[RELz] Better Dialogue Font

Post » Sat May 28, 2011 8:20 pm

This is awesome! I just dl'd it and will probably try it later today.
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Monika Fiolek
 
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Post » Sat May 28, 2011 6:10 pm

Thank you Hrnchamd, the font is much easier to read and faithful to the original. :)
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Jennie Skeletons
 
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Post » Sat May 28, 2011 3:01 pm

May I upload on nexus page screen from russian version of the font?

It would be a bit strange if there was a russian version image and no download for it, where is your translated one hosted?
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Connie Thomas
 
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Post » Sat May 28, 2011 10:21 am

It is possible to create a large window for the journal? I want to add details on sides http://img560.imageshack.us/i/journal.jpg/
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Amber Hubbard
 
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Post » Sat May 28, 2011 4:46 pm

It is possible to create a large window for the journal? I want to add details on sides http://img560.imageshack.us/i/journal.jpg/

Hmm. The aspect is like this because it was made to fit 4:3 displays, but after investigation the window seems to be built from a NIF file, meshes/Menu_Book.NIF. Try experimenting with that.
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Marie Maillos
 
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Post » Sat May 28, 2011 9:17 pm

Would it be possible to increase the limitation of resolution for the bookmark of the journal, same things for the buttons Close, Take, Next, etc...?
please says that is possible :rolleyes:

:biggrin:
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CArlos BArrera
 
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Post » Sat May 28, 2011 7:08 pm

Not sure how many books you own Connary, but from my experience they are generally not wider than they are tall.

I agree with papill6n, once pointed out those tabs and the bookmark stand out. They become a little distracting because of the drastic change in text quality. Any plans to do something with this Hrnchamd? Even if you do not I am still keeping the new fonts, makes the game so much easier to read.
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Da Missz
 
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Post » Sat May 28, 2011 5:42 pm

Would it be possible to increase the limitation of resolution for the bookmark of the journal, same things for the buttons Close, Take, Next, etc...?
please says that is possible

It's coded to use 2x magnification on everything in that menu, there's nothing much I can do to fix the buttons without screwing up button alignment. The bookmark is easier to patch, but it is still dependant on the texture being an exact size, which is not clean enough for general release.
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Sweet Blighty
 
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Post » Sat May 28, 2011 5:13 pm

It would take a better artist than I to make a lighter but readable font.


Sorry if I'm clueless. But isn't that exactly what you would get if you just grabbed the original font of the internet? Does Bethesda's version differ significantly?
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Benito Martinez
 
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Post » Sat May 28, 2011 3:47 pm

Hmm. The aspect is like this because it was made to fit 4:3 displays, but after investigation the window seems to be built from a NIF file, meshes/Menu_Book.NIF. Try experimenting with that.


Good point, thanks. I messed a bit with that mesh and I can change the map and mesh size or axis size but it always appear in the same proportion (window?) deforming any modification.

Not sure how many books you own Connary, but from my experience they are generally not wider than they are tall.


?? lol ?? lol ???? lol. Its my fault, I have never seen a book in real life.
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Haley Cooper
 
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Post » Sat May 28, 2011 11:52 am

Not sure how many books you own Connary, but from my experience they are generally not wider than they are tall.

Take a look at "A Dance in fire, Chapter 1" for example.
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Joey Bel
 
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Post » Sat May 28, 2011 6:45 pm

Download page is updated with Polish version, you will need to use MCP 2.0 to fix some character errors.

MCP beta now includes a way to set the journal font colour to something lighter.

Sorry if I'm clueless. But isn't that exactly what you would get if you just grabbed the original font of the internet? Does Bethesda's version differ significantly?

There is no original font, no font format does alpha transparency. The internet contains very little uncut research or source material, people only post finished products.
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Stacyia
 
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Post » Sat May 28, 2011 1:51 pm

MCP beta now includes a way to set the journal font colour to something lighter.

That's great, thank you Hrnchamd.
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X(S.a.R.a.H)X
 
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Post » Sat May 28, 2011 8:55 pm

I just installed this. While having the text be so crisp takes away a little indefinable 'something' from the journal... my eyes are happier and more comfortable reading the text, which is the really important part. A definite 'win', overall.

Thank you, Hrnchamd. :)
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Jade
 
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Post » Sat May 28, 2011 2:36 pm

Download page is updated with Polish version, you will need to use MCP 2.0 to fix some character errors.

Thanks Hrnchamd :) Great work, as always!
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Hayley O'Gara
 
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Post » Sat May 28, 2011 11:57 am

Thanks Hrnchamd :) Great work, as always!


Took us a while to get it working. Hrnchamd had to send me 12 emails and 6 different font versions until everything was correct. :P
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Scarlet Devil
 
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Post » Sat May 28, 2011 7:11 am

Wasn't previously aware of this. Downloading, now.

I notice that despite the praise heaped on this mod, here, it's only received 5 endorsemants on TES Nexus. As a general reminder, if you like something, endorse it. If I like it, I certainly will endorse it, too. :)
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Wane Peters
 
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Post » Sat May 28, 2011 2:18 pm

Thanks for this, Hrnchamd. It's nice having a higher resolution font to view everything in.
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Killer McCracken
 
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Post » Sat May 28, 2011 7:01 am

@Connary: couldn*t you do a non-uniform scale on the mesh before you export it? at least you know the aspect ratio of the original exactly, so you should be able to figure out how much it distorts your mesh. Or am I talking complete nonsense? :shrug:
Pretty book, btw. :whistling:

@Hrnchamd: how do you do that? - you seem to be able to "hack" the game engine totally at will - and yet you come up with the most useful and helpful additions as well. Thank you, first of all, for another great hit! :goodjob:
My old eyes jumped with joy seeing the readability of the new font!

Would you be interested in a hex-viewer that could launch the game engine and attach itself to view its memory space?
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Multi Multi
 
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Post » Sat May 28, 2011 8:45 pm

I like this a lot!
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Symone Velez
 
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Post » Sat May 28, 2011 6:06 am

Good point, thanks. I messed a bit with that mesh and I can change the map and mesh size or axis size but it always appear in the same proportion (window?) deforming any modification.

Ah, it would have to be a code patch to change it and realign the text. A bit much for just one texture, it would have to increase the number of lines of text and fix the bookmark texture resolution, maybe some dynamic lighting (what are you going to see if you read your journal at night), sharper buttons ... ahhh always more improvements.


@Hrnchamd: how do you do that? - you seem to be able to "hack" the game engine totally at will - and yet you come up with the most useful and helpful additions as well. Thank you, first of all, for another great hit! :goodjob:
My old eyes jumped with joy seeing the readability of the new font!

Would you be interested in a hex-viewer that could launch the game engine and attach itself to view its memory space?

It's not that easy, you only see the good hacks, which inspire things like this mod. Thanks for the offer, but every debugger does this already, and they include some interactive commands and anolyzers.
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Penny Wills
 
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Post » Sat May 28, 2011 3:13 pm

Yup, I was expecting you to have more professional means. :D
But what I was thinking, was: would it be possible to find out when a game was loaded - and which savegame just got loaded (if any, e.g. it's a new game). Or what the id of the NPC is, the Player is currently in Dialog with. Via MWSE, one could then "nudge" an external program to get these values (it only needs to know how to read them) and pass them back via named pipe to MWSE. This would allow for a lot of stuff concerning NPC behavior never thought possible in Mw
Like, someone stopping to weep the floor and walking to the bar to knock back a few shots after just having had a conversation with the player. :huh:
Heck, the game has to render every object - so it should be even possible to manipulate everything in the render-chain.
[wild dreams] you could have easy to script schedules for NPCs à la LCV - but with people actually walking out of their house. You'll meet them on the streets...[/wild dreams]
Sorry this went a little off topic :blush: but I still praise your name at least once every hour since I installed this patch! :wink:
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Leticia Hernandez
 
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Post » Sat May 28, 2011 10:28 am

Thanks for this, Hrnchamd. It's nice having a higher resolution font to view everything in.

I agree Jac and here is a http://img201.imageshack.us/img201/6792/mgescreenshot21.jpg to show us how good Hrnchmd's better dialogue font really is. :yes:

Well done and thanks Hrnchamd for sharing this. :clap: :thumbsup:
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Kira! :)))
 
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Post » Sat May 28, 2011 10:15 am

Ah, it would have to be a code patch to change it and realign the text. A bit much for just one texture, it would have to increase the number of lines of text and fix the bookmark texture resolution, maybe some dynamic lighting (what are you going to see if you read your journal at night), sharper buttons ... ahhh always more improvements.


Wow, a lot of possible improvements. If you decide to take a look an need any texture to test don't hesitate to ask please. For this or any other dev dept. of course.
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C.L.U.T.C.H
 
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Post » Sat May 28, 2011 11:06 am

Ah, it would have to be a code patch to change it and realign the text. A bit much for just one texture, it would have to increase the number of lines of text and fix the bookmark texture resolution, maybe some dynamic lighting (what are you going to see if you read your journal at night), sharper buttons ... ahhh always more improvements.


It would be pretty cool if the journal interacted with lighting. You could make it use the same lighting as the player's face, so you would have to hold a torch to read in a pitch black dungeon. That would be especially cool with torches that flicker or alternatively colored lanterns.
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Andrea Pratt
 
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