cyborg77 wrote:HydeFromT70s wrote:Guys, do you know exactly which file in font.g or ttf.g is responsible for in-game font and how can I edit it to add some additional characters?
Is there any way to replace this texture?
cyborg77 wrote:HydeFromT70s wrote:Guys, do you know exactly which file in font.g or ttf.g is responsible for in-game font and how can I edit it to add some additional characters?
cyborg77 wrote:cyborg77 wrote:HydeFromT70s wrote:Guys, do you know exactly which file in font.g or ttf.g is responsible for in-game font and how can I edit it to add some additional characters?
Is there any way to replace this texture?
swat wrote:which file in font.g is responsible for in-game font
and
how to add additional characters? (şŞıİğĞ)
canboy wrote:swat wrote:which file in font.g is responsible for in-game font
and
how to add additional characters? (şŞıİğĞ)
usebmfont to create image and fnt file
dialog font is pixel operator
swat wrote:canboy wrote:swat wrote:which file in font.g is responsible for in-game font
and
how to add additional characters? (şŞıİğĞ)
usebmfont to create image and fnt file
dialog font is pixel operator
I have used bmfont to create fnt and tga files.
what is the next?
In which file do I import these two files?
and how?
JokerDKha wrote:Are anyone know where this 8bit fonts is location???
Allen wrote:The data is compressed, and I scanned it with quickbms to show that it uses the "LZ77EA_970" compression algorithm.
Format:Code: Select all
char magic[3];//PGF
byte unkLen;
DWORD fileSize;
byte unkData[unkLen];
DWORD dataSize;
DWORD width;
DWORD height;
byte bpp;
byte unk2;
byte unkLen2;
byte unk3;
byte unkData2[unkLen2];
byte datas[dataSize];
If change comtype to LZ4, it Also Worked.
It should be used LZ4 compression algorithm, but they have the same algorithm for decompressing data.
canboy wrote:when i view the file, it show up an transparent bg like this
but when i'm just export it then reimport, it became black bg like this
is that a color format error?
Allen wrote:canboy wrote:when i view the file, it show up an transparent bg like this
but when i'm just export it then reimport, it became black bg like this
is that a color format error?
It looks like the alpha channel is broken. No transparency value is set.
I have provided a simple recompression script here. The target is RAW RGBA32 format data extracted from my first script.
eastward pgf.zip
1. Extract RAW RGBA32 data from the PGF file, and modify or add characters to the image
2. Recompress to lz4 data
3. Use the 010 editor template to modify and replace related data.
char magic[3];//PGF Pixpil Graphic Format
byte unkLen;
DWORD fileSize; // You need change this value.
byte unkData[unkLen];
DWORD dataSize;//compress data size. You need change this value.
DWORD width;
DWORD height;
byte bpp;
byte unk2;
byte unkLen2;
byte unk3;
byte unkData2[unkLen2];
byte datas[dataSize];//comtype LZ4. You need change this datas.
I tested that if you do not make any changes, it will not look like your picture after recompressing it.
The result is normal, so if you change the ALPHA channel correctly, there will be no errors when you compress it back.
recompress sample.zip
I also provided a Noesis viewing script, you need to change the file name to a .pgf suffix.
fmt_eastward_tex.zip
I wrote a function to export RAW RGBA32, which can replace the first step of the BMS script.
When you use Noesis to view the image, export the editable image format (such as PNG), and then modify it. When you are done modify, use Noesis again to open the modified image, export to .pgf format (The pgf here is only the original RGBA32 data, which cannot be viewed directly by Noesis), and then start from the second step (bms recompression). Can avoid the alpha channel setting error.
jonastraducoes wrote:Thanks for the scripts!
But I follow all the steps I can insert the edited images, but it is black and white and in color where it is written tribogamer and PKG!
Can you tell me where I'm wrong!
file edit
https://cdn.discordapp.com/attachments/ ... 6032400d97
Image color white
Image all color
Allen wrote:canboy wrote:when i view the file, it show up an transparent bg like this
but when i'm just export it then reimport, it became black bg like this
is that a color format error?
It looks like the alpha channel is broken. No transparency value is set.
I have provided a simple recompression script here. The target is RAW RGBA32 format data extracted from my first script.
eastward pgf.zip
1. Extract RAW RGBA32 data from the PGF file, and modify or add characters to the image
2. Recompress to lz4 data
3. Use the 010 editor template to modify and replace related data.
char magic[3];//PGF Pixpil Graphic Format
byte unkLen;
DWORD fileSize; // You need change this value.
byte unkData[unkLen];
DWORD dataSize;//compress data size. You need change this value.
DWORD width;
DWORD height;
byte bpp;
byte unk2;
byte unkLen2;
byte unk3;
byte unkData2[unkLen2];
byte datas[dataSize];//comtype LZ4. You need change this datas.
I tested that if you do not make any changes, it will not look like your picture after recompressing it.
The result is normal, so if you change the ALPHA channel correctly, there will be no errors when you compress it back.
recompress sample.zip
I also provided a Noesis viewing script, you need to change the file name to a .pgf suffix.
fmt_eastward_tex.zip
I wrote a function to export RAW RGBA32, which can replace the first step of the BMS script.
When you use Noesis to view the image, export the editable image format (such as PNG), and then modify it. When you are done modify, use Noesis again to open the modified image, export to .pgf format (The pgf here is only the original RGBA32 data, which cannot be viewed directly by Noesis), and then start from the second step (bms recompression). Can avoid the alpha channel setting error.