H
Hellbringer616
Guest
I like the numbers. awesome job
Since you're the only one who has got this working so far, I'd say you've already wonLol i just cant win
And I think we should let timu work on his awesome model for the game and leave this to someone who cant modelI think it's good so far. But I really would like to see timu sumisu's magic in the original font.
Maybe we can have the original high-res'ed with no pallete issues.
at the end, would not be bad to have 2 options in the mod:well, provide me with the original font sheet, i could do a vector trace and output it at any resolution you want, you could do the rest (putting it in game)
however it depends what you want, if you just want a different font, do a swap, but if you want a direct improvement on the original (just curving out that AA'd bends in letters) i can do that fairly quickly
Anyone know where the beginning of the pixel data is? The wiki just says it varies.There's no tool that can do this yet, but you have to put a special marker at the beginning of the pixel data in the .tex file.
Specifically, the first 3 bytes of the pixel data must be "EXT" followed by a name. This name will be used to find a png file in the textures/ directory, based on the following template: <name>_<palette index>.png
enum text_colors{ TEXTCOLOR_GRAY = 0, TEXTCOLOR_BLUE = 2, TEXTCOLOR_RED = 4, TEXTCOLOR_PINK = 6, TEXTCOLOR_GREEN = 8, TEXTCOLOR_LIGHT_BLUE = 10, TEXTCOLOR_YELLOW = 12, TEXTCOLOR_WHITE = 14,};
...the hand must stay!! :-oOh btw if anyone is interested in redoing some of the art for the game that is in the menu's that would be awesome let me know (eg hand for cursor, limit break bars, etc)