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Old 2017-06-17, 15:40   #11
Rhino
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Default Re: [HUD] Font Facelift

Sounds good, and I was referring to the actual texture files rather than screenshots btw

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Old 2017-06-17, 16:22   #12
TBob
Default Re: [HUD] Font Facelift

Quote:
Originally Posted by [R-DEV]Rhino View Post
Sounds good, and I was referring to the actual texture files rather than screenshots btw
Ah
Here is an example for the capture point font





Could probably cut it down to 256x128 with some tweaking
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Old 2017-06-17, 17:41   #13
LordHenryWotton

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Default Re: [HUD] Font Facelift

What a coincidence, I actually remarked just yesterday whilst playing PR with my friend that the font should be updated as it's barely readable on a modern screen. Does your font also change the way chat looks? And what about console? Can we try using your font ourselves?
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Old 2017-06-17, 18:01   #14
Rhino
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Default Re: [HUD] Font Facelift

Nice ye, could even do 512x64? or 1024x32? same amount of pixels but might save a bit of space

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Old 2017-06-17, 18:18   #15
[R-DEV]Mats391
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Default Re: [HUD] Font Facelift

Why does there need to be so much spacing between characters?

Mineral: TIL that Wire-guided missiles actually use wire
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Old 2017-06-17, 22:22   #16
TBob
Default Re: [HUD] Font Facelift

Quote:
Originally Posted by [R-DEV]Rhino View Post
Nice ye, could even do 512x64? or 1024x32? same amount of pixels but might save a bit of space
That could work better in some cases but for this particular one you would end up using more space

Quote:
Originally Posted by [R-DEV]Mats391 View Post
Why does there need to be so much spacing between characters?
There is some excess padding but way the scaling works you have to use uniform cell heights otherwise you can end up with characters having the wrong vertical alignment.

There is also some slightly weird behavior in the sorting due to my modifications. Someone with better coding knowledge than could probably fix this.

Here's what it looks like with zero extra padding





It just barely overflows from 256x128 due to the weird offset where the 7 and K lines start and the gap at the bottom. The single pixel gaps are intentional.

You also might be able to overlap some of the empty parts of the glyph cells to save a bit of space but I don't have an automated way of doing that.
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Old 2017-06-17, 22:27   #17
[R-DEV]AncientMan
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Remove some characters that are not used to save space

You could also look into SDF fonts. Requires modifying the font rendering shaders. Much more complicated of course, but can get some really nice looking fonts with that that scale to any resolution

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Old 2017-06-17, 22:37   #18
TBob
Default Re: [HUD] Font Facelift

A wild AncientMan appears!

Yeah that's an option, I was just trying to include all the characters from the original (I believe this is one of the ones you made).

I wouldn't even know where to begin to get distance field fonts working in BF2.
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Old 2017-06-17, 23:52   #19
Vista
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Default Re: [HUD] Font Facelift

Sounds amazing man, good job. Could you also be able to modify (higher res) vehicle UI? Like a helicopter indicator for example?
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Old 2017-06-18, 00:44   #20
TBob
Default Re: [HUD] Font Facelift

Quote:
Originally Posted by LordHenryWotton View Post
What a coincidence, I actually remarked just yesterday whilst playing PR with my friend that the font should be updated as it's barely readable on a modern screen. Does your font also change the way chat looks? And what about console? Can we try using your font ourselves?
I haven't done the chat font yet. Console I was thinking of leaving as-is.

This is my current testing set of fonts, still several things that haven't been redone. There's also incomplete character sets and excessive texture usage
https://drive.google.com/file/d/0B-Y...ew?usp=sharing
Make sure you make a backup and you'll need to run in offline mode or rename your mods/pr directory of course

Quote:
Originally Posted by Vista View Post
Sounds amazing man, good job. Could you also be able to modify (higher res) vehicle UI? Like a helicopter indicator for example?
Updating the the HUD elements just requires someone to redraw them at a higher resolution. Just remember every bit you add is more memory usage. I had actually started messing with making a new LAV crosshair:



Based off of this:



But I think that's a topic for another thread
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