UnderminersTeam / UndertaleModTool

The most complete tool for modding, decompiling and unpacking Undertale (and other GameMaker games!)
GNU General Public License v3.0
1.12k stars 213 forks source link

REQUEST - Add TTFFonts script but for DeltaRune #40

Closed Eleiber closed 3 years ago

Eleiber commented 5 years ago

I am trying to do a translation to the spanish, so I need to add some characters like: "´", "¡" and "¿". So I modify a bit the TTFFonts to make it work good with Deltarune, but I don't know how to add the DotumChe font. image I already checked and yes, I have the DotumChe.ttf file in my SURVEY_PROGRAM folder, but it just doesn't works, it is the only font that is not working for me for DeltaRune.

D3fau4 commented 5 years ago

I recommend you better draw them with Photoshop, take less time

krzys-h commented 5 years ago

It's going to be a bit more complicated than updating the supported font list because previously I used a terrible hack to force the IDs to be what the game expects and it's not going to work on deltarune because I think I've seen it use font_add_sprite-ext itself. It should be possible to hook into the new translation system to do replacements though.

Eleiber commented 5 years ago

But what is the best option? Is it not possible to do with that script? I really would appreciate to know how to that.

krzys-h commented 5 years ago

It's not possible to easily do what that script did in Deltarune, it needs to be completly rewritten. @D3fau4 is talking about adding the characters manually, which still works

eramdam commented 5 years ago

For what it's worth. I applied the TTF script on top of Deltarune and it "works" but the line-height and letter-spacing are messed up. So I assume it's safer to edit the font sprites :\ (see screenshot below) unknown

EDIT: nevermind the sizing is messed up too screen shot 2018-11-04 at 1 31 55 pm

Eleiber commented 5 years ago

For what it's worth. I applied the TTF script on top of Deltarune and it "works" but the line-height and letter-spacing are messed up. So I assume it's safer to edit the font sprites :\ (see screenshot below) unknown

EDIT: nevermind the sizing is messed up too screen shot 2018-11-04 at 1 31 55 pm

That happened to me, you only have to modify the size of the font in the TTF script.

eramdam commented 5 years ago

@Eleiber Ah, neat. I ended up re-creating spritesheets and glyphs map in the meantime 🙈

NotedChord commented 5 years ago

wingding.ttf like used in dark world

AsrielOver commented 5 years ago

una pregunta me puedes decir como modificar los TTFONTS para añadir la á é í ó ú y la ñ ?

LinXP commented 5 years ago

@krzys-h https://github.com/krzys-h/UndertaleModTool/blob/5b036f3fba8c265fc8c2ef62283f4a23e1506153/UndertaleModLib/Models/UndertaleFont.cs#L49 signed

ps: font.DisplayName in scripts returns the name in quotes, can remove the quotes?

krzys-h commented 5 years ago

@LinXP yeah, noticed that long ago and forgot to change it. Please make separate issues for things like this, I'll get lost if we keep putting multiple things into one.

.DisplayName is in quotes because you are looking at an UndertaleString object representing a STRG entry, to access the value you should do .DisplayName.Content

colinator27 commented 5 years ago

(by the way that "offset" signed int is fixed in #76 now)

LinXP commented 5 years ago

@colinator27 uint is still displayed in the editor http://i.prntscr.com/hpUxapmOQESFpIkL6emr_Q.png

colinator27 commented 5 years ago

I didn't update any editors, but it's an int, not a short?

krzys-h commented 5 years ago

@colinator27 looks like it should be a short then, I guess?

colinator27 commented 5 years ago

I guess we can assume the list always exists, making it a short...

krzys-h commented 5 years ago

Sounds like a good idea

LinXP commented 5 years ago

Yep, is short.. after him comes list of kerning

Grossley commented 3 years ago

This is currently available from #128, and therefore this issue is fixed. Closing.