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Re: Telltale and Gametap - extract to translate

Posted: Tue Jun 01, 2010 4:05 pm
by aluigi
the following is a "real-life" example for editing a font file.
note that it's necessary ttarchext 0.1.11.

Code: Select all

- ttarchext -D 0x1517 0x800 12 c:\berlin_sans_fb_demi_40_bold.FONT c:\temp
- go in the c:\temp folder and open berlin_sans_fb_demi_40_bold.FONT with a hex editor
- now you must dump all the data till offset 0x1517 in a new file that you will call header.dat
- and dump the rest (everything from 0x1517 till the end) in a file called file.dds
- modify file.dds as you want
- reconcatenate the header and the dds launching the following command (yes the + is necessary!):
- copy /b c:\temp\header.dat + c:\temp\file.dds c:\temp\newfont.font
- ttarchext -E 0x1517 0x800 12 c:\temp\newfont.font c:\
- rename c:\newfont.font as berlin_sans_fb_demi_40_bold.FONT
the example is plus or less like the one I posted various posts ago but should be simpler and even made "automatizable" if someone wants

*edit*
0x1517 is the starting of the DDS font (of Sam & Max: Episode 201 - Ice Station Santa) that CHANGES in each game so you must find it by yourself with a hex editor.
it's really a joke to do because you will notice the clear DDS data somewhat near the beginning of the file preceeded by exactly 0x800 bytes of garbage/strange data.
let me know if you have doubts about a particular font file

Re: Telltale and Gametap - extract to translate

Posted: Mon Jun 07, 2010 10:34 am
by Den Em
Okashu from what Season?

aluigi Your algorithm for S&M. =)

That for ToMI, W&G:GA

Code: Select all

- go in the c:\temp folder and open FONT-file with a hex editor
- now you must dump all the data till "DDS" in a new file that you will call header.dat
- and dump the rest (everything from "DDS" till the end) in a file called file.dds
- modify file.dds as you want (not change the size of dds, if you want this, I tell.)
- reconcatenate the header and the dds launching the following command (yes the + is necessary!):
- copy /b c:\temp\header.dat + c:\temp\file.dds c:\temp\newfont.font (or make this in hex editor)
- rename newfont.font as original FONT-file name

Re: Telltale and Gametap - extract to translate

Posted: Mon Jun 07, 2010 4:16 pm
by Okashu
From season two. There is only support for episode 1 and 2.

Also, did someone find out how to save the font? I tried editing it with Photoshop (nvidia plugin) and GIMP. But if i try to use that font, game crashes. I know I'm doing everything right in ttarchext and hex, because unpacked and packed original font works.

Re: Telltale and Gametap - extract to translate

Posted: Mon Jun 07, 2010 8:09 pm
by Den Em
Okashu

With this I'd open & export text from a 203 and 204 episodes without a problem.
Maybe you download old version? In last version on this forum I don't check support for all episodes, but I don't changes something in base algorithm in my program later.

Maybe did you change size of dds in font-file? Did you save dds with "generation MIP-maps"? Did you forget encrypt new font-file?
I don't know what are you doing. >> I don't tell you what you doing wrong.

Re: Telltale and Gametap - extract to translate

Posted: Tue Jun 08, 2010 1:39 pm
by Okashu
I save in DXT5, as a 2D texture, without MIP maps.

Re: Telltale and Gametap - extract to translate

Posted: Tue Jun 08, 2010 1:56 pm
by Den Em
Okashu
Very simple question: Did you change the size of dds-file?
Maybe you attach original font-file and new dds?

Re: Telltale and Gametap - extract to translate

Posted: Tue Jun 08, 2010 2:56 pm
by Okashu
No. Not consciously, if I did ^^
I only use white brush to add dots

Re: Telltale and Gametap - extract to translate

Posted: Tue Jun 08, 2010 3:27 pm
by Den Em
Telepathists on vacation. :drunken:

Re: Telltale and Gametap - extract to translate

Posted: Tue Jun 08, 2010 6:08 pm
by Okashu
Do you mean the size in bytes, or resolution, like 250x320?

Den Em, did you succeed in running edited font?

Re: Telltale and Gametap - extract to translate

Posted: Tue Jun 08, 2010 7:41 pm
by Den Em
No difference. :roll:

Of course.

Re: Telltale and Gametap - extract to translate

Posted: Tue Jun 08, 2010 7:58 pm
by Okashu
No way!

You just motivated me to work. But you must tell me - what tool dd you use, and what settings did you use?

Re: Telltale and Gametap - extract to translate

Posted: Wed Jun 09, 2010 1:39 pm
by Den Em
HxD, Photoshop (+ nvidia dds plagin), ttarchext.

Re: Telltale and Gametap - extract to translate

Posted: Wed Jun 09, 2010 1:44 pm
by Okashu
What settings did you use to save the file?

Re: Telltale and Gametap - extract to translate

Posted: Wed Jun 09, 2010 1:55 pm
by Den Em
You used a correct settings for saving dds.
Don't know about packing and encrypting.

It's difficult to write algoritm of this work.

Can you wait some time? I need two-tree day (max - one week).
Now I making a autopacker file for S&M S2... and I teach exams.
(Now I can pack d3dtx-file automaticaly.)

Re: Telltale and Gametap - extract to translate

Posted: Wed Jun 09, 2010 1:57 pm
by Okashu
Ok. It will help a lot, but I think I don't make a mistake.