evil within font (.dat)

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GHOST DEAD
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evil within font (.dat)

Post by GHOST DEAD » Sat Jul 08, 2017 5:52 am

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
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Re: evil within font (.dat)

Post by GHOST DEAD » Mon May 21, 2018 8:02 am

How can i edit .dat font files from The Evil Within 1?
I really need to know that...
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Zotya0330
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Re: evil within font (.dat)

Post by Zotya0330 » Mon May 21, 2018 9:57 am

This is an .idf file, but i don't know how open

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Re: evil within font (.dat)

Post by Zotya0330 » Sun May 27, 2018 8:16 am

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

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