Inversion (2012) [PC]

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merlinsvk
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Re: Inversion (2012) [PC]

Post by merlinsvk » Mon Jul 30, 2012 4:27 pm

I have the same problem as Rion. I changed some strings, ex. every "Options", made new s3darc, renamed it to out_patch, and no change in the game, it's still in english. :o

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Re: Inversion (2012) [PC]

Post by Herdell » Tue Jul 31, 2012 2:38 am

The pure game (without update) reads the texts from out.s3darc.
The usage to get the texts and insert it back is the same as out_patch.s3darc.

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Re: Inversion (2012) [PC]

Post by pesicha » Tue Jul 31, 2012 9:43 am

I just wanted to help

deleting it - sorry
Last edited by pesicha on Thu Aug 02, 2012 2:04 pm, edited 1 time in total.

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Re: Inversion (2012) [PC]

Post by merlinsvk » Tue Jul 31, 2012 5:58 pm

pesicha wrote:
file strings_english.str place the into the folder

Inversion\prebuild\texts\strings_english.str
Yes, text now works, but what about fonts? I modified fonts_en.gfx and gfxfontlib.gfx and put them to \prebuild\swf\ but fonts are still original - english.

Any suggestions?

UPDATE: correct name of font file is fonts_en_pc.gfx :)
Last edited by merlinsvk on Thu Aug 02, 2012 4:01 pm, edited 1 time in total.

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Re: Inversion (2012) [PC]

Post by pesicha » Tue Jul 31, 2012 7:30 pm

I just wanted to help

deleting it - sorry
Last edited by pesicha on Thu Aug 02, 2012 2:05 pm, edited 4 times in total.

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Re: Inversion (2012) [PC]

Post by Herdell » Tue Jul 31, 2012 8:58 pm

merlinsvk wrote: Yes, text now works, but what about fonts? I modified fonts_en.gfx and gfxfontlib.gfx and put them to \prebuild\swf\ but fonts are still original - english.

Any suggestions?
Could you explain how to edit those .gfx fonts?

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Re: Inversion (2012) [PC]

Post by merlinsvk » Tue Jul 31, 2012 9:31 pm

They are Scaleform GFx files (modified flash) so change their header from GFX to FWS, then you can decompile them to .fla files and edit in Adobe Flash for example.
Also you will need Scaleform SDK (im using version 3.0, from older version of UDK, october 2011 I think) linked with Adobe Flash to make new .gfx files.

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Re: Inversion (2012) [PC]

Post by Herdell » Tue Jul 31, 2012 11:44 pm

merlinsvk wrote:They are Scaleform GFx files (modified flash) so change their header from GFX to FWS, then you can decompile them to .fla files and edit in Adobe Flash for example.
Also you will need Scaleform SDK (im using version 3.0, from older version of UDK, october 2011 I think) linked with Adobe Flash to make new .gfx files.
And where can I download Scaleform SDK?
Found no good links here after do a research.

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Re: Inversion (2012) [PC]

Post by merlinsvk » Tue Jul 31, 2012 11:47 pm

It's a part of Unreal UDK.

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Re: Inversion (2012) [PC]

Post by delutto » Wed Aug 01, 2012 3:30 am

Herdell wrote:
merlinsvk wrote:They are Scaleform GFx files (modified flash) so change their header from GFX to FWS, then you can decompile them to .fla files and edit in Adobe Flash for example.
Also you will need Scaleform SDK (im using version 3.0, from older version of UDK, october 2011 I think) linked with Adobe Flash to make new .gfx files.
And where can I download Scaleform SDK?
Found no good links here after do a research.
There are other ways to edit them... if you stay visible on MSN...

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Re: Inversion (2012) [PC]

Post by merlinsvk » Wed Aug 01, 2012 10:49 am

Can you explain that other ways? :)

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Re: Inversion (2012) [PC]

Post by Rion » Wed Aug 01, 2012 5:17 pm

Delutto, can you explain that for me, too? Now that the know-how of using external string file is revealed, only the method of fonts GFX editing is all I need for localizing the game. :)

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Re: Inversion (2012) [PC]

Post by WRS » Wed Aug 01, 2012 10:00 pm

good to know my work on the locale tool has gone to waste :[
it kills my motivation to help you translator people
Useful tool links:

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Re: Inversion (2012) [PC]

Post by Rion » Wed Aug 01, 2012 10:09 pm

WRS: I wouldn't call your efforts wasted. Your tool needs only to be improved to allow the repacked locale text to be used by the game engine.

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Re: Inversion (2012) [PC]

Post by WRS » Wed Aug 01, 2012 10:19 pm

Rion wrote:WRS: I wouldn't call your efforts wasted. Your tool needs only to be improved to allow the repacked locale text to be used by the game engine.
from how i understand it, i just gave the wrong file to patch:
Herdell wrote:The pure game (without update) reads the texts from out.s3darc.
The usage to get the texts and insert it back is the same as out_patch.s3darc.
Useful tool links:

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