Silent Hill: Origins Ps2 (Europe) - Kft Font
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Silent Hill: Origins Ps2 (Europe) - Kft Font
I completed sh origin translation but i can not find font file.
I need font file for editing. Could you help me? Game using renderware engine btw.
Files: https://www22.zippyshare.com/v/HWkVSzfy/file.html
I need font file for editing. Could you help me? Game using renderware engine btw.
Files: https://www22.zippyshare.com/v/HWkVSzfy/file.html
Last edited by ISKA on Sun Jan 26, 2020 9:29 am, edited 1 time in total.
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Re: Silent Hill: Origins Ps2 (Europe) - Font
ISKA wrote:I completed sh origin translation but i can not find font file.
I need font file for editing. Could you help me? Game using renderware engine btw.
Files: https://www22.zippyshare.com/v/HWkVSzfy/file.html
If I had to go out on a limb I'd put my money on FontEUR & FontJAP files. The former being used for everything other than Japanese.
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Re: Silent Hill: Origins Ps2 (Europe) - Font
LokiReborn wrote:ISKA wrote:I completed sh origin translation but i can not find font file.
I need font file for editing. Could you help me? Game using renderware engine btw.
Files: https://www22.zippyshare.com/v/HWkVSzfy/file.html
If I had to go out on a limb I'd put my money on FontEUR & FontJAP files. The former being used for everything other than Japanese.
Sorry but they are not font, they are ps2 icons.
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Re: Silent Hill: Origins Ps2 (Europe) - Font
ISKA wrote:LokiReborn wrote:ISKA wrote:I completed sh origin translation but i can not find font file.
I need font file for editing. Could you help me? Game using renderware engine btw.
Files: https://www22.zippyshare.com/v/HWkVSzfy/file.html
If I had to go out on a limb I'd put my money on FontEUR & FontJAP files. The former being used for everything other than Japanese.
Sorry but they are not font, they are ps2 icons.
Are you sure? If that's the case there is no reason for the Japanese file to be 5x larger than the European one, they should be roughly the same size.
Edit: And I'm not referring to the txd file at the start of the file either, there is a second file embedded too in both. The txd portion only accounts for about 18 kilobytes of each file.
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Re: Silent Hill: Origins Ps2 (Europe) - Font
LokiReborn wrote:ISKA wrote:LokiReborn wrote:
If I had to go out on a limb I'd put my money on FontEUR & FontJAP files. The former being used for everything other than Japanese.
Sorry but they are not font, they are ps2 icons.
Are you sure? If that's the case there is no reason for the Japanese file to be 5x larger than the European one, they should be roughly the same size.
Edit: And I'm not referring to the txd file at the start of the file either, there is a second file embedded too in both. The txd portion only accounts for about 18 kilobytes of each file.
Actually i notice this. If you delete Actually i notice this. You can see texture with txd viewer. I tried this method and i got only one image from fontjab folder. The image was ps2 buttons. But their size was different. I can't unable to understand.
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Re: Silent Hill: Origins Ps2 (Europe) - Font
ISKA wrote:LokiReborn wrote:ISKA wrote:Sorry but they are not font, they are ps2 icons.
Are you sure? If that's the case there is no reason for the Japanese file to be 5x larger than the European one, they should be roughly the same size.
Edit: And I'm not referring to the txd file at the start of the file either, there is a second file embedded too in both. The txd portion only accounts for about 18 kilobytes of each file.
A second file? Really? You can delete hexadecimal and show textures.
You can open txd files with PS2TXDViewer. Maybe not fonts.
Ya so I saw those 2, which are identical I attached both sets from the original I found. Not familiar with the format honestly but the hex header before the files inside both as these
JPN:
z:\silent hill origins\design\globalstream\globalstream\build output\ps2\texture dictionary\{59db5a57-4fa4-4076-8dac-b88b0bb68562}.txd (this is the pic you attached)
Z:\Silent Hill Origins\Design\GlobalStream\GlobalStream\Build Output\PS2\Target Resources\{DF8C1152-6DD0-4037-88EC-8B985BF378EA}.Kft (this is the one i think might be a font)
EU:
z:\silent hill origins\design\globalstream\globalstream\build output\ps2\texture dictionary\{3d2ea2d9-bf98-40d0-ad64-da7590361654}.txd
Z:\Silent Hill Origins\Design\GlobalStream\GlobalStream\Build Output\PS2\Target Resources\{570DA267-CE62-43CD-8E50-BCE4EB02CACC}.Kft
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Re: Silent Hill: Origins Ps2 (Europe) - Font
LokiReborn wrote:ISKA wrote:LokiReborn wrote:
Are you sure? If that's the case there is no reason for the Japanese file to be 5x larger than the European one, they should be roughly the same size.
Edit: And I'm not referring to the txd file at the start of the file either, there is a second file embedded too in both. The txd portion only accounts for about 18 kilobytes of each file.
A second file? Really? You can delete hexadecimal and show textures.
You can open txd files with PS2TXDViewer. Maybe not fonts.
Ya so I saw those 2, which are identical I attached both sets from the original I found. Not familiar with the format honestly but the hex header before the files inside both as these
JPN:
z:\silent hill origins\design\globalstream\globalstream\build output\ps2\texture dictionary\{59db5a57-4fa4-4076-8dac-b88b0bb68562}.txd (this is the pic you attached)
Z:\Silent Hill Origins\Design\GlobalStream\GlobalStream\Build Output\PS2\Target Resources\{DF8C1152-6DD0-4037-88EC-8B985BF378EA}.Kft (this is the one i think might be a font)
EU:
z:\silent hill origins\design\globalstream\globalstream\build output\ps2\texture dictionary\{3d2ea2d9-bf98-40d0-ad64-da7590361654}.txd
Z:\Silent Hill Origins\Design\GlobalStream\GlobalStream\Build Output\PS2\Target Resources\{570DA267-CE62-43CD-8E50-BCE4EB02CACC}.Kft
Thanks everything. I cannot find anything about font that kft file extension. Do you know unpack and repack this kft file extension fonts?
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Re: Silent Hill: Origins Ps2 (Europe) - Font
ISKA wrote:LokiReborn wrote:ISKA wrote:A second file? Really? You can delete hexadecimal and show textures.
You can open txd files with PS2TXDViewer. Maybe not fonts.
Ya so I saw those 2, which are identical I attached both sets from the original I found. Not familiar with the format honestly but the hex header before the files inside both as these
JPN:
z:\silent hill origins\design\globalstream\globalstream\build output\ps2\texture dictionary\{59db5a57-4fa4-4076-8dac-b88b0bb68562}.txd (this is the pic you attached)
Z:\Silent Hill Origins\Design\GlobalStream\GlobalStream\Build Output\PS2\Target Resources\{DF8C1152-6DD0-4037-88EC-8B985BF378EA}.Kft (this is the one i think might be a font)
EU:
z:\silent hill origins\design\globalstream\globalstream\build output\ps2\texture dictionary\{3d2ea2d9-bf98-40d0-ad64-da7590361654}.txd
Z:\Silent Hill Origins\Design\GlobalStream\GlobalStream\Build Output\PS2\Target Resources\{570DA267-CE62-43CD-8E50-BCE4EB02CACC}.Kft
Thanks everything. I cannot find anything about font that kft file extension. Do you know unpack and repack this kft file extension fonts?
I'm honestly not sure that it is even the fonts it just seemed to add up given the name of the file and the significant difference in the sizes. Assuming it is the correct file there is an length value right before the data to say how bytes are in the original file. Same thing for the second file. Wish I knew exactly how to help ya out but when it comes to that type of data (glyphs and image formats) it's not really my thing. hope someone else can point you in the correct direction.
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Re: Silent Hill: Origins Ps2 (Europe) - Kft Font
I tried to analyze it, but in the end it was not completely successful. I posted the format structure and hope someone is interested in it.
I failed to parse the image.
FontEUR contains 2 files, one is txd and one is kft.
16 07 00 00 A8 14 02 00 65 00 02 1C
0x716 is rwChunkID,0x214A8 is rwChunkSize,0x1c020065 is rwChunkVersion
1st 0x716 file is txd.
2nd 0x716 file is kft.
0x1000 is kft rwChunkID.
I failed to parse the image.
FontEUR contains 2 files, one is txd and one is kft.
16 07 00 00 A8 14 02 00 65 00 02 1C
0x716 is rwChunkID,0x214A8 is rwChunkSize,0x1c020065 is rwChunkVersion
1st 0x716 file is txd.
2nd 0x716 file is kft.
0x1000 is kft rwChunkID.
Code: Select all
//------------------------------------------------
//--- 010 Editor v8.0.1 Binary Template
//
// File: Silent Hill: Origins PS2 (Europe) - Kft Font
// Authors: Allen
//------------------------------------------------
typedef struct rwChunk{
DWORD rwID;
DWORD rwChunkSize;
DWORD rwVersion;
};
rwChunk header;
byte pad[236];
DWORD kftDataSize;
rwChunk kftHeader;
short unk;
short unk2;
short fntNameLen;
short unk3;
char fontName[fntNameLen];
byte unknown[20];
struct {
short chunkID;
short unkID;
DWORD chunkSize;
short numData;
short unk;
struct{
short unk;
short unk2;
byte unk3;
byte unk4;
byte unk5;
byte unk6;
float coord[4];
}data[numData];
}chunk1;
struct {
short chunkID;
short unkID;
DWORD chunkSize;
short numData;
short unk;
struct{
ubyte RGBA[4];
}colorMap[numData];
}chunk2;
struct {
short chunkID;
short unkID;
DWORD chunkSize;
short numData;
short unk;
struct{
short unk1;
short unk2;
short unk3;
}data[numData];
}chunk3;
struct {
short chunkID;
short unkID;
DWORD chunkSize;
short numChar;
short unk;
int unk2;
struct{
wchar_t charEncode;//UTF-16 Unicode
short unk;
byte unk2;
byte unk3;
byte unk4;
byte unk5;
DWORD dataOffset;
WORD dataSize;
short unk6;
}charInfo[numChar];
local int baseOffset = FTell();
local int i;
for(i=0;i<numChar;i++)
{
FSeek(baseOffset+charInfo[i].dataOffset);
struct{
byte fontData[charInfo[i].dataSize];//2bpp pixel??
}fontData;
}
if ((FTell()%4)>0)
{
byte padding[4-(FTell()%4)];
}
}chunk4;
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Re: Silent Hill: Origins Ps2 (Europe) - Kft Font
Allen wrote:I tried to analyze it, but in the end it was not completely successful. I posted the format structure and hope someone is interested in it.
I failed to parse the image.
FontEUR contains 2 files, one is txd and one is kft.
16 07 00 00 A8 14 02 00 65 00 02 1C
0x716 is rwChunkID,0x214A8 is rwChunkSize,0x1c020065 is rwChunkVersion
1st 0x716 file is txd.
2nd 0x716 file is kft.
0x1000 is kft rwChunkID.Code: Select all
//------------------------------------------------
//--- 010 Editor v8.0.1 Binary Template
//
// File: Silent Hill: Origins PS2 (Europe) - Kft Font
// Authors: Allen
//------------------------------------------------
typedef struct rwChunk{
DWORD rwID;
DWORD rwChunkSize;
DWORD rwVersion;
};
rwChunk header;
byte pad[236];
DWORD kftDataSize;
rwChunk kftHeader;
short unk;
short unk2;
short fntNameLen;
short unk3;
char fontName[fntNameLen];
byte unknown[20];
struct {
short chunkID;
short unkID;
DWORD chunkSize;
short numData;
short unk;
struct{
short unk;
short unk2;
byte unk3;
byte unk4;
byte unk5;
byte unk6;
float coord[4];
}data[numData];
}chunk1;
struct {
short chunkID;
short unkID;
DWORD chunkSize;
short numData;
short unk;
struct{
ubyte RGBA[4];
}colorMap[numData];
}chunk2;
struct {
short chunkID;
short unkID;
DWORD chunkSize;
short numData;
short unk;
struct{
short unk1;
short unk2;
short unk3;
}data[numData];
}chunk3;
struct {
short chunkID;
short unkID;
DWORD chunkSize;
short numChar;
short unk;
int unk2;
struct{
wchar_t charEncode;//UTF-16 Unicode
short unk;
byte unk2;
byte unk3;
byte unk4;
byte unk5;
DWORD dataOffset;
WORD dataSize;
short unk6;
}charInfo[numChar];
local int baseOffset = FTell();
local int i;
for(i=0;i<numChar;i++)
{
FSeek(baseOffset+charInfo[i].dataOffset);
struct{
byte fontData[charInfo[i].dataSize];//2bpp pixel??
}fontData;
}
if ((FTell()%4)>0)
{
byte padding[4-(FTell()%4)];
}
}chunk4;
Thanks Allen, i hope.
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Re: Silent Hill: Origins Ps2 (Europe) - Kft Font
Maybe i found font tools.
https://github.com/mbystryantsev/consol ... 20Memories
Anyone can make compile this files?
https://github.com/mbystryantsev/consol ... 20Memories
Anyone can make compile this files?
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