[HUD] Font Facelift
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LordHenryWotton
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- Joined: 2016-03-04 09:43
Re: [HUD] Font Facelift
Thanks for letting us test it out for ourselves! I didn't take that close a look, but from I can see there are no noticeable issues with spacing. The problem is that since PR verifies file integrity upon start, I can only use this font with an offline account. Is there any chance of there being an exception to this file on that check, or better still, an official implementation of this font altogether? I'd love to use it "in action" as soon as possible; now that I've tried it offline, I've a hard time going back to deafult.
"Are you dead-dead?"
"No, I'm wounded."
"Am I standing on you?"
"Yes."
"The epipens don't work!"
"No, I'm wounded."
"Am I standing on you?"
"Yes."
"The epipens don't work!"
- Mats391
- PR:BF2 Lead Developer
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Re: [HUD] Font Facelift
If you need input, just post the files for people to test. We also would love to see this in action, but we have no system to whitelist files like this.

Mineral: TIL that Wire-guided missiles actually use wire
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B4rr3l
- Posts: 259
- Joined: 2017-01-19 20:44
Re: [HUD] Font Facelift
just regenerate md5 and it should be good[R-DEV]Mats391 wrote:If you need input, just post the files for people to test. We also would love to see this in action, but we have no system to whitelist files like this.
- Mats391
- PR:BF2 Lead Developer
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Re: [HUD] Font Facelift
B4rr3l wrote:just regenerate md5 and it should be good


Mineral: TIL that Wire-guided missiles actually use wire
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TBob
- Posts: 75
- Joined: 2013-07-10 01:18
Re: [HUD] Font Facelift
If you're just talking about the fonts the download for the most recent version is at the bottom of my first post. It has all the global and English localization fonts replaced.[R-DEV]Mats391 wrote:If you need input, just post the files for people to test. We also would love to see this in action, but we have no system to whitelist files like this.
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AncientMan
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- Mineral
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TBob
- Posts: 75
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Re: [HUD] Font Facelift
I hadn't noticed that before, that's perfect! I packed up the fonts in fonts_custom.zip and you can try them out online now. Updated the OP.[R-DEV]AncientMan wrote:iirc I put in a thing so you could put the fonts in fonts_custom.zip and they would be loaded? Had that to support custom fonts for localization, but it would work for this too. Unsure if that's still in clientarchives.con, someone might've removed it since...
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FFG
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TBob
- Posts: 75
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Re: [HUD] Font Facelift
I think I know what the issue is there. Where is the font for that text defined?FFG wrote:Seems like the ingame announcement text for Insurgent caches is broken
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QuickLoad
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Re: [HUD] Font Facelift
makes everything so much easier on the eyes, thank you
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X1 Spriggan
- Retired PR Developer
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Re: [HUD] Font Facelift
Just drag and drop, dont even need to replace anything. Awesome feature!
[17:21] Falkun: im making spaghetti
[17:21] Falkun: lal
[17:22] Falkun: i'll put some in an envelope for you
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FFG
- Forum Moderator
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Re: [HUD] Font Facelift
I'm unsure. I think the line is inside prmessages.utxt. But looking at the default localisation files, i don't see how this could have changed it.TBob wrote:I think I know what the issue is there. Where is the font for that text defined?
- Mineral
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- Suchar
- PR:BF2 Lead Developer
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- Location: Poland
Re: [HUD] Font Facelift
I haven't noticed anything else.FFG wrote:Seems like the ingame announcement text for Insurgent caches is broken
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TBob
- Posts: 75
- Joined: 2013-07-10 01:18
Re: [HUD] Font Facelift
Some friends and I have been using them with no major issues so far[R-DEV]Mineral wrote:Anyone playing with this? Any issues? Any more development Tbob?
Some fixes and changes I've been working on:
-The bug with the insurgency messages has been fixed
-After seeing the contrast on the flag label font on Dovre winter I went back to using a darker border
-An issue with some fringing on the edges on some fonts has been found and fixed:

-Making new voip icons:

A few other things on the to-do list:
-Reduce the loading screen text height slightly smaller so it doesn't overlap
-The font for custom squad creation gets slightly cut off on the top
-Do a pass on a few of the character spacings.
-At some point I may want to go through and re-export the textures using nvcompress instead of just using the plugin.
Last edited by TBob on 2017-08-05 21:51, edited 3 times in total.
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UTurista
- PR:BF2 Developer
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Re: [HUD] Font Facelift
I've been using and so far I only had issues with some insurgency messages and some letters overlapping each other, both of which seem to be fixed.
9/10
9/10

Dont question the wikipedia! Just because it reports different things on different languages does not make it unreliable source!
- Mineral
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Re: [HUD] Font Facelift
Here are our nvcompress bat scripts we use. As I also believe that it gives better results then the plugin.
https://www.dropbox.com/s/85ktfyosbrkk9 ... s.zip?dl=0
Here are the rest of the options if you wanna edit the scripts. Not sure what fonts use for dds settings.
https://www.mankier.com/1/nvcompress
Currently just drag images (.tga files) to convert into the folder containing the bat scripts and it will convert it when running them. Saving as TGA 32bit is what I always do before converting. That preserves the alpha correctly.
https://www.dropbox.com/s/85ktfyosbrkk9 ... s.zip?dl=0
Here are the rest of the options if you wanna edit the scripts. Not sure what fonts use for dds settings.
https://www.mankier.com/1/nvcompress
Currently just drag images (.tga files) to convert into the folder containing the bat scripts and it will convert it when running them. Saving as TGA 32bit is what I always do before converting. That preserves the alpha correctly.
- Suchar
- PR:BF2 Lead Developer
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Re: [HUD] Font Facelift

There is much more space between | and V than S and |
It looks more like | VIS| than |VIS|








