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This Windows command-line utility was created by Australian modder Grant Davies in 2005 to get standard Windows fonts into the Doom 3 engine. The final version, 1.02, was released as open-source and substantially used for TDM.
== Intro to ExportFontToDoom3 & ExportFontToDoom3All256 ==
The Windows command-line utility "ExportFontToDoom3" was created by Australian modder Grant Davies in 2005 to get TrueType Fonts, standard on Windows, into the metadata+bitmaps form needed by the Doom 3 engine. His final version, 1.02, was released as open-source and substantially used for TDM. It relies on the open-source DevIL and Freetype2 libraries.
 
'''ExportFontToDoom3''' exports only the bitmap glyphs assigned to codepoints in the range 0-127, routinely the ASCII characters. The output actually generates metadata for 256 characters, but, due to a bug, upper-half characters are just mapped to the "undefined character" glyph.
 
'''ExportFontToDoom3All256''' fixes that bug; it exports the glyphs assigned to codepoints in the range 0-255, routinely ANSI characters. It is also easier to run on modern Windows PCs, so recommended. It takes the same command-line arguments as ExportFontToDoom3. Credits to Crispy (for 2009 fix) and (in 2024 form) Geep.


== Using the Tool ==
== Using the Tool ==
''The information here is adapted from the description doc included with the download.''
''The information here is adapted from the description doc included with the ExportFontToDoom3 download.''
=== Basic Command ===
=== Basic Command ===
To export with the common settings of 12, 24, and 48 point fonts, simply type:
To export with the common settings of 12, 24, and 48 point fonts, simply type:
  ExportFontToDoom3 <font filename>
  ExportFontToDoom3All256 ''font_filename''
For example (and assuming here a font "badtimes" with no legal issues):
For example (and assuming here a font "badtimes" with no legal issues):
  ExportFontToDoom3 badtimes.ttf
  ExportFontToDoom3All256 badtimes.ttf
Most standard font formats (from the 2009 timeframe) can be used for export, but TrueType is most common.
Most standard font formats (from the 2009 timeframe) can be used for export, but TrueType is most common.
=== Size Option ===
=== Size Option ===
To export the font in a certain size, use the option:
To export the font in a certain size, use the option:
  -size <font point size>
  -size ''font_pointsize''
For Doom3/TDM, only the sizes 12, 24, and 48 should be chosen. More than one "-size" arguments may be specified, for example:
For Doom3/TDM, only the sizes 12, 24, and 48 should be chosen. More than one "-size" arguments may be specified, for example:
  ExportFontToDoom3 badtimes.ttf -size 12 -size 24
  ExportFontToDoom3All256 badtimes.ttf -size 12 -size 24
As indicated above, if no "-size" argument is specified, 12, 24, and 48 point fonts are exported.
As indicated above, if no "-size" argument is specified, 12, 24, and 48 point fonts are exported.
=== Name Option ===
=== Name Option ===
To name the font to be exported, use the option:
To name the font to be exported, use the option:
  -name <name>
  -name ''fontname''
By default, the name is extracted from the font file. This name will be included in the TGA filename(s), which are referenced in turn in the "shaderName" fields of the DAT filename.
By default, the fontname is instead extracted from the font file. In either case, this fontname string will begin each of the TGA filename(s), which are referenced in turn in the per-character "shaderName" fields of the DAT file.
=== Other Options ===
=== Other Options ===
''In the description doc, there is a great deal of technical discussion about these next options, but of little likely relevance to TDM nowadays. Just ignore them in favor of their default values.''
In the description doc, there is a great deal of technical discussion about these next options, but of little likely relevance to TDM nowadays. Just ignore them in favor of their default values.
  -xOffsetFix <type>    ''Default is "none", which causes the font's X offset value to be exported to the "pitch" member of TDM .dat file.''
-textureFormat ''format''
where the default is .tga, which is what you want. Use another tool to convert the output from .tga to .dds, since ExportFontToDoom3 won't do it correctly.
  -xOffsetFix ''type''
where the default is "none", which causes the font's X offset value to be exported to the "pitch" member of TDM .dat file. There is also the related:
  -noXOffsetWarnings
  -noXOffsetWarnings
-textureFormat <format> ''Default is .tga, which is what you want. Use another tool to convert the output from .tga to .dds, since ExportFontToDoom3 won't do it correctly."


=== Output ===
=== Output ===
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* [https://web.archive.org/web/20100522173219/http://www.doom3world.org/phpbb2/viewtopic.php?t=11924 Tutorial 11 - Editing fonts]
* [https://web.archive.org/web/20100522173219/http://www.doom3world.org/phpbb2/viewtopic.php?t=11924 Tutorial 11 - Editing fonts]


== Downloads of v 1.02 ==
== Downloads of ExportFontToDoom3All256 ==
Windows binary:
Windows binary and required archived versions of FreeType and DevIL DLLs:
* grantheant.com/products/exportfonttodoom3
* [https://drive.google.com/file/d/1HzyyuZv0AVEhw4czJEwQ4nDMuqCogRyi/view?usp=sharing 'ExportFontToDoom3All256 Release 1 of 04-26-2024.zip']
 
This version, having been rebuilt, does not require legacy msvcp71.dll & msvcr71.dll files needed to run ExportFontToDoom3 v 1.02.


The C++ project file with source code:
The C++ project file with source code:
* grantheant.com/products/exportfonttodoom3
* [https://drive.google.com/file/d/1nkXJpBPa8qDqQxVQd9c1HlsSMKgohIw-/view?usp=sharing ExportFontToDoom3All256_source_project.zip] Release 1 of 04-26-2024. This zip is 177 MB; includes source & build project of archived library. Also sample TTF font (distributed with TDM) for debug testing.
* https://www.moddb.com/downloads/export-font-to-doom-3-v102
 
* also from wayback machine
For more about the modification and rebuild process, see "ReadMe_about_All256.txt", included in either of these two .zip downloads.
The project makes use of the circa-2005 FreeType font library (www.freetype.org) and DevIL image library.  
 
== Downloads of ExportFontToDoom3 v 1.02 ==
Windows binary:
* [https://grantheant.com/products/exportfonttodoom3 Grant Davie's project page]


== Modifying ExportFontToDoom3 for 256 Chars ==
Required DLLs:
The standard version of this tool exports only the glyphs for the ASCII characters, i.e., in the range 0-127.
To use ExportFontToDoom3 v 1.02 binary, you must have msvcp71.dll & msvcr71.dll installed in Windows or (more practical and safe now) in the same folder as the .exe. Once common, these files are no longer available from Microsoft (and purged from GitHub projects too). If you have an old machine with pre-Win10 OS, you can probably copy them from there. Otherwise, TDM's ATI Compressonator zip has them, at [[DDS Creation with ATI Compressonator]]; or various sketchy dll sites.


In 2009, Crispy (with input from other TDMers Hyeron, Fidcal, and greebo) developed a variant version, "ExportFontToDoom3_modified",  that could would also export characters in the range 128-256.
The C++ project file with source code:
* [https://grantheant.com/products/exportfonttodoom3 Grant Davie's project page]
* [https://www.moddb.com/downloads/export-font-to-doom-3-v102 Moddb downloads page]
* also from wayback machine.
The project makes use of the circa-2005 FreeType font library (www.freetype.org) and DevIL image library.


Unfortunately, as of 2024, that version appears lost (see [[https://forums.thedarkmod.com/index.php?/topic/21741-subtitles-possibilities-beyond-211/&do=findComment&comment=492024 this forum post]] ).
{{tutorial}} [[Category:Fonts]]
=== Project Setup from Unmodified Version ===
It is possible that the modifications could be reapplied. The original modification project was  https://forums.thedarkmod.com/index.php?/topic/10154-the-dark-mod-readables-ttf-fonts/&do=findComment&comment=200984 discussed here]. To summarize:
* Start with the C++ source. It uses the FreeType and DeviL DLL libraries of that era.
* Stick with the non-Unicode version of DeviL DLLs.
* The code wants il_wrap.lib, , which is an object-oriented C++ wrapper around DevIL's procedural C interface, but il_wrap.lib no longer exists.
* Fortunately, the wrapper source code was available, so it could simply be added directly to the ExportFontToDoom3 project. Once the class implementation is moved out of the header, it compiles.  (The wrapper code referred to is possibly il_wrap.cpp and related .h’s from https://github.com/DentonW/DevIL/ here].)
* Change the loop iterating over character codes, so it goes from 0 to 255. The type of the character code index must be changed from int to unsigned long. Simply make that change in Font::getGlyphIndexForCharacterCode and the code that calls it

Latest revision as of 14:38, 6 June 2024

Intro to ExportFontToDoom3 & ExportFontToDoom3All256

The Windows command-line utility "ExportFontToDoom3" was created by Australian modder Grant Davies in 2005 to get TrueType Fonts, standard on Windows, into the metadata+bitmaps form needed by the Doom 3 engine. His final version, 1.02, was released as open-source and substantially used for TDM. It relies on the open-source DevIL and Freetype2 libraries.

ExportFontToDoom3 exports only the bitmap glyphs assigned to codepoints in the range 0-127, routinely the ASCII characters. The output actually generates metadata for 256 characters, but, due to a bug, upper-half characters are just mapped to the "undefined character" glyph.

ExportFontToDoom3All256 fixes that bug; it exports the glyphs assigned to codepoints in the range 0-255, routinely ANSI characters. It is also easier to run on modern Windows PCs, so recommended. It takes the same command-line arguments as ExportFontToDoom3. Credits to Crispy (for 2009 fix) and (in 2024 form) Geep.

Using the Tool

The information here is adapted from the description doc included with the ExportFontToDoom3 download.

Basic Command

To export with the common settings of 12, 24, and 48 point fonts, simply type:

ExportFontToDoom3All256 font_filename

For example (and assuming here a font "badtimes" with no legal issues):

ExportFontToDoom3All256 badtimes.ttf

Most standard font formats (from the 2009 timeframe) can be used for export, but TrueType is most common.

Size Option

To export the font in a certain size, use the option:

-size font_pointsize

For Doom3/TDM, only the sizes 12, 24, and 48 should be chosen. More than one "-size" arguments may be specified, for example:

ExportFontToDoom3All256 badtimes.ttf -size 12 -size 24

As indicated above, if no "-size" argument is specified, 12, 24, and 48 point fonts are exported.

Name Option

To name the font to be exported, use the option:

-name fontname

By default, the fontname is instead extracted from the font file. In either case, this fontname string will begin each of the TGA filename(s), which are referenced in turn in the per-character "shaderName" fields of the DAT file.

Other Options

In the description doc, there is a great deal of technical discussion about these next options, but of little likely relevance to TDM nowadays. Just ignore them in favor of their default values.

-textureFormat format

where the default is .tga, which is what you want. Use another tool to convert the output from .tga to .dds, since ExportFontToDoom3 won't do it correctly.

-xOffsetFix type

where the default is "none", which causes the font's X offset value to be exported to the "pitch" member of TDM .dat file. There is also the related:

-noXOffsetWarnings

Output

A new folder will be created and all output files will be stored there. The folder will be named according to the font being exported. The output will consist of Targa image (.tga) files and .dat files.

Afterwards, from each TGA, you should create a corresponding DDS file.

Deployment & Further Adaptions

After export, assuming you have an FM set up to test them, rename the files into standard form and move or copy them to the expected locations...

  • For DAT files: fonts/english/<your font name>/
  • For DDS files: dds/english/<your font name>/

You'll undoubtedly have to make further iterative adjustments to both the DAT files (using other methods listed in Font Conversion & Repair) and bitmap files. For instance, the "glyphScale" value will likely have to be changed.

Tutorials that Include ExportFontToDoom3

Doom3-era tutorials, once posted on www.doom3world, can still be found with the "wayback machine" links given here:

Downloads of ExportFontToDoom3All256

Windows binary and required archived versions of FreeType and DevIL DLLs:

This version, having been rebuilt, does not require legacy msvcp71.dll & msvcr71.dll files needed to run ExportFontToDoom3 v 1.02.

The C++ project file with source code:

For more about the modification and rebuild process, see "ReadMe_about_All256.txt", included in either of these two .zip downloads.

Downloads of ExportFontToDoom3 v 1.02

Windows binary:

Required DLLs: To use ExportFontToDoom3 v 1.02 binary, you must have msvcp71.dll & msvcr71.dll installed in Windows or (more practical and safe now) in the same folder as the .exe. Once common, these files are no longer available from Microsoft (and purged from GitHub projects too). If you have an old machine with pre-Win10 OS, you can probably copy them from there. Otherwise, TDM's ATI Compressonator zip has them, at DDS Creation with ATI Compressonator; or various sketchy dll sites.

The C++ project file with source code:

The project makes use of the circa-2005 FreeType font library (www.freetype.org) and DevIL image library.