Jimmyfonts!

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Re: Jimmyfonts!

Postby DoomKrakken » Tue May 23, 2017 1:49 pm

So... how do you make/convert fonts? Do you have a place where you can snatch enough character images up to make a FONTDEFS file? Is there a way you can break down font files (i.e. .ttf/.otf files) into individual letters, or into a format that is accepted by (G)ZDoom?
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Re: Jimmyfonts!

Postby Jimmy » Tue May 23, 2017 9:35 pm

I use Paint Shop Pro 5 and sometimes Paint.NET to put the character sheets together, and then I use Imagetool to convert them to the right format (FON2).

If you look inside the pk3s of my fonts, you'll see the sheets I use.
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Re: Jimmyfonts!

Postby CeeJay » Tue May 23, 2017 11:54 pm

Wait... I'm not the only one still using version 5 of Paint Shop Pro? :geek:
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Re: Jimmyfonts!

Postby DoomKrakken » Wed May 24, 2017 12:18 am

Would GIMP work? Also, what format do you save the sheet as before you convert it with ImageTool?

BTW, never thought of actually going total brute force with it and using a picture editor to make a new font sheet for ImageTool... that's super nifty! :D
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Re: Jimmyfonts!

Postby Jimmy » Wed May 24, 2017 12:43 am

Imagetool only takes PCX files, which are an image format. Using an image editor of some description (like GIMP, or PSP) is really the only way you can make fonts like this.
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Re: Jimmyfonts!

Postby DoomKrakken » Wed May 24, 2017 5:16 pm

Alrighty... :)

Could you go a bit more into detail about your method? Like, for example... what color do you make your fonts in before converting them to .pcx files? White? Black? Red?
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Re: Jimmyfonts!

Postby Kappes Buur » Sun May 28, 2017 1:22 pm

Jimmy wrote:Imagetool only takes PCX files, ...

... and PNG files when using Spidey's Font Generator, which is a front end for Imagetool.
I use it exculsively.
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Re: Jimmyfonts!

Postby DoomKrakken » Mon May 29, 2017 3:37 am

I tried every step of your process, Kappes Buur. I saved the source file as a .png file and a .pcx file. I wrote the extensions like you said. The files aren't showing up anywhere on my computer. Just some dead search shortcuts attached to a nonexistent file.
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Re: Jimmyfonts!

Postby Eric T. » Wed May 31, 2017 3:01 pm

Does it work with PK3s?
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Re: Jimmyfonts!

Postby DoomKrakken » Thu Jun 01, 2017 12:38 am

So, I was able to get Spidey's Font Tool to produce this thing, but I'm not able to get it to convert these characters to a .fon2 file when it's in .pcx mode. How do I get it to work? Or can anyone use this sheet to create the font for me?
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Re: Jimmyfonts!

Postby Jimmy » Sat Sep 23, 2017 12:40 am

I have updated the DBigFont Variants pack as per the improvements that I've listed here. All 15 fonts should now have minimal issues with color translation, and certain punctuation marks should just look nicer overall.

Download DBigFont Variants

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Re: Jimmyfonts!

Postby Upsilon » Fri Jun 19, 2020 2:06 pm

I know this is probably necroposting, but I'm not sure how to load the DBigUpper font. Using the IdUpperFont pk3 definitely helps with reading text in certain wads that have capital letters that you normally wouldn't be able to read without opening the console (if the text even SHOWS UP in the console, and even then with Zandronum there's not much distinction between capitalizations in the console) or opening the wad in SLADE. However, I sadly don't know how to make capital letters in the DBigFont look, well, CAPITALIZED. Just a thought.

P.S. Before someone tells me "just do it yourself", I have NO IDEA how to work fonts in Doom.
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Re: Jimmyfonts!

Postby Tormentor667 » Fri Jun 26, 2020 12:54 pm

Great work on these Jimmy! The look as if they are official :)
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