[Font] Improved DBIGFONT

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Kinsie
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[Font] Improved DBIGFONT

Post by Kinsie »

Image

This is a little upgrade to ZDoom's default DBIGFONT that adds the upper-case characters from the original Doom menu graphics. All credit goes to Eriance for separating them into different characters and doing the X and Z. I just set them up to work right in game. The source image is, of course, included.
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el zee
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Re: [Font] Improved DBIGFONT

Post by el zee »

neat, works well.
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Jimmy
 
 
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Re: [Font] Improved DBIGFONT

Post by Jimmy »

Oh wow, awesomeness. :o

However, I notice that the letters don't overlap by one pixel like they do on ordinary menu graphics. I think you should be able to do that with bitmap fonts, but not ZDoom's native font format.
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Xaser
 
 
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Re: [Font] Improved DBIGFONT

Post by Xaser »

Oddly enough, you actually can. FON2 supports kerning info (source), but Imagetool does not. It's an easy hex edit, though:

http://www.mediafire.com/?7n39vlmey2h1uy5

Untested for now, since I'm on the verge of sleep, but it should work fine provided I didn't make a typo somewhere. Lemme know if it doesn't work as prescribed. ;)

This reminds me -- I've been meaning to add a couple of fonts based on this idea for a while now. For DTWID, I created a font based on the letters from Doom's CREDIT screen (which, as far as I know, are a totally-unique "medium-sized" font that can't be found anywhere else) which can be plausibly used as capital letters for Doom's SMALLFONT. Someone remind me to finish up the punctuation marks and I'll get that finished eventually. :P
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Kinsie
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Re: [Font] Improved DBIGFONT

Post by Kinsie »

Thanks Xaser! Please do finish those off, I've been thinking of hacking up lower-case letters for SMALLFONT but your solution would be better.
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Xtyfe
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Re: [Font] Improved DBIGFONT

Post by Xtyfe »

Oh damn nice, also looking forward to a complete set
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Re: [Font] Improved DBIGFONT

Post by NeuralStunner »

AutoLoad material! Now I'll start noticing the amount of crap that's in all caps/lowercase. :P

Will work great in a mod too. ;)
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Re: [Font] Improved DBIGFONT

Post by Xtyfe »

Blah, had to use IE to download it. MediaFire doesn't like the new Firefox
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Jimmy
 
 
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Re: [Font] Improved DBIGFONT

Post by Jimmy »

Hmm... could someone please make a version of this, but slightly darker? It's a bit obvious at the moment that the outline doesn't quite match up with the regular white BigFont. (Also see the WILV# and CWILV# graphics from doom(2).wad.)

Image

If you examine closely, the font itself is I think one or two shades lighter than it should be.

It looks like there should be at least a color translation of "103:104=104:106", and possibly more so, in case some of the characters use slightly darker/lighter shades for their outlines (and there are a few - I know H has two light blobs on the bottom of its outline).
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NeuralStunner
 
 
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Re: [Font] Improved DBIGFONT

Post by NeuralStunner »

Jimmy wrote:[LOOK I AM A PICKY ASS]
:P !
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Jimmy
 
 
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Re: [Font] Improved DBIGFONT

Post by Jimmy »

Oh jeez, I know. :P
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Tormentor667
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Re: [Font] Improved DBIGFONT

Post by Tormentor667 »

This should be added to the ZDOOM.PK3, really!
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Re: [Font] Improved DBIGFONT

Post by Gez »

Yeah, once everybody is done nitpicking and tweaking it. ;)
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Re: [Font] Improved DBIGFONT

Post by Tapwave »

Tormentor667 wrote:This should be added to the ZDOOM.PK3, really!
I dunno if the developers will be okay with that, but this sure as hell is going to my autoload folder.
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Tormentor667
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Re: [Font] Improved DBIGFONT

Post by Tormentor667 »

@terranova - In my eyes, any kind of improvement that fits into the aesthetics of Doom or it's engine games should be added to the pk3, things like "widescreen variants" or stuff like this font. It's something that id would have added themselves if they were aware of things to come - at least that's what I think :)

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