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SS2 special characters fonts
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SS2 special characters fonts
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voodoo47
#24
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23. December 2018, 19:23:25
6649e8e31678e
ok, the attachment contains all six font bmps that are required for a full translation. you will also need
the font tool
(you need to launch it in cmd and type in the convert commands manually, examples are in my zip).
now the annoying part - you need to figure out into which purple square your own special character needs to be placed so it would be displayed in the game properly (you can resize them, but do not break, delete or add them). once you have it figured out for one bmp, the rest is easy, because they follow the same rules.
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luigge
#25
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23. December 2018, 19:26:32
6649e8e3168cc
hmm I think I understand I cant resize the squares just change the character locations?
and how do I use the cmd to do this?
6649e8e31696d
luigge
#26
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23. December 2018, 19:30:16
6649e8e3169b9
I need to edit the bmp files and change the location of the fonts it is like going in paint ant cut pasting the fonts?
6649e8e316aa0
voodoo47
#27
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23. December 2018, 19:36:09
6649e8e316aeb
I have been using Gimp to edit the bmps. and yes, you need to place your special characters (properly sized and colored) into the correct purple squares, however there is no way of knowing which one goes where, so you will just have to try and see.
once the bmp is edited, you place it into the folder where the font tool files reside, you start the windows command line (cmd), go to the location of thieffon.exe, and type in and execute the conversion command (examples are in my zip as mentioned, see the txt).
you do this one trillion times are you are done.
6649e8e316b76
luigge
#28
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23. December 2018, 19:40:02
6649e8e316bc1
one trillion times
well thanks for helping.
6649e8e316c68
voodoo47
#29
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23. December 2018, 19:45:36
6649e8e316cb3
sure. one thing you need to remember when doing anything that's related to the Dark Engine is that there are no free lunches, ever - you will always have to work hard to achieve whatever you have in mind.
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luigge
#30
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23. December 2018, 19:50:35
6649e8e316d8c
hello again I tried doind thieffon -c saveload.bmp and found 0 glyphs, do I need to write something else?
6649e8e316e15
luigge
#31
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23. December 2018, 19:51:28
6649e8e316e5f
nevermind there is ofcourse some code missing
6649e8e316efd
voodoo47
#32
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23. December 2018, 19:52:25
6649e8e316f47
yeah, it should be
thieffon -c saveload.bmp saveload.fon
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luigge
#33
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23. December 2018, 19:55:18
6649e8e317048
tried that but the file still says 0 glypsh found maybe I'm doing something wrong. the file is .bmp and what I just did was removing a character from one pink square just to see if makes any difference and put the file in the theffron folder but nothing happens
6649e8e317132
voodoo47
#34
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23. December 2018, 19:59:04
6649e8e3171e4
see if you can generate a fon file from my bmp without editing it.
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luigge
#35
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23. December 2018, 20:03:02
6649e8e3172da
found 224 glyphs
6649e8e317390
voodoo47
#36
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23. December 2018, 20:11:19
6649e8e3173dd
so works fine before editing - that means your editing tool is breaking the bmp somehow. try to use something else - as mentioned, Gimp worked without problems for me (and it's completely free).
maybe even mspaint would work.
6649e8e317466
luigge
#37
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23. December 2018, 20:14:36
6649e8e3174b4
well I will try gimp and see if works
6649e8e3175c4
luigge
#38
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26. December 2018, 03:07:06
6649e8e317613
hello again, I have another problem.
I tried changing one character in the file mainfont.bmp. that you sent me.
I can change easily with gimp and the thieffon works perfectly. (converting from .bmp to .fon)
Then I oppened the file fonts.crf from the game folder and tried changing the file, and then opening the save.
the problem is that doing this the game doesn't load the savefile and just close. do I need to create a new save file or something? or maybe I'm not allowed to change the fonts.crf file?
or what have I done wrong?
When exporting the .bmp file I just left umarked the 2 options first is something about coding lenght and second is about compatibility maybe I need to mark those?
6649e8e3176a2
luigge
#39
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26. December 2018, 03:10:06
6649e8e3176ed
the file iface.crf have some fonts too, do I need to change that fonts too?
6649e8e3177c5
luigge
#40
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26. December 2018, 03:50:00
6649e8e317812
Well, to sum up, I am testing the translation with the vending machine because it is the best way to test, just click on it to use and the text will appear.
Apparently this uses the (mainfont.fon) font (I guess) so this is why I'm testing with this file first but changing anything makes the savefile unable to load. even using your mainfont.fon without modifying doesn't help
I mean changing the file from fonts.crf archive, located on the folder.
6649e8e3178e6
voodoo47
#41
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26. December 2018, 08:15:56
6649e8e317909
you do not need a new save, and you shouldn't mess around with crf files, just load the new fonts as a mod - create a new folder inside your DMM folder (you should have that if you have patched up with the tool), name it Translation (or whatever), and create two folders inside, one "fonts", and one "intrface", metafont.fon and SAVELOAD.FON go to intrface, the rest goes into fonts. activate with the modmanager with max priority.
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luigge
#42
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26. December 2018, 20:01:33
6649e8e317a94
hello, first of all merry crhistmas to all of you I now it is late but whatever.
second of all, I have managed to make the mod work as you said to use the file as a mod instead of changing the .crf file.
now I have a little problem. some of the characters I wrote, looks like there are 2 characters that lead to them I don't know if you will understand.
some characters are 1 to 1 so when I write them in the subtitles, another character takes place in the game but some are 1 to 2 so 2 characters appear in the game what to do now?
https://imgur.com/py0LVUY
here is the image of what I have managed to do
6649e8e317b29
voodoo47
#43
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26. December 2018, 20:04:03
6649e8e317b76
I don't understand what the problems is supposed to be, unfortunately.
6649e8e317c4e
luigge
#44
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26. December 2018, 20:06:14
6649e8e317c9c
and my other thought is: for example, the character ([) appears in the game as (
so if I go to the font bmp and change the (
symbol for ([) so the character will be right? but some of them as I said are 1 to 2 so if I write for example (á) in the game apperas as (úü) so I don't know which of the characters ins the bmp file to change.
6649e8e317d36
luigge
#45
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26. December 2018, 20:08:13
6649e8e317d83
I'm saying that in the game some characters appear as just one character and some appear as 2 characters
6649e8e317e36
voodoo47
#46
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26. December 2018, 20:10:29
6649e8e317e84
ah, I see - that means you still don't have the correct position/purple square, and you need to search for it. might be one of those empty ones - as mentioned, the whole problem is that there is no way to know, and you just have to try until you get lucky.
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luigge
#47
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26. December 2018, 20:20:50
6649e8e317fc8
Apparently all the keys are in the wrong position for me so for example all the small letters abcdfg... when I write in the subtitles, in the game they appear as high letters ABCGEFG... that is fine. it is 1 to 1
the problem is that some characters for example like (á) they appear in the game as (ú¨ü) 2 letters and I don't know what to do about it. I tried removing the (ú) character from the bmp file just to check if it would be gone as a lot of characters have this ú appearing in the game. as I showed you in that image.
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