Are you able to actually open the .dds files in paint.net..? It's not a bitmap - it's a hack-wrap.
It won't parse for me - the .ttf renamed as .dds won't parse in ANY image editor, because it is not a bitmap - it's simply a .ttf renamed so the game engine can snag it using arcane or pagan magic of some kind.
TL;DR - use a .ttf editor and, if it won't import and/or you can't draw - trace it, either over (insert glyph under and trace/alter) or under (print the glyph onto thin paper-stock and stick it on your screen and trace/alter).
Even though .dds is a bitmap format - it appears that it's merely used as a hack-wrap for the font in this instance so that TDM can understand it. Same as the .dat (which is the convention used in pretty much every TDM FM).
As an alternative, if the idea of doing things the easy way is intimidating - it might be worth checking out the old Doom3 font.dat editor:https://github.com/Zbyl/BFGFontTool
which would make the process only a little more complicated.
Perhaps you might find Fontforge easier to use, as it can add accents to existing fonts:
Here's an alternative workflow that might prove easier for you (bring the pain!).
1. Copy the font.dat you want to edit to your desktop.
2. Rename the font.dat to font.ttf.
3. Install the font by double-clicking the .ttf.
4. Open Inkscape and add the character from the font you wish to edit.
5. Expand the font [object] to path [vector] (ctrl+shift+C) - a tutorial on the process is here: http://studios.clock...d-text-inkscape
<--- only need to do the expand - but, the more you know... // not g, sorry.
6. Export the vector as .svg, ready to import into Fontforge.
6a. You will need to do this for each and every character you want to alter, individually; I'm not sure there's a way to batch this using these programmes.
7. Import vector from inkscape into Fontforge - a tutorial on the process is here: https://fontforge.gi...ortexample.html
7a. If you're up for a challenge, or for some reason the font doesn't correctly appear, printscreen the character and trace it, manually or with the... "tool" provided: https://inkscape.org...tracing.en.html
8. Use the imported vector [character].svg in Fontforge and add the diacritic you need: http://designwithfon...nd_Accents.html
<--- grab Fontforge from git from this link.
9. Rinse and repeat - I can't remember if there's a way to add (alternative) characters to a font using Fontforge, or if you'll have to do every character from the original .ttf.
9a. Don't forget to take into account the technical stuff for character spacing, etc..: http://designwithfon...nd_Kerning.html
10. Export the new font you've created as [font]_sl_24.ttf. Hopefully it'll install so you check it out (either in text editor or as html in browser). Rename to .dat and test it in a readable.
11. Maybe the font can be patched to include the additional characters, but do not believe it would be necessary as you've essentially created a well and accurately-crafted version of the existing typeface, no spacing errors. There's a wiki article about that somewhere.
12. Job's done, pat yourself on the back.
13. For good luck - take a 13.
That's it - it's a bit of a learning curve, will take time, but it's the way I'd do it.
From this point on, I'm pretty useless to you wrt to fonts in TDM.
That's the extent of my typographic skill and knowledge and problem solving ability.
You're not simply "cleaning" up a typeface using a click of a button and a few coding commands - what you're doing is editing the font, like a real typesetter. As how it was made, originally.
In fact, you're creating a new version of the font.
All I figured about the fonts is that they're .ttf that are renamed to .dat and they work if you do that.
Therefore, instead of working with the extension in a bitmap editor (which doesn't work, as it's a renamed .ttf and not a bitmap, in case I didn't mention that yet) - it makes sense to make alterations to the source, as there may be more to it opening up what may or may not be able to be converted to bitmap and chucking a few dots over it before flicking that bitmap back to a .ttf to format (either using xml or a free font editor...) and rename to .dat or .dds.
Which'd be a fucking nightmare.
All the fonts are .ttf.
They're simply renamed so the game engine can use them.
That's all there is to it.
If it was a case of simply editing a bitmap image - I wouldn't have taken the time and gone to such extent to explain the process of how I would do all this if I had to...
Sorry, mate - sometimes you gotta just "grab the uplay and bite the pillow".
I can't be more concise than this.
If you need any help understanding any of this - ping and I'll lend what assist I can, depending available; plate's full.
Edited by teh_saccade, 13 February 2018 - 03:37 PM.