High-Resolution Fonts!

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Dancso
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High-Resolution Fonts!

Post by Dancso »

Hi there, i've always wanted to make some high resolution fonts for our glorious game, and finally finished a couple for use with Doom, Hexen, and heretic!
Yes you read that right, that lazy guy named Dancso actually managed to get something proper released! :O

Download, in seperated WADs:
http://3dfx.webs.com/hires_fonts/hires_fonts.html
"old" means its the older (untextured) version of the font, if anyone wants to use it.
"_plushud" means its the version that will replace the big numbers with high resolution ones.
"hiresdoomnumbers" is the indexfont replacement.
"ravenfont" is the heretic/hexen font
Scale resolution recommended:
512x384 for skulltag (higher than that might make it look rough especially on the edges.)
Double or "On" setting for (G)Zdoom.

You could put them in your skins folder but they would interfere with each other, i suggest using the AutoLoad feature.

Tutorial alert!
Using autoload requires you to edit your own ini file.
Your ini file should be in your skulltag (or (g)zdoom) folder, named skulltag/zdoom-[yourOSusername].ini
(OS = operation system as, windows or linux, etc)

Before editing make sure to make a backup in case you accidently mess up, to avoid having to re-configure something.

So find and edit your ini file (just like an ordinary text file) and put in the following:

Code: Select all

[Doom.autoload]
Path=hiresdoomfont.wad

[hexen.autoload]
Path=hiresravenfont.wad

[heretic.autoload]
Path=hiresravenfont.wad
(Extend the path as needed, if your wads are not in the same directory as your port is!)
Spoiler: It should look something like this:
The code makes it so the wads only load when you play that type of game it is for.
(all sub games are included with just these.)

Save your ini file, and have fun!
[/Tutorial]

Lastly, some Screenies!
Old hi-res DoomFont:
Image
New hi-res DoomFont:
Image
Hexen: (the font is the exact same in heretic and hexen. This is because they originally were the same.)
Image
Screenshots directly from GZDoom: (They look almost the same in Zdoom actually when compared to gzdoom)
Image
Image
Image

Last words: The heretic/hexen font isn't exactly the good old raven style, I've had no luck finding an exact remake font file, this is as close as i could get. Also there are a few things to still extend the wad with, like the original "missing" characters, like [, ], <, >, etc, which didn't show up correctly in the original game. Gotta make an update sometime for that.

The old DoomFont does not contain high-resolution versions of the following letters: #&@ ÄÖÜß There is a small chance that I will maybe release a new version with these added and also a color fix is needed (not a problem actually, just something that keeps it from being perfect, is the default font color used to be red in doom, with this it is white.) The new bigfont does not support the letters ÄÖÜß" for some reason, oh well.

The new DoomFont is not necessarily better than the old one, some of you may think the old one is more readable, and it certainly does scale better above 512x384. Still, it's your choice. D'oh.

Copyright: You MAY use the contents in your own project, no need to ask me first, but DO give me credit please.
Credits: Thanks for Bagheadspidey for his font tool, thanks to photoshop for its awesome automated mass-image editing feature, thanks to XWE, and me.

If you have any problems feel free to tell me. Suggestions are welcome.
ENJOY! :)
Last edited by Dancso on Mon Dec 28, 2009 11:37 am, edited 6 times in total.
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hnsolo77
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Re: High-Resolution Fonts!

Post by hnsolo77 »

for me the new hires font link is bad, says bad request...
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Dancso
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Re: High-Resolution Fonts!

Post by Dancso »

Works for me but, here you go, uploaded to zshare:
-Removed Link- (Had the old, buggy version)
Just try to download it from first post again, say if it still doesn't work, I'll make another mirror then.
Last edited by Dancso on Sun Apr 26, 2009 7:23 am, edited 1 time in total.
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Enjay
 
 
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Re: High-Resolution Fonts!

Post by Enjay »

That looks reall spiffy. However, this flying past at the console makes is look messy.

Code: Select all

Texman.Init: Init texture manager.
Attempting to remap non-existent texture stcfn096 to HIDOF096
Attempting to remap non-existent texture stcfn097 to HIDOF097
Attempting to remap non-existent texture stcfn098 to HIDOF098
Attempting to remap non-existent texture stcfn099 to HIDOF099
Attempting to remap non-existent texture stcfn100 to HIDOF100
Attempting to remap non-existent texture stcfn101 to HIDOF101
Attempting to remap non-existent texture stcfn102 to HIDOF102
Attempting to remap non-existent texture stcfn103 to HIDOF103
Attempting to remap non-existent texture stcfn104 to HIDOF104
Attempting to remap non-existent texture stcfn105 to HIDOF105
Attempting to remap non-existent texture stcfn106 to HIDOF106
Attempting to remap non-existent texture stcfn107 to HIDOF107
Attempting to remap non-existent texture stcfn108 to HIDOF108
Attempting to remap non-existent texture stcfn109 to HIDOF109
Attempting to remap non-existent texture stcfn110 to HIDOF110
Attempting to remap non-existent texture stcfn111 to HIDOF111
Attempting to remap non-existent texture stcfn112 to HIDOF112
Attempting to remap non-existent texture stcfn113 to HIDOF113
Attempting to remap non-existent texture stcfn114 to HIDOF114
Attempting to remap non-existent texture stcfn115 to HIDOF115
Attempting to remap non-existent texture stcfn116 to HIDOF116
Attempting to remap non-existent texture stcfn117 to HIDOF117
Attempting to remap non-existent texture stcfn118 to HIDOF118
Attempting to remap non-existent texture stcfn119 to HIDOF119
Attempting to remap non-existent texture stcfn120 to HIDOF120
Attempting to remap non-existent texture stcfn122 to HIDOF122
Attempting to remap non-existent texture DOMSF064 to HIDOF064
Attempting to remap non-existent texture DOMSF196 to HIDOF196
Attempting to remap non-existent texture DOMSF214 to HIDOF214
Attempting to remap non-existent texture DOMSF220 to HIDOF220
Attempting to remap non-existent texture DOMSF223 to HIDOF223
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
R_Init: Init Doom refresh subsystem.
Script error, "hiresdoomfont.wad:FONTDEFS" line 3:
Doom: Unable to find texture in font definition for BIGFONT
Script error, "hiresdoomfont.wad:FONTDEFS" line 35:
DOMSF038: Unable to find texture in font definition for BIGFONT
Script error, "hiresdoomfont.wad:FONTDEFS" line 61:
DOMSF064: Unable to find texture in font definition for BIGFONT
Script error, "hiresdoomfont.wad:FONTDEFS" line 93:
DOMSF214: Unable to find texture in font definition for BIGFONT
Script error, "hiresdoomfont.wad:FONTDEFS" line 95:
DOMSF223: Unable to find texture in font definition for BIGFONT
DecalLibrary: Load decals.
Also, HIRESTEX is deprecated. You should move over to the TEXTURES lump. It's far more robust and has more features too. Of course, I'm not sure that SkullTag supports TEXTURES yet.
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Remmirath
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Re: High-Resolution Fonts!

Post by Remmirath »

It still does not support it. However, it will when .97E comes out, since it's based on one of the newest ZDoom revisions.
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Dancso
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Re: High-Resolution Fonts!

Post by Dancso »

Sorry for the messed up version! I've updated the links for the old and new doom fontwad (the heretic&hexen one didnt seem to have errors) I've gotten rid of all errors now (hopefully) and it should be working as intended. Also! I uploaded Hud/Statusbar addon versions so the numbers and % is drawn using the highres font! Check it out, it's right below the original downloads on the first post.
I still have to do the hud version for heretic&hexen, duh.

Anyways, enjoy! If it still has a few errors/problems let me know as soon as possible!
(My bad, i feel awful for having it released like that before. I guess thats what you get when you want to release something at around 5AM, very tired O_o)
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Xaser
 
 
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Re: High-Resolution Fonts!

Post by Xaser »

For the record, though, TEXTURES is just a renamed HIRESTEX. They do the same thing at the core, only a lot more features have been added since the rename occurred. I'm not familiar with the new commands at all, but doubtlessly there's a quicker and better method of doing things now than there once was.

And no worries about the broken link. I've made dumber mistakes with just about every project I've ever posted anywhere. At least your wad's not completely broken. :P
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bagheadspidey
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Re: High-Resolution Fonts!

Post by bagheadspidey »

It's good to see someone getting some use out of that font tool =) Nice work. Would you mind listing the steps you used to do batch image processing in photoshop so I can add it to the documentation for that tool?
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Dancso
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Re: High-Resolution Fonts!

Post by Dancso »

bagheadspidey wrote:Would you mind listing the steps you used to do batch image processing in photoshop so I can add it to the documentation for that tool?
Sure.
Spoiler: Itse long
*Phew* Hope its user friendly enough :D
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Enjay
 
 
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Re: High-Resolution Fonts!

Post by Enjay »

Very nice. Don't suppose you fancy doing the main menu graphic entries and other bits and pieces of text do you? Perhaps even M_Doom and the status bar? I know that Hi-res versions already exist which have been used with Doomsday and Risen3D so that might be a starting point. :)
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Dancso
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Re: High-Resolution Fonts!

Post by Dancso »

Enjay wrote:Don't suppose you fancy doing the main menu graphic entries and other bits and pieces of text do you? Perhaps even M_Doom and the status bar?
I've been thinking about it before. I'll see if i get round to doing some more high res stuff.

...
Having done a quick attempt, I can see it getting done in the near future. ;)
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bagheadspidey
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Re: High-Resolution Fonts!

Post by bagheadspidey »

Thanks, Dancso, I'll add that nice tutorial to the doomfontgen help page as soon as I remember my sf.net password <_<
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Dancso
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Re: High-Resolution Fonts!

Post by Dancso »

Minor update. High-res Indexfont for Doom released. (shadowless undone yet)
The scale is 4x the original size.

More to come sometime soon, in form of menu, skill and statusbar graphics to make the pack complete.
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Re: High-Resolution Fonts!

Post by wildweasel »

I'm not sure what the point of a high-res INDEXFONT is, considering it appears completely unchanged (just doesn't seem to be affected by the texture filtering like the rest of the status bar). Those of us that play with no texture filters will probably see no difference whatsoever.
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Dancso
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Re: High-Resolution Fonts!

Post by Dancso »

http://img196.imageshack.us/i/screensho ... 09221.png/
http://img35.imageshack.us/i/screenshot ... 09221.png/
There is some difference. I think it can come in handy for custom huds and the like, for people who use texture filtering.
Especially if the font is enlarged.
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