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Child of Light parsing templates for translating projects

Need help translating games in other languages? Have your language problems solved here.
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tomsolo
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Child of Light parsing templates for translating projects

Post by tomsolo » Fri May 09, 2014 12:33 am

Hy guys,
010 Editor is a powerfull, scriptable hexeditor and I made some binary templates for localization and font map files.

The pack included these files:
- ChoL-DLC2-localisation-common-template.bt
- ChoL-DLC2-localisation-language-template.bt
// Aurora Pack, sry I don't even bought Golem DLC

-ChoL-localisation-common-template.bt
-ChoL-localisation-language-template.bt
// Base localization files. ChoL-localisation-language-template.bt work any language.

-ChoL-tfn-files-template.bt
// Font texture's charachter map

-ChoL-tga.ckd.template.bt
// A simple parser for cutting header and save DDS, for .tga files

Some screens:

Image

Image

Image


I hope is will be usefull for your any translation project.


Some tipp:
Here is a pack for all game files what need for localization(.tga,.tfn,.isg).

Don't need extracting game, if you patch .ipk files with wrong pathnames***, the game use these files, just extract in your game root folder.

Don't forget read the comments in temaplate files! :)

***Like:

cache/itf_cooked/pc32/enginedata/misc/fonts/
to
cache/itf_cooked/pc32/enginedata/misc/font1/

cache/itf_cooked/pc32/enginedata/localization/
to
cache/itf_cooked/pc32/enginedata/localizatio1/

and

itf_cooked/pc32/dlc/*/localization/
to
itf_cooked/pc32/dlc/*/localizatio1/

Cheers! :]
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albert1905
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Re: Child of Light parsing templates for translating project

Post by albert1905 » Sun May 11, 2014 3:21 pm

tomsolo wrote:Hy guys,
010 Editor is a powerfull, scriptable hexeditor and I made some binary templates for localization and font map files.

The pack included these files:
- ChoL-DLC2-localisation-common-template.bt
- ChoL-DLC2-localisation-language-template.bt
// Aurora Pack, sry I don't even bought Golem DLC

-ChoL-localisation-common-template.bt
-ChoL-localisation-language-template.bt
// Base localization files. ChoL-localisation-language-template.bt work any language.

-ChoL-tfn-files-template.bt
// Font texture's charachter map

-ChoL-tga.ckd.template.bt
// A simple parser for cutting header and save DDS, for .tga files

Some screens:

Image

Image

Image


I hope is will be usefull for your any translation project.


Some tipp:
Here is a pack for all game files what need for localization(.tga,.tfn,.isg).

Don't need extracting game, if you patch .ipk files with wrong pathnames***, the game use these files, just extract in your game root folder.

Don't forget read the comments in temaplate files! :)

***Like:

cache/itf_cooked/pc32/enginedata/misc/fonts/
to
cache/itf_cooked/pc32/enginedata/misc/font1/

cache/itf_cooked/pc32/enginedata/localization/
to
cache/itf_cooked/pc32/enginedata/localizatio1/

and

itf_cooked/pc32/dlc/*/localization/
to
itf_cooked/pc32/dlc/*/localizatio1/

Cheers! :]
Great works!

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MiRiKan
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Re: Child of Light parsing templates for translating project

Post by MiRiKan » Fri Aug 15, 2014 2:59 am

Amazing! Thanks!
Team.SM, Make Koren Translations for Games.

ZORROSYR
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Re: Child of Light parsing templates for translating project

Post by ZORROSYR » Mon Sep 08, 2014 11:29 pm

please renew the picture or add more explain

it is not easy for my , and thanks .

basil
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Re: Child of Light parsing templates for translating project

Post by basil » Wed Sep 10, 2014 4:29 am

Here you go ZORROSYR, these are the 3 cached screenshots from Google Image Search. Tiny and blurry, but better than nothing, I hope.

Image
Image
Image
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MiRiKan
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Re: Child of Light parsing templates for translating project

Post by MiRiKan » Wed Sep 10, 2014 4:35 am

ukurereh wrote:Here you go ZORROSYR, these are the 3 cached screenshots from Google Image Search. Tiny and blurry, but better than nothing, I hope.

Image
Image
Image

thanks
Team.SM, Make Koren Translations for Games.

basil
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Re: Child of Light parsing templates for translating project

Post by basil » Wed Sep 10, 2014 6:56 am

No problem. If you want, you can :dance: officially :dance: thank me by clicking the Image button at the bottom corner of that post. (Or anyone else's post, for that matter.)

edit: Whoops, I guess you already know, sorry about that.
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Re: Child of Light parsing templates for translating project

Post by merlinsvk » Wed Sep 10, 2014 12:22 pm

Here are full-sized pictures ;)

Image
Image
Image

ZORROSYR
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Re: Child of Light parsing templates for translating project

Post by ZORROSYR » Wed Sep 10, 2014 2:05 pm

Thank very much / ukurereh , merlinsvk / , i will try that .
:?: :?: :?: :?:

ZORROSYR
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Re: Child of Light parsing templates for translating project

Post by ZORROSYR » Wed Sep 10, 2014 3:14 pm

I think that it work for rayman legends font

Any idea about how to edit the font to this game .

:| :| :|

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Re: Child of Light parsing templates for translating project

Post by basil » Thu Sep 11, 2014 2:42 am

I don't have Child of Light, but I think I understand what tomsolo is saying, maybe. (I could be wrong, though.)

BYPASSING IPK FILES: Maybe you know this first part already. Do you understand what tomsolo is saying about .ipk files, starting at "Here is a pack for..."? I think he's saying the font textures are usually packed inside .ipk archives, but if you follow his instructions, the game will read the unpacked font texture files instead. (If you want I can try to explain this part more, otherwise okay.)

EDITING UNPACKED TEXTURES: Check out this thread, especially tomsolo's post. He mentions photoshop:
tomsolo wrote:The fonts it's a simple mapped DXT3 textures - see *tga* tag in filenames, just replace with photoshop to a non used char with your language specific character.
I hope my information is correct, because I can't try it for myself...
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