How do I edit text fonts?

This guide will introduce you to the font editor inside WDC.

This guide assumes you have installed and have already set up a project with WDC. If not, get started by clicking here.

Start WDC and open your project, if you haven't already. At the top of the window, you will see a row of fifteen square buttons.

Make sure to select the Fonts button. Your window should look similar to the following, which means you're on the main Fonts screen!

When you're on the Fonts screen, this bar will switch between the different font sets in the game (Regular Wolfenstein 3D has two fonts).

This scrollbar will move through the separate characters in the font, displaying a preview as it was before editing.

This is where you will point WDC to replacement fonts. There is an address bar that will tell you where the replacement file is located and what it is called, and four buttons.

  • Insert File - If you have a font file ready to go, you can use this file to overwrite the original font.
  • Edit Characters - If a replacement font is currently active, this button will launch a new window with tools to edit the currently selected character.
    If you don't have a replacement, WDC will save a copy of the original font to .wsf format, then automatically open the editor to change that saved file. This file will automatically become the replacement.
  • Open the replacement file's folder - As it says on the packaging, really. This button will open the folder in a new window.
  • Use original data - This will delete the current replacement font, and go back to using the original. If it was added with one of the “Add Chunk” buttons, it will delete the entry entirely.

If a replacement font is present, a preview for currently selected characters will be displayed on the left-bottom corner of this section.

If you want to test how your font will look, this is the area to do it. Using the text box, you can type anything you want, and it will be displayed using the selected font.

Here, there are three buttons. The first is a dedicated Export button for saving the current font to a new file.

The second and third buttons are for adding new fonts rather than replacing old art. Doing this requires changes to the engine in order to make use of these options properly.

  • Add Chunk - This will add a new font entry before the currently selected font.
  • Add Chunk to End - This button will be clickable when viewing the very last font in a tab. Doing so will add a new font at the very end of the file. This is usually the best option as to avoid disrupting the rest of the core game.

When you click the Edit Characters button on the Replacement Bar, you will bring up the Edit Font window.
If you do not have a replacement file saved yet, WDC will first prompt you to save a copy of the original font.

This will let you scroll through each individual character in the font file.

This will show you what character you are currently editing (In the case of the above screenshot, Character #77, which is M), and let you designate how high and wide you want the current character to be (Depending on how big you need the letter to be).
It is best to ensure your characters are all the same height, and to customize each width individually so that letters are spaced evenly when typed.

This is where you can edit your font character. A left click inside the canvas (The size of which is chosen by the Width and Height values discussed above) will colour that pixel white, while a right click will make a pixel black.

The Edit menu provides the ability to copy, paste, or clear a canvas, as well as delete a font entry entirely.

When you're done editing a font, click OK to accept your changes. To save and publish your font changes, either click FileCompile All, or FileCompileVgaGraph.

  • modding/wdc/fonts.txt
  • Last modified: 2020/03/25 22:19
  • by zombie