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TTF2Font

by Quin on 06/10/2008 02:09, 13 messages, last message: 06/16/2008 01:52, 1442 views, last view: 04/07/2024 23:48

I have just finished developing a new utility for everyone, so without further ado, introducing.. TTF2Font!

TTF2Font is a utility program designed to create font bitmaps for Cube Engine games, it works by taking a Truetype font and building it into a set of coordinates in an image. It was created by Quinton "quin" Reeves and Lee "eihrul" Salzman, to assist Joshua L. "verbalshadow" Blocher in his creation of content for Blood Frontier.

URL: http://bloodfrontier.com/TTF2Font

Enjoy!

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#1: ..

by Lionsword2 on 06/10/2008 04:33

Most of us saw this on quaddropolis...but still, neat program.

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#2: Re: ..

by jbuk2k7s cookie has gone on 06/11/2008 20:28, refers to #1

Uh, png is lossless so setting a higher compression ratio will -not- affect the quality of the output.

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#3: ..

by {Qs}Homicidal on 06/11/2008 21:19

how about a simple GUI front end ?

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#4: Re: ..

by Quin on 06/12/2008 01:46, refers to #2

Absolutely correct, I was on the tail end of my sleep spectrum by the time I finally pushed this out on the internet. Simple enough to fix, ta.

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#5: Re: ..

by Quin on 06/12/2008 01:52, refers to #3

Unless you're obsessively tweaking a font, the defaults the program supplies is fine for producing in game fonts, plus you need to edit the files it creates if you're going to put them in game.

One of the simplest things you can do is simply drag and drop your font onto the ttf2font program, if there is no '-' argument on the command line, the program assumes you're specifying a font file.

At any rate, writing a cross platform GUI for something that may be used once or twice by someone isn't an effective use of my time. I have my work on Blood Frontier to contend with, and this was just a means to an end which just so happened to get shared with the rest of the community at the request of eihrul.

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#6: Don't work

by Q009 on 06/12/2008 14:31

This program won't work. When i have generated chars, placed cfg file and png file sauerbraten says 'could not load texture bgnthl.png... Wtf??

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#7: Re: Don't work

by MovingTarget on 06/12/2008 14:36, refers to #6

lol, I had the same issue. Go into the cfg file and prepend 'data/' to bgnthl.png.

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#8: ..

by Quin on 06/12/2008 15:17

"The program will create two files upon proper execution, based on the name of the font you provide it. Should you wish to use this as your default font in game, you will need to rename the config file "font.cfg" (and optionally, rename the image "font.png") and the update the config file accordingly. The font will not work in the game as output by the program, you must edit it."

This was created for all Cube Engine games, which may or may not use the same directory structure (like Blood Frontier does) as Sauerbraten. You MUST edit the file, the target audience is developers and people actually willing to put some time and effort into their work.

Finally, the last thing I wanted was a million people submitting unoriginal fonts to Quadropolis because they found a new toy.

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#9: How to use -s argument?

by Q009 on 06/12/2008 17:27

When im using '-s' argument it makes font anyway with size 1 !!! How to use it?

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#10: How to use -d argument?

by Q009 on 06/12/2008 17:32

When im using '-d' argument it makes text anyway black!!! How to use it?

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#11: Re: How to use -d argument?

by Quin on 06/12/2008 20:20, refers to #10

There was a bug with the command line arguments, please download v0.2!

New features: Hidden -w<N[0..1]> command line argument to dis/enable using message boxes on win32 systems.

Fixes: Command line argument bugs, alpha blend testing.

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#12: Re: How to use -d argument?

by Q009 on 06/13/2008 10:05, refers to #11

Thanks!

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#13: v0.3

by Quin on 06/16/2008 01:52

Just letting everyone know, I pushed out v0.3, which ties up a few loose ends and puts in a couple of feature requests.

* -o arg to use an outline around the glyph
* -g arg to set output game format
* -n arg to set the name of the output

Get it from the usual place, see the docs for more details.

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