Closed Eleiber closed 3 years ago
I recommend you better draw them with Photoshop, take less time
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.
But what is the best option? Is it not possible to do with that script? I really would appreciate to know how to that.
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
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)
EDIT: nevermind the sizing is messed up too
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)
EDIT: nevermind the sizing is messed up too
That happened to me, you only have to modify the size of the font in the TTF script.
@Eleiber Ah, neat. I ended up re-creating spritesheets and glyphs map in the meantime 🙈
wingding.ttf like used in dark world
una pregunta me puedes decir como modificar los TTFONTS para añadir la á é í ó ú y la ñ ?
@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?
@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
(by the way that "offset" signed int is fixed in #76 now)
@colinator27 uint is still displayed in the editor http://i.prntscr.com/hpUxapmOQESFpIkL6emr_Q.png
I didn't update any editors, but it's an int, not a short?
@colinator27 looks like it should be a short then, I guess?
I guess we can assume the list always exists, making it a short...
Sounds like a good idea
Yep, is short.. after him comes list of kerning
This is currently available from #128, and therefore this issue is fixed. Closing.
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. 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.