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To download free pixel fonts, you can take a look at our collection of pixel fonts.If you are looking for professional pixel fonts with good kerning, alternates, broad character support, have a look at pixel fonts at MyFonts.com. If you don’t want the hassle of downloading and installing fonts, but just want to use pixel fonts fonts online, you should check our text generator tool below. Gbdfed lets you interactively create new bitmap font files or modify existing ones. It allows editing multiple fonts and multiple glyphs, it allows cut and paste operations between fonts and glyphs and editing font properties. The editor works natively with BDF fonts. Gbdfed can import: Metafont PK/GF fonts. Han Bitmap Font format (HBF) fonts. Bitmap Font Generator - Documentation. Back to main page. How to interpret the values in the font descriptor file. The image to the right illustrates some of the values found in the font descriptor file. The two dotted lines shows the lineHeight, i.e. How far the cursor should be moved vertically when moving to the next line. I have a question concerning Bitmap fonts. I need to create fonts for screen device. It should consists of bitmaps of all printable characters. To get a bitmaps of all characters I am using the fol.

Pixel fonts, also known as screen fonts or bitmap fonts, are fonts consisting of small pixels. Pixel fonts display the texts in simple blocks instead of elaborate curves as most regular fonts do. So the obvious advantage of pixel fonts over regular fonts is that texts using pixel fonts can still look crisp and clear in very small sizes. Pixel fonts are very popular over the Internet due to its clearness and crisp look, especially in websites that require text legibility in small sizes such as flash websites.

Because pixel fonts are usually designed to fit pixel by pixel with the computer screen, it will be best displayed at a specified size. Thyme Nu created by Michel Troy is a typical font family of pixel style. The family contains six fonts, and they are perfect for both small screen resolutions and outputs at larger sizes.

Thyme Nu by Michel Troy

To download free pixel fonts, you can take a look at our collection of pixel fonts. If you are looking for professional pixel fonts with good kerning, alternates, broad character support, have a look at pixel fonts at MyFonts.com. If you don’t want the hassle of downloading and installing fonts, but just want to use pixel fonts fonts online, you should check our text generator tool below.

Create text images with pixel fonts

You can use the following tool to generate text images based on your selection of colors, text effects and sizes using pixel fonts in seconds. You can then save the image, or use the EMBED button to get image links. If you want to modify the image further such as rotating, bending or blurring, you can use our image tools.

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Bitmap

File format

Binary file layout

File tags

info

This tag holds information on how the font was generated.

faceThis is the name of the true type font.
sizeThe size of the true type font.
boldThe font is bold.
italicThe font is italic.
charsetThe name of the OEM charset used (when not unicode).
unicodeSet to 1 if it is the unicode charset.
stretchHThe font height stretch in percentage. 100% means no stretch.
smoothSet to 1 if smoothing was turned on.
aaThe supersampling level used. 1 means no supersampling was used.
paddingThe padding for each character (up, right, down, left).
spacingThe spacing for each character (horizontal, vertical).
outlineThe outline thickness for the characters.

common

This tag holds information common to all characters.

lineHeightThis is the distance in pixels between each line of text.
baseThe number of pixels from the absolute top of the line to the base of the characters.
scaleWThe width of the texture, normally used to scale the x pos of the character image.
scaleHThe height of the texture, normally used to scale the y pos of the character image.
pagesThe number of texture pages included in the font.
packedSet to 1 if the monochrome characters have been packed into each of the texture channels. In this case alphaChnl describes what is stored in each channel.
alphaChnlSet to 0 if the channel holds the glyph data, 1 if it holds the outline, 2 if it holds the glyph and the outline, 3 if its set to zero, and 4 if its set to one.
redChnlSet to 0 if the channel holds the glyph data, 1 if it holds the outline, 2 if it holds the glyph and the outline, 3 if its set to zero, and 4 if its set to one.
greenChnlSet to 0 if the channel holds the glyph data, 1 if it holds the outline, 2 if it holds the glyph and the outline, 3 if its set to zero, and 4 if its set to one.
blueChnlSet to 0 if the channel holds the glyph data, 1 if it holds the outline, 2 if it holds the glyph and the outline, 3 if its set to zero, and 4 if its set to one.

page

This tag gives the name of a texture file. There is one for each page in the font.

idThe page id.
fileThe texture file name.

Create Bitmap Fonts

char

This tag describes on character in the font. There is one for each included character in the font.

idThe character id.
xThe left position of the character image in the texture.
yThe top position of the character image in the texture.
widthThe width of the character image in the texture.
heightThe height of the character image in the texture.
xoffsetHow much the current position should be offset when copying the image from the texture to the screen.
yoffsetHow much the current position should be offset when copying the image from the texture to the screen.
xadvanceHow much the current position should be advanced after drawing the character.
pageThe texture page where the character image is found.
chnlThe texture channel where the character image is found (1 = blue, 2 = green, 4 = red, 8 = alpha, 15 = all channels).

kerning

The kerning information is used to adjust the distance between certain characters, e.g. some characters should be placed closer to each other than others.

Font
firstThe first character id.
secondThe second character id.
amountHow much the x position should be adjusted when drawing the second character immediately following the first.

Binary file layout

This section describes the layout of the tags in the binary file format. To understand what each tag means refer to the file tags section.

The first three bytes are the file identifier and must always be 66, 77, 70, or 'BMF'. The fourth byte gives the format version, currently it must be 3.

Bitmap Font Editor

  • Version 1 (introduced with application version 1.8).
  • Version 2 (introduced with application version 1.9) added the outline field in the infoBlock and the encoded field in the commonBlock.
  • Version 3 (introduced with application version 1.10) removed the encoded field in the commonBlock, and added the alphaChnl, redChnl, greenChnl, blueChnl instead. The size of each block is now stored without accounting for the size field itself. The character id in the charsBlock and the kerningPairsBlock was increased to 4 bytes to support the full unicode range.

Following the first four bytes is a series of blocks with information. Each block starts with a one byte block type identifier, followed by a 4 byte integer that gives the size of the block, not including the block type identifier and the size value.

Block type 1: info

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fieldsizetypeposcomment
fontSize2int0
bitField1bits2bit 0: smooth, bit 1: unicode, bit 2: italic, bit 3: bold, bit 4: fixedHeigth, bits 5-7: reserved
charSet1uint3
stretchH2uint4
aa1uint6
paddingUp1uint7
paddingRight1uint8
paddingDown1uint9
paddingLeft1uint10
spacingHoriz1uint11
spacingVert1uint12
outline1uint13added with version 2
fontNamen+1string14null terminated string with length n

This structure gives the layout of the fields. Remember that there should be no padding between members. Allocate the size of the block using the blockSize, as following the block comes the font name, including the terminating null char. Most of the time this block can simply be ignored.

Block type 2: common

fieldsizetypeposcomment
lineHeight2uint0
base2uint2
scaleW2uint4
scaleH2uint6
pages2uint8
bitField1bits10bits 0-6: reserved, bit 7: packed
alphaChnl1uint11
redChnl1uint12
greenChnl1uint13
blueChnl1uint14

Block type 3: pages

fieldsizetypeposcomment
pageNamesp*(n+1)strings0p null terminated strings, each with length n
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This block gives the name of each texture file with the image data for the characters. The string pageNames holds the names separated and terminated by null chars. Each filename has the same length, so once you know the size of the first name, you can easily determine the position of each of the names. The id of each page is the zero-based index of the string name.

Block type 4: chars

fieldsizetypeposcomment
id4uint0+c*20These fields are repeated until all characters have been described
x2uint4+c*20
y2uint6+c*20
width2uint8+c*20
height2uint10+c*20
xoffset2int12+c*20
yoffset2int14+c*20
xadvance2int16+c*20
page1uint18+c*20
chnl1uint19+c*20

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The number of characters in the file can be computed by taking the size of the block and dividing with the size of the charInfo structure, i.e.: numChars = charsBlock.blockSize/20.

Block type 5: kerning pairs

Font To Bitmap

fieldsizetypeposcomment
first4uint0+c*10These fields are repeated until all kerning pairs have been described
second4uint4+c*10
amount2int8+c*6

This block is only in the file if there are any kerning pairs with amount differing from 0.