Helpfont for any language

Posts 1–14 of 14 · Page 1 of 1
font for any language
hi

I've defined a language for games
i edit the "gamefonts_pc.iwi" for my language

now require to GSC code for using in game

plz give me source of font.gsc for create font.
hudsmall
hudbig
objective

thats all i could think of off the top of head
I know

hudsmall
hudbig
objective
and more....

all font above using of gamefonts_pc.iwi
but i edit gamefonts_pc.iwi and i've use of this

now i need to font.gsc(or any GSC ) for edit it for other language(persian or arabic or ...)

can you know i mean !?!
gamefonts_pc.jpgattachment deleted · 18 downloads before removal
I'm not sure what you mean...
Other players won't be able to see it anyways.
(unless they have the file)
Quote Originally Posted by EpicPlayer View Post
I'm not sure what you mean...
Other players won't be able to see it anyways.
(unless they have the file)
@EpicPlayer me either this guy is confusing
TNX EpicPlayer ؛ I know

baw
source code for create font in game
also

i found a GSC for this project
but not sure right and
also what i use it

Code:
static const char *g_he_font[] =
{
	"default",		// HE_FONT_DEFAULT
	"bigfixed",		// HE_FONT_BIGFIXED
	"smallfixed",	// HE_FONT_SMALLFIXED
	"objective",	// HE_FONT_OBJECTIVE
};


// These values correspond to the defines in q_shared.h
static const char *g_he_alignx[] =
{
	"left",   // HE_ALIGN_LEFT
	"center", // HE_ALIGN_CENTER
	"right",  // HE_ALIGN_RIGHT
};


static const char *g_he_aligny[] =
{
	"top",    // HE_ALIGN_TOP
	"middle", // HE_ALIGN_MIDDLE
	"bottom", // HE_ALIGN_BOTTOM
};


// These values correspond to the defines in menudefinition.h
static const char *g_he_horzalign[] =
{
	"subleft",			// HORIZONTAL_ALIGN_SUBLEFT
	"left",				// HORIZONTAL_ALIGN_LEFT
	"center",			// HORIZONTAL_ALIGN_CENTER
	"right",			// HORIZONTAL_ALIGN_RIGHT
	"fullscreen",		// HORIZONTAL_ALIGN_FULLSCREEN
	"noscale",			// HORIZONTAL_ALIGN_NOSCALE
	"alignto640",		// HORIZONTAL_ALIGN_TO640
	"center_safearea",	// HORIZONTAL_ALIGN_CENTER_SAFEAREA
};
cassert( ARRAY_COUNT( g_he_horzalign ) == HORIZONTAL_ALIGN_MAX + 1 );


static const char *g_he_vertalign[] =
{
	"subtop",			// VERTICAL_ALIGN_SUBTOP
	"top",				// VERTICAL_ALIGN_TOP
	"middle",			// VERTICAL_ALIGN_CENTER
	"bottom",			// VERTICAL_ALIGN_BOTTOM
	"fullscreen",		// VERTICAL_ALIGN_FULLSCREEN
	"noscale",			// VERTICAL_ALIGN_NOSCALE
	"alignto480",		// VERTICAL_ALIGN_TO480
	"center_safearea",	// VERTICAL_ALIGN_CENTER_SAFEAREA
};
cassert( ARRAY_COUNT( g_he_vertalign ) == VERTICAL_ALIGN_MAX + 1 );


init()
{
	level.uiParent = spawnstruct();
	level.uiParent.horzAlign = "left";
	level.uiParent.vertAlign = "top";
	level.uiParent.alignX = "left";
	level.uiParent.alignY = "top";
	level.uiParent.x = 0;
	level.uiParent.y = 0;
	level.uiParent.width = 0;
	level.uiParent.height = 0;
	level.uiParent.children = [];
	
	if ( level.console )
		level.fontHeight = 12;
	else
		level.fontHeight = 12;
}
And

Code:
/*
=============
///ScriptDocBegin
"Name: createFontString( <font>, <fontScale> )"
"Summary: Creates a hud element for font purposes"
"Module: Hud"
"MandatoryArg: <font>: Apparently this is always set to default."
"MandatoryArg: <fontScale>: The scale you want."
"Example: level.hintElem = createFontString( "default", 2.0 );"
"SPMP: singleplayer"
///ScriptDocEnd
=============
*/

createFontString( font, fontScale )
{
	fontElem = newHudElem( self );
	fontElem.elemType = "font";
	fontElem.font = font;
	fontElem.fontscale = fontScale;
	fontElem.x = 0;
	fontElem.y = 0;
	fontElem.width = 0;
	fontElem.height = int(level.fontHeight * fontScale);
	fontElem.xOffset = 0;
	fontElem.yOffset = 0;
	fontElem.children = [];
	fontElem setParent( level.uiParent );
	
	return fontElem;
}


createServerFontString( font, fontScale )
{
	fontElem = newHudElem( self );
	fontElem.elemType = "font";
	fontElem.font = font;
	fontElem.fontscale = fontScale;
	fontElem.x = 0;
	fontElem.y = 0;
	fontElem.width = 0;
	fontElem.height = int(level.fontHeight * fontScale);
	fontElem.xOffset = 0;
	fontElem.yOffset = 0;
	fontElem.children = [];
	fontElem setParent( level.uiParent );
	
	return fontElem;
}
I don't think creating your own fonts will work for MW2 since we don't have any mod tools but I'm not sure.
Ah, you mean create your own letter type. K.
Well, it would be a massive work I suppose.
Make line for line....
10-20 lines for 1 letter.

or, it might be possible to texture edit it. Won't say for sure but...
Let me say this way

i want when press (for example) "H" in game view

or when me typing "Hello" in game view

in other word; with press "H" load imag" س.iwi" and ...

Of course
i add "س.iwi" in image fastfile in "iw_01.iwd"

"persian language"
س.jpgattachment deleted · 60 downloads before removal
سلام.jpgattachment deleted · 117 downloads before removal
You need some other language files to do that. And as far as i know there aren't any Arabian language files...

Maybe you can change the font file but does anyone a a .ttf to .iwi converter?
I remember playing once a mod that had plenty russian words in HUD, btw, try this 2 shaders, they look arabian,

Code:
decode_characters
decode_characters_glow
Not sure if this is right, But make a new iwd font file. Name it the same as the one you want to change. And drag and drop it in. Or something..
TNX cgallagher21

but you proposed for this code?
Posts 1–14 of 14 · Page 1 of 1
This thread is closed for replies.

Similar Threads

Tags for this Thread

None

Talk with us