From 5b001fc07991d86f5ff431c762197b07dc6d19c6 Mon Sep 17 00:00:00 2001 From: Daniel Gibson Date: Sun, 11 Apr 2021 18:46:51 +0200 Subject: [PATCH] README: Add links to Q4 articles with missing images fix download links in Adding_Fonts_to_use_in_Quake_4_GUIs --- README.md | 26 +++++++++---------- index.html | 1 - .../Adding_Fonts_to_use_in_Quake_4_GUIs.html | 9 ++----- 3 files changed, 15 insertions(+), 21 deletions(-) diff --git a/README.md b/README.md index ec62123..e8f2f19 100644 --- a/README.md +++ b/README.md @@ -14,16 +14,16 @@ The following is missing: - `Doom3/skins_imp.png` (of https://iddevnet.dhewm3.org/doom3/skins.html) - Quake 4 Animation Examples: `animations.zip` (of https://iddevnet.dhewm3.org/quake4/AnimationExamples.html) - Lots of images in Quake4 Articles: - - Adding_Fonts_to_use_in_Quake_4_GUIs: `guied_ansi.jpg`, `guied_symbol.jpg` - - ArtReference_CreatingTextures: `tex_01.jpg` - `tex_09.jpg` (all of them) - - ArtReference_Q4Shaders_AnimatedStrips: `shader_stripimage1.jpg` `shader_stripimage2.jpg` - - Basic_FX_file_structure: `fx_check.jpg` `fx_sortorder.jpg` - - BasicScriptTutorial: `basicscripttutorial4.png` - - DefinitionFileExamples: `monster_strogg_marine_rocket.jpg` - - Effects_Performance: `fx_overdraw_bad.jpg` `fx_overdraw_good.jpg` - - Entity_MonsterBerserker: `monster_berserker.jpg` - - FX_Entity_Editor: `fx_enteditor.jpg` - - LevelEditor_BasicRoom: `image01.jpg` - `image12.jpg` (all of them) - - Notes_about_Origins: `fx_origins.jpg` - - Sounds_SoundPlacement: `image1.jpg`, `image2.jpg` - - The_Properties_of_a_segment: `fx_lock.jpg` + - [Adding_Fonts_to_use_in_Quake_4_GUIs](https://iddevnet.dhewm3.org/quake4/Adding_Fonts_to_use_in_Quake_4_GUIs.html): `guied_ansi.jpg`, `guied_symbol.jpg` + - [ArtReference_CreatingTextures](https://iddevnet.dhewm3.org/quake4/ArtReference_CreatingTextures.html): `tex_01.jpg` - `tex_09.jpg` (all of them) + - [ArtReference_Q4Shaders_AnimatedStrips](https://iddevnet.dhewm3.org/quake4/ArtReference_Q4Shaders_AnimatedStrips.html): `shader_stripimage1.jpg` `shader_stripimage2.jpg` + - [Basic_FX_file_structure](https://iddevnet.dhewm3.org/quake4/Basic_FX_file_structure.html): `fx_check.jpg` `fx_sortorder.jpg` + - [BasicScriptTutorial](https://iddevnet.dhewm3.org/quake4/BasicScriptTutorial.html): `basicscripttutorial4.png` + - [DefinitionFileExamples](https://iddevnet.dhewm3.org/quake4/DefinitionFileExamples.html): `monster_strogg_marine_rocket.jpg` + - [Effects_Performance](https://iddevnet.dhewm3.org/quake4/Effects_Performance.html): `fx_overdraw_bad.jpg` `fx_overdraw_good.jpg` + - [Entity_MonsterBerserker](https://iddevnet.dhewm3.org/quake4/Entity_MonsterBerserker.html): `monster_berserker.jpg` + - [FX_Entity_Editor](https://iddevnet.dhewm3.org/quake4/FX_Entity_Editor.html): `fx_enteditor.jpg` + - [LevelEditor_BasicRoom](https://iddevnet.dhewm3.org/quake4/LevelEditor_BasicRoom.html): `image01.jpg` - `image12.jpg` (all of them) + - [Notes_about_Origins](https://iddevnet.dhewm3.org/quake4/Notes_about_Origins.html): `fx_origins.jpg` + - [Sounds_SoundPlacement](https://iddevnet.dhewm3.org/quake4/Sounds_SoundPlacement.html): `image1.jpg`, `image2.jpg` + - [The_Properties_of_a_segment](https://iddevnet.dhewm3.org/quake4/The_Properties_of_a_segment.html): `fx_lock.jpg` diff --git a/index.html b/index.html index 1440cff..8024683 100644 --- a/index.html +++ b/index.html @@ -18,7 +18,6 @@

Unofficial mirror of (now defunct) iddevnet.com

-

Work in Progress.


The pagesource can be found at Github.

You can Download a ZIP of the whole page for offline viewing

diff --git a/quake4/Adding_Fonts_to_use_in_Quake_4_GUIs.html b/quake4/Adding_Fonts_to_use_in_Quake_4_GUIs.html index 5961b12..787a9cd 100644 --- a/quake4/Adding_Fonts_to_use_in_Quake_4_GUIs.html +++ b/quake4/Adding_Fonts_to_use_in_Quake_4_GUIs.html @@ -91,11 +91,6 @@ function actionsMenuInit(title) { - - - - - @@ -192,7 +187,7 @@ actionsMenuInit('More Actions:');


>Download q4font.exe font program

-

q4font.zip


Quake 4 uses a specific font program to generate the font files needed by the GUIs.

To generate fonts:

+

q4font.zip


Quake 4 uses a specific font program to generate the font files needed by the GUIs.

To generate fonts:

Format:

q4font <fontname excluding '.ttf'> -symbol -pointsize <value> -width <value> -height <value>
 

@@ -201,7 +196,7 @@ actionsMenuInit('More Actions:');

Example 2: Exports a different *.tga and *.fontdat filename from the source *.ttf name

q4font lowpixel_thin -symbol -pointsize 24 -width 256 -height 128 -out lowpixel
-

The *.tga and *.fontdat files are saved in a /fonts/ folder inside of the folder where you q4font.exe is located.


The Q4 Font tool uses a Symbol codepage for fonts, which is different than a standard Windows font codepage of MS Latin or Windows ANSI. This means that you cannot take *.ttf files used in Windows programs and use them without modification. Altering a font requires font editing software such as Font Lab or Macromedia Fontographer. Using a standard *.ttf in q4font will result in blank font *.tga's.

When changing a font from Windows ANSI to Symbol, it is important to remember to add blank characters with 0 character width. This means do not copy and paste the space character, create a new character with 0 side bearings. In the images below, these blank characters are illustrated as white squares in the Symbol image. Note the ANSI image has grey squares for completely missing characters instead.

Included below are two different examples of fonts, one in Symbol and the other in Windows ANSI for comparison.

+

The *.tga and *.fontdat files are saved in a /fonts/ folder inside of the folder where you q4font.exe is located.


The Q4 Font tool uses a Symbol codepage for fonts, which is different than a standard Windows font codepage of MS Latin or Windows ANSI. This means that you cannot take *.ttf files used in Windows programs and use them without modification. Altering a font requires font editing software such as Font Lab or Macromedia Fontographer. Using a standard *.ttf in q4font will result in blank font *.tga's.

When changing a font from Windows ANSI to Symbol, it is important to remember to add blank characters with 0 character width. This means do not copy and paste the space character, create a new character with 0 side bearings. In the images below, these blank characters are illustrated as white squares in the Symbol image. Note the ANSI image has grey squares for completely missing characters instead.

Included below are two different examples of fonts, one in Symbol and the other in Windows ANSI for comparison.

Typical ANSI codepage: Image from Font Lab

Altered Symbol codepage: Image from Font Lab