Jump to content
The Dark Mod Forums

Recommended Posts

Posted

The handling of fonts with 512x512 bitmaps, instituted in Refont v 2.4, was found to be inadequate for Mason font. So Refont v 2.5 just released changes that, and the Refont wiki entry is updated. REF files posted earlier for Carleton with v2.4 are deprecated.

Still to do:

Post updated Carelton and Mason REF files

Revise datBounds to use the new REF format

Posted

As I'm really curious, would you mind to share how much progress you made / how much is left to do to complete your goal?

"Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager

Posted

For 2.13, this is mainly a march through the fonts, improving my tools and auto-correcting minor problems. Complexities of some fonts has made this harder than anticipated (of course).

If a font already has European accented characters, I'm changing 2 codepoints to ideally introduce 2 new accented characters, or at least park the DAT codepoint entry to the most-correct unaccented character. For 2.13, I plan on wrapping the DAT revisions by end of January, with final work on the Mason and Carleton families.

I need to upgrade datBounds to handle within-DAT scaling, but that could be completed in an early 2.14 timeframe.

For 2.14 and beyond, there is no end to work that could be done to improve font bitmaps. But I plan to think more about possible overhauls of how translation works, which might be more worthwhile.

  • Thanks 1
  • 2 weeks later...
Posted

The revised Carleton and Mason REF files, generated by updated refont v2.5, are now available.

See the included Summary .docx file for details, which itemizes what is superseded from previous releases, and what is not.

Posted
3 hours ago, wesp5 said:

Will this end up in the core game 2.13?

That's my hope. I should also figure out how to review the main menu translations to make sure the 2 codepoint substitutions are properly accommodated.

  • 2 weeks later...
Posted

I'm sorry that I'm so late to the party.

I wonder if it would be better to turn all font images into TGA to avoid recompression artefacts?
The engine loads images as materials, so if we add a material file per every image file, we can as well do forceHighQuality for the fonts and avoid any compression artefacts completely.

UPDATE: Actually, I guess compression artefacts is not a big problem here.
The fonts necessarily have alpha channel, so they use DXT3 compression.

It has DXT1 color blocks which are 100% lossless because the color is full white (at least I hope so), only alpha information is relevant for the fonts.

Also DXT3 has 4-bit per-pixel alpha channel. Basically, the alpha channel is stored at 4-bit precision instead of 8-bit precision, thus offering 16 grades of opacity instead of 256 grades. Something tells me 16 grades is enough. Also, it is pretty obvious what exactly the compressor would do to the raw alpha we push into it: it will just round the value to the nearest 4-bit-representible value.

  • Like 1
Posted
On 1/11/2025 at 6:21 AM, stgatilov said:

The fonts necessarily have alpha channel, so they use DXT3 compression.

I believe DXT5 compression is what is traditionally recommended. This differs from DXT3 is how alpha is quantized.

 

On 1/11/2025 at 6:21 AM, stgatilov said:

It has DXT1 color blocks which are 100% lossless because the color is full white (at least I hope so), only alpha information is relevant for the fonts.

Full white is generally true. There seem to be some cases with Mason and Carleton family fonts where there is also black or gray involved. I'm thinking at the moment is it's on purpose with Carleton, accidental with Mason. For Carleton, to put a black border around a white character, without having to call on the engine to do so.

  • Like 1
Posted

With the help of @nbohr1more and @stgatilov, my 2024 font changes were released as a cumulative package Jan. 10 and added to SVN for incorporation into TDM 2.13. Here's a MS Word docx with tables that describes those changes:

2025_Jan_Font_Changes_for TDM_2_13.docx

That docx is also being released as part of a Jan. 16 supplement font file package. For more about that, see this post or

2025_Jan_Cumulative_2024_Font_Source_&_Supplementals.zip

  • Like 1
  • Thanks 1
Posted (edited)

Geep, as you are the font specialist, can you please take a look at the issue with the fonts which I reported in the 2.13 beta thread? Is this a font problem or just a bad position cutting the lowest line off?

Edited by wesp5
Posted
7 minutes ago, wesp5 said:

Geep, as you are the font specialist, can you please take a look at the issue with the fonts which I reported in the 2.13 beta thread? Is this a font problem or just a bad position cutting the lowest line off?

 

Posted
1 hour ago, wesp5 said:

Sorry, but that is not the reason. Clearly some pixel lines are lost in the Download Missions window. It's especially obvious with capital O and B and some other letters.

 

I'm not noticing a difference between 2.12 and 2.13 fonts in the download missions list. Can you share comparison screenshots?

Perhaps a separate issue?

Posted (edited)
7 hours ago, Daft Mugi said:

I'm not noticing a difference between 2.12 and 2.13 fonts in the download missions list. Can you share comparison screenshots?

Perhaps a separate issue?

I don't have 2.12 installed anymore, but it could well have be visible before, only I never cared or noticed. But I thought now would be the right time to mention it as the font is worked on anyway. For a screenshot of the issues look into the 2.13 beta thread! You are right that tonemapping seems to make it even worse though...

Edited by wesp5
  • Like 2
Posted

Looking at the mission title under 2.12, I think this was already a pre-existing condition. The lower case letters in particular are prone to over-thinning of some of their horizontal strokes. I think the scaling down causes this, and probably made worse by any sharpening applied in 2.13.

The mission title font, defined by MM_TITLE_FONT, resolves to:

font "fonts/carleton_bold" // MM_BOLD_FONT
forecolor [eventually] 0.4,0,0,0.9 // blood red MM_TITLE_COLOR after INVISIBLE
textscale 0.25 // MM_TITLE_FONTSCALE
visible 1
textalign 1

The textscale of 0.25 will select the 24pt font bitmaps to scale from. In that size, carleton_bold has some quirks:

  • is not really bold, just a clone of carleton
  • uses double-sized 512x512 bitmaps, so the engine has to scale down more than with most other fonts.
  • has black borders around the white characters (discussed more in my new wiki "Carleton Fonts" article), which may possibly impact scaling and sharpening algorithms.

Carleton and carleton_bold are at best tolerable quality bitmaps. Eventually, they could be overhauled. But in that longer time frame, maybe revisiting the scaling and/or sharpening algorithms is warranted. Regarding scaling, I bet right now, moving a bitmap letter +/- 2 pixels vertically would change the over-thinning manifestations.

 

 

Posted
11 hours ago, Geep said:

Regarding scaling, I bet right now, moving a bitmap letter +/- 2 pixels vertically would change the over-thinning manifestations.

So can you do that? I believe your updated fonts will be part of 2.13 anyway, right?

Posted

My substantial 2.13 updates are mainly for Stone 24pt font. With respect to this latest issue, sorry, I have no quick fix. It would take a massive amount of bitmap editing. Could be addressed for 2.14

Posted

Version 1.6 of datBounds is released, to support further work with Mason and Carleton fonts.

Main changes:

  • Supports REF files with refont v2.5 headers for 512x512 bitmaps
  • Adds options scaling_ok and raw_metrics.
  • Fixes shaderName and other issues preventing .tga generation.
  • Shows filenames during write.

See the datBounds wiki page for details and links.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


  • Recent Status Updates

    • STiFU

      Oh my gosh, I just realized, I will have my 20 year Dark Mod anniversary this year. 😮 I've literally spent half my life with The Dark Mod. That's crazy!!
      · 3 replies
    • Arcturus

      I need money. Anyone wanna hire a 3d artist?
      · 4 replies
    • Petike the Taffer

      The preliminary working titles for the missions in my now-in-development Partners in Crime series: 
      - Partners in Crime 1: A Mere Trinket
      - Partners in Crime 2: Beacon Burglary
      - Partners in Crime 3: In the Bleak Midwinter
      - Partners in Crime 4 (5 ?): Fishy Dealings
      - Partners in Crime 5 (4 ?): A Thief in the Night

      No title stealing, please.  In return, I promise to finish these. I do stress the preliminary part. Beyond the broad strokes storyline, plot, objectives, briefings and the (currently built) layouts of these FMs, I haven't fully decided about every single detail yet, including the exact order of the missions (4 and 5 might switch places, with the story adjusted accordingly). I want the overall plot to be plotted out a bit in advance and not suffer too much from inserting prequels later. I also prefer to let my FM building fill out part of the details naturally.

      Currently working on the second FM, and once I do enough work on the current prototype, I'll work on the first one, until I get that one released. Then complete the second one, get that one ready for release (hopefully) a few months later, and so on. I want most of the early missions to be fairly small and confined, and get a bit bigger as I grow more confident in my FM making skills.

      Though there is an overarching storyline to this series, the missions themselves are mostly episodic in nature. They factor into the character development of the two main characters I'll have in the series, but it's the kind of continuity where the mission's own plot and story wouldn't depend on it. 
      · 2 replies
    • SeriousToni

      Nice to see that ai_undressed_old_man_01 will be finally available in TDM ! 
      · 0 replies
    • opnode  »  STiFU

      Saw you username pop up, just wanted to say thanks for your recent commits :3
      · 0 replies
×
×
  • Create New...