Re: Jimmyfonts!

Sat Oct 01, 2016 5:10 am

Gez wrote:FONTDEFS is not needed for FON1/FON2/BMF fonts, which are identified by their lump name.

Hm, that's strange. I tried doing it without a definition and just calling it in SBARINFO, but it says the font is not defined.
/edit scratch that, I found out that I need to put it in the source directory of the PK3 and not /graphics.

Re: Jimmyfonts!

Mon Oct 17, 2016 5:34 pm

Gutawer wrote:https://www.dropbox.com/s/wrpd73zxf29nbdd/translator-demo-v3.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.


@Gutawer - I really like how you implemented the Unreal Translator in Doom. Nicely done :) I was wondering if I could use the 3D Model you have. I was thinking of including it in Temple of the Lizard Men 4. I think it would look really cool.

-Alando1

Re: Jimmyfonts!

Wed Oct 19, 2016 2:56 pm

I can't exactly stop you, since Epic Games made that model, not me lol. But yeah, feel free to, I'd appreciate credit for ripping the model and converting it to MD3, though (it took me about an evening to get it done since I've never done any model related stuff before, heh).

Re: Jimmyfonts!

Sat Oct 22, 2016 4:45 pm

Thank you, Gutawer. I will certainly give you credit :)

-Alando1

Re: Jimmyfonts!

Tue Oct 25, 2016 12:24 pm

So.... how exactly do you make a font? ;s
I still don't get it.
First, I draw the letters and symbols, right. But what size should they be? What format? In which folder of the .pk3 do I put them? And how do I define them?

Re: Jimmyfonts!

Tue Oct 25, 2016 12:42 pm

Zan wrote:So.... how exactly do you make a font? ;s
I still don't get it.
First, I draw the letters and symbols, right. But what size should they be? What format? In which folder of the .pk3 do I put them? And how do I define them?

They can be almost any size you want them to be (well, within reason; I recall a typical "small" Doom font is only about 8 pixels tall, and the Big fonts are 16 to 24 pixels tall). There are numerous formats they can be in, too; the default Doom message font (the STCFN*** lumps in DOOM.WAD) is actually a hundred or so individual images in the Doom graphic format (they can also be PNG files, which can be easily produced with any image editor). But ZDoom also supports fonts in specially compiled formats like FON2, which is produced using ImageTool but allows you to make a font as a single font sheet image instead of hundreds of tiny ones.

There might be tutorials around here for how those all work, but if you have further questions, feel free to start a thread in Editing, or ask in the "How Do I?" thread.

Re: Jimmyfonts!

Tue Oct 25, 2016 1:42 pm

Will do, thanks for the tip. From what I reckon, it's okay to just add my font letter by letter in .png, and I suppose I have to dump them in the graphics/ folder. Just need to find out how to define them in fontdef.txt

Re: Jimmyfonts!

Tue Oct 25, 2016 2:13 pm

FONTDEFS is surprisingly easy; you are literally just pairing characters to lump names.
Code:
AWEXOMEFONT98
{
   x SCHMO099
}

Re: Jimmyfonts!

Tue Oct 25, 2016 10:09 pm

And don't forget about FONTDEFS's template functionality - even easier:

Code:
   FONTNAME
   {
       Template CFONT%03d
   }

Re: Jimmyfonts!

Wed Oct 26, 2016 1:09 pm

I did what wiki gave as example for numbers, and it worked.
However, I can't seem to be able to replace the letter fonts... Really can't find any step by step tutorial.

I have made each letter into a .png file, named it correspondingly (SCHMO065 ... SCHMO090), and dumped them in the graphics/ pk3 folder, as I did with the numbers (via SLADE).

Then I added the code like this in fontdef.txt:
Spoiler:

According to Wiki, DBIGFONT should replace DOOM's menu font, but it doesn't seem to work for me.

How exactly do I tell the game to use my font instead?

Also, how do you make the cursor thing? You just write CURSOR in the .txt and... ugh... on Wiki there's just the word, no example on the full code it would be involved into.

Re: Jimmyfonts!

Wed Oct 26, 2016 1:10 pm

The menu stuff is graphic-based. You need to replace the graphics themselves to change them.

Re: Jimmyfonts!

Wed Oct 26, 2016 1:27 pm

Tapwave wrote:The menu stuff is graphic-based. You need to replace the graphics themselves to change them.

Hmm, isn't there a way to tell the game to use a different font for it instead?
I kinda don't want to mess around with the iwad.

Re: Jimmyfonts!

Wed Oct 26, 2016 2:16 pm

Just put in your own graphics with the same names as the original lumps. In the PWAD, not the IWAD.

Re: Jimmyfonts!

Wed Oct 26, 2016 3:25 pm

Or if you want it to use actual text instead of images, you might look into redefining the main menu with MENUDEF...but take care to ONLY change those menus that actually need it, and do not alter the deeper settings menus as this can cause problems.

Re: Jimmyfonts!

Thu Oct 27, 2016 12:07 pm

Silentdarkness12 wrote:Just put in your own graphics with the same names as the original lumps. In the PWAD, not the IWAD.

I found the DBIGFONT in freedoom's wad, and it's indeed a graphic with all the letters/numbers/symbols drawn in a chain with some 1 pixel lines in between.
So I just did the same, named my file DBIGFONT but when I put it in the wad, it's seen as Graphic (PNG), whereas it should be seen as Font (Big).
After an eon of searching, I figured out I can't just put a big .png, and that I have to add a different file type (no idea what extension, though).

I tried using Image Tool*, but it does nothing, I click on the exe, some console window pops up for a second and vanishes. And then nothing happens, it's not even in processes.

Then I used Spidey's ZDoom Font Generator, but that one requires me to have my font installed in my computer. The only way I can do that is through some tiresome vector conversions, which ended up fucking my letter's color palette (I don't want a monochrome font, I want to use a drawn image-based font).

So after half a day of searching, I'm still at 0. Anyone has any idea left?
Last edited by Zan on Fri Oct 28, 2016 5:27 am, edited 1 time in total.