i love conchars!
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i love conchars!
hey! Im making a new conchars. Its double the total size of the original. When i put it in the gfx.wad it doesnt show correctly. What are all the things i have to edit to make it display correctly? I really want it to show correctly. And how can i make it so that it can be as a .lmp and not in the wad?
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behind_you - Posts: 237
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how to make conchars work correctly:
Make them 8*8 pixels for each char, for a total size of 128*128.
lmps are generally not supported for conchars, and even if the engine does support it, tga is better anyway.
Use a tga replacement image instead (or as well, perhaps) if you want to use an image which is not 8bit or not limited to 128*128.
Make them 8*8 pixels for each char, for a total size of 128*128.
lmps are generally not supported for conchars, and even if the engine does support it, tga is better anyway.
Use a tga replacement image instead (or as well, perhaps) if you want to use an image which is not 8bit or not limited to 128*128.
- Spike
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thanks 4 replying. Im talking about a 256*256 conchars. I wnna know what to edit in terms of source code. I realise dat i posted this in wrong section. My bad
Last edited by behind_you on Sat Feb 26, 2011 9:58 pm, edited 1 time in total.
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behind_you - Posts: 237
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The engine assumes that conchars are 128x128 and have no .lmp header, so you'll need to change engine code to get a different-sized conchars working. For GLQuake look in the Draw_Init function (in gl_draw.c).
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mh - Posts: 2292
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Quake conchars are monospaced and have no empty pixels between 2 chars. Remember, the game was designed to run at 320 x200.
That said I remember Tei doing some experiments with variable width conchars (using a lookup table IIRC).
That said I remember Tei doing some experiments with variable width conchars (using a lookup table IIRC).
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC
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frag.machine - Posts: 2090
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Look at the Draw_Character function, but beware that every other function that calls it assumes a spacing of 8.
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
We knew the words, we knew the score, we knew what we were fighting for
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mh - Posts: 2292
- Joined: Sat Jan 12, 2008 1:38 am
JoeQuake/FuhQuake/ezQuake/Qrack engines (very similar codebase in many ways, with FuhQuake being the origin and the others being the forks) have a loadcharset command.
Hence, those engines have a wide variety of character sets available.
One example: http://www.moondrunk.se/gfx_charsets.php
Anyway, if you want to load non-128x128 charsets, look to the JoeQuake source code.
You have 2 choices on how to handle it:
1. Change the engine to use, say, 512 x 512 for .lmp loading and alter all graphics functions drawing characters to use 32x32 for the character size instead of 8x8.
2. Probably easier, add a "layer" on top where a replacement element is accepted and draw that instead if found. (This is what JoeQuake and similar engines do).
By the way ... WARNING ... you guys are thinking this is "easy" but think about how many different things get changed all over the place especially if you do option #1, you'll have drawing changes everywhere from things like the console display to center printing to the status bar and the notify text and on and on ... plus depending on how you do it, it will change the number of rows and columns that can be displayed. And if you are modifying an engine, like a PSP one, there are several factor that will make this a major headache (doubly so on the PSP, due to screen size of 480 x 272).
With DarkPlaces, you can put a c:\(your Quake folder)\id1\gfx\conchars.tga replacement element of any size (like those ones on MoonDrunk's page.)
Hence, those engines have a wide variety of character sets available.
One example: http://www.moondrunk.se/gfx_charsets.php
Anyway, if you want to load non-128x128 charsets, look to the JoeQuake source code.
You have 2 choices on how to handle it:
1. Change the engine to use, say, 512 x 512 for .lmp loading and alter all graphics functions drawing characters to use 32x32 for the character size instead of 8x8.
2. Probably easier, add a "layer" on top where a replacement element is accepted and draw that instead if found. (This is what JoeQuake and similar engines do).
By the way ... WARNING ... you guys are thinking this is "easy" but think about how many different things get changed all over the place especially if you do option #1, you'll have drawing changes everywhere from things like the console display to center printing to the status bar and the notify text and on and on ... plus depending on how you do it, it will change the number of rows and columns that can be displayed. And if you are modifying an engine, like a PSP one, there are several factor that will make this a major headache (doubly so on the PSP, due to screen size of 480 x 272).
With DarkPlaces, you can put a c:\(your Quake folder)\id1\gfx\conchars.tga replacement element of any size (like those ones on MoonDrunk's page.)
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Baker - Posts: 3666
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