph adjustments.
                                  See note below
       -c, --oldcel-file=FILENAME Use padding, line height and character widths
                                  from an existing .cel file instead of calculating
       -p, --padding=PIXELS       Number of blank pixels above each row and
                                  before each glyph (default 1)
       -g, --outline-glyphs       Render the glyphs on a red background, to better
                                  show the size of each. Implies --padding
           --solid                Render using the 'solid' mode (no anti-aliasing)
           --shaded               Render using the 'shaded' mode (not recommended)
           --keep-low             Include characters 0-31
           --keep-high            Include characters 127-159
           --first=NUM            Start at this character (default 0)
           --last=NUM             Stop at this character (default 255)
    
    Note:  No wildcards are allowed in filenames.
    
    Note:  Use the --offset-left and --offset-right options to adjust the placement
           of the glyphs. Use the --add-width and --add-height options to adjust
           the size of the glyphs. This will change the spacing, not the size of
           the rendered characters. Negative values are allowed for all 4 options.
           In addition to these adjustments which affect all characters, some may
           need individual tuning. Use the --adj-file option to specify a file
           containing lines of the following format:
                   <code> <offset-left> <offset-top> <add-width> [<comment>]
           The <code> field can be decimal, hex (e.g. 0xA0) or a character (except
           space) in single quotes. The values will be applied on top of the global
           values for the specified character codes. Example: "32 0 0 6 ; SPC" will
           widen SPACE by 6 pixels.
           In all cases only small values make sense but adjustments for one glyph
           will not affect the rendering of neighbouring glyphs. To get an idea of
           how the characters will look, use the --outline-glyphs option.
    
    Thanks to New Horizon and everyone else at TTLG!
    This program is based in part on the work of the FreeType team
    (http://www.freetype.org)
    As an example, here's what a 1024-pixel papyrus texture may look like. (The optional red outline is helpful while matching replacement glyphs to the old fonts. It should be removed before generating the final texture because it does show up in certain texts in the game). Note that some characters, like "Q", have received special treatment by use of the --adj-file argument. (See the example files in the Test subfolder.)

    Last edited by snobel; 6th Dec 2015 at 05:52.

  12. #62
    Member
    Registered: Jan 2004
    Location: Prince Edward Island, Canada
    Wish this had been around when I was making Minimalist Project. The made all my replacement fonts by hand in Photoshop. lol

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