Crispy on 28/7/2006 at 03:20
No worries. I'm glad it's working for you. :)
str8g8 on 28/7/2006 at 08:44
Forgot to post this at the time, but I had trouble with custom fonts. It worked fine on my editor install, but readables came up blank when I installed the finished game through GL. I reverted to the standard fonts rather than delay release, but I was just wondering if anyone has experienced the same thing, or if it has been tested with a finished fm zip?
GlasWolf on 28/7/2006 at 18:18
Erk... I've certainly only used them within the editor install.
New Horizon on 28/7/2006 at 18:55
This may be where things are getting mixed up....especially if it works in the editor and not ingame. My suggestion is to take care of the following.
There are two texture folders in the editor installation.
Textures__p=dds|PCTextures*
Textures__x=dds|Textures*
Way back, when I initially released T3Enhanced, I eliminated Textures__x=dds|Textures* because it duplicated a bunch of existing textures...except in lower Res. I took the PCTextures .dds files and copied them in the the 'Textures folder', so any low res duplicates would be overwritten. Then I renamed the Textures folder to PCTextures and changed all references in the Default.ini regarding Textures__x=dds|Textures* to PCTextures.
This way, the editor and the ingame install are using the exact same texture repository.
If I ever find the energy to re-release T3Enhanced again, it will all be taken care of in the installer.
ascottk on 4/8/2006 at 05:56
Wow, those are looking good :thumb:
Bardic on 6/8/2006 at 04:05
OK, GlasWolf's font pack works for me, when I try to make my own the paper has a big brown square box instead of text. I can post a screen shot if I need to, but anyone have any ideas?
Crispy on 6/8/2006 at 05:45
If by square box you mean that there's an unfilled rectangular box being displayed instead of every letter, then that means the font doesn't contain that character, or that my program is failing to render it for some reason. What font are you using, and what are you typing to create the texture?
(Edit: There's a picture of what I mean on this page: (
http://language.psy.auckland.ac.nz/austronesian/faq.php) - look at the example image, the one that says nam[]elearu.
That kind of rectangular box is what I mean.)
(Edit x2: Good point GlasWolf, that's probably it...)
GlasWolf on 6/8/2006 at 05:52
It's almost certainly down to transparency (or lack thereof). My PSP/DDS Converter instructions for converting the bitmap are above, and Crispy put the steps for Photoshop in the readme. The important thing is that your dds file should have a transparent background when you're done with it. How are you doing that process?
Edit: Crispy jumped in with another explanation while I was typing, depends if you're seeing separate characters as he describes or single large blocks of text.
Beleg Cúthalion on 7/12/2008 at 20:41
Does anyone know how to refer to custom fonts as GlasWolf told it?
Quote Posted by GlasWolf, readme file of his package of four classical Thief fonts made TDS_ready
Just copy them into your \CONTENT\T3\PCTextures\Fonts folder then
reference them in your .str files. They are a little washed out
in game due to the conversion process, hopefully we can fix this
somehow.
I just tried to change the font tag to {font=jd}* (since both the cel and dds font file are called so and because I've found this in a test readable by str8g8) but the page was empty afterwards although I
did include the two font files in the mission on my second attempt. :p
Since I'm here now anyway; I've changed most of the menu/gear/standard readable files to GoblinHand like in the MP. Makes everything look more subtle and all, but the usual font sizes...
Code:
{font=Papyrus14}
{font=Papyrus20}
{font=SmallFont10}
{font=MediumFont14}*
... are displayed rather strange and small and all that. :weird:
* { and } are supposed to mean < and > but the forums doesn't like them.