Alpha must be 100% transparent or 100% opaque, 99% (or anything else) will break the font.
Each letter touches the left size of the square it sits in
The transparent part should be black. In many/most editors this is hard to tell, and sounds counterintuitive, but every pixel has a color in a PNG -- even the fully transparent ones. In most editors, you should be able to accomplish this by filling in the background with black, and then deleting it.
According to Grum, the black is no longer needed in the full release of 1.6.2
1.6.2 reports that it fixes:
[MC-17673]Distorted fonts when using a converted texturepack on startup
Unfortunately, for me the fonts are merely broken differently, and they always appear weirdly spaced out. Is there some secret .mcmeta file needed to make this work.
Or is "glyph_sizes.bin" involved?
anybody making this work?
For what it's worth i've been using the HD Minecraft Font by d3fin3d
Hmmm, looks like Grum is working on it (no reply to those comments, yet). The way the font is messed up... it looks sort of like how custom fonts were before 1.5, when you had to install them directly into the jar. (The default font seems to work, though. I think it's an error with the spacing. Again.)
EDIT: Yes, it is. They have the same problem as in 1.4. Same characters are out. (R, !, }, etc.)
OK, i got d3fin3d's to work. These are the requirements for HD fonts in 1.6.x
Alpha must be 100% transparent or 100% opaque, 99% will break the font.
Each letter touches the left size of the square it sits in
The transparent part should be black. In many/most editors this is hard to tell, and sounds counterintuitive, but every pixel has a color in a PNG -- even the fully transparent ones. In most editors, you should be able to accomplish this by filling in the background with black, and then deleting it.
The transparent part should be black. In many/most editors this is hard to tell, and sounds counterintuitive, but every pixel has a color in a PNG -- even the fully transparent ones. In most editors, you should be able to accomplish this by filling in the background with black, and then deleting it.
Please can you describe exactly what you mean by this?
I have Photoshop open here, with an ascii.png from a 32x32 texture pack. It's not working in Minecraft 1.6.2, so I want to fix it. It has one layer called "Layer 0". The text seems totally white and solid. The background is not there - it's transparent.
What do you mean by "Fill the background with black, then delete it"? If I use the paint bucket tool to fill the transparent areas in with black, it will take ages to carefully erase every black pixel around the letters with the eraser tool. Is that what you mean?
Don't use the eraser. Use the magic wand selection tool (with anti-aliasing un-checked), to select all the black, and then hit the delete key.
Thank you for the advice about unchecking anti-aliasing on the magic wand tool.
However, I still can't get the ascii.png to work! I've coloured every transparent pixel black, then erased it. I've made sure the letters are 100% solid at a value of 255-255-255. The letters are aligned exactly the same as other ascii.png's that work. BUT MINE DOESN'T WORK.
I would just use the one you included in your Lithos pack (which works great)... but that's for 64x64 packs, and I only want one that's for 32x32. I even went to your source, d3fin3d, who has a 32x32 version... but that doesn't work.
So screw it. I'm bored and irritated now. If anybody could take a look at my file and tell me why it doesn't work...
Sorry, i tried the same thing on your font, but it didn't work. Maybe there are other requirements. You may want to get into the bug report thread linked to in the OP.
I have had similar problems with fonts in 1.4 (before support was added). It seems to work with some fonts, but not others. I think all the characters need to have the EXACT spacing as the default. It's a hit-and-miss sort of thing.
I have had similar problems with fonts in 1.4 (before support was added). It seems to work with some fonts, but not others. I think all the characters need to have the EXACT spacing as the default. It's a hit-and-miss sort of thing.
According to Grum in the bug report, in 1.6.2 it can figure out the character width if you do the art right.
According to Grum in the bug report, in 1.6.2 it can figure out the character width if you do the art right.
Yep, unfortunately, "doing the art right" is actually a very hard bit of guesswork. The same thing happened to my font in 1.4.7 (16x, very little editing) and it seems the more different your characters are from the default, the more the game guesses wrong.
I don't know how and why - i just used my own font file, copied yours in a new layer under mine, set mine to 5% opacity, PNG'd it - as long as it works...
Who cares if your font isn't the same resolution as your blocks? MC certainly doesn't.
It's artistic preference -- if I'm using a 32x32 pack I'm trying to achieve the effect of "Twice the definition, but still a bit pixelated," so I want the font to reflect that too.
These are the requirements for HD fonts in 1.6.x
The transparent part should be black. In many/most editors this is hard to tell, and sounds counterintuitive, but every pixel has a color in a PNG -- even the fully transparent ones. In most editors, you should be able to accomplish this by filling in the background with black, and then deleting it.1.6.2 reports that it fixes:[MC-17673]Distorted fonts when using a converted texturepack on startupUnfortunately, for me the fonts are merely broken differently, and they always appear weirdly spaced out. Is there some secret .mcmeta file needed to make this work.
Or is "glyph_sizes.bin" involved?
anybody making this work?
For what it's worth i've been using the HD Minecraft Font by d3fin3d
http://www.minecraft...-default-style/
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EDIT: Yes, it is. They have the same problem as in 1.4. Same characters are out. (R, !, }, etc.)
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Please can you describe exactly what you mean by this?
I have Photoshop open here, with an ascii.png from a 32x32 texture pack. It's not working in Minecraft 1.6.2, so I want to fix it. It has one layer called "Layer 0". The text seems totally white and solid. The background is not there - it's transparent.
What do you mean by "Fill the background with black, then delete it"? If I use the paint bucket tool to fill the transparent areas in with black, it will take ages to carefully erase every black pixel around the letters with the eraser tool. Is that what you mean?
Don't use the eraser. Use the magic wand selection tool (with anti-aliasing un-checked), to select all the black, and then hit the delete key.
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Thank you for the advice about unchecking anti-aliasing on the magic wand tool.
However, I still can't get the ascii.png to work! I've coloured every transparent pixel black, then erased it. I've made sure the letters are 100% solid at a value of 255-255-255. The letters are aligned exactly the same as other ascii.png's that work. BUT MINE DOESN'T WORK.
I would just use the one you included in your Lithos pack (which works great)... but that's for 64x64 packs, and I only want one that's for 32x32. I even went to your source, d3fin3d, who has a 32x32 version... but that doesn't work.
So screw it. I'm bored and irritated now. If anybody could take a look at my file and tell me why it doesn't work...
Who cares if your font isn't the same resolution as your blocks? MC certainly doesn't.
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Putting the CENDENT back in transcendent!
According to Grum in the bug report, in 1.6.2 it can figure out the character width if you do the art right.
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Yep, unfortunately, "doing the art right" is actually a very hard bit of guesswork. The same thing happened to my font in 1.4.7 (16x, very little editing) and it seems the more different your characters are from the default, the more the game guesses wrong.
Maybe Grum should just unstitch the font: http://www.minecraftforum.net/topic/1881315-unstitching-the-font/page__hl__+unstitching%20+font#entry23243171
Putting the CENDENT back in transcendent!
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Odd. I've got it in both, and its still using the default HD font
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Da, its called ascii.png. The enchantment glyphs are working fine though.
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Thank you so much!
It's artistic preference -- if I'm using a 32x32 pack I'm trying to achieve the effect of "Twice the definition, but still a bit pixelated," so I want the font to reflect that too.
what to do? ( letters cuted)
(backgound disabled on saving)
A screenshot isn't useful.
Attach the actual .PNG that you are having trouble with and maybe we can tell what's wrong.
Though i don't know if non-latin letters work exactly the same way.
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unicode_page_04.png
that png for ex (language - russian (Русский))
any ideas how to open assets/minecraft/font/glyph_sizes.bin ?