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PostPosted: Mon Jun 05, 2017 10:03 am 

Joined: Sun Jan 08, 2017 7:17 pm
Posts: 18
Hi guys.

Need your help, there is generated the font dds texture, and descriptor, you need to know what program generated the font. The developer company "Eipix Entertainment", the name of the game doesn't matter, they have almost all games are made by one generator.

The download link of the files themselves: http://rgho.st/7NbVl9Yyc


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PostPosted: Tue Jun 06, 2017 6:48 am 

Joined: Tue Jun 06, 2017 6:36 am
Posts: 4
Hi,

The fonts dds and ktext file are generated by custom generator that is developed in-house. The generator is using FreeType library to read ttf file and process them into image and descriptor. I am the guy who wrote that so i can help you explaining in depth what those parameters in ktext file means :)


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PostPosted: Tue Jun 06, 2017 7:17 am 

Joined: Sun Jan 08, 2017 7:17 pm
Posts: 18
anemoi wrote:
Hi,

The fonts dds and ktext file are generated by custom generator that is developed in-house. The generator is using FreeType library to read ttf file and process them into image and descriptor. I am the guy who wrote that so i can help you explaining in depth what those parameters in ktext file means :)


It would be better to receive the generator itself :oops: , but, since it is the internal development of the company, and can not be transferred to general or private use, I will be happy with any help from you.

P/S: I would be very grateful to you for your help, and explanations on the designations of the parameters of the ktext of the file.


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PostPosted: Tue Jun 06, 2017 8:32 am 

Joined: Tue Jun 06, 2017 6:36 am
Posts: 4
First line in ktext is the header of the file, here are the parameters with their meaning:
Line: %ktext 2 2 697 times.ttf 22
%ktext - header type signiture, ignored
2 - version of the generator
2 - number of pages for images
697 - number of characters in atlas
times.ttf - name of the original ttf file from which atlas is generated
22 - size of the char that is generated, in pixels

Next lines are representing info about characters in the atlas:
Line: 32 2 2 2 2 6 27 0 0 22
32 - unicode code of the char
2 - start x - left border
2 - start y - top border
2 - end x - right border
2 - end y - bottom border
6 - width of the character, this is the space that is allocated in word including whitespace
27 - font height
0 - index of atlas page where character is located
0 - offset x
22 - offset y


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PostPosted: Tue Jun 06, 2017 1:45 pm 

Joined: Sun Jan 08, 2017 7:17 pm
Posts: 18
Thanks, I descriptor all clear, the principle of operation is almost the same as Bmfont generator, except that the texture is generated differently, or rather the characters in Atlas are different, so if you generate the texture, Bmfont generator, the descriptor will be a complete rewrite, maybe there is some other, easier way to generate the desired font?


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PostPosted: Wed Jun 07, 2017 8:48 am 

Joined: Tue Jun 06, 2017 6:36 am
Posts: 4
The easiest way to generate textures that are compatible with our games will be to generate textures with Bmfont generator and make a script that will parse the descriptor from bmfont generator to our format.


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PostPosted: Wed Jun 07, 2017 9:43 am 

Joined: Sun Jan 08, 2017 7:17 pm
Posts: 18
anemoi wrote:
The easiest way to generate textures that are compatible with our games will be to generate textures with Bmfont generator and make a script that will parse the descriptor from bmfont generator to our format.



And can you describe in detail how to do this, what exactly are the parameters in the descriptors, which channels to set for the texture, and what are the parameters for padding and Spacking to be set?


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PostPosted: Wed Jun 07, 2017 10:08 am 

Joined: Tue Jun 06, 2017 6:36 am
Posts: 4
I am not sure what parameters are in descriptor for bmfont generator but you should try and match parameters from their descriptor to our descriptor. Try to play with .ktext file and see how it will be presented in the game.


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PostPosted: Wed Jun 07, 2017 10:25 am 

Joined: Sun Jan 08, 2017 7:17 pm
Posts: 18
anemoi wrote:
I am not sure what parameters are in descriptor for bmfont generator but you should try and match parameters from their descriptor to our descriptor. Try to play with .ktext file and see how it will be presented in the game.


Thanks for the help.

P/S: Earlier, I already wrote to you that the bmfonts draws the symbols on the texture in a different way, and in order to achieve the desired result, you will have to rewrite the entire descriptor, if you replace the texture with the generated bmfonts, then the result is not the same.


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