FONTDEFS "DontTranslate"

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wildweasel
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FONTDEFS "DontTranslate"

Post by wildweasel »

An option for FONTDEFS-defined fonts to forbid the translation system from doing anything to the graphics. Incidentally, what I really want this for is to be able to use those nice 32-bit alpha-transparent font graphics DoomNukem cooked up without them getting messily downsampled in the process.
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Graf Zahl
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Re: FONTDEFS "DontTranslate"

Post by Graf Zahl »

Better late than never. Added. And this was quite a hack to get into some code that was dead set on assuming it works with a palette.
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Nash
 
 
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Re: FONTDEFS "DontTranslate"

Post by Nash »

Wait so font alpha finally works?! Wheeeeeeeeee
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Re: FONTDEFS "DontTranslate"

Post by Ral22 »

Thank god I held on to the alpha versions of my fonts.
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Re: FONTDEFS "DontTranslate"

Post by Graf Zahl »

Nash wrote:Wait so font alpha finally works?! Wheeeeeeeeee

It took me the better part of an hour sifting through that code and find the right spot to hook this in. Talk about shortsighted design...
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Re: FONTDEFS "DontTranslate"

Post by Nash »

Image

(There is alpha, it's very subtle, and has shadows too, and it really makes all the difference - without it, the font looks like shit)

It really looks amazing and raises the bar for modern, high res UIs in GZDoom, but it's a shame about not being to colourize it at all. There's really no other way?

I don't mean to sound ungrateful, I mean I can just provide different graphics for coloured fonts, I'm willing to do that just to get nicer looking UIs... just wish it could be colourizable as well without providing extra graphics. :)

Nice work at any rate, this is a game changer!
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Graf Zahl
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Re: FONTDEFS "DontTranslate"

Post by Graf Zahl »

Nash wrote: It really looks amazing and raises the bar for modern, high res UIs in GZDoom, but it's a shame about not being to colourize it at all. There's really no other way?
No. The colorization will force a downconversion to the palette. That was the entire reason for the problem. The translations just cannot work without palette, maybe some workaround with OpenGL polygon lighting is possible, but that's for after the next release because it requires some deeper changes.

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