They're the 8x8 HUD-message characters, typically in red (since that's what the color translations for them are set to work from).bagheadspidey wrote:wildweasel wrote:This is something I've wanted for a while - any chance you could add an option to generate an STCFN* font too?
Can you link me to some info on STCFN* fonts? Don't know anything about it.
This produces a file of type FON1.
The source image for a console font must have 256 characters of identical size arranged in a 16x16 grid. Palette entry 0 indicates transparency, palette entry 1 is the darkest color a character can have, and palette entry 255 is the lightest color. Values in between range between the two. The source image's palette is ignored when the font is created, so you should design the font with a palette like this to best visualize how it will appear in-game.
This produces a file of type FON2. Unlike FON1, this format supports custom palettes and characters of varying widths. You also don't need to supply a full 256 characters and, in fact, cannot do so without scripting.
The source image should have each character surrounded by a box made p of palette entry 255. Like confonts, palette entry 0 indicates transparency, but unlike confonts, all the other 254 colors in the source image's palette re used to colorize the font, so you can use any palette you want when esigning the font.
When converting with the command line, the first character must be a pace, and the box surrounding it must start in the upper-left corner of the ource image. These restrictions are relaxed if you use scripting, which I will discuss later.
You can use this font (or a confont) with a ZDoom hudmessage by executing the ACS command setfont("fontname") first. The fontname passed to setfont should be the same as the font's lump name inside a wad. If you use a hudmessage color of CR_UNTRANSLATED, then the font will use the palette you designed it with. Otherwise, it will be recolored to a single hue of differing shades.
wildweasel wrote:The STCFN* fonts are just one individual graphic lump for each letter/number/symbol. It's used by ZDoom to display the pickup messages and obituaries, among other things. You can find the entire font in your Doom.wad.
MDenham wrote:They're the 8x8 HUD-message characters, typically in red (since that's what the color translations for them are set to work from).
That's good to know. Apologies for the incorrect information.Graf Zahl wrote:But don't limit yourself to 33-121. ZDoom can handle the extra characters located at 192++.MDenham wrote:They're the 8x8 HUD-message characters, typically in red (since that's what the color translations for them are set to work from).
There is no need to make the font red. To colorize a font ZDoom first desaturates the colors and then re-colorizes them with the new color. The Strife font is yellow, for example, the Quake font found in several mods is brown and the font in Hacx is blue but all of them are properly colorized.
Graf Zahl wrote:Windows can handle Unicode, in fact it's its native text format. Unfortunately WxWidgets screws this up totally. Their ASCII build is utterly incapable of handling any kind of Unicode internally.