Listen. Ive looked trough the wiki. Ive looked trough the files of other mods. Ive read guides. Ive looked trough the forum posts searching for every possible variation of "how font". But i just dont understand how to actually do it.
How to make the game use my fonts instead of the original ones (the ones in the base game)
Ive found how to Make a font! very nice guides for making the unicode PNG fonts, .fon fonts all kinds of fonts! but i dont know how to replace the original ones with any of them. It seems i really do need a full step by step guide of what to do with the font files now that i have them. Any type of them. I just cant figure it out on my own. Again i want to Replace the original fonts so that instead of using those the game would use mine. Please.
if it matters to anyone im using the latest lzdoom with a doom2 iwad, slade 3 to edit, my mod is in wad format (i will never be using a pk3)
Please can someone explain to me in detail how to change the fonts used
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- Kappes Buur
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Re: Please can someone explain to me in detail how to change the fonts used
Check out viewtopic.php?t=33409
Print and Printbold have a tendency to display scaled down text in high resolutions, thus I like to use a script with HudMessage, such as
My favorite tool to use TTF fonts is ImageTool, which has a font generator made by bagheadspidey which works quite well.
Print and Printbold have a tendency to display scaled down text in high resolutions, thus I like to use a script with HudMessage, such as
Code: Select all
#include "zcommon.acs"
// =======================================================
script 2 open
{
SetFont ( "DBIGFONT" );
SetHudSize( 640, 480, 0 );
HudMessage( s:"ONLY THE RED KEY WILL OPEN THE GATE";
HUDMSG_PLAIN, 0, 4, 320.0, 200.0, 25.0 );
HudMessage( s:"Only the RED key will open the gate";
HUDMSG_PLAIN, 0, 4, 320.0, 240.0, 25.0 );
}
// =======================================================
My favorite tool to use TTF fonts is ImageTool, which has a font generator made by bagheadspidey which works quite well.
Last edited by Kappes Buur on Fri Oct 17, 2025 4:42 am, edited 1 time in total.
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Re: Please can someone explain to me in detail how to change the fonts used
I am sorry for taking a while to respond, I've had an interesting few days. I specifically used the word Replace in my original post because my intention is to also change the fonts used for the menus (the starting menu, options, etc.). I apreciate the reply but it is not exactly what i am looking for. Also if anyone decides to help me further please clarify what format of font to use because theres a million of them and they all seem to work completely differently.
Re: Please can someone explain to me in detail how to change the fonts used
One problem with the menus is that they don't all use a font. For example, the New Game (etc) menu in doom uses separate graphics for those entries. They're not fonts, they're just images. So, replacing a font won't change them. The options are: replace the graphics with graphics of your own, or define a new menu using the menudef lump that uses text instead of graphics for those entries.
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Re: Please can someone explain to me in detail how to change the fonts used
oh i had no idea those were graphics... so im guessing that applies to all the big red text in menus... this reply has been very enlightening, thank you...
Re: Please can someone explain to me in detail how to change the fonts used
Yes, if you look in doom2.wad, you can see what graphics are in there. Most of them start with M_ (so you can filter them in Slade).
So, yup, you either need to make your own graphics, or redefine your menu in MENUDEF. Most people go for graphics (which is what was always done before other options existed) and doing it via graphics mean your menu is less likely to get messed up if the way that GZDoom handles menus changes (though the main New Game menu is highly unlikely to be affected by any changes).
So, yup, you either need to make your own graphics, or redefine your menu in MENUDEF. Most people go for graphics (which is what was always done before other options existed) and doing it via graphics mean your menu is less likely to get messed up if the way that GZDoom handles menus changes (though the main New Game menu is highly unlikely to be affected by any changes).