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Localization games font

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  • Author
  • Localization

cih99, posted Sat Jul 24, 2021 4:57 pm (65336)


UI Fonts Text

:oops:

Font
Square721Dm_18.Font
font_consolas_16.Font
Square721Dm_18_PageA.Texture2D
font_consolas_16_PageA.Texture2D
  • Author
  • Localization

vadim, posted Sun Jul 25, 2021 10:54 am (65349)


.Font - these are the coordinates of the font characters
.Texture2D - these Texture with symbols
  • Author
  • Localization

cih99, posted Sun Jul 25, 2021 4:22 pm (65352)


How do I unzip a file?


font_consolas_16.Font

font_consolas_16_PageA.Texture2D
  • Author
  • Localization

h3x3r, posted Sun Jul 25, 2021 6:35 pm (65355)


Your textures are DXT5 compressed. Texture starts on offset 0x128 hex and decimal 296. Texture size is at offset 0x120 hex and decimal 288.
Texture resolution can be obtained on the end of file. First INT is width and second INT is height. See image.
Image
Font
Image
  • Author
  • Localization

cih99, posted Mon Jul 26, 2021 10:23 pm (65376)


I did not understand what to do to add here or delete until a file appears
dds



Image
  • Author
  • Localization

h3x3r, posted Wed Jul 28, 2021 6:26 pm (65395)


Good you are using 010 HEX Editor. Here is template to parse font texture files.
You must only add DDS header with correct compression and width/height. Compression is DXT5 with alpha. That "byte TextureRAWDATA[TextureSize];" is texture. Just click on that colum and press Ctrl double tap C and paste into new file and add DDS header.
Code:
//------------------------------------------------
//--- 010 Editor v11.0.1 Binary Template
//
//      File:
//   Authors:
//   Version:
//   Purpose:
//  Category:
// File Mask:
//  ID Bytes:
//   History:
//------------------------------------------------
FSeek(288);
int TextureSize;
int Unk;
byte TextureRAWDATA[TextureSize];
int Width;
int Height;
  • Author
  • Localization

nguyen dinh duc, posted Sat Aug 07, 2021 8:55 am (65575)


h3x3r wrote:
Good you are using 010 HEX Editor. Here is template to parse font texture files.
You must only add DDS header with correct compression and width/height. Compression is DXT5 with alpha. That "byte TextureRAWDATA[TextureSize];" is texture. Just click on that colum and press Ctrl double tap C and paste into new file and add DDS header.
Code:
//------------------------------------------------
//--- 010 Editor v11.0.1 Binary Template
//
//      File:
//   Authors:
//   Version:
//   Purpose:
//  Category:
// File Mask:
//  ID Bytes:
//   History:
//------------------------------------------------
FSeek(288);
int TextureSize;
int Unk;
byte TextureRAWDATA[TextureSize];
int Width;
int Height;


if I don't have 010 HEX Editor . but using only HxD, how to know the width, and height. To get the image file
can you show me step by step?
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