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It's been quite a while since oldunreal had an overhaul, but we are moving to another server which require some updates and changes. The biggest change is the migration of our old reliable YaBB forum to phpBB. This system expects you to login with your username and old password known from YaBB.
If you experience any problems there is also the usual "password forgotten" function. Don't forget to clear your browser cache!
If you have any further concerns feel free to contact me: Smirftsch@oldunreal.com
Unreal Fonts
- Marzanna
- OldUnreal Member
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- Joined: Fri Feb 15, 2008 5:47 pm
Unreal Fonts
While translating Unreal I got headache about fonts.
And I have a couple of questions.
I) Why UnrealEd doesn't import Arial Bold and Tahoma Bold?
It doesn't import it at all! It just imports another font!
And why UnrealEd imports theese fonts running in wine!?
But it doesn't import Tahoma font!
It so confusing...
II)How can I make LargeFont? Do I need to make it myself in graphic editor or it can be imported too?
And I have a couple of questions.
I) Why UnrealEd doesn't import Arial Bold and Tahoma Bold?
It doesn't import it at all! It just imports another font!
And why UnrealEd imports theese fonts running in wine!?
But it doesn't import Tahoma font!
It so confusing...
II)How can I make LargeFont? Do I need to make it myself in graphic editor or it can be imported too?
Last edited by Guest on Fri Oct 30, 2009 5:21 pm, edited 1 time in total.
- スマイル・ドラゴン
- OldUnreal Member
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- Joined: Sun Feb 10, 2008 9:07 pm
Re: Unreal Fonts
I have no idea how to make the bitmapped fonts, the ones you see named as "SmallFont" "TinyFont" "MedFont" "BigFont" and "LargeFont", which are stored on Engine and are the constant defaults, nobody's ever told me how the hell these things work and how you're supposed to generate them, Deus Ex has custom versions of these fonts, and I don't even know how they import them.
As for how to make them, you will need a bitmap editor that can edit PCX files, and I can imagine you'll have to hand draw them or type them yourself using your image editors text tool. Don't ask me how to map the resultant image to a font since nobody's documented this, ever.
As for what you described, I have no idea why the TTF font importer is going screwy for you, maybe it can't read the font for some reason? I thought UT99 imported Arial Bold for the spree messages...
As for how to make them, you will need a bitmap editor that can edit PCX files, and I can imagine you'll have to hand draw them or type them yourself using your image editors text tool. Don't ask me how to map the resultant image to a font since nobody's documented this, ever.
As for what you described, I have no idea why the TTF font importer is going screwy for you, maybe it can't read the font for some reason? I thought UT99 imported Arial Bold for the spree messages...
I am the dragon without a name.
Ðàrk-_¦_-Ñïght.: / κυνικός Δράκων / スマイル・ドラゴン / Draco Nihil
Ðàrk-_¦_-Ñïght.: / κυνικός Δράκων / スマイル・ドラゴン / Draco Nihil
- []KAOS[]Casey
- OldUnreal Member
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- Location: over there
Re: Unreal Fonts
1) #EXEC new TrueTypeFontFactory PACKAGE="MyPackage" Name=ArialBold10 FontName="Arial Bold" Height=10 AntiAlias=0
It appears you need quotes, no quotes = imports Arial for some reason. Seems to look bold so I think it's fine.
2)#EXEC new TrueTypeFontFactory PACKAGE="MyPackage" Name=Tahoma10 FontName="Tahoma" Height=10 AntiAlias=0
Height is equviliant to font size, so name it according to Name for a good convention
Be sure to add "Count=xxxx" to increase over the 256 default font import.
Count=65535 will import ALL characters but will use a HUGE amount of memory, I would only use it to grab a few extra characters you need.
It appears you need quotes, no quotes = imports Arial for some reason. Seems to look bold so I think it's fine.
2)#EXEC new TrueTypeFontFactory PACKAGE="MyPackage" Name=Tahoma10 FontName="Tahoma" Height=10 AntiAlias=0
Height is equviliant to font size, so name it according to Name for a good convention
Be sure to add "Count=xxxx" to increase over the 256 default font import.
Count=65535 will import ALL characters but will use a HUGE amount of memory, I would only use it to grab a few extra characters you need.
Last edited by []KAOS[]Casey on Fri Oct 30, 2009 8:06 pm, edited 1 time in total.
- []KAOS[]Casey
- OldUnreal Member
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- Location: over there
Re: Unreal Fonts
Updated post
- Marzanna
- OldUnreal Member
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- Joined: Fri Feb 15, 2008 5:47 pm
Re: Unreal Fonts
I didn't find Count usefull, I just edited fonts by copying Cyrillic charachters to first 255 cells. And it works well.Count=65535 will import ALL characters but will use a HUGE amount of memory, I would only use it to grab a few extra characters you need.
I use this script to import fonts.
Code: Select all
new TrueTypeFontFactory PACKAGE="UWindowFonts" Name=Tahoma10 FontName="Tahoma" Height=10 AntiAlias=0
new TrueTypeFontFactory PACKAGE="UWindowFonts" Name=Tahoma20 FontName="Tahoma" Height=20 AntiAlias=1
new TrueTypeFontFactory PACKAGE="UWindowFonts" Name=Tahoma30 FontName="Tahoma" Height=30 AntiAlias=1 CharactersPerPage=32
new TrueTypeFontFactory PACKAGE="UWindowFonts" Name=TahomaB10 FontName="Tahoma Bold" Height=10 AntiAlias=1
new TrueTypeFontFactory PACKAGE="UWindowFonts" Name=TahomaB20 FontName="Tahoma Bold" Height=20 AntiAlias=1 XPad=2
new TrueTypeFontFactory PACKAGE="UWindowFonts" Name=TahomaB30 FontName="Tahoma Bold" Height=30 AntiAlias=1 CharactersPerPage=32 XPad=2
new TrueTypeFontFactory PACKAGE="UWindowFonts" Name=UTFont12 FontName="Verdana" Height=12 AntiAlias=0
new TrueTypeFontFactory PACKAGE="UWindowFonts" Name=UTFont24 FontName="Arial Narrow" Height=24 AntiAlias=1
new TrueTypeFontFactory PACKAGE="UWindowFonts" Name=UTFont40 FontName="Arial Bold" Height=40 CharactersPerPage=32 AntiAlias=1
OBJ SAVEPACKAGE PACKAGE="UWindowFonts" FILE="..\Textures\UWindowFonts.utx"I can't understand why it works in wine!
About MedFont:
How Unreal gets glyph's coordinates to draw? I have MedFont which have different glyph layout rather then original MedFont.
- []KAOS[]Casey
- OldUnreal Member
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- Joined: Sun Aug 07, 2011 4:22 am
- Location: over there
Re: Unreal Fonts
Never really experimented with the font PCX deal. No idea, but I should be able to get the source texture from smirf to see if its just placement in the texture
- スマイル・ドラゴン
- OldUnreal Member
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- Joined: Sun Feb 10, 2008 9:07 pm
Re: Unreal Fonts
I'm starting to wonder how that works too... I wish someone would just shed some light on this instead of talking about TTFImporter.About MedFont:
How Unreal gets glyph's coordinates to draw? I have MedFont which have different glyph layout rather then original MedFont.
I am the dragon without a name.
Ðàrk-_¦_-Ñïght.: / κυνικός Δράκων / スマイル・ドラゴン / Draco Nihil
Ðàrk-_¦_-Ñïght.: / κυνικός Δράκων / スマイル・ドラゴン / Draco Nihil
- Marzanna
- OldUnreal Member
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- Joined: Fri Feb 15, 2008 5:47 pm
Re: Unreal Fonts
I've successfully imported all TTF fonts under wine! I just copied my tahoma.ttf to /usr/share/fonts/TTF and /usr/share/wine/fonts
- [§Ŕ] ŤhěxĐâŕkśîđěŕ
- OldUnreal Member
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Re: Unreal Fonts
I don't think it's just the placement, many fonts are not monospace, not only that, they have different spacings as well. It's weird.Never really experimented with the font PCX deal. No idea, but I should be able to get the source texture from smirf to see if its just placement in the texture
☆
- スマイル・ドラゴン
- OldUnreal Member
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- Joined: Sun Feb 10, 2008 9:07 pm
Re: Unreal Fonts
Yeah, try exporting the Engine font's with UTPT, as "FONT", and it exports a long .txt file that seems to specify in the bitmap which character is which, X,Y, coords for each ASCII character.I don't think it's just the placement, many fonts are not monospace, not only that, they have different spacings as well. It's weird.
I am the dragon without a name.
Ðàrk-_¦_-Ñïght.: / κυνικός Δράκων / スマイル・ドラゴン / Draco Nihil
Ðàrk-_¦_-Ñïght.: / κυνικός Δράκων / スマイル・ドラゴン / Draco Nihil
- [§Ŕ] ŤhěxĐâŕkśîđěŕ
- OldUnreal Member
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- Joined: Wed Sep 03, 2008 8:19 am
Re: Unreal Fonts
Yeah... I also don't think there's an option to make a font monospace, so it saves up disk space that way... Oh well whatever I guess it's not a lot of space...
☆
- Marzanna
- OldUnreal Member
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- Joined: Fri Feb 15, 2008 5:47 pm
Re: Unreal Fonts
I got information according to bitmap fonts. When importing to Unreal, special grid is used to make special file in package that stores information about coordinates and sizes.
- スマイル・ドラゴン
- OldUnreal Member
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- Joined: Sun Feb 10, 2008 9:07 pm
Re: Unreal Fonts
Care to elaborate on that Skaarj[ZR]? How does one go about making this grid? Uniform blue square units with the characters in them?
I am the dragon without a name.
Ðàrk-_¦_-Ñïght.: / κυνικός Δράκων / スマイル・ドラゴン / Draco Nihil
Ðàrk-_¦_-Ñïght.: / κυνικός Δράκων / スマイル・ドラゴン / Draco Nihil
- Marzanna
- OldUnreal Member
- Posts: 446
- Joined: Fri Feb 15, 2008 5:47 pm
Re: Unreal Fonts
Grid color must be first color from palette.
And grid must fit glyph size.
ADDED: it's 255th color
And grid must fit glyph size.
ADDED: it's 255th color
Last edited by Guest on Mon Nov 02, 2009 4:39 pm, edited 1 time in total.
- Marzanna
- OldUnreal Member
- Posts: 446
- Joined: Fri Feb 15, 2008 5:47 pm
Re: Unreal Fonts
UnrealEd, Advanced Options and other Unreal windows use only 225 characters from TrueType fonts. So it can't use non-ANSI characters.
I've already told about that. But I want to know, Can it be fixed?
I've already told about that. But I want to know, Can it be fixed?
- []KAOS[]Casey
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- Location: over there
Re: Unreal Fonts
you have to set COUNT= to a number higher than 255, and you can't use constants like strings with those characters in them, typing them in a soneole and putting them in read only int files for localization should work, you can also use chr(x) in unrealed if you really want it hardcoded
- Marzanna
- OldUnreal Member
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Re: Unreal Fonts
Can you explain me where i should set "COUNT="?
And how can I use "chr(x)"?
And how can I use "chr(x)"?
- []KAOS[]Casey
- OldUnreal Member
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- Location: over there
Re: Unreal Fonts
new TrueTypeFontFactory PACKAGE="UWindowFonts" Name=Tahoma10 FontName="Tahoma" Height=10 AntiAlias=0 Count=65535
chr(0xFF) displays char 255, it's uscript
chr(0xFF) displays char 255, it's uscript
- Marzanna
- OldUnreal Member
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- Joined: Fri Feb 15, 2008 5:47 pm
Re: Unreal Fonts
I'm talking about UnrealEd WINDOW. Not about ttf importing.

Look at this shot. You can see some symbols in caption.
I suppose it can be fixed only by changing unreal sources.

Look at this shot. You can see some symbols in caption.
I suppose it can be fixed only by changing unreal sources.
- []KAOS[]Casey
- OldUnreal Member
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- Joined: Sun Aug 07, 2011 4:22 am
- Location: over there
Re: Unreal Fonts
smirf will need to look into that, it SHOULD support UTF-8
- Marzanna
- OldUnreal Member
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- Joined: Fri Feb 15, 2008 5:47 pm
Re: Unreal Fonts
If I save my translation in UTF-8, only strange squares will be visible.
- Marzanna
- OldUnreal Member
- Posts: 446
- Joined: Fri Feb 15, 2008 5:47 pm
Re: Unreal Fonts
I noticed strange font behavior. If I change Language to rut in Unreal.ini, LargeFont substitutes with MedFont in game. It happens with original fonts and with Cyrillic fonts. Why?
UPDATE: LargeFont doesn't work with frt and det languages too.
I see MedFont instead LargeFont! LargeFont works only with int language.
UPDATE: LargeFont doesn't work with frt and det languages too.
I see MedFont instead LargeFont! LargeFont works only with int language.
Last edited by Guest on Wed Nov 04, 2009 9:14 am, edited 1 time in total.
- Marzanna
- OldUnreal Member
- Posts: 446
- Joined: Fri Feb 15, 2008 5:47 pm
Re: Unreal Fonts
Here, I described a way how to use localized fonts and not get net incompatible game. But it's not true for WhiteFont! How can I use another WhiteFont instead of original one?
P.S. Please, fix code tags, i don't know how to use wiki tags properly. fixed
P.S. Please, fix code tags, i don't know how to use wiki tags properly. fixed
Last edited by Guest on Sat Nov 07, 2009 12:57 pm, edited 1 time in total.
- Smirftsch
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Re: Unreal Fonts
messing with it quite some time now, but without much progress
it uses windows GDI CreateFont Function
http://msdn.microsoft.com/en-us/library ... 85%29.aspx
CreateFontW(Height, 0, 0, 0, FW_NORMAL, 0, 0, 0, Charset, OUT_DEFAULT_PRECIS, CLIP_DEFAULT_PRECIS, AntiAlias ? ANTIALIASED_QUALITY : NONANTIALIASED_QUALITY, DEFAULT_PITCH, *FontName)
I added the define for "Charset", while the charset list is the following (out of WinGDI.h):
#define ANSI_CHARSET 0
#define DEFAULT_CHARSET 1
#define SYMBOL_CHARSET 2
#define SHIFTJIS_CHARSET 128
#define HANGEUL_CHARSET 129
#define HANGUL_CHARSET 129
#define GB2312_CHARSET 134
#define CHINESEBIG5_CHARSET 136
#define OEM_CHARSET 255
#define JOHAB_CHARSET 130
#define HEBREW_CHARSET 177
#define ARABIC_CHARSET 178
#define GREEK_CHARSET 161
#define TURKISH_CHARSET 162
#define VIETNAMESE_CHARSET 163
#define THAI_CHARSET 222
#define EASTEUROPE_CHARSET 238
#define RUSSIAN_CHARSET 204
using the import like this:
new TrueTypeFontFactory PACKAGE="UWindowFonts" Name=Tahoma10 FontName="Tahoma" Height=10 AntiAlias=0 Charset=204
it should return the russian charset, but it obviously doesn't work, why I don't know yet.
Not sure if its just because its an english windows I use, or if the CreateFontW needs some other parameter yet. The Font itself on my system seems to contain the russian charset also, so it can't be that the chars are replaced.
Unfortunately I haven't found a way to debug this yet, but the imported chars are just "printed" into the texture then and are not reworked internally in any way, so the problem must be in the import above.
Suggestions are welcome...
it uses windows GDI CreateFont Function
http://msdn.microsoft.com/en-us/library ... 85%29.aspx
CreateFontW(Height, 0, 0, 0, FW_NORMAL, 0, 0, 0, Charset, OUT_DEFAULT_PRECIS, CLIP_DEFAULT_PRECIS, AntiAlias ? ANTIALIASED_QUALITY : NONANTIALIASED_QUALITY, DEFAULT_PITCH, *FontName)
I added the define for "Charset", while the charset list is the following (out of WinGDI.h):
#define ANSI_CHARSET 0
#define DEFAULT_CHARSET 1
#define SYMBOL_CHARSET 2
#define SHIFTJIS_CHARSET 128
#define HANGEUL_CHARSET 129
#define HANGUL_CHARSET 129
#define GB2312_CHARSET 134
#define CHINESEBIG5_CHARSET 136
#define OEM_CHARSET 255
#define JOHAB_CHARSET 130
#define HEBREW_CHARSET 177
#define ARABIC_CHARSET 178
#define GREEK_CHARSET 161
#define TURKISH_CHARSET 162
#define VIETNAMESE_CHARSET 163
#define THAI_CHARSET 222
#define EASTEUROPE_CHARSET 238
#define RUSSIAN_CHARSET 204
using the import like this:
new TrueTypeFontFactory PACKAGE="UWindowFonts" Name=Tahoma10 FontName="Tahoma" Height=10 AntiAlias=0 Charset=204
it should return the russian charset, but it obviously doesn't work, why I don't know yet.
Not sure if its just because its an english windows I use, or if the CreateFontW needs some other parameter yet. The Font itself on my system seems to contain the russian charset also, so it can't be that the chars are replaced.
Unfortunately I haven't found a way to debug this yet, but the imported chars are just "printed" into the texture then and are not reworked internally in any way, so the problem must be in the import above.
Suggestions are welcome...
Last edited by Smirftsch on Mon Jan 04, 2010 4:18 pm, edited 1 time in total.
Sometimes you have to lose a fight to win the war.
- [§Ŕ] ŤhěxĐâŕkśîđěŕ
- OldUnreal Member
- Posts: 4425
- Joined: Wed Sep 03, 2008 8:19 am
Re: Unreal Fonts
Besides the RUSSIAN_CHARSET const sitting in the #define, is it actually used anywhere? If yes, how? Is it implemented in the CreateFont function? Too bad that code can't be leaked, lol.
☆

