Yes, I've finally tracked down the name font for the SSS, and to my surprise, it's a Western font. After messing with it some, I've confirmed this is an accurate match, and so this guide is born!
Again, this guide is made with Photoshop 7 in mind, but any image editor is fine, as long as you can adjust antialiasing of text at the 'subpixel' level. You'll understand why soon enough.
If you've already downloaded my 'Brawl Name Fonts' zip, you'll want a re-download. This is the new one, and it also includes the CSS name fonts. Those won't be used here, but it's good to have them, right?
On to the guide!
Step 1: Create an image with the following properties:
- 208 pixel width
- 56 pixel height
- DPI: 95.987 (BrawlBox exports .png files at this bizarre setting, but I think it's a floating point issue. Match it to be safe)
Step 2: Fill the image with black (0, 0, 0 RGB value). This should be obvious, but some might not do it if it's not here.
Step 3: Create a type layer with the following attributes:
Step 4: Type your desired stage name out in all caps, with the center point at the exact middle of the image, and the baseline 40 pixels down. All-caps is the style, except for certain situations (metric units (see: 75 m) or the proper name 'Wii Fit', as seen in the new Smash games).
Step 5: Ensure the text is aliased so that there are:
Step 6: Adjust aliasing along the horizontal axis so that you have as little aliasing on the sides of letters as possible. Some is alright, but we want clear text when it's rendered.
Step 7: Use a rectangular marquee selection to count the solid black space to the sides of the name, and outside of the Type Tool, drag until the number of solid black pixels is equal on both sides, giving more space to the right if there's an extra pixel.
Step 8: Flatten, save and test in Brawl. Naturally, you want to match the format of the other textures.
And, naturally, here's an example of the results you should get with the guide:
Again, this guide is made with Photoshop 7 in mind, but any image editor is fine, as long as you can adjust antialiasing of text at the 'subpixel' level. You'll understand why soon enough.
If you've already downloaded my 'Brawl Name Fonts' zip, you'll want a re-download. This is the new one, and it also includes the CSS name fonts. Those won't be used here, but it's good to have them, right?
On to the guide!
Step 1: Create an image with the following properties:
- 208 pixel width
- 56 pixel height
- DPI: 95.987 (BrawlBox exports .png files at this bizarre setting, but I think it's a floating point issue. Match it to be safe)
Step 2: Fill the image with black (0, 0, 0 RGB value). This should be obvious, but some might not do it if it's not here.
Step 3: Create a type layer with the following attributes:
*Note on character width: Keep your name to 1 line if possible, so if you go off the edges, drop the width down in 5% increments until it fits comfortably. Use your own judgement, of course.- Font: Compacta
- Character Size: 27 point
- Aliasing: Strong
- Character Height: 99%
- Character Width: 145%*
- Leading: 22.5 point (this is a setting that will be needed if you should need two lines. Change this value to 21.75 only if you need a Q on the bottom line)
- Justification: Centered (meaning, the text centers itself as you type, rather than being left- or right-aligned)
- Text Color: 255, 255, 255 (full white)
Step 4: Type your desired stage name out in all caps, with the center point at the exact middle of the image, and the baseline 40 pixels down. All-caps is the style, except for certain situations (metric units (see: 75 m) or the proper name 'Wii Fit', as seen in the new Smash games).
Step 5: Ensure the text is aliased so that there are:
(Note: In Photoshop 7, if the aliasing is misaligned, you can zoom in to 400 or 800% and place the Type Tool cursor in your text, and Ctrl-Drag the text to correct aliasing. This ability is invaluable)- exactly 16 pixels of solid black above and below the stage name for a 1-line name,
- exactly 1 pixel of solid black above and below for 2-line names without a Q on the bottom, or
- exactly 1 pixel above and 2 pixels below for 2-line names with a Q on the bottom line.
Step 6: Adjust aliasing along the horizontal axis so that you have as little aliasing on the sides of letters as possible. Some is alright, but we want clear text when it's rendered.
Step 7: Use a rectangular marquee selection to count the solid black space to the sides of the name, and outside of the Type Tool, drag until the number of solid black pixels is equal on both sides, giving more space to the right if there's an extra pixel.
Step 8: Flatten, save and test in Brawl. Naturally, you want to match the format of the other textures.
And, naturally, here's an example of the results you should get with the guide:
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