Author Topic: Solution for editing Freespace2 fonts  (Read 2002 times)

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Solution for editing Freespace2 fonts
Hi there,

StratComm mentioned that the Red Faction toolkit has a FontTool2 editor which is capable for editing, kerning and compiling unique fonts for the Volition made games (but you knew that already).

So, based on the readme which was bundled with the kit I've managed to edit the font file. The way I did the editing was taking screenshot at every character from number 33, 34, 35 and so on. At the moment I'm at No.64 @font01.vf. In the afternoon I'll go on with cutting/pasting/inserting the chars.

I hope that by "hard-copying" the characters pixel per pixel, I'll succeed getting the same size of the original font files, but having the source targa file what contains the bitmaps of the chars which would be freely available to virtually edit any font.

I've had read that Wojta, FreeTerran and the other FreeSpacers are also interested in editing of Freespace2 fonts cause of inserting localized characters into the fontfile to correctly displaying native text for their language.

If I'm not right then please correct my mistake:
I've read there at HLF that some checksumming is being calculated at every startup of FS2. I'm just mentioning that FS2 was frozen, caught up at startup when I've copied the Red Faction font to the proper directory (./data/fonts). I know that Red Faction fonts would be 100% incompatible with Freespace2, but I was just curious.

I'm anxious that my work will be futile because FS2_Open won't work with the hacked and localized Freespace2 font (I want to add characters 'öüóőúéáűí' and these fonts' capital version, but as long as FontTool works with ANSI-encoding that would be piece of cake). Anyone would help me getting these fonts work with FS2?

Thanks for your advice.

 

Offline taylor

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Re: Solution for editing Freespace2 fonts
Uhh, you know that FSO is going to get full TrueType font support in a couple of months, right?

 
Re: Solution for editing Freespace2 fonts
Hell, no.  :rolleyes: Are you kidding, aren't you?  :lol:

Thanks for the update, but I'd happier if I could help you somehow. I  don't know any programming language, but I'm an experienced power user who isn't scared when there's work to do in any CLI-environment. Last but not least, I'm familiar with GNU/Linux. Anyway, I want to localize the Freespace games (1, ST, 2), that's why I asked for help.

I'm just curious. If everything will be all right, how should I implement my translated files into the game? As an extra .VP including all text capable files, or just by simply copying the .FSM mission files, TBL ones into the directory, etc.?
How would be the most efficient and simple way to do that?

 

Offline taylor

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Re: Solution for editing Freespace2 fonts
Been working on the TTF support for quite a while actually. :)  It just hasn't been high priority since we worked so long to get 3.6.9 done.  There were 3 primary reasons for the TTF support though: 1) better customizing for mods, 2) better looking fonts in general, 3) better i18n support.

The engine does have some basic i18n support, though it is very lacking in several key areas.  I plan to add UTF-8 support for tbls/missions at some point, so that umlaut support isn't as wonky as it is now (we have to hard-code umlaut translation).  I also plan to add system level language detection so that you don't have to tell it to use something other than English, it will just look at your system settings and try to use that, and if it can't then it will fall back to English.  The new input code, which is part of the new pilot file rewrite coming for 3.7, will have far improved support for i18n keyboard layouts and not have so much of a dependance on us-101 like the code does now.

The string translation tables aren't bad though, they just aren't used by 99.9% of the content makers.  I would really like more support in this area, but since my Spanish is absolute crap, my German is so lacking it's not funny, and English is all I have left, I don't really have the linguistic abilities to do translations myself.  I want to improve this support to some extent, and also add much better support for custom strings, but we need people to actually do all of the translating for that to work.  Unfortunately, no one has ever volunteered to do any string translations because it's not easy to do with our setup.  Of course, we won't spend time to make it any easier since there is no one to make it easier for.  It's one of those chicken-before-the-egg situations where nothing ends up getting done.

If you want to help out by doing string translations (with strings.tbl and tstrings.tbl) then that would be great.  The tstrings.tbl file has all strings used by tbl/tbm and mission files, whereas the strings.tbl file has translations for strings actually contained in the EXE itself.  Those XSTR("", -1) things that you see in the tables and missions are for string translations, so basic support is there, we just need the strings and for the XSTR() lines to have the proper string reference (rather than "-1").  Someone maintaining a VP with that info would be of tremendous help to us.  And of course that info could eventually be rolled into the MediaVPs, or just continue to be available as an officially supported, but separate, VP.

  

Offline asyikarea51

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Re: Solution for editing Freespace2 fonts
How would mods like the original Inferno R1 perform with full typefacing support then, if I may ask? :)

E.g. the Nemesis mission actually uses two Nemesis SD's to simulate the nanojumping whatnot. :doubt: One EASD Nemesis, the other EASD Nemesis(insert invisible character here)...

The way I see it, it won't break compatibility, but then the invisible font would end up being visible for example...