Jimmyfonts!
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Re: Jimmyfonts!
Here's a request.
How about the fonts from Unreal? The original? Especially the message font : D
How about the fonts from Unreal? The original? Especially the message font : D
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Re: Jimmyfonts!
Oh hey, now that I can do. Check the OP.
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Re: Jimmyfonts!
Sweet! Thanks!
Any chance of the HUD font, too? The ones used for measuring health and ammo and all that good stuff?
Any chance of the HUD font, too? The ones used for measuring health and ammo and all that good stuff?
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Re: Jimmyfonts!
Hey, I might actually use this one for my mod! Thanks a lot!
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Re: Jimmyfonts!
Any chance that you would do a font that is identical to the one from Mobile Forces (which is using UnrealEngine1)? Anyways, it would be cool.
thanks.
thanks.
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Re: Jimmyfonts!
New (and improved!) variants of DBigFont. Download now available on the OP.
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Re: Jimmyfonts!
Hi, Jimmy, I'm looking for something kind of specific...
In my mod, Cold Hard Cash 2, I liberally use fonts for item descriptions in vending machines. Normally, these descriptions use fonts drawn by Daniel Cook (of Tyrian fame), but a special "Hell Vendor" that replaces the Berserk pack has a font of its own. That currently looks like this:
But I'm wondering if there's a way I can make the "normal" font look a bit more corrupted, instead, similar to the once-popular "zalgo text":
The Git repository for ww-cash2 can be found here: https://github.com/wildweasel486/ww-cash2 - The existing Daniel Cook fonts are all done via Fontdefs, because I didn't see much point in turning them into ZDoom FON2 lumps, but I don't necessarily need the new font to be like that.
In my mod, Cold Hard Cash 2, I liberally use fonts for item descriptions in vending machines. Normally, these descriptions use fonts drawn by Daniel Cook (of Tyrian fame), but a special "Hell Vendor" that replaces the Berserk pack has a font of its own. That currently looks like this:
But I'm wondering if there's a way I can make the "normal" font look a bit more corrupted, instead, similar to the once-popular "zalgo text":
The Git repository for ww-cash2 can be found here: https://github.com/wildweasel486/ww-cash2 - The existing Daniel Cook fonts are all done via Fontdefs, because I didn't see much point in turning them into ZDoom FON2 lumps, but I don't necessarily need the new font to be like that.
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Re: Jimmyfonts!
https://www.dropbox.com/s/wrpd73zxf29nb ... 3.pk3?dl=0
Figured I'd do something with the Unreal font, so I decided to recreate Unreal's Translator in GZDoom. I'll probably put something so the message can be changed based on the players location, just like Unreal does it, but for now I'm just going to leave it here since it's not much more than just a proof-of-concept type thing. To test it, use "SUMMON TRANSLATOR" (it uses an MD3 model so you won't see it in Software) and use the activate button to toggle the display on and off. The text is a bit squashed compared to the original font, this is just due to the use of SetHudSize to control the text wrapping and all that.
EDIT: Some screenshots.
EDIT 2: Added some Z-Axis scaling to the model, since after checking Unreal Gold, the Translator seems to be a lot chunkier than its model is.
EDIT 3: Gave the actor a sprite to fall back on, allowing the translator to actually be placed in a map. Don't know how I missed that. Also, created a demo map showing how this can be used in a map like the Unreal Translator.
EDIT 4: Made the map implementation fully separate from the map itself (barring the activation, of course).
Figured I'd do something with the Unreal font, so I decided to recreate Unreal's Translator in GZDoom. I'll probably put something so the message can be changed based on the players location, just like Unreal does it, but for now I'm just going to leave it here since it's not much more than just a proof-of-concept type thing. To test it, use "SUMMON TRANSLATOR" (it uses an MD3 model so you won't see it in Software) and use the activate button to toggle the display on and off. The text is a bit squashed compared to the original font, this is just due to the use of SetHudSize to control the text wrapping and all that.
EDIT: Some screenshots.
EDIT 2: Added some Z-Axis scaling to the model, since after checking Unreal Gold, the Translator seems to be a lot chunkier than its model is.
EDIT 3: Gave the actor a sprite to fall back on, allowing the translator to actually be placed in a map. Don't know how I missed that. Also, created a demo map showing how this can be used in a map like the Unreal Translator.
EDIT 4: Made the map implementation fully separate from the map itself (barring the activation, of course).
Last edited by Gutawer on Sun Sep 25, 2016 11:09 am, edited 11 times in total.
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Re: Jimmyfonts!
Oh, that's pretty cool, actually.
I didn't realize my request would make that happen, although I guess I should'a seen that coming : D
I didn't realize my request would make that happen, although I guess I should'a seen that coming : D
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Re: Jimmyfonts!
You should share this @Realm667
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Re: Jimmyfonts!
I would, but after reading the Item Store submission rules, it seems this wouldn't be eligible? It uses a pk3 so models will work, so it can't be a zipped wad.Tormentor667 wrote:You should share this @Realm667
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Re: Jimmyfonts!
Sorry for resurrecting this but, the tilde character doesn't appear... here's my converted .lmp - can anyone help me fix this?Nash wrote:Jimmy, how do you get around ImageTool complaining that a glyph has height x instead of y? I'm trying to edit your smallfont, I literally touched nothing but the colours (reduced them to a single shade) but now ImageTool refuses to build it! This is so frustrating :/
EDIT: Sorry I don't mean ~, I mean `. Also, does anyone remember where this font came from? The converted .lmp that I linked above has shadows, but the image in the attachment doesn't have shadows...
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Re: Jimmyfonts!
That's one of my small Status Report fonts, custom-made. The tilde character you're after should be in the blank space after the underscore (_). I'm not sure why that's not there to be honest.
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Re: Jimmyfonts!
Okay, maybe I'm really stupid but...
I'm trying to use Status report in my mod, but define it as a separate font , as I only want to use it for specific HUD elements. However, the documentation on FONTDEFS in the wiki is really vague and I have no clue how to do this.
I'm trying to use Status report in my mod, but define it as a separate font , as I only want to use it for specific HUD elements. However, the documentation on FONTDEFS in the wiki is really vague and I have no clue how to do this.
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Re: Jimmyfonts!
FONTDEFS is not needed for FON1/FON2/BMF fonts, which are identified by their lump name.