Why not just download Revolution and use Angelo's tool FontGenRev.exe and create font for 5 sec? Put it in Bin and it will execute properly with right parameters MakeFont.exe and the result will be - your font... and there are numerous fonts to choose from and you can edit their charset (what symbols should it include) and also choose from already available presets (Alphanum, Extended etc) but some fonts may have a problem)
Here I will provide you with link, good luck:
https://mega.nz/#!WqJUlASB!ywcAXjuV3...CUEA4Mdhuedhms
--- Edit 1:
Ok I actually don't know how to make it work, but if you can look at it maybe you will figure it out...
--- Edit 2:
Nevermind, after small consultation with ZDZICHU who has used this stuff before, he showed me how to use it (because I got until a point where I did not know what to do)
So first open the tool ... setup your font... (don't close the tool until you get .fnt file)
After click on "Save" and don't worry about errors, just click Continue...... don't worry about ImageMagick you don't need it as well...
In the Bin directory (where you should put your FontGenRev.exe) you will find a Font.png (or whatever name you put in box above the Save button) - convert it to TGA (online converters etc).... then toss it in SED and make texture from that TGA (make sure size is below or equal to 1024x1024 otherwise you will have to split it in the charset)
Later (this is the part where i got stuck) copy your charset into a a txt with the same name as the texture (without changing anything in the layout/order etc!) and put it where the texture is.... then click on the button Make Font and specify the location of the tex file (again ignore error and press continue) and then you will get a ".fnt" file in the same directory
Then rename it to whatever you need (for example Console1.fnt, Title2.fnt etc) and copy-paste it as many times as you need in the Fonts directory together with the .tex file just like it is in the game.
Make sure you export Fonts from the gro and into the main dir (back it up if you want) and remove it from the gro to avoid any conflicts with the new font... then replace files in there because it is easier
Sorry for the messy explanation, but hopefully you will figure it out
For example I did a font just for test with extended+cyrillic charset just for test and it works) I used this layout with 1024 width and 512 height for the texture:
Code:
!"#$%&'()*+,-./012345678
9:;<=>?@ABCDEFGHIJKLMNOPQ
RSTUVWXYZ[\]^_`abcdefghij
klmnopqrstuvwxyz{|}~¡¢£¤¥
¦§¨©ª«¬®°±²³´µ¶·¸¹º»¼½¾¿À
ÁÂÃÄÅÆÇÈÉÊËÌÍÎÏÐÑÒÓÔÕÖ×ØÙ
ÚÛÜÝÞßàáâãäåæçèéêëìíîïðñò
óôõö÷øùúûüýþÿŒœŠšŸŽžƒˆ°˜–
‘’‚“”„†‡•…‰‹›°€™*/ЯВЕРТЪУ
ИОПШЩЮАСДФГХЙКЛЗЬЦЖБНМяве
ртъуиопшщюасдфгхйклзьцжбн
мЫЭыэЍѝҮүЇїҚқӘәҐґ
-- Edit 3:
So......... it actually doesn't work with renames - create each font file from texture named appropriately (Numbers3, Title2, Console1 etc) and it should work then)