ExportFontToDoom3: Difference between revisions
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== and 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. These are 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 has the same command-line arguments as ExportFontToDoom3 (which will be used in examples below). 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 download.'' | ||
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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 ExportFontToDoom3 v 1.02 == | ||
Windows binary: | Windows binary: | ||
* [https://grantheant.com/products/exportfonttodoom3 Grant Davie's project page] | * [https://grantheant.com/products/exportfonttodoom3 Grant Davie's project page] | ||
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The project makes use of the circa-2005 FreeType font library (www.freetype.org) and DevIL image library. | The project makes use of the circa-2005 FreeType font library (www.freetype.org) and DevIL image library. | ||
== Downloads of ExportFontToDoom3All256 [COMING SOON] == | |||
== Modifying ExportFontToDoom3 for 256 Chars == | == Modifying ExportFontToDoom3 for 256 Chars == | ||
The standard version of this tool exports only the glyphs for the ASCII characters, i.e., in the range 0-127. | The standard version of this tool exports only the glyphs for the ASCII characters, i.e., in the range 0-127. |
Revision as of 16:04, 25 April 2024
and 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. These are 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 has the same command-line arguments as ExportFontToDoom3 (which will be used in examples below). 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 download.
Basic Command
To export with the common settings of 12, 24, and 48 point fonts, simply type:
ExportFontToDoom3 font_filename
For example (and assuming here a font "badtimes" with no legal issues):
ExportFontToDoom3 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:
ExportFontToDoom3 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 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:
- Grant Davie's project page
- 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.
Downloads of ExportFontToDoom3All256 [COMING SOON]
Modifying ExportFontToDoom3 for 256 Chars
The standard version of this tool exports only the glyphs for the ASCII characters, i.e., in the range 0-127.
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. (This presumably uses the character set and ordering of the Windows codepage of the generating machine. You would still have to subsequently rearrange things for the TDM-specific character mapping given in I18N_-_Charset.)
Unfortunately, as of 2024, that version appears lost. See this forum post.
Project Setup to Recreate Modified Version
It is possible that the modifications could be reapplied. The original modification project was discussed here. To summarize:
- Start with the unmodified C++ source. It uses the FreeType and DeviL DLL libraries of that era. (Although you probably won't need it, know that www.freetype.org has an archive of past versions.)
- 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 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