[HUD] Font Facelift

Making or wanting help making your own asset? Check in here
Raklodder
Posts: 940
Joined: 2013-04-22 08:36

Re: [HUD] Font Facelift

Post by Raklodder »

I wouldn't shed a tear if it didn't make it into the game, but it looks very good and promising.
User avatar
Max_
Retired PR Developer
Posts: 636
Joined: 2009-08-13 23:51

Re: [HUD] Font Facelift

Post by Max_ »

There's a few more spacing issues when typing.
Image

Once in the chat it becomes better
Image
Image
Spyker2041: "Just found out that my "9 month" deployment to the Falklands just turned into a 19 month one..."
Mats391: "When admins set LRG instead of STD."
TBob
Posts: 75
Joined: 2013-07-10 01:18

Re: [HUD] Font Facelift

Post by TBob »

'[R-DEV wrote:Max_;2170397']There's a few more spacing issues when typing.
Image

Once in the chat it becomes better
Image
That's something that happens with the vanilla font too, though to a less noticeable degree. I'm not sure what causes it.
chupachup
Posts: 30
Joined: 2017-06-08 17:24

Re: [HUD] Font Facelift

Post by chupachup »

One of my most anticipated features for the next release!
TBob
Posts: 75
Joined: 2013-07-10 01:18

Re: [HUD] Font Facelift

Post by TBob »

'[R-DEV wrote:Mineral;2170392']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.
Cool, thanks!
From my testing though the output of the GIMP plugin and nvcompress for DXT3 seems to be identical. Also the the batch script you have labeled as DXT3 is actually set to output DXT5. I've been using DXT3 mostly because it does a better job of preserving the edges.


I uploaded an updated version and updated the OP, link also here for convenience:
https://drive.google.com/file/d/0B-YPitM95ZbTZjF0SWhoNUhtb00/
AncientMan
Retired PR Developer
Posts: 5111
Joined: 2007-05-22 07:42

Post by AncientMan »

FYI, the Intel Texture Works plugin for Photoshop is better quality than nvcompress/Nvidia Texture Tools imo. Would be even better if we could use BC7 instead of BC3 as well, but DX9, oh well.
Image
TBob
Posts: 75
Joined: 2013-07-10 01:18

Re: [HUD] Font Facelift

Post by TBob »

[R-DEV]AncientMan wrote:FYI, the Intel Texture Works plugin for Photoshop is better quality than nvcompress/Nvidia Texture Tools imo. Would be even better if we could use BC7 instead of BC3 as well, but DX9, oh well.

I'll have to check that out. Unfortunately it looks like it doesn't support BC2/DXT3.

The most important factor is the accuracy of the alpha channel around edges, which DXT3 seems to be the best at - the font textures are usually entirely white images with the alpha channel actually providing the detail. I've tested some other formats like uncompressed alpha+luma, but that ends up crashing on load. Using only uncompressed alpha channel sort of works but it doesn't respond to node color options so it just ends up black. This could be useful for some HUD elemets that are only ever rendered in black but otherwise its fairly useless.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [HUD] Font Facelift

Post by Rhino »

Nice AM, didn't know about those scripts.

And is DXT3 really better compression than DXT5 for this? Every time I've compared DXT3 with DXT5, the latter has come out on top and both are the same file size? But then I've been saving full colour textures etc and not HUD elements.
Image
TBob
Posts: 75
Joined: 2013-07-10 01:18

Re: [HUD] Font Facelift

Post by TBob »

From what I've read and experienced in my testing DXT3 does a better job of preserving sharp alpha transitions.

Here's a difference comparison - top is DXT3, bottom is DXT5, both exported with nvcompress

Image
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [HUD] Font Facelift

Post by Rhino »

Cool, ye not really compared the alpha, mainly compared the colour differences and DXT3 normally has bigger differences.
Image
TBob
Posts: 75
Joined: 2013-07-10 01:18

Re: [HUD] Font Facelift

Post by TBob »

[R-DEV]Rhino wrote:Cool, ye not really compared the alpha, mainly compared the colour differences and DXT3 normally has bigger differences.
From what I understand DXT3 and DXT5 use the same RGB format as DXT1, its just the alpha channel that is different between them. Not sure why there would be such a difference, maybe the DXT3 encoder never got updated.
FFG
Forum Moderator
Posts: 1468
Joined: 2014-03-18 04:47

Re: [HUD] Font Facelift

Post by FFG »

Updated today and played. Looking good, no crashes from memory leaks. Still getting the text cut off at the top of custom squad names@1080p. But apart from that, I didn't notice anything broken. (Haven't played INS yet).
TBob
Posts: 75
Joined: 2013-07-10 01:18

Re: [HUD] Font Facelift

Post by TBob »

FFG wrote:Updated today and played. Looking good, no crashes from memory leaks. Still getting the text cut off at the top of custom squad names@1080p. But apart from that, I didn't notice anything broken. (Haven't played INS yet).
Put in a quick fix for that, same download link as before.

I could also make it so it always shows caps for that box since that's how it shows up on the squad list, though it would still show up with lowercase on the top squads screen.

Also fixed a minor bug with the helicopter ammo counter - for some reason kerning looks at the previous text node so whenever your altitude ended with a 1 and you had a crate, the number would shift slightly.
Last edited by TBob on 2017-08-11 01:30, edited 1 time in total.
chupachup
Posts: 30
Joined: 2017-06-08 17:24

Re: [HUD] Font Facelift

Post by chupachup »

Been playtesting this for a while, it's looking really great! Are the distance indicators on the SPG different though? It seems they are misaligned or I'm just doing it wrong.
TBob
Posts: 75
Joined: 2013-07-10 01:18

Re: [HUD] Font Facelift

Post by TBob »

The fonts should only affect the ammo indicator, the sight itself is part of the model geometry. I believe it got changed in the last patch to be calibrated for the HEAT shell, the Frag shell has a different velocity.
User avatar
Suchar
PR:BF2 Lead Developer
Posts: 2208
Joined: 2016-10-12 13:25
Location: Poland

Re: [HUD] Font Facelift

Post by Suchar »

'[R-DEV wrote:Mineral;2169803']
PR:BF2 v1.4.14.0 Changelog (2017/July/27)
-----------------------
WEAPONS:
  • Updated SPG-9 reticle to only work for HEAT rounds.

1234567
Image
QuickLoad
Posts: 609
Joined: 2014-06-20 20:07

Re: [HUD] Font Facelift

Post by QuickLoad »

i just want to come back and say thank you for making this again, like GEM this makes the game so much more pleasing to play, but unlike GEM, this mod is almost an essecity as it makes my eyes so much more relieved

edit: they are still both must-have mods
Coalz101
Posts: 493
Joined: 2017-07-03 11:11

Re: [HUD] Font Facelift

Post by Coalz101 »

How do i bypass File Verification? Error 1312 stating that because of PR is "modded" it cannot start the game.
FFG
Forum Moderator
Posts: 1468
Joined: 2014-03-18 04:47

Re: [HUD] Font Facelift

Post by FFG »

Coalz101 wrote:How do i bypass File Verification? Error 1312 stating that because of PR is "modded" it cannot start the game.
You shouldn't need to bypass File Verification, you didn't install it correctly. Re-read the post and try again.
Coalz101
Posts: 493
Joined: 2017-07-03 11:11

Re: [HUD] Font Facelift

Post by Coalz101 »

I cant seem to get this to work without the file verification error, do i need to extract anything or just put the zip file?
Post Reply

Return to “PR:BF2 Community Modding”