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(zabouth2) #1

dose anyone know where the fonts that are used in game are sotred (i dont meand the fonts that are used in the loadup screens) i mean then fonts that say stuff like “Nutter|Zabouth was killed by bobs mp40” and what format they are stored in. Are they a tga file

p.s.
pak0.pk3 is not a good Answer plz can u tell my the dir in pak0.pk3 and the files format. Thats if what i am saying can de done? :beer:


(nUllSkillZ) #2

I think they are in the “fonts” subdirectory.


(hollowgrave) #3

First of all you will need to download this font editor created by RR2DO2, for creating any new fonts: Q3Font: http://www.splashdamage.com/files/q3font_1.52.zip

All of the font files are located in the pak0.pk3 file in the /fonts directory if you extract the .pk3, if you just open it up to view with Winzip and sort alphabetically by path you will see the following files in the fonts\ directory:

ariblk_0_16.tga
ariblk_16.dat
ariblk_0_27.tga
ariblk_1_27.tga
ariblk_27.dat
courbd_0_21.tga
courbd_21.dat
courbd_0_30.tga
courbd_1_30.tga
courbd_30.dat

The .tga and .dat are necessary in order for the font to be displayed to the screen. You will need to create a new directory within your mod folder called /fonts and place all of your newly created .tga’s and .dat’s in there. The Q3font creator will create all of the dats and tgas that you will need.

After your new fonts are created you will need to go into the cgame project folder and look in cg_local.h and add the following line within the cgMedia_t struct

fontInfo_t limbofont1

Then you will need to register the graphic prior to displaying it, so you must also modify cg_main.c within the CG_RegisterGraphics() function as follows:

trap_R_RegisterFont( “ariblk”, 16, &cgs.media.limbofont1 );

Now that you have registered the graphics they should display to the screen. I used limbofont1 because that is the standard that is currently used of course you would replace the limbofont1 with whatever you want for example “newfont”.

So if you want to change the font for the pop up messages with the game you will need to modify two functions within cg_popupmessages.c and they are as follows: CG_DrawPMItems() and CG_DrawPMItemsBig(). For this just change the “&cgs.media.limbofont1” to whatever your new font is called so it would look like as follows “&cgs.media.newfont”.

If you want to track where the fonts are called from, just search the entire solution for “limbofont” and it should show you all the possible places the font will be displayed.

I am currently changing all of the fonts in the mod that I am assisting in and have just gone through all of this research (http://pop.rtcwfiles.com).

Hope this helps out!

Paul


(zabouth2) #4

yep i found them tey are tga files but not the normal format many a diffent palet of something because the gimp wont read um any one know of any software that will


(nUllSkillZ) #5

gimp 2 reads them.
I think these are 32 bit tga (with an alpha channel).