Users browsing this thread:
How to open tSR fonts ?
#1
This is a very small question : how to open tSR fonts ?

The fonts are in .png but there are a way for open it in a true font format (TTF...).
I have searched on web during 3 hours without results. Very Sad

I want especially to import it into Unity.

Thanks !
Reply
Thanked by:
#2
I don't think there's a way to directly use a .png file as an actual font file. You're probably going to need to use some font creation software and re-make the font you want to use through that.
Reply
Thanked by:
#3
Yeah, the ripped fonts are ripped as images, while font formats like TTF and OTF are made out of glyphs. This is unavoidable because in most cases they are stored in the game as images. Even when they're not (as is common in PC games), we don't upload them here because it's a sprite resource, not a font resource.
Like Skyla said, you could re-create the font yourself into a font file: this website can be used to make simple ones. For more complex fonts you will need to learn how to use proper font creation software.
However, keep in mind that the nature of fonts means they can only be monocoloured. This is what allows you to give words different colours. This is also why many games, even PC ones, use images as fonts so that they can be multicoloured.

If making your own fonts is out of the question (either it's too difficult or you need them to be multicoloured), see if there are any engines or libraries that allow you to use bitmap fonts. Most languages have this, especially in game engines, and seeing how Unity is popular for making games I would be surprised if there wasn't one out there.
You may have a fresh start any moment you choose, for this thing that we call "failure" is not the falling down, but the staying down. -Mary Pickford
Reply
Thanked by: Skyla Doragono
#4
Depending on the game, you might... MIGHT.... be able to find the actual font file. some of the viewers show the names of the fonts. Some games, namely PC, use actual .ttf or .otf font files.

I recently discovered when using the JPEXS Free Flash Decompiler that I can now find the actual names of the fonts and google-search them. One such font I found this way was called "Feast Of Blood" it is the font used in Radioative Teddy Bear Zombies. Assuming you needed the font from a flash game, could try that approach.

As for .png files as fonts. Some games do in fact do this (some that come to mind are MineCraft, and a lot of retro-style games, and probably a Ludum Dare entry or two.). I think some engines/systems do support bitmap fonts. A font sheet is not all that different from a sprite sheet. If you already have the capabilities to process one of those, you're half-way there. All you have to do is make the game load + render that.

Let's say you create a font with this layout, let's assume all cells are 16x16 pixels...for simplicty's sake
1234567890
let's assume this gets parsed as a ten frame sprite.

In the game, you probably would have an array:
var chars = [1,2,3,4,5,6,7,8,9,0];

So one way to handle that is for every string, so let's say
"9001" (yes...i did...)
,you process each character individually, and look it up with the characters array
since the font sheet and your array are in the same order, you effectively just display one of these frames for each character:
8,9,9,0

This is ofc, the simple answer. A lot of the font sheets (or modern sprite sheets in general) are no longer ...ermm...consistent. They're packed in weird ways, and the games that would use them need a lookup table for the position and size of absolutely every sprite. Sprite-rippers also don't always organize sheets very optimally in the first place.

imagine the same ten-character font packed in with thousands of other sprites, scattered everywhere, in a sprite sheet that's let's say, 1000x1000 pixels... now imagine a full ascii one sprea-dout in the same way!

But let's not get into that, let me just say I have seen a few examples of lookup tables recently. They're not fun. Almost always need the program that is intended to read them, or require one to be reverse-engineered.

Good luck with whatever you are doing!
As already suggested, definitely start by looking for some libraries that do bitmap fonts. Should be able to find something. If not, well, look for tutorials/suggestions on how to implement one. Or even, based on what you know, just go for it, and make it on your own.

Hope this is somewhat helpful.
I SERIOUSLY need to get to sleep now.
SO glad I am not on facebook.
I have enough trouble getting to sleep because I feel inclined to reply to or comment about something.
Reply
Thanked by: iyenal
#5
I think I have find the solution, @DarkGrievous7145 thanks ! because now I know how is organized the sprites fonts.

I will restruct the font in ShoeBox and import it into Unity with this shader : http://wiki.unity3d.com/index.php/TexturedFont .

_________________________________________________________________________________________________________

But @puggsoy in SM3DW, the fonts are BFFNT(with FNT for FONT) files, it's not textures because the textures files are BFLIM.
I wonder how the WiiU rippers on tSR extract BFFNT files.
But you have reason for older games
Reply
Thanked by:
#6
(12-28-2015, 05:49 AM)iyenal Wrote: I think I have find the solution, @DarkGrievous7145 thanks ! because now I know how is organized the sprites fonts.

I will restruct the font in ShoeBox and import it into Unity with this shader : http://wiki.unity3d.com/index.php/TexturedFont .

cool!
Glad I was able to be of some assistance!


Yes, I have used shoebox before.
It is definitely a nifty little tool.
Reply
Thanked by:


Forum Jump: