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San Andreas 4K Fonts


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GTA-SA-4K-FONTS-2025-EDITION-BY-DJDARKO-

 

GTA SAN ANDREAS 4K FONTS 2025 EDITION BY DJDARKO
For: English, French, German, Italian and Spanish

Bank Gothic / Beckett (or Diploma)
Pricedown / TW Century

 

OVERVIEW
This is a high resolution (4096px) font set for the PC version of "Grand Theft Auto: San Andreas".

 

The fonts have been matched as closely as possible to their original style and adjusted to look great within the game.

 

DETAILS

• Updated for 2025 now featuring my own redrawn Beckett capital letters.

 

• Features Beckett in Plain, Effervescent and Vintage styles. Plus a variant that uses Diploma, the "San Andreas" logo font.

 

• Fine-tuned all spacing and redrew the Beckett diacritic accent marks to look closer to the vanilla style.

 

• Bonus: PS2 version for use with the PCSX2 emulator.

 

Download Links:
Mega
Google Drive
Mediafire

Edited by djdarko
Link to comment
https://gtaforums.com/topic/966188-san-andreas-4k-fonts/
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4 hours ago, Vind Sole said:

Awesome work as the others, just a tiny nitpick, upper case i and j look identical.

 

They are very similar, but not identical. The same with the U and V. That's an issue with the Beckett font. I considered editing them but couldn't settle on any way to do it without destroying the curves.

 

Here is an actual comparison from Original to Redone:

GTA-SAN-ANDREAS-BECKETT-CAPITALS-COMPARI

 

Edit: What do you think of these U and I edits? Does this look better than before?

GTA-SAN-ANDREAS-BECKETT-UI-EDIT-TEST.png

Edited by djdarko
5 hours ago, Vind Sole said:

They look better, much more distinguishable, just one thing I cannot ignore is J which looks off compared to the original.

 

Yeah, it is difficult to tell that it's a J. I will experiment with some ways to adjust it.

  • 3 months later...

I'm currently experimenting with a revision for this set. Most of the adjustments will be focused on the Beckett fonts.

• I want to fine tune all of the spacing, a lot of the lowercase letters look too inconsistent to me.

• I will include some edits to the capital letters as mentioned above.

• Line work will be enhanced (see below image), as I think everyone will agree that it looks much better with the thicker lines:

 

san-andreas-beckett-thicker-lines.png

  • 1 year later...

If I did this, I would re-create the entire font set using the original SA set as a reference to stay "true to the original" so to speak. It's based on Beckett but the letters are simpler.

If you're going to use the Beckett font, simplify the curves and use symmetric/smooth symmetric node fix in your vector application.

It shouldn't take long this way to create a good-looking set. Some of the round curves especially in Beckett font look quite bad.

 

Anyway, good work!

 

spacer.png

 

 

 

 

On 5/30/2022 at 11:45 PM, Graven said:

If I did this, I would re-create the entire font set using the original SA set as a reference to stay "true to the original" so to speak. It's based on Beckett but the letters are simpler.

If you're going to use the Beckett font, simplify the curves and use symmetric/smooth symmetric node fix in your vector application.

It shouldn't take long this way to create a good-looking set. Some of the round curves especially in Beckett font look quite bad.

 

Anyway, good work!

 

Thanks. Which program do you use to create the fonts? So far, I've only arranged/edited existing fonts within photoshop.

Edited by djdarko
3 hours ago, djdarko said:

Thanks. Which program do you use to create the fonts? So far, I've only arranged/edited existing fonts within photoshop.

 

Inkscape is my choice for vector/text editing outside work. It's free and as powerful as any commercial editor.

If you're familiar with bezier tool and node editing it will be helpful, and I guess you are if you edited the characters in PS as vector shapes.

 

I suppose the font table in SA is similar than it is in VC, not a real font format file but a single B/W texture with alpha?

Import the original into Inkscape, tick the width/height proportion lock in menu bar and resize it to the resolution you want to create your HD version.

Menu: File/Document Properties. Set the page size to same size and align the texture to page.

 

Type entire row of characters (A-O). Change the font to Beckett. Having it selected, go to

Menu: Path, object to path. Ungroup (Shift+CTRL+G). Now you have each Beckett character as separate path.

Move them horizontally to correct place.

 

Select single character. Disable color temporarily, it's easier to see the difference having only the stroke visible.

Switch to node editing view (N), under select and transform tool on the left side icons.

Now you can try to simplify the path. It'll reduce nodes and smooth curves. Menu: Path/Simplify.

Note that this doesn't always work, if you have already very small amount of nodes, the path becomes too simple.

The K letter in my previous post was simplified and it still looked good. Then I used the "Make selected nodes symmetric" tool on the lower curve middle node.

When you're in node editing mode, there are 4 handy quick options on the menu:

Make selected nodes corner, smooth, symmetric or auto-smooth. I use these a lot when I have imported pixel image and traced it, because tracing results are never perfect.

But you have to edit and move some of the nodes also manually.

 

If you have to make a path or shape manually, inspect the characters so that you don't do anything tedious twice or many times for no reason.

Then you would just use boolean operator Menu: Path/Union to unite them.

I see the I and J and completely different and there are differences with Beckett and the SA version almost in every character but using it as base probably helps a lot.

If you were real good with the bezier tool, you could draw a character (or any shape) fast and accurately so that it requires only slight node tweaking afterwards.

 

When you're finished, delete the helper files and export to png (export area page) and convert it to the TXD or what ever it needs to be in the game.

 

I'm following this thread in case you decide to try out and come up with any questions.

Edited by Graven
  • 3 months later...
On 4/10/2021 at 6:42 PM, djdarko said:

I'm currently experimenting with a revision for this set. Most of the adjustments will be focused on the Beckett fonts.

• I want to fine tune all of the spacing, a lot of the lowercase letters look too inconsistent to me.

• I will include some edits to the capital letters as mentioned above.

• Line work will be enhanced (see below image), as I think everyone will agree that it looks much better with the thicker lines:

 

san-andreas-beckett-thicker-lines.png

are you still doing this, I'm in need of fixed classic high res fonts I notice that the current version, has a lot of letter spacings and some number spacing issues aswell.

  • 2 years later...

Very well done font. Actually, the difference in capital letters, such as "I" and "J" or "U" and "V" is faintly visible, which is confusing, but in the game they don't occur side by side so they needn't to be changed. At most, they could be simplified, as they are in the original version, but is this necessary? It's an individual question.

  • 5 months later...

Update for 2025:

I've been working on an update the past couple months. I redrew all of the Beckett capitals using the Photoshop pen tool via 16K intermediate.

GTA-San-Andreas-4-K-Fonts-2025-Edition-b

 

I've done my best to blend the 2004 vanilla style with the details of the Beckett typeface, while attempting to retain a consistent size across the letters and making a few artistic changes and improvements.

GTA-San-Andreas-Beckett-Capitals-Compari

 

I updated the main post.

  • Like 3

2025 Edition Update 101

I've been playing the game the past few days and decided to make a few small DAT adjustments. Specifically, a handful of TW Century letters were too close. I also tightened the Beckett and Diploma Capital J. Please update to this version if you downloaded the 2025 Edition from a few days ago.

 

I updated the preview images to reflect the changes. This should be the final update. Have fun and enjoy the fonts!

  • 1 month later...
6 hours ago, hasan54 said:

https://ibb.co/WvXmF7RH 

There is a space between 1 and 0. How can I fix this? I think it may be from the fonts.dat file.

This was intentional in my design. The numbers are monospaced. I did that because the Bank Gothic numbers are used for the mini-game timers - the numbers will fluctuate oddly if they aren't monospaced. It's hard to explain in text, but it's basically a side effect of the game's design. If you look closely at your screenshot the same thing applies to the "1" in the ammunition display of the TW Century fonts.

 

I actually considered making two versions, with monospaced/proportional numbers but it would have required doubling the entire upload and micro-managing two sets of the masters. I thought I had included a note about exactly how to revert the change for the TW Century/Bank Gothic "1s" but I might not have included it in the final notes.

 

Edit: I found the note in my files...

 

MONOSPACED NUMBERS

The Bank Gothic and TW Century numbers are intentionally monospaced. This gives the game's various timers and number displays a clean "locked-in-place" appearance, with the side effect that the "1s" will have extra spacial padding. 

If you need to edit this for your own preference, make these simple adjustments:

Bank Gothic: Offset PNG "1" -45px (Leftward), set DAT value from "27" to "14" (Line 39, Slot 2, [# 144])
TW Century:  Offset PNG "1" -36px (Leftward), set DAT value from "23" to "12" (Line 69, Slot 2, [# 16])

Edited by djdarko
5 hours ago, djdarko said:

This was intentional in my design. The numbers are monospaced. I did that because the Bank Gothic numbers are used for the mini-game timers - the numbers will fluctuate oddly if they aren't monospaced. It's hard to explain in text, but it's basically a side effect of the game's design. If you look closely at your screenshot the same thing applies to the "1" in the ammunition display of the TW Century fonts.

 

I actually considered making two versions, with monospaced/proportional numbers but it would have required doubling the entire upload and micro-managing two sets of the masters. I thought I had included a note about exactly how to revert the change for the TW Century/Bank Gothic "1s" but I might not have included it in the final notes.

 

Edit: I found the note in my files...

 

MONOSPACED NUMBERS

The Bank Gothic and TW Century numbers are intentionally monospaced. This gives the game's various timers and number displays a clean "locked-in-place" appearance, with the side effect that the "1s" will have extra spacial padding. 

If you need to edit this for your own preference, make these simple adjustments:

Bank Gothic: Offset PNG "1" -45px (Leftward), set DAT value from "27" to "14" (Line 39, Slot 2, [# 144])
TW Century:  Offset PNG "1" -36px (Leftward), set DAT value from "23" to "12" (Line 69, Slot 2, [# 16])

nice explain ı did 27 to 20, 23 to 17 for me look good 

 

https://ibb.co/5xYMN77T

There is a small glitch in Pricedown and THE Century fonts, I fixed it by deleting the background

 

Thanks for continuing this game

I hope you can make games like Manhunt, Max Payne and Bully one day.

 

 

45 minutes ago, hasan54 said:

https://ibb.co/5xYMN77T

There is a small glitch in Pricedown and THE Century fonts, I fixed it by deleting the background

The little lines in your screenahot aren't showing here. I made my screenshots with the final upload. I'm not sure why it's doing that in your game.

 

Quote

Thanks for continuing this game

I hope you can make games like Manhunt, Max Payne and Bully one day.

You're welcome, don't forget to click the thumbs up button.

 

P.S. I considered making font sets for Max Payne and Bully but from my research I found that those games don't support high resolution textures/mods.

Edited by djdarko
36 minutes ago, djdarko said:

The little lines in your screenahot aren't showing here. I made my screenshots with the final upload. I'm not sure why it's doing that in your game.

 

You're welcome, don't forget to click the thumbs up button.

 

P.S. I considered making font sets for Max Payne and Bully but from my research I found that those games don't support high resolution textures/mods.

I found a better solution to the problem. The fonts are stuck to the frame. Just move them a little to the right and the problem is solved.

 

 

You did this for all GTA games. big work ı like it

 

 

12 hours ago, hasan54 said:

I found a better solution to the problem. The fonts are stuck to the frame. Just move them a little to the right and the problem is solved.

Thanks for letting me know. It's probably related to your resolution or graphics card settings. I noticed a similar issue when I was testing my font set for Deus Ex Invisible War.

 

As you indicated, it's because the fonts are set exactly on the left side threshold of their "boxes".  A 1px rightward offset (of the whole font sheet) should fix the issue.

17 hours ago, djdarko said:

Thanks for letting me know. It's probably related to your resolution or graphics card settings. I noticed a similar issue when I was testing my font set for Deus Ex Invisible War.

 

As you indicated, it's because the fonts are set exactly on the left side threshold of their "boxes".  A 1px rightward offset (of the whole font sheet) should fix the issue.

probably amd problem

 I'm so glad I could help you 


keep up 

PensionBandit
On 5/18/2025 at 5:05 AM, djdarko said:

P.S. I considered making font sets for Max Payne and Bully but from my research I found that those games don't support high resolution textures/mods.

I have something that can help with the fonts for the Manhunt games. If you are interested, send me a DM.

  • 3 months later...

Hi, would it be possible to get a version for Cenega's Polish translation as well? It's been around since 2005 and to this day there's not a single good HD font for it. The way they realized the translation is by using extra characters meant for other US translations, replacing those with Polish diacritics and then using them in the translation files that replace american.gxt. Shouldn't be too hard since most of the diacritics were already used in the original font.

  • 3 months later...

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