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Monster Hunter Portable 3rd HD - HD Textures
12-12-2017, 09:22 PM (This post was last modified: 12-12-2017 09:23 PM by LunaMoo.)
Post: #62
RE: Monster Hunter Portable 3rd HD - HD Textures
Blah, yeah it just add every glyph in order of appearance to same texture and that order depends on your actions in game, what menus you enter first or even characters names:C.

The only workaround I imagine for something like that would involve modding the game itself. Either changing how it builds that font texture directly or just add a string with all characters to be printed early on game bootTongue for example instead of "checking for memory stick" which builds most of it's early letters, print alphabet including all special signs it might ever use leaving all the work to create a nicely ordered texture(s?) for the game. Then again I'm biased towards such solutions and can be blind for something else;p.

TTF2PGF should come with readme that explains it's arguments syntax and since it's just a converter, you would still need to create ttf fonts via some other software, but that's more known format I guess. Also this converter has a bug I believe with generating smaller fonts as someone investigated here, never really used it myself.

http://forums.ppsspp.org/showthread.php?tid=6594 - Custom PPSSPP Shaders!
http://forums.ppsspp.org/showthread.php?tid=3590&pid=117172#pid117172 - simple CE scripts to help creating CWCheats,
https://github.com/LunaMoo/PPSSPP_workarounds - CWCheat workarounds.
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RE: Monster Hunter Portable 3rd HD - HD Textures - LunaMoo - 12-12-2017 09:22 PM

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