Yes!michalss wrote:So you saing that it gonna read it from xml files directly from Folders ?
(PC version)

Yes!michalss wrote:So you saing that it gonna read it from xml files directly from Folders ?

1. No. No need to delete the file. Or unpack it (english_xml.pak) in a folder "game" and then delete.michalss wrote:hmm ok so far does not work on X360. But se file english_xml.pak does it need to be in localized folder as well or i can simple remove it ? Any chace to release repacker for original XML pls ?

No =)michalss wrote:ok then ill try can you please at least release tool for extraction of original xml to excel xml?
Good!Haoose wrote:Hey
I converted the Russian language version of the game from consoles to PC.
Here I am to you to convert the English files:
dialog_recording_list.xml
text_ui_menus.xml
http://yadi.sk/d/7JAvKj0c3KB8q
Unpack to folder: SniperGhostWarrior2\Game\languages\ (create this folder)
Enjoy =)
P.S. For Editing - Open in Excel or Akelpad
Code: Select all
dialog_recording_list.xml
text_ui_menus.xml
ai_dialog_recording_list.xml
credits.xml
loading.xml
pc_keyboard.xml
warnings_ui.xmlSorry, but as I said, I haven't tested properly...turkgamer wrote:It doesn't work on dialogues. We need xml2txt tool.
Code: Select all
{
public:
uint32 nTagStringOffset; // offset in CBinaryXmlData::pStringData
uint32 nContentStringOffset; // offset in CBinaryXmlData::pStringData
uint16 nAttributeCount;
uint16 nChildCount;
NodeIndex nParentIndex;
NodeIndex nFirstAttributeIndex;
NodeIndex nFirstChildIndex;
Pad<sizeof(uint32) - sizeof(NodeIndex)> reserved_for_alignment;
};
class Attribute
{
public:
uint32 nKeyStringOffset; // offset in CBinaryXmlData::pStringData
uint32 nValueStringOffset; // offset in CBinaryXmlData::pStringData
};
class BinaryFileHeader
{
public:
static const char* sk_szCorrectSignature;
char szSignature[8];
uint32 nXMLSize;
uint32 nNodeTablePosition;
uint32 nNodeCount;
uint32 nAttributeTablePosition;
uint32 nAttributeCount;
uint32 nChildTablePosition;
uint32 nChildCount;
uint32 nStringDataPosition;
uint32 nStringDataSize;
};
