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Old 06-16-2017, 11:20 PM   #1
TBob

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Default [HUD] Font Facelift

I thought I'd show something I've been working on for a little while.

For a long time we've had to deal with blurry text in the BF2 engine when running at more modern resolutions, but that can be a thing of the past.

Inspired after seeing the BF2 HDUI mod, I took a look at what they had and the method they used but found it somewhat lacking.

After fiddling around with BMFont source code I came up with a method to generate nice looking fonts that display at double the normal resolution.

These are some of the results, screenshots are all taken at 1440p:








There is of course a slight bump to memory usage Going through the font files I found that there seem to be a number of fonts that are essentially duplicates, for example scoreboardfont_8, squadcreationfont_6, and vehiclehudfont_6. Its possible that the UI elements could be updated to reduce the number of duplicates.

Without removing duplicates the current total size increase for all global and English fonts replaced is about 1.5 MB

I imagine having this as a launcher option could be done by retargeting the clientarchives.con to the updated fonts package.

Anyways, I'd like to hear your thoughts/comments/suggestions.

Download the current version here (Updated 2017-08-10)
https://drive.google.com/file/d/0B-Y...F0SWhoNUhtb00/
You can now just drop it in your mods/pr/content folder and use it on multiplayer servers!
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Last edited by TBob; 08-10-2017 at 10:28 PM..
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Old 06-17-2017, 01:12 AM   #2
Kovanaama

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Default Re: [HUD] Font Facelift

Good work! Much better quality.


FDF Looking for Modellers, Mappers, Textureartists and Exporters! #fdfpr @ QuakeNet orPM Hulabi
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Old 06-17-2017, 04:20 AM   #3
[R-DEV]Arab
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Default Re: [HUD] Font Facelift

Great initiative! Much easier on the eyes.

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Old 06-17-2017, 05:05 AM   #4
[R-DEV]Mats391
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Default Re: [HUD] Font Facelift

The font set up is mostly left over from BF2 with only small adjustments. A facelift would really be appreciated.
Making more parts use the same fonts, should work fine as well. Just need to edit the menu files a bit.


Mineral: TIL that Wire-guided missiles actually use wire
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Old 06-17-2017, 06:33 AM   #5
sweedensniiperr
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Default Re: [HUD] Font Facelift

can we get some not zoomed in comparisons?

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Old 06-17-2017, 06:41 AM   #6
[R-DEV]Rhino
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Default Re: [HUD] Font Facelift

Nice work! Can you post pictures of the old and new files at 100% rez so we can compare? Would also be good to know how much of a memory increase there is from the old, ideally including the reductions of removing duplicates

Keep up the good work!

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Old 06-17-2017, 07:00 AM   #7
[R-DEV]Mineral
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Looks awesome

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Old 06-17-2017, 08:34 AM   #8
[R-DEV]AfterDune
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Yep, awesome. Continue pls

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Old 06-17-2017, 09:54 AM   #9
FlyingR
Default Re: [HUD] Font Facelift

Well done! Very satisfying to see this!
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Old 06-17-2017, 11:08 AM   #10
TBob

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Default Re: [HUD] Font Facelift

Now with an updated map font



Quote:
Originally Posted by sweedensniiperr View Post
can we get some not zoomed in comparisons?
Quote:
Originally Posted by [R-DEV]Rhino View Post
Nice work! Can you post pictures of the old and new files at 100% rez so we can compare? Would also be good to know how much of a memory increase there is from the old, ideally including the reductions of removing duplicates

Keep up the good work!

To be clear, none of my screenshots have been resized - that's just how things look at my native resolution of 1440p (this might give you a better idea of why I would be doing this)

I didn't make direct comparisons but this is how it looks natively at 720p and 1080p





Since this is doubling the resolution 4x texture size is a given, though due to the less efficient glyph packing I have to use to get things to work properly somewhere in the range of 8x is more likely.

I haven't nailed down the exact number of true duplicates but I estimate this would equate to around 4Mb additional decompressed texture size. For comparison the Chinese localization uses something like 20Mb more than English.
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