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Alphawolf

How do I set my own fonts?

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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.

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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.

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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?

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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.

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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

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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?

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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...

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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?

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The confont is what's used in the console, and only the console.

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...

Gez said:

Change the small font? Well, you've got to define a SMALLFNT font...

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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

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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

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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.

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