guys... i want to know how can i edit this .dat file (font) from evil within
for edit Xoffset & Yoffset and other things
a exsample file
evil within font (.dat)
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evil within font (.dat)
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Be Good, Even in distressing or defamation and chill, Even Everyone's Called You a Bad Guy Or Lier and Mad
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Re: evil within font (.dat)
How can i edit .dat font files from The Evil Within 1?
I really need to know that...
I really need to know that...
Be Good, Even in distressing or defamation and chill, Even Everyone's Called You a Bad Guy Or Lier and Mad
Re: evil within font (.dat)
I found the fonts in: \extracted\Loc1\generated\textures\fonts\
There are six folders, each with a bimage file.
Bimage file convert to dds with these script:
# iD Tech 5 engine
# BIMAGE to DDS converter (PC/PS3)
# by MerlinSVK Oct 2014
# version 1.1
# script for QuickBMS http://aluigi.org/papers.htm#quickbms
set MEMORY_FILE binary "\x44\x44\x53\x20\x7C\x00\x00\x00\x07\x10\x08\x00\xAA\xAA\xAA\xAA\xBB\xBB\xBB\xBB\xCC\xCC\xCC\xCC\x00\x00\x00\x00\x01\x00\x00\x00\x4D\x45\x52\x4C\x49\x4E\x3A\x29\x01\x00\x03\x00\x59\x43\x47\x31\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x20\x00\x00\x00\x04\x00\x00\x00\x44\x58\x54\x35\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x10\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00"
get NAME basename
string HNAME = NAME
string HNAME += ".head"
string NAME += ".dds"
get ASIZE asize
get ID long
if ID == "0x644FD853" # PC
goto 0x10
endian big
get WIDTH long
get HEIGHT long
endian little
goto 0x42
savepos START
xmath DATASIZE "ASIZE - START"
log HNAME 0 START # save header for backward conversion
else
goto 0xC
endian big
get WIDTH long
get HEIGHT long
endian little
goto 0x3E
savepos START
xmath DATASIZE "ASIZE - START"
log HNAME 0 START # save header for backward conversion
endif
putVarChr MEMORY_FILE 0XC HEIGHT long
putVarChr MEMORY_FILE 0x10 WIDTH long
putVarChr MEMORY_FILE 0x14 DATASIZE long
append
log MEMORY_FILE START DATASIZE
append
get DDSSIZE asize MEMORY_FILE
log NAME 0 DDSSIZE MEMORY_FILE
==========================
edit dds and use these script to backpack:
==========================
# idTech 5 Engine
# DDS to BIMAGE converter (PC/PS3)
# version 1.1
# by MerlinSVK Oct 2014
# script for QuickBMS http://aluigi.org/papers.htm#quickbms
open FDDE DDS 0
open FDDE HEAD 1
get NAME basename
string NAME += ".bimage_NEW"
get DSIZE asize 0
math DSIZE -= 0x80
get HSIZE asize 1
math FINAL_SIZE = HSIZE + DSIZE
putvarchr MEMORY_FILE FINAL_SIZE 0
log MEMORY_FILE 0 0
log MEMORY_FILE 0 HSIZE 1 # copy header into memory_file
append
log MEMORY_FILE 0x80 DSIZE 0 # append texture data
append
get BIMGSIZE asize MEMORY_FILE
log NAME 0 BIMGSIZE MEMORY_FILE
There are six folders, each with a bimage file.
Bimage file convert to dds with these script:
# iD Tech 5 engine
# BIMAGE to DDS converter (PC/PS3)
# by MerlinSVK Oct 2014
# version 1.1
# script for QuickBMS http://aluigi.org/papers.htm#quickbms
set MEMORY_FILE binary "\x44\x44\x53\x20\x7C\x00\x00\x00\x07\x10\x08\x00\xAA\xAA\xAA\xAA\xBB\xBB\xBB\xBB\xCC\xCC\xCC\xCC\x00\x00\x00\x00\x01\x00\x00\x00\x4D\x45\x52\x4C\x49\x4E\x3A\x29\x01\x00\x03\x00\x59\x43\x47\x31\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x20\x00\x00\x00\x04\x00\x00\x00\x44\x58\x54\x35\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x10\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00"
get NAME basename
string HNAME = NAME
string HNAME += ".head"
string NAME += ".dds"
get ASIZE asize
get ID long
if ID == "0x644FD853" # PC
goto 0x10
endian big
get WIDTH long
get HEIGHT long
endian little
goto 0x42
savepos START
xmath DATASIZE "ASIZE - START"
log HNAME 0 START # save header for backward conversion
else
goto 0xC
endian big
get WIDTH long
get HEIGHT long
endian little
goto 0x3E
savepos START
xmath DATASIZE "ASIZE - START"
log HNAME 0 START # save header for backward conversion
endif
putVarChr MEMORY_FILE 0XC HEIGHT long
putVarChr MEMORY_FILE 0x10 WIDTH long
putVarChr MEMORY_FILE 0x14 DATASIZE long
append
log MEMORY_FILE START DATASIZE
append
get DDSSIZE asize MEMORY_FILE
log NAME 0 DDSSIZE MEMORY_FILE
==========================
edit dds and use these script to backpack:
==========================
# idTech 5 Engine
# DDS to BIMAGE converter (PC/PS3)
# version 1.1
# by MerlinSVK Oct 2014
# script for QuickBMS http://aluigi.org/papers.htm#quickbms
open FDDE DDS 0
open FDDE HEAD 1
get NAME basename
string NAME += ".bimage_NEW"
get DSIZE asize 0
math DSIZE -= 0x80
get HSIZE asize 1
math FINAL_SIZE = HSIZE + DSIZE
putvarchr MEMORY_FILE FINAL_SIZE 0
log MEMORY_FILE 0 0
log MEMORY_FILE 0 HSIZE 1 # copy header into memory_file
append
log MEMORY_FILE 0x80 DSIZE 0 # append texture data
append
get BIMGSIZE asize MEMORY_FILE
log NAME 0 BIMGSIZE MEMORY_FILE
