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by XRaptor
Thu May 05, 2011 12:24 pm
Forum: Game Archive
Topic: (PC) Trapped Dead (.v files + translation):
Replies: 40
Views: 9388

Re: (PC) Trapped Dead (.v files + translation):

1) I'm using FontCreator Pro and FontLab Studio for ttf editing. 2) If you are talking about fnt from this game, then fnt is not standard, it is just custom format for bitmap fonts. So no, there is no analyzer. But check \doc\file_format.html, there is structure info, so you can make your own tool t...
by XRaptor
Thu May 05, 2011 7:10 am
Forum: Game Archive
Topic: (PC) Trapped Dead (.v files + translation):
Replies: 40
Views: 9388

Re: (PC) Trapped Dead (.v files + translation):

Think about it, if your xml files are saved in ANSI encoding, how should it work, if font is exported as Unicode? ;-) If you need ANSI text, you will need ANSI font export, but in ANSI there is no extended font support. But yes, engine should be little buggy, because they don't test all characters s...
by XRaptor
Wed May 04, 2011 6:29 pm
Forum: Game Archive
Topic: The First Templar (*.hpk files)
Replies: 15
Views: 3485

Re: The First Templar (*.hpk files)

HPKExtractor.exe -zlib -hpk File.hpk
by XRaptor
Wed May 04, 2011 5:46 pm
Forum: Game Archive
Topic: The First Templar (*.hpk files)
Replies: 15
Views: 3485

Re: The First Templar (*.hpk files)

Search here for HPKExtractor ;-)
by XRaptor
Wed May 04, 2011 12:13 pm
Forum: Game Archive
Topic: (PC) Trapped Dead (.v files + translation):
Replies: 40
Views: 9388

Re: (PC) Trapped Dead (.v files + translation):

So as I said, game is looking for v1 font files ;-)
by XRaptor
Wed May 04, 2011 7:30 am
Forum: Game Archive
Topic: (PC) Trapped Dead (.v files + translation):
Replies: 40
Views: 9388

Re: (PC) Trapped Dead (.v files + translation):

Yes, I know how VEngine works. It is easy. 1) you can put fonts to original file or to patch file. Files from patch have higher priority 2) zip file is without compression (byt it is not important) 3) you don't have to buy that font. Just google it or select ANY similar of your choice. It is only fo...
by XRaptor
Tue May 03, 2011 9:45 pm
Forum: Game Archive
Topic: (PC) Trapped Dead (.v files + translation):
Replies: 40
Views: 9388

Re: (PC) Trapped Dead (.v files + translation):

One question - are you trying to put new files to original *.v archives or just extracted from them? EDIT: Well I checked it on my sode and you are right. Game crashes. It should be because of newer version of fnt file. It is now version 3 but original file is 1. There are some new fields in version...
by XRaptor
Tue May 03, 2011 7:17 pm
Forum: Game Archive
Topic: (PC) Trapped Dead (.v files + translation):
Replies: 40
Views: 9388

Re: (PC) Trapped Dead (.v files + translation):

Problem is you renamed new dds files :-) In fnt there is reference to texture (*.dds) and now it just doesn't exists. Just let all names as are generated. For example: Save font as IngameText.fnt and IngameText_0.dds will be generated. Save font as IngameTitle.fnt and IngameTitle_0.dds will be gener...
by XRaptor
Mon May 02, 2011 4:33 pm
Forum: Game Archive
Topic: (PC) Trapped Dead (.v files + translation):
Replies: 40
Views: 9388

Re: (PC) Trapped Dead (.v files + translation):

I don't know if Italian language have any special characters that are not in ANSI char table. If there is only áéíóú then all chars should be in dds files. Just check them. If there is any char missing, you have to regenerate fonts. You are asking why not to edit. It is simple. Generate new font fil...
by XRaptor
Fri Apr 29, 2011 9:42 pm
Forum: Game Archive
Topic: (PC) Trapped Dead (.v files + translation):
Replies: 40
Views: 9388

Re: (PC) Trapped Dead (.v files + translation):

All you need is ttf font with all characters. Use any unicode version or just edit any ttf and add missing characters. Then use BMFont :-)
by XRaptor
Fri Apr 29, 2011 1:36 pm
Forum: Game Archive
Topic: (PC) Trapped Dead (.v files + translation):
Replies: 40
Views: 9388

Re: (PC) Trapped Dead (.v files + translation):

Well, it is not so hard. You have to check original fnt file to get setings like size, charset, padding etc. Then just in BMFont set the same values and generate a new font. Just make sure you set output dds size to fit all characters to one file. It will not work if more dds files per font are made.
by XRaptor
Thu Apr 28, 2011 7:24 am
Forum: Game Archive
Topic: (PC) Trapped Dead (.v files + translation):
Replies: 40
Views: 9388

Re: (PC) Trapped Dead (.v files + translation):

Every xml must be saved with the same encoding as is entered in header. So it is just up to you what you choose. Default xml encoding (if encoding attribute is missing) is utf-8. Just set all encoding attributes to utf-8 and save all files in utf-8 format. BTW you really found working font editor fo...
by XRaptor
Wed Apr 27, 2011 7:01 am
Forum: Game Archive
Topic: (PC) Trapped Dead (.v files + translation):
Replies: 40
Views: 9388

Re: (PC) Trapped Dead (.v files + translation):

But now showed up another problem. Italian language has a lot of vouels accented (grave or acute) which will show in the game as an invalid char like ß? or such... Any idea or may I just use the ' sign, because the game-font does not support those chars probably? It is simple, if game doesn't have ...
by XRaptor
Tue Apr 26, 2011 7:42 pm
Forum: Game Archive
Topic: (PC) Trapped Dead (.v files + translation):
Replies: 40
Views: 9388

Re: (PC) Trapped Dead (.v files + translation):

Try to save your translated xml as utf-8 with BOM.
by XRaptor
Wed Apr 13, 2011 7:12 am
Forum: Game Archive
Topic: DeathSpank .gg
Replies: 120
Views: 33865

Re: DeathSpank .gg

I have some problem with extraxt TOV .gg (DLC). Hi, I don't have any DLC, but problem is, that filepath is stored as "full path" and output path for extracting is just YOUR_DIR + internal_path. And there is just c:\... value. I'll try to do some workaround for that but it is strange. It w...