![call of duty mw3 characters call of duty mw3 characters](http://4.bp.blogspot.com/-I0WhThytLHA/T-Mmi5FCKoI/AAAAAAAAA-0/7POtC0DQ8f0/s1600/Soap_europe.jpg)
- Call of duty mw3 characters code#
- Call of duty mw3 characters series#
- Call of duty mw3 characters free#
Call of duty mw3 characters series#
It's campaign brings more of what is loved by fans of the series to the table, including vehicle sections, a great sense of spectacle and ultimately takes you on a non stop thrill ride around the globe in a variety of (mostly), beautiful environments and locations. It's campaign brings more of From start to finish, Modern Warfare 3 seeks to bring you on a ridiculously explosive and action packed ride.
![call of duty mw3 characters call of duty mw3 characters](https://cdna.artstation.com/p/assets/images/images/031/340/102/large/jake-rowell-mw3-jakerowell-char-soap-pose0001.jpg)
so the margin positions the letters, it refines the spacing for a text (many letters).From start to finish, Modern Warfare 3 seeks to bring you on a ridiculously explosive and action packed ride.
Call of duty mw3 characters free#
They have to be next to each other with a little free space between them to look good. But that's not the case here, so the engine needs to know how much padding/margin/spacing is required to stick the letters to a word together without having unregular spaces. A mono-spaced font is if all letters have the same width. Because the game does not use a mono-spaced font, it needs to know how much space it is supposed to leave between the current letter and the following (right padding).
![call of duty mw3 characters call of duty mw3 characters](https://johnleviregs.weebly.com/uploads/5/6/0/8/56083095/3074493_orig.jpg)
It should usually be 1:1, so no re-scaling. The height and width in pixels define how large it will actually be ingame. The UV coord cuts out the letter of the image only. To calculate the UV into pixels, you multiply one image dimension by the appropriate UV value. The coord (0.5,0.5) is exactly the center of the image, no matter what height and width the image has. In case of the CoD fonts, UVs can't be greater than 1 and have to be equal to or be larger than 0. The first number is for the vertical direction (left to right), the second for the horizontal (top to bottom). (0,0) is the coord in the top left corner. The special thing about UVs is, that they are floating point numbers relative to the image (iwi) dimension. XY is for a point in 2D space, UV is similar, but for texturing. U and V are variables like X and Y for coordinates. It actually uses small pictures and no computer text. The so called UV coords tell the game what to "cut out" of the iwi and use as letter ingame. It maps common digital letters via their ascii codes to image data. The glyph (character) entries in the font file store the information, which pixels in the iwi are a letter (plus some other data). In the material file is another string to the actual image file (iwi). One of them is the filename of the material. In the font file are two strings (character arrays) at the end. You need to calculate font_name_offset and font_material_offset if you want to create a font file from the fastfile data:įont_name_offset = 24 * number_of_records + 16įont_material_offset = font_name_offset + sizeof(font_name_offset) Explanation File relations
Call of duty mw3 characters code#
"fonts/gamefonts_pc"Ī character record in detail (margin and dimension = pixels):īYTE = character code (2 bytes for asian languages such as Chinese Japaniese and Korean,so-called double-byte character set (DBCS) )īYTE = margin right (actually more like padding, necessary because the game uses non-monospaced fonts)īYTE = unknown (no visible change, always 0x00 in stock font files)īYTE = (float) UV of left side of the bounding rectangle of the char (from top left of image)īYTE = (float) UV of top of the bounding rectangleīYTE = (float) UV of right side of the bounding rectangleīYTE = (float) UV of bottom of the bounding rectangleĦ6 6F. Int font_material_offset // material name string (matrial references font image)īyte char_code // ascii/unicode mapping of the characterīyte char_spacing // margin left, top, rightīyte char_dimension // pixel width & heightīyte empty // always 0x00 in stock game fontsįloat char_rectangle // image dimension * float = coord, one rectangle per char Int number_of_records // 1 record = 1 character Int font_name_offset // string at the end of the file (self reference?) The structure of a font mapping file is like this: These are the settings of the font material in Asset Manager: