07th-mod / 07th-mod/ui-editing-scripts

Improve Japanese Font Rendering + Fix missing glyphs in msgothic_2

Abierto
#13 2 comentarios 0 reacciones 0 asignados Ver en GitHub
Lenguaje dominante
Python
Estrellas
5
Forks
15
Métricas de merge de PR
Sin PR fusionados en 30 d

Descripción

To summarize, some Japanese characters are hard to read in our mod, which could be improved through various means. If w

If we're regenerating the fonts to fix this issue, we might as well also fix the missing glyph in Matsuribayashi (or just make msgothic2 the same set of characters as in msgothic0)

See
- https://github.com/07th-mod/matsuribayashi/issues/41

Below I've copied the previous discussion from discord:

----

**OP:**

> I'm just being extremely picky, but I'm wondering if there's an easy way to change the japanese font. Any moderately complex kanji is always extremely aliased to the point where stroke lines blur together

![image](https://user-images.githubusercontent.com/1249449/204987056-96a5d6bf-3c9f-406a-a7bc-9cd18744dfe6.png)

> I see there's a FontID setting in init.txt, but changing the parameter doesn't seem to do anything with the linux version
for comparison this is DejaVu Sans

![image](https://user-images.githubusercontent.com/1249449/204987082-9b943a9a-c580-45d8-836d-e1bdd0b8944f.png)

> and this is how the character 鷹 looks in umineko

![image](https://user-images.githubusercontent.com/1249449/204987116-5b122f32-a9e6-4587-9bfd-95f30c2c0841.png)

**drojf:**

> Unfortunately, it's kinda difficult....you need to get the font, put it into unity, generate a SDF font in unity, export the font from unity, then run our scripts (for ch1-8 only): https://07th-mod.com/wiki/developer/sharedassets/ui-editing-scripts/#adding-font-support-for-a-new-language-chapters-1-8-only
the fonts are converted to SDF style fonts, so it might just be a quality limitation due to how many characters we can fit in the texture atlas
from the wiki: >The current Japanese font contains about 3000 26pt Japanese characters and fits in 2048x2048, taking up 4MB.

> I'm not sure what the max texture atlas size is in Unity, lemme double check since I was messing with this before...
oh ok, on the version of Unity used on Rei, the max texture atlas size is 8192 (for both dimensions), so we could technically have higher res fonts, but I haven't checked the older versions of unity
I'm not sure if there are any issues having such a large texture, though

**OP (some time later):**

> some fonts look better than others at low res. I have a feeling msgothic is not well optimized. Noto Sans CJK JP is free and open source and might be a better choice. I'd try it myself but I apparently would need to install windows in order to use unity5

![image](https://user-images.githubusercontent.com/1249449/204987209-d361130e-d554-4357-9be5-928b2f3b07f5.png)

Guía de contribución

No hay ninguna guía de contribución indexada para este repositorio

Línea de trabajo

El issue implica la generación de fuentes para un mod basado en Unity. Comience leyendo la página wiki enlazada sobre cómo agregar soporte de fuentes (https://07th-mod.com/wiki/developer/sharedassets/ui-editing-scripts/#adding-font-support-for-a-new-language-chapters-1-8-only). Examine las texturas de fuentes existentes y los scripts en este repositorio para comprender la pipeline de generación de fuentes SDF. 'Hecho' significa producir una nueva textura de fuente con glifos japoneses mejorados y asegurarse de que funcione en el juego.

Escrito por el modelo de indexación a partir del texto del issue.

Evaluación

Stack tecnológico
python, unity
Área
game-dev, tooling
Tipo de issue
Error
Dificultad
4/5
Tiempo estimado
3-5 días
Estado de actividad
Estancado
Claridad
Bastante claro
Aptitud para principiantes
45/100

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