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Author
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Topic: Anyone working on a HUD Fonts Fix?
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PapaRomeo
Member
Member # 2897
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posted 11-13-2000 10:47 AM
I was intrigued by Jamie Richards' hint from TK that we might be able to replace the HUD fonts with another, bigger bitmapped font. (See the following thread: http://www.combatsim.com/ubb/Forum24/HTML/012954.html )Is anyone trying to make this a reality? I wouldn;t know where to start, to be honest, but maybe someone else out there does??? After a session of running at 12x10 and squinting to read my own airspeed, my aching eyes say "Thanks" in advance!
Posts: 949 | From: Springfield, Virginia, USA | Registered: Feb 2000 | IP: Logged
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PapaRomeo
Member
Member # 2897
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posted 11-13-2000 04:15 PM
**Bump?** Anyone? If you can even give me a clue, I might even try it myself. PR
Posts: 949 | From: Springfield, Virginia, USA | Registered: Feb 2000 | IP: Logged
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PapaRomeo
Member
Member # 2897
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posted 11-13-2000 04:34 PM
Geo:Sounds like you've looked at them. What are they? A standard bitmap font should be **.FON, I think. PR
Posts: 949 | From: Springfield, Virginia, USA | Registered: Feb 2000 | IP: Logged
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JWC
Member
Member # 116
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posted 11-14-2000 04:52 AM
First, let me say that I am NOT working on a HUD fonts fix! However, I have done some minor trial-and-error experimenting. The fonts that are used for the HUD text are from the files:"Tinyfont.fnt" and "Tinyfont.fsp" The onscreen message text, as well as the text that you see in the hangars, for instance, is controlled by the following two files: "Thickfnt.fnt" and "Thickfnt.fsp" Taking any other font files and renaming them with these titles produces changes in the onscreen fonts. From what I can piece together, all the ".fnt" files all seem to be 256 bytes. "Tinyfont.fnt" seems to control the positioning of the HUD text, and to some extent the size of the letters. "Tinyfont.fsp" apparently is the shape of the fonts themselves.
I have no clue how to make a new font or change the size of the existing fonts. I just finished taking a few other existing font files and renaming them (Tinyfont.fnt and .fsp). However, there is a serious problem. Using a very large font, like Menu01.fnt/fsp (which is the menu letters on the mainscreen, or "Main2.pic" if you are using an add-on mainscreen), produces onscreen HUD text which is nothing but unreadable huge blocks of color. I did manage to create a very slight improvement over the existing font size at 1280 x 1024 by renaming the Thickfnt.fnt/fsp files as "Tinyfont". But the change is not much of an improvement. Frankly, I am too tired right now to continue on it--I'm going to bed!
Posts: 1633 | From: College Station, Texas, USA | Registered: Sep 1999 | IP: Logged
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PapaRomeo
Member
Member # 2897
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posted 11-14-2000 07:32 AM
JWC:Thanks for those insights. It sounds like you are just renaming the other font files that are included in the .cdf archive, right? How many are there? Are there some more options to try? Maybe Jamie Richards could ask TK how we'd import a bitmapped font from outside EAW...? Sorry to be such a pest; if I had time I'd be working on this myself. Thanks again, JWC, PR
Posts: 949 | From: Springfield, Virginia, USA | Registered: Feb 2000 | IP: Logged
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JWC
Member
Member # 116
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posted 11-14-2000 12:33 PM
Yes, I just tried renaming other "font files" so they would appear as the HUD text.There seem to be a total of 31 font types (62 files, half of them *.fnt, half of them *.fsp). This total includes "Tinyfont.fnt/fsp*). [...if I had time I'd be working on this myself...]
I know what you mean!
Posts: 1633 | From: College Station, Texas, USA | Registered: Sep 1999 | IP: Logged
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PapaRomeo
Member
Member # 2897
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posted 11-14-2000 12:46 PM
Jeez, 31 fonts?? Who knew! What are they all for? Off the top of my head, I can think of HUD font, the blackboard font, the one for the mission parameters screens, multiplayer chat, main screens options, typing on the "Regrets" telegrams, something for the medals screens. You've got to figure they were all optimized for 640x480, right? So you can use the HUD at 640x480 for size comparison. We need to find a font that displays larger than the HUD font at that resolution -- and that's pretty big. (Go back to 640x480 for a change and you'll be amazed that we ever put up with it!) I'm guessing that aside from the menu font (which you say doesn't work), very few of them are appreciably larger than that. Which means we probably need to ask Jamie to ask TK how to convert a standard bitmapped font. PR
Posts: 949 | From: Springfield, Virginia, USA | Registered: Feb 2000 | IP: Logged
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JWC
Member
Member # 116
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posted 11-14-2000 09:32 PM
PapaRomeo: [...31 fonts...What are they all for...]Good question! But many of them seem to be different versions of the same filename (examples: Chalkf1.fnt/fsp, Chalkf2.fnt/fsp, Chalkf3.fnt/fsp, Mdlmenu1.fnt/fsp, Mdlmenu2.fnt/fsp, etc.). KingRat: [...where do I get the .cdf extractor utility...]
It is contained in Paulo's add-on campaign "1942: Turning Point in Europe", which is available at a number of EAW sites, including Cord's. After you unzip the 42TPE campaign, there will be a folder called "Utils". In it you will find the "CDFRW.EXE" file. To use cdfrw, I like to create an empty folder and copy and paste cdfrw into it. Then I copy and paste whatever CDF I want to extract files from into the same folder. This makes it much easier to tell what is what (if you have the cdfrw.exe program in your EAW directory and try to extract any files, the extracted files will overwrite any add-on files in the EAW directory that have the same filename---so I eliminate the possibility of screwing up something in EAW by just extracting files from the CDF in a different folder altogether). [This message has been edited by JWC (edited 11-14-2000).]
Posts: 1633 | From: College Station, Texas, USA | Registered: Sep 1999 | IP: Logged
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