Jimmyfonts!

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Re: Jimmyfonts!

Postby Blue Shadow » Thu Oct 08, 2015 8:06 pm

Nash wrote:Thanks a lot, Blue Shadow! Really appreciate you taking the time to fix this for me.

No problem.
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Re: Jimmyfonts!

Postby Nevander » Wed Oct 14, 2015 4:21 pm

Can I use the gothic bigfont in my mod? Pretty sure the answer is yes but I want to be sure. I think it would fit well.
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Re: Jimmyfonts!

Postby Jimmy » Tue Dec 22, 2015 6:40 pm

Sure thing, Nevander.

Also I'm messing around again. This font is the result of me playing around with the font present on the CREDIT pic of Revolution! by Thomas van der Velden. I ended up changing the A and L from what you see there, and of course I changed the colors and added a shadow to improve readability.

Download

Image
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Re: Jimmyfonts!

Postby NeuralStunner » Wed Dec 23, 2015 5:04 pm

Speaking of the gothic font, did you ever get the fix update I sent you?
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Re: Jimmyfonts!

Postby Ral22 » Thu Dec 24, 2015 5:10 pm

How do you go about making these fonts, Jimmy? I need to start making my own and you're definitely the go-to on ZDoom fonts! Are you using Spidey's Font Generator, or something else? That one seems unable to save to LMP for me, so I thought I'd ask you.
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Re: Jimmyfonts!

Postby Jimmy » Thu Dec 24, 2015 9:16 pm

I'm using Paint Shop Pro 5 and imagetool. I create the characters and assemble the font sheets manually.

NeuralStunner: I probably have it somewhere, but send it to me again if you can. I think I was tremendously busy when you sent it to me at first.
Last edited by Jimmy on Thu Dec 24, 2015 11:57 pm, edited 1 time in total.
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Re: Jimmyfonts!

Postby Ral22 » Thu Dec 24, 2015 9:57 pm

How do you go about making the font sheet and exporting them to the proper file format for ZDoom? I've got the characters all set, but I can't seem to make the format and file work. Any chance of a tutorial on how to do that portion?

Do you export as a PCX and then manually change the file type to a .fnt or .bmf?
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Re: Jimmyfonts!

Postby Jimmy » Thu Dec 24, 2015 11:05 pm

First you'll need to download ImageTool, and make sure you read the readme and the wiki page for it as well, that should get you going.

Font sheets do have a specific formatting for them:
  • They follow the ASCII character set, beginning at the space character " ". See this character map for the full order in which font characters go on a sheet.
  • ImageTool only reads 16-bit (256 color) PCX files, so it's important to save your sheet as one before you convert it.
  • As you'll see from the sheet examples given in imagetool.zip, the transparent/background color is the "0th" color in the palette, which in the case of Doom's palette is the color black (#000000). The color of the border that separates all the characters is the 255th color in the palette, which is a dull purple in Doom's palette (#A76B6B). For the best results that look "Doomy", you should probably use Doom's palette, but ImageTool can export a font sheet as a FON2 using any 256-color palette - just bear in mind that the first and last colors in the palette are what will be used for the transparent color and the border color, respectively. ImageTool comes with a "-0" parameter that will let you swap these values around.
  • Every character row in the PCX font sheet should be exactly the same height.
  • I forget if there's any set restrictions on the dimensions of the font sheet image, but I typically ensure they are powers of 2. (128x64, 256x256, etc.)
  • Once your font sheet PCX is ready to go, save it into the same directory as ImageTool for ease of access. Using ImageTool is then just a case of typing into the command prompt or run prompt "imagetool.exe font %1 %2" where "%1" is the name of the PCX, and "%2" is the name of the output file you want to make, which in my case, for simplicity's sake, is always the same name as the PCX but as an LMP file instead.
    Code: Select allExpand view
    C:\ZDoom\apps\imagetool.exe font myfont.pcx myfont.lmp

    This should create an LMP file in the same directory as myfont.pcx, which should be ready to use in-game if you place the file into a WAD.


Things to watch out for:
  • If the PCX file doesn't compile into an LMP, you could have a row in your font sheet that is uneven in size to the rest of it. Double-check that every row is the same exact height in pixels. If this is the case and it still doesn't compile, and this has happened to me before, just relocate some characters to different rows, moving one or two should be fine.
  • Failure to compile will also occur if the borders are not perfectly square or if the wrong color/palette index is used for them. Ensure that it's color 255 in the palette.
  • Test your font in-game by naming it SMALLFNT or DBIGFONT, whichever it is you're wanting to replace. If the characters are totally out of whack like this, then you missed out a character somewhere in the sheet, or doubled one up. Double-check your sheet and see if it matches totally up with the character map I linked above.
  • Your transparent color might not be transparent if you used the wrong color. Make sure you use index 0 (or 247 if you're using the -0 parameter with ImageTool) for the background color. The -0 parameter is there to use in case you want 247 to be the transparent color, which works well in case you have a copy of the Doom palette which has cyan (#00FFFF) as index 247, and you want cyan to be the transparent color in order that you can use solid black within your font.

Hope this helps! :)
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Re: Jimmyfonts!

Postby Gez » Fri Dec 25, 2015 7:23 am

I had a wacky issue with ImageTool where a red font turned out to be blue after ImageTooling it. To make it properly red, I had to export it again from font to image, and then convert the blue sheet to font, and it gave me a red font. That was weird.
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Re: Jimmyfonts!

Postby NeuralStunner » Fri Dec 25, 2015 8:18 am

Jimmy wrote: I probably have it somewhere, but send it to me again if you can. I think I was tremendously busy when you sent it to me at first.
A'ight, resendin' it now.
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Re: Jimmyfonts!

Postby Jimmy » Sat Dec 26, 2015 5:32 am

Here's a smallfont version of the bigfont from Ultimate Simplicity. I found it a little weird how the big and small fonts from that WAD, as awesome as they are, aren't the same.

Download

Image

Download shadowed version

Image
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Re: Jimmyfonts!

Postby Jimmy » Wed Dec 30, 2015 10:56 am

DISREGARD EVERYTHING IN THIS THREAD AND GO TO THE FIRST POST NOW!

Heh. I just overhauled that post to make everything neater. Still adding to it, though! Stay tuned! And happy new year. :)
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Re: Jimmyfonts!

Postby Jimmy » Fri Jan 01, 2016 8:24 am

Miniplicity updated with a properly-kerned version of all three colors.

Download updated Miniplicity

Image
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Re: Jimmyfonts!

Postby Jimmy » Fri Jan 01, 2016 8:47 am

Tormentstein 3D

Based on the bigfont from Wolfenstein 3D. Made for Tormentor667's "WolfenDoom: Blade of Agony" project. Variants include the noisy version (pictured), the smooth version, and properly-kerned variants of both of these.

Download Tormentstein 3D font

Image
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Re: Jimmyfonts!

Postby Woolie Wool » Sat Jan 02, 2016 11:06 pm

Correction: That font was made by Kinsie for my own ECWolf Tech Demo back in 2012. It was based on the versions of those characters featured in certain Spear of Destiny interface graphics. I also made a matching smallfont for the ECWolf tech demo, which Tormentor did not use.
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