Replace Big [DOOM] Font with Big [QUAKE] Font in ZDoom
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- Tormentor667
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Replace Big [DOOM] Font with Big [QUAKE] Font in ZDoom
Does someone know how I can replace the large DOOM Font in ZDoom with the large QUAKE Font? So, for example, each text I type with hudmessage in the BIGFONT of Doom is displayed in the BIGFONT of Quake?! Do you know what I mean? Also in Intermission screens, I want to see the Quake BIGFONT instead of the Doom BIGFONT.
- Ryan Cordell
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Re: Replace Big [DOOM] Font with Big [QUAKE] Font in ZDoom
Doesn't Doom have some fonts in graphic lumps? You could replace those using a new wad (To maintain compability. =P)Tormentor667 wrote:Does someone know how I can replace the large DOOM Font in ZDoom with the large QUAKE Font? So, for example, each text I type with hudmessage in the BIGFONT of Doom is displayed in the BIGFONT of Quake?! Do you know what I mean? Also in Intermission screens, I want to see the Quake BIGFONT instead of the Doom BIGFONT.
- Tormentor667
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This thing is pretty easy if you know how to do it, only takes a long ammount of time (especially if you want your font to replace the entire font in Doom, naming all that stfcn00xx shit is horribly tedious!)
1.Dan, you first need to learn about font creation in general, usage of the imagetool thingy and how to set it up correctly for proper conversion.
http://www3.telus.net/NeoHippo/TUTORIAL ... Fonts.html
2.Now you'll need the quake font. Big font uses dimensions of 16 for the glyphs' height, so you'll need to make your font sheet out of 16 pixels high quake font and then convert it to a font.lmp with image tool.
3.Put your font into your wad. If you want it to replace Doom's bigfont name it "DBIGFONT". Otherwise, name it however you want and call it from a script via setfont
1.Dan, you first need to learn about font creation in general, usage of the imagetool thingy and how to set it up correctly for proper conversion.
http://www3.telus.net/NeoHippo/TUTORIAL ... Fonts.html
2.Now you'll need the quake font. Big font uses dimensions of 16 for the glyphs' height, so you'll need to make your font sheet out of 16 pixels high quake font and then convert it to a font.lmp with image tool.
3.Put your font into your wad. If you want it to replace Doom's bigfont name it "DBIGFONT". Otherwise, name it however you want and call it from a script via setfont
If you provide me with the quake letters (glyphs) I can make such a font in a matter of 1-2 hours.script 667 enter
{
setfont("insert quake font name here");
print (s:"This is my font, Admire");
}
- Tormentor667
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I have no idea how to recreate or even get the glyphs... thats the problem I have a QUAKE Font but it's hard to create beautiful pixelated letters out of this buggy thing. Isn't there each glyph in the QUAKE.PAK ?Nmn wrote:If you provide me with the quake letters (glyphs) I can make such a font in a matter of 1-2 hours.
- Tormentor667
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- Tormentor667
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Okay, here it is, what I could collect, maybe you NMN can use that or even add missing stuff if necessary, otherwise, I'll use what I can get!
I made two variants, choose the one that's better for color transition later (so that white letters look white and red ones look doom-font-red, or change them yourself)
Thx in return for your help
And sorry, that some of them are capital and others not... but that's how the source looks like, hope you can do a workaround sometimes.
I made two variants, choose the one that's better for color transition later (so that white letters look white and red ones look doom-font-red, or change them yourself)
Thx in return for your help
And sorry, that some of them are capital and others not... but that's how the source looks like, hope you can do a workaround sometimes.
- Tormentor667
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- Tormentor667
- Posts: 13534
- Joined: Wed Jul 16, 2003 3:52 am
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- Tormentor667
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- Joined: Wed Jul 16, 2003 3:52 am
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