Alphawolf Posted August 2, 2011 I don't want to use a font pack. What I want to do is use some PNGs I have of all the letters of the alphabet and numbers etc and use them as fonts. I have named them to replace the ones in doom 2 but certain ones don't work. For instance, on the main menu the 'new game' and a few others are in the old low resolution files from the doom2 iwad even though my png replacement has the same name. Where can I find the file that tells the game to use those specific pngs? I want to have a def file that can tell the game to chose my png files instead of what is default. I am using gzdoom by the way. Thanks. 0 Share this post Link to post
Zom-B Posted August 2, 2011 A lot of strings are stored and rendered as complete images rather than single characters. Examples are the menus and the names of the levels at intermission screens. If you want to change the menus, edit the lumps starting with 'M_NGAME' (New Game) There is also the option to replace the menu in sourceports using a lump MENUDEF in your wad. You can probably find info on it on the zdoom wiki. 0 Share this post Link to post
Alphawolf Posted August 2, 2011 I have a problem starting it up now. This is my FONTFDEF file: BIGFONT { A FONTB065 B FONTB066 C FONTB067 D FONTB068 E FONTB069 F FONTB070 G FONTB071 H FONTB072 I FONTB073 J FONTB074 K FONTB075 L FONTB076 M FONTB077 N FONTB078 O FONTB079 P FONTB080 Q FONTB081 R FONTB082 S FONTB083 T FONTB084 U FONTB085 V FONTB086 W FONTB087 X FONTB088 Y FONTB089 Z FONTB090 a FONTA065 b FONTA066 c FONTA067 d FONTA068 e FONTA069 f FONTA070 g FONTA071 h FONTA072 i FONTA073 j FONTA074 k FONTA075 l FONTA076 m FONTA077 n FONTA078 o FONTA079 p FONTA080 q FONTA081 r FONTA082 s FONTA083 t FONTA084 u FONTA085 v FONTA086 w FONTA087 x FONTA088 y FONTA089 z FONTA090 ! FONTA033 , FONTA039 - FONTA095 . FONTA046 0 FONTA048 1 FONTA049 2 FONTA050 3 FONTA051 4 FONTA052 5 FONTA053 6 FONTA054 7 FONTA055 8 FONTA056 9 FONTA057 : FONTA121 ; FONTA059 < FONTA060 = FONTA061 > FONTA062 ? FONTA063 [ FONTA091 \ FONTA092 ] FONTA093 ^ FONTA094 " FONTA034 $ FONTA036 % FONTA037 & FONTA038 ( FONTA040 ) FONTA041 * FONTA042 + FONTA043 , FONTA044 _ FONTA045 / FONTA047 (line 92) } (line 93) (line 94) The error I am getting in gzdoom is: Script Error "(my wad name).wad:FONTDEFS" line 94: Missing string (unexpected end of file). Except there is NO line 94. The end of the Fontdef file is at line 93. Whats going on? 0 Share this post Link to post
Gez Posted August 2, 2011 Have you tried actually adding an empty line at the end? 0 Share this post Link to post
Alphawolf Posted August 2, 2011 I did that but now instead of line 94 its saying line 95. The fonts are larger and more higher resolution, and are between HI_START and HI_END markers if that helps. Here's the wad: http://www.megaupload.com/?d=VP2V5K8M 0 Share this post Link to post
Gez Posted August 2, 2011 Okay, so it's not the problem I thought it might have been. I'd have been surprised, though; the parser is quite robust after all. Found it: you accidentally open a string which is not closed. Edit the relevant line like this and it'll work:""" FONTA034 Otherwise, you should note that if the game has no identically-named graphic lumps outside of the hires namespace, the hires graphics won't be scaled down. That means your font is HUUUUUGE. But you can probably work around that quite easily. 0 Share this post Link to post
Alphawolf Posted August 2, 2011 Ah I see. Thanks gez. I actually also added at one point a '#' but that opened the blue text so I removed that thinking it would do something lol 0 Share this post Link to post
Alphawolf Posted August 2, 2011 Ok so its worked having changed what was making the error. The menu options and options new font does appear (massive as you said lol) But the problem is that the other fonts for the gameplay options, sound options, etc... (all the white fonts) are not the new fonts I put... What is causing this? What I'm doing is making a hi-resolution pk3 for gzdoom and I want these fonts to be higher resoultion. That old download is redundant, here it is fixed: http://www.megaupload.com/?d=S1M87T9E How come the white fonts are still the same old ones? 0 Share this post Link to post
Alphawolf Posted August 2, 2011 Haha did you see the size of the options LOL. But seriously how do you change it? 0 Share this post Link to post
Gez Posted August 2, 2011 Change what? Change the size? Create scaled down copies of your current character graphics and add them to the wad, outside of the HI_ markers. The hires graphics will be used, but the engine will have a size reference. Change the small font? Well, you've got to define a SMALLFNT font... 0 Share this post Link to post
Alphawolf Posted August 2, 2011 I want to change the CONFONT from gzdoom to be the font that was in the wad. I have the same fontdef as before I simply removed BIGFONT and changed it to CONFONT yet nothing changes, it still remains the old crappy low resolution pixelated one. Why is it not changing? 0 Share this post Link to post
Gez Posted August 2, 2011 The confont is what's used in the console, and only the console. 0 Share this post Link to post
Alphawolf Posted August 2, 2011 I don't know what font its called this is what I want to change: the white text. http://i1239.photobucket.com/albums/ff511/xSuPerF1yTNTx/gzdoom2011-08-0222-44-18-34.jpg 0 Share this post Link to post
Gez Posted August 2, 2011 ... Gez said:Change the small font? Well, you've got to define a SMALLFNT font... 0 Share this post Link to post
Alphawolf Posted August 2, 2011 So I change BIGFONT to SMALLFNT in fontdef? I did that and it changed nothing gez 0 Share this post Link to post
Gez Posted August 2, 2011 Alright, SMALLFNT is the name for a font contained in a single lump; but for a composite font defined in FONTDEF, you have to call it SmallFont (with the O). Try that. And weep at the horrible hugeness that makes the option menu entirely unreadable. :p 0 Share this post Link to post
Alphawolf Posted August 2, 2011 Theres still one thing I am wondering, how does Legacy of suffering manage to use the same size font but get it to scale correctly? I notice that there is a hirestex definition in that wad, that defines the names of the fonts: Remap STCFN065 LOSHF065 Remap STCFN066 LOSHF066 Remap STCFN067 LOSHF067 Remap STCFN068 LOSHF068 Remap STCFN069 LOSHF069 Remap STCFN070 LOSHF070 Remap STCFN071 LOSHF071 Remap STCFN072 LOSHF072 Remap STCFN073 LOSHF073 Remap STCFN074 LOSHF074 Remap STCFN075 LOSHF075 Remap STCFN076 LOSHF076 Remap STCFN077 LOSHF077 Remap STCFN078 LOSHF078 Remap STCFN079 LOSHF079 Remap STCFN080 LOSHF080 Remap STCFN081 LOSHF081 Remap STCFN082 LOSHF082 Remap STCFN083 LOSHF083 Remap STCFN084 LOSHF084 Remap STCFN085 LOSHF085 Remap STCFN086 LOSHF086 Remap STCFN087 LOSHF087 Remap STCFN088 LOSHF088 Remap STCFN089 LOSHF089 Remap STCFN090 LOSHF090 Remap STCFN091 LOSHF091 Remap STCFN092 LOSHF092 Remap STCFN093 LOSHF093 Remap STCFN094 LOSHF094 Remap STCFN095 LOSHF095 0 Share this post Link to post
Gez Posted August 3, 2011 Yeah, it's an obsolete way of doing stuff I have already explained. To scale down hires graphics, the engine needs to know which scale they're meant to have. Simplest way to do so is to use a model. HIRESTEX was a method by which you could say that normal-res texture FOO was to remapped to hires texture BAR. BAR would be sized to have FOO's dimensions. But with the hires namespace, you don't have to write a text lump and explicitly replace each texture. You can just have a normal-res FOOBAR lump somewhere appropriate, and a hires FOOBAR lump in between HI_START and HI_END marker, and the engine will be so smart and clever that it'll guess you want to use the hires FOOBAR scaled to the size of the normal FOOBAR. At the moment, what you have is a FOOBAR lump in the hires namespace, and no FOOBAR lump anywhere else to serve as a model. Therefore, the engine defaults to using normal res; and the things are huge as a result. I had already said so:Gez said:Otherwise, you should note that if the game has no identically-named graphic lumps outside of the hires namespace, the hires graphics won't be scaled down. That means your font is HUUUUUGE. Gez said:Change the size? Create scaled down copies of your current character graphics and add them to the wad, outside of the HI_ markers. The hires graphics will be used, but the engine will have a size reference. So yeah. Do that. 0 Share this post Link to post