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How to use the TTF import plugins for TChinese PST?


MephistoSatanDevil

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I have edited the fonts.2da like this:

2DA V1.0
FONTDLG
RESREF  NEED_PALETTE FIRST_CHAR LAST_CHAR FONT_NAME PT_SIZE  STYLE COLOR
0 FONTDLG  1    33   41804   KaiU  14   0  0xffffffff
1 TRMTFONT 1    33   41804   KaiU 14   0  0xffffffff
2 EXOFONT  1    33   41804   KaiU  14   0  0xffffffff
3 POSTANT  1    33   41804   KaiU  14   0  0xffffffff
4 NUMBER  0    48   58   NUMBER  14   0  0xffffffff
5 NUMBER2  0    48   58   NUMBER2  14   0  0xffffffff
6 NUMBER3  0    48   58   NUMBER3  14   0  0xffffffff
7 SYSFONT  1    33   41804   KaiU  14   0  0xffffffff
8 FONTDLG  1    33   41804   KaiU  14   0  0xffffffff
# Customization How To: http://gemrb.sourceforge.net/wiki/doku.php?id=plugins:ttf

And put the KaiU.ttf to the CustomFontPath.

When I run the GemRB:

...
[Core]: Loading Fonts...
[ResourceManager]: Found 'fonts.2da' in 'GemRB Override'.
[ResourceManager]: Searching for 'KaiU'...
[ResourceManager]: Found 'KaiU.ttf' in 'CustomFonts'.
[TTF]: Constructing TTF font.
[TTF]: Creating font of size 14 with 41771 characters...
[Core]: Found existing font for TRMTFONT.
[Core]: Found existing font for EXOFONT.
[Core]: Found existing font for POSTANT.
[ResourceManager]: Searching for 'NUMBER'...
[ResourceManager]: Found 'NUMBER.bam' in 'chitin.key'.
[bAMImporter]: Constructing BAM font number.bam.
[ResourceManager]: Searching for 'NUMBER2'...
[ResourceManager]: Found 'NUMBER2.bam' in 'chitin.key'.
[bAMImporter]: Constructing BAM font number2.bam.
[ResourceManager]: Searching for 'NUMBER3'...
[ResourceManager]: Found 'NUMBER3.bam' in 'chitin.key'.
[bAMImporter]: Constructing BAM font number3.bam.
[Core]: Found existing font for SYSFONT.
[Core]: Found existing font for FONTDLG.
[Core/WARNING]: MovieFont not loaded: STONESML
[Core]: Fonts Loaded...
...

But the Game like:

post-2988-0-90175000-1331013005_thumb.png

All of the text is not display.

 

What should I do?

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I'm not entirely up to date on the fonts fields, but...

I think you messed up STONESML and there are two FONTDLG entries.

Probably one of them was supposed to be STONESML

http://gemrb.git.sou...e/pst/fonts.2da

The source is .

I have changed the last FONTDLG to STONESML and tryed.

2DA V1.0
FONTDLG
RESREF  NEED_PALETTE FIRST_CHAR LAST_CHAR FONT_NAME PT_SIZE  STYLE COLOR
0 FONTDLG  1    33   41804   KaiU  14   0  0xffffffff
1 TRMTFONT 1    33   41804   KaiU 14   0  0xffffffff
2 EXOFONT  1    33   41804   KaiU  14   0  0xffffffff
3 POSTANT  1    33   41804   KaiU  14   0  0xffffffff
4 NUMBER  0    48   58   NUMBER  14   0  0xffffffff
5 NUMBER2  0    48   58   NUMBER2  14   0  0xffffffff
6 NUMBER3  0    48   58   NUMBER3  14   0  0xffffffff
7 SYSFONT  1    33   41804   KaiU  14   0  0xffffffff
8 STONESML 1    33   41804   KaiU  14   0  0xffffffff
# Customization How To: http://gemrb.sourceforge.net/wiki/doku.php?id=plugins:ttf

 

I got a same result.

 

...
[Core]: Loading Fonts...
[ResourceManager]: Found 'fonts.2da' in 'GemRB Override'.
[ResourceManager]: Searching for 'KaiU'...
[ResourceManager]: Found 'KaiU.ttf' in 'CustomFonts'.
[TTF]: Constructing TTF font.
[TTF]: Creating font of size 14 with 41771 characters...
[Core]: Found existing font for TRMTFONT.
[Core]: Found existing font for EXOFONT.
[Core]: Found existing font for POSTANT.
[ResourceManager]: Searching for 'NUMBER'...
[ResourceManager]: Found 'NUMBER.bam' in 'chitin.key'.
[bAMImporter]: Constructing BAM font number.bam.
[ResourceManager]: Searching for 'NUMBER2'...
[ResourceManager]: Found 'NUMBER2.bam' in 'chitin.key'.
[bAMImporter]: Constructing BAM font number2.bam.
[ResourceManager]: Searching for 'NUMBER3'...
[ResourceManager]: Found 'NUMBER3.bam' in 'chitin.key'.
[bAMImporter]: Constructing BAM font number3.bam.
[Core]: Found existing font for SYSFONT.
[Core]: Found existing font for STONESML.
[Core]: Fonts Loaded...

...

post-2988-0-90175000-1331013005_thumb.png

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Hmm, this is some unicode font, i don't think we support unicode, do we?

It's big5 font.

http://gemrb.sourceforge.net/wiki/doku.php?id=plugins:ttf

 

Support for non-ASCII languages

 

Note: GemRB still is hard coded for 8bit characters and use of non-mb str functions in some places. A patch is in the process of being merged.
While both GemRB and the TTF plugin support 16-bit (double byte) characters there are some caveats for getting non-ASCIIlanguages to work.

The encoding of the TLK files has to match the encoding for the font. If you want to use a UNICODE font then your TLK files need to be in UNICODE which probably means manually converting them somehow. Editing a UNICODE font and reordering the glyphs to match the TLK could also work.

 

I thought it support other encoding.

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I thought it support other encoding.

 

It says we don't currently support multi-byte encoding (tho perhaps not very clearly). We do plan on supporting multi-byte at some point in the future and is/was under consideration for our entry in GSOC.

 

The TTF plugin itself (I'm speaking strictly about the TTF plugin here) ONLY supports Unicode. this is partly due to the TTF library we use. Since the gemrb core doesnt currently support multi-byte characters (properly) our support for unicode is quite truncated.

 

on top of that your dialog.tlk file is likely going to be in some other format that may or may not map to unicode.

 

It would probably be easy enough to get the TTF plugin to provide a proper set of chinese glyphs, but I'm not sure you would be able to access any after the first 256 because of the way glyph lookup works. Somebody correct me if i'm wrong, but it seems like each byte in dialog.tlk would be treated as a character. If not then you maybe could get something to work.

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