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CCMFontBuilder

A set of tools to create FromSoftware's DLFontDataCCM2 format. It has three executables:

CCMFontBuilder.exe

Usage is CCMFontBuilder.exe "fontname" size [optional]bBold (default=false) [optional]bItalic (default=false) [optional]kerning (default=0) (e.g. CCMFontBuilder.exe "MS Gothic" 12 false false 0). It loads a list of unicode character codes from chrlist.txt and outputs bitmap textures, CCM2 layout file and a plain text layout file for debugging.

It comes with a default chrlist set, but you can create your own by dragging and dropping an existing CCM2 file on top of CreateChrListCCM2.exe.

If you want to pack the output to a fontbnd.dcx format, copy the output to the create_fontbnd/input folder, edit config.txt and put there the absolute path to WitchyBND, nvcompress and magick, then run create_fontbnd.sh. This requires WitchyBND, NVIDIA Texture Tools and ImageMagick to be installed on your system.

GetChrListFromCCM.exe

Usage is GetChrListFromCCM.exe "ccmFilePath" (e.g. `GetChrListFromCCM.exe font.ccm) It will read the input CCM and write a chrlist.txt file containing the charcodes of characters present in the input ccm. This .txt can be then used by CCMFontBuilder to only create a subset of characters.

ConvertFntToCCM.exe

Usage is ConvertFntToCCM.exe "fntFolder" (e.g `ConvertFntToCCM.exe "MSUIGothic12"). Note that the input folder must contain a valid .fnt (in .xml format) and .dds textures, otherwise the tool will fail.

This will produce an output folder with a subfolder with the same name as the .fnt filename in the input folder.

If you want to pack the output to a fontbnd.dcx format, copy the output to the pack_fontbnd/input folder, edit config.txt and put there the absolute path to WitchyBND, then run pack_fontbnd.sh. This requires WitchyBND to be installed on your system.

NOTICE

To generate bitmap fonts for game use, I recommend you use [/url=https://angelcode.com/products/bmfont/]bmfont[/url] alongside ConvertFntToCCM.

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