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Mar 28, 2024, 3:17 AM

Lettertype in nfs4, the Arial10b.ffn file

This is a discussion for the topic Lettertype in nfs4, the Arial10b.ffn file on the board General NFS.

Author Topic: Lettertype in nfs4, the Arial10b.ffn file  (Read 4923 times)

7 Replies on Lettertype in nfs4, the Arial10b.ffn file
on: Jan 04, 2019, 7:21 AM
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Posts: 463 Joined: November 03, 2005

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Hi,  After using the Detroit Muscle Mod.I noticed the lettertype in the menu's have changed. Turned out the Arial10b.ffn (In DATA/TEXT) was replaced.Does anybody know how to modify the .ffn file?

Reply #1
on: Jan 04, 2019, 8:35 AM
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Posts: 368 Joined: October 20, 2007

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As far as i know, there is no way to edit the .ffn file (open, edit and resave).
But a lot of EA games from that time used this font-format. So its possible to copy fonts over from other games, that also make use of this .ffn type.
Examples that work with NFS4 are fonts from: NFS3, NFS5, NBA99, FIFA97.
Not sure from which game the Muscle mod font originates, though.

The .ffn file is simply a texture map with characters (similar to this Link). Guess it works like NFS3/4 HUD textures, where speedometer, rpm, symbols, etc are saved in one graphics file.

But again, to my knowledge there is no way to open/edit the file directly. Fontfiles from other games have to have same resolution and character order - otherwise you simply get rubbish, instead of text.  :)

Greetings

Reply #2
on: Jan 05, 2019, 6:54 AM
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Posts: 463 Joined: November 03, 2005

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Thanks.

In the.mnu files we are able to change scale of text, and choose italic. But with Detroit Muscle .ffn it doesn't work.

I wonder how The team (Jim Diabolo) changed text for their EP/SP pack.

Reply #3
on: Jan 05, 2019, 2:36 PM
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Posts: 85 Joined: December 13, 2010

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I wonder if this can be used to create fonts to use elsewhere other than those games. But, we're past the point where reverse engineering ffn file will be done.

Reply #4
on: Jan 09, 2019, 4:47 AM
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Posts: 5 Joined: February 17, 2018

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Working on *.ffn file format reversing as we speak.
« Last Edit: Jan 09, 2019, 12:21 PM by DumbPanda »

Reply #5
on: Jan 09, 2019, 11:15 PM
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Posts: 368 Joined: October 20, 2007

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Good grief! That looks pretty challanging. Good luck with that.
     

Reply #6
on: Jan 10, 2019, 1:43 AM
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Posts: 463 Joined: November 03, 2005

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Well dumbPanda that's abacadabra to me. Anyway good luck.

Reply #7
on: Jan 10, 2019, 9:34 AM
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Posts: 5 Joined: February 17, 2018

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Cheers guys. MADMAN, your explanation was pretty much spot on. There's a character table up top that specifies widths and heights of each char (+ some alignment data), following the table is a paletted bitmap and then the indices, bit depth is specified somewhere. Here's what I have so far, but it's mega hacky as I've only put it together over a few hours. More work is needed.





 


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