Telliamed on 22/6/2020 at 09:23
Quote Posted by ZylonBane
I have no explanation for why this option would strip off glyphs from the end of the font though.
Because there can't be more than 256 glyphs. If you start counting at 32 the ß would be numbered 257. The -f option was added so you could draw bitmaps without 32 blank spaces at the beginning.
ZylonBane on 22/6/2020 at 15:02
Makes sense, thanks. It defaulting to 32 makes it a minor nuisance to work with the vanilla fonts though.
vfig on 21/11/2025 at 19:57
people (including myself) had been having trouble with wfon.exe — used to generate "pink box" .bmp images for use with thieffon — under windows 10 (and i guess 11?). the issues had been making for a lot of manual work to get a usable image file out of it. so i took the time to fix them:
- Fixed Antialias option producing ClearType-antialiased output (not suitable for in-game use).
- Fixed glyphs overflowing pink box edges
- Fixed pink box sides not being drawn when Antialias option selected.
- Added wfonchars.py and sample charset .txt files.
i have called this version 1.3 — although only wfon.exe is updated; thieffon.exe and the other .exes contained in this zip are unchanged from 1.2.
(
https://github.com/vfig/darkfonttool/releases/download/v1.3/fonttool1.3.zip) Download fonttool 1.3 from github
Outsider One on 3/1/2026 at 08:51
Hello. I'm trying to add new characters to all Thief 1/2 fonts. I was able to edit the menu fonts without any issues, but when it comes to the readable fonts, they appear transparent in the game. This makes me think there's additional steps I'm missing. Is anyone expert with fonts and knows what I can do about this issue? Any help would be appreciated.
Here are some example commands I'm using for export and import.
Export Commands
& .\thieffon.exe -d -a "RES\intrface\FONTAA36 1 - original\FONTAA36.FON" "RES\intrface\FONTAA36 2 - bmp1\FONTAA36.BMP"
& .\thieffon.exe -d -a "RES\intrface\TEXTFONT 1 - original\TEXTFONT.FON" "RES\intrface\TEXTFONT 2 - bmp1\TEXTFONT.BMP"
& .\thieffon.exe -d -a "RES\books\STONED4 1 - original\TEXTFONT.FON" "RES\books\STONED4 2 - bmp1\TEXTFONT.BMP"
Import Commands
& .\thieffon.exe -c -a "RES\intrface\FONTAA36 3 - bmp2\FONTAA36.BMP" "RES\intrface\FONTAA36 4 - new\FONTAA36.FON"
& .\thieffon.exe -c -m "RES\intrface\TEXTFONT 3 - bmp2\TEXTFONT.BMP" "RES\intrface\TEXTFONT 4 - new\TEXTFONT.FON"
& .\thieffon.exe -c -a "RES\books\STONED4 3 - bmp2\TEXTFONT.BMP" "RES\books\STONED4 4 - new\TEXTFONT.FON"
Here are my files if anyone wants to take a look at them.
(
https://drive.google.com/file/d/19kp62KJZ-tcEmkuHCP1IcW0KKZDw6NRM/view?usp=sharing)
vfig on 3/1/2026 at 10:57
STONED4 should be created with neither the -a nor -m flags, as it uses colours to give a faux engraved look.
which other fonts are giving you trouble? from a cursory look the bmps seem reasonable.
Outsider One on 4/1/2026 at 08:24
Oh, using the -c flag alone worked. With your help, the issue is solved. Thanks, vfig.
I see it now. Readable fonts don't need any extra flags. The -a flag is for menu fonts, while -m is for in-game texts. I had the same issue with the parch font, and I haven't tested the other readable fonts yet, but I'm assuming they are solved as well. Since my issue is solved, I don't think the bmps are reasonable now. After exporting, some bmps did end up with missing boxes or corrupted characters, indeed, but I don't think it's a big deal.
I've updated the package I shared above. It contains the Thief 1/2 font files that need editing, in case anyone needs help with this.