anak1n on 21/2/2006 at 16:43
is there a way to import or add new fonts to t3ed:confused:
didnt want to post this in the noob thread since i may turn out to be difficult
New Horizon on 21/2/2006 at 17:00
Quote Posted by anak1n
is there a way to import or add new fonts to t3ed:confused:
didnt want to post this in the noob thread since i may turn out to be difficult
The fonts are just stored as textures and the game is told where to look on the texture by the measurements held in the .cel files.
I don't know of an easy way to do it anak1n, but I created the new files manually in Photoshop. Hours of fun arranging the letters, recreating symbols from the old font that don't have an equal in the new font.
I could just be totally inexperienced in that area, but it was a very long procedure.
I used the originals as a base and then recreated any symbols, that didn't exist, by hand. It's a huge pain in the ass. If someone could create some type of graphical program for doing this...it would be a HUGE help. I had hoped that the font editing tools would have been released with T3Ed, but there was no such luck. Unless the artists created them all by hand, but I find that difficult to believe. There must have been some tool used to measure the size of each letter and generate the .cel files....then again, I made them by hand in Minimalist...so it is possible.
anak1n on 21/2/2006 at 17:07
thnx, helps me out but doesn't make me like what i'll soon be doing:sweat:
New Horizon on 21/2/2006 at 17:10
Quote Posted by anak1n
thnx, helps me out but doesn't make me like what i'll soon be doing:sweat:
Heh heh. I know what you mean.
What would be neat is to be able to create a very rough cut of the fonts in photoshop and then import the file into another program that lets you place the letters precisely within the grid. Then it reads that and produces the .cel file and saves the updated image file.
anak1n on 21/2/2006 at 17:38
now on to learning programming:(
str8g8 on 27/2/2006 at 13:20
so ... which font files are used - the ones loose in PCTextures\ or the ones in PCTextures\fonts ? I'm guessing the latter. Also, what do the numbers in the .cel files actually do, as they don't seem to refer to the actual width of each character, as far as I can tell :confused:
New Horizon on 27/2/2006 at 16:06
Quote Posted by str8g8
so ... which font files are used - the ones loose in PCTextures\ or the ones in PCTextures\fonts ? I'm guessing the latter.
Yup, the ones in fonts.
Quote Posted by str8g8
Also, what do the numbers in the .cel files actually do, as they don't seem to refer to the actual width of each character, as far as I can tell :confused:
The first number is usually 0 or 1. I can't remember exactly which one it should be, or why...but just experiment with that. The second number, is the uniform height for each cell. Then you move on to the rest of the letters.
You will notice a lot of zeros. Zeros represent symbols or icons that are not in the font file and tells T3 to skip them. The actual numbers are the widths of any icons represented on the font texture. The end of a line is represented by a comma.
It's a LOT of work to get it looking right. I got a lot of flack for my Minimalist replacement fonts not looking right, but if someone were to volunteer...I would help them in the creation of a T3 font creation tool for the community. The only problem is that it would require extracting symbols from true type font files and perhaps even recreating symbols that some fonts don't support.
The Quake 4 SDK comes with a font tool called Q4font, that is used for the Doom 3, quake engine. We can easily place fonts in the game with this in a matter of minutes. T3 needs something similar.
Might be possible to export something with font lab, though I'm not sure.
Crispy on 28/2/2006 at 06:22
Well, I know it's possible to render fonts to images using the Windows API, because I've seen programs that do it. (None that would be useful for this particular problem though.) I imagine it wouldn't be too difficult for someone with a decent amount of Windows API programming experience. (I'm not volunteering. :))
All you would need to do is render each glyph to a particular position in an image file, and then save the size of each glyph in a particular text format, right?
New Horizon on 28/2/2006 at 13:45
Quote Posted by Crispy
All you would need to do is render each glyph to a particular position in an image file, and then save the size of each glyph in a particular text format, right?
Bingo. :)
First though, I think you would need to be able to ensure all the characters are supported by the desired font. Font lab allows you to edit font files into the desired format. Then it's just a matter of having some program convert the font file into a 512 x 512 bitmap, with the proper glyph sizes. Following the format of the .cel files used in TDS for holding the sizes, it would probably be pretty easy for someone to whip this up. Just a matter of finding someone willing to do it. :)
Crispy on 1/3/2006 at 03:33
Quote Posted by New Horizon
Bingo. :)
Yay. :)
Quote Posted by New Horizon
First though, I think you would need to be able to ensure all the characters are supported by the desired font.
Easy enough I should think. Or at least you'd be able to tell just by looking at the generated font texture - if there are any weird-looking boxes, you have a problem...
Are the required characters particularly unusual? Or are we just talking about vowels with umlauts and that sort of thing?