Customizing TA menus?

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vinny
Posts: 57
Joined: Sun Feb 20, 2011 12:25 pm

Customizing TA menus?

Post by vinny »

Are there any tools & tutorials to make things easier when customizing TA menus? I mean, font generators, menu editors, etc.
themuffinman
Posts: 384
Joined: Fri Mar 05, 2010 5:29 pm

Re: Customizing TA menus?

Post by themuffinman »

http://rfactory.org/MenuDef/q3tamenu.html

"font generators"... from code/renderer/tr_font.c:
To generate new font data you need to go through the following steps.
1. delete the fontImage_x_xx.tga files and fontImage_xx.dat files from the fonts path.
2. in a ui script, specificy a font, smallFont, and bigFont keyword with font name and
point size. the original TrueType fonts must exist in fonts at this point.
3. run the game, you should see things normally.
4. Exit the game and there will be three dat files and at least three tga files. The
tga's are in 256x256 pages so if it takes three images to render a 24 point font you
will end up with fontImage_0_24.tga through fontImage_2_24.tga
5. In future runs of the game, the system looks for these images and data files when a s
specific point sized font is rendered and loads them for use.
6. Because of the original beta nature of the FreeType code you will probably want to hand
touch the font bitmaps.
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