CoolAlternate text rendering method with custom font.

Posts 1–7 of 7 · Page 1 of 1
Alternate text rendering method with custom font.
Not 100% sure this will work but I don't see why not.

Pros:
-Less addresses than regular engine font.
-Use your own dtx font. (wow custom fonts yay)
-It's just fucking awesome.

Cons:
-Not using this is the only con.

All the following info is for the current patch of CANA.

Code:
g_ITexInterface = 0x7C4B50
g_IFontManager = 0x7C4B4C
g_ITexInterface + 0x8 = g_ITexInterface->CreateTextureFromName()
g_IFontManager + 0x20 = g_IFontManager->CreateFont()

m_Font + 0x58 = SetDefCharWidth()
m_Font + 0x5C = SetDefCharHeight()


m_Font + 0x70 = SetDefColor()
m_Font + 0x78 = DrawString()
Example:
Code:
CUIFont*	m_Font;
SharedTexture*	m_Tex;
ILTFontManager*  g_IFontManager;
ILTTexInterface* g_ITexInterface;

void DrawText(float x, float y, char* text)
{
if(m_Font)
{
if (g_IFontManager && g_ITexInterface) 
{
g_ITexInterface->CreateTextureFromName(m_Tex,"console\\console_font.dtx");
if(m_Tex)
{
m_Font = g_IFontManager->CreateFont(m_Tex,9,9);
m_Font->SetDefCharWidth(7);
m_Font->SetDefCharHeight(9); 
}
else
{
m_Font->SetDefColor(textColor);
m_Font->DrawString((float)10,(float)10,"wow ty based matt"); 
}
}
}
}
All the missing shit should be in the attached sdk files.


VirusTotal
Jotti
sdk_mpgh.net.rar15 KB · 33 downloads Clean
muchos thanks friend
you could expand this with the rez bypass Jeff made. Load your own modified console_font.dtx from the Mods folder... if i'm looking at this right anyway
Quote Originally Posted by supercarz1991 View Post
you could expand this with the rez bypass Jeff made. Load your own modified console_font.dtx from the Mods folder... if i'm looking at this right anyway
you mean the rez bypass matypatty and jeff both worked on right?
Quote Originally Posted by Timboy67678 View Post
you mean the rez bypass matypatty and jeff both worked on right?
the way jeff is doing it now is different than that one, that one no longer worked
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