Page 5 of 7

Re: Kingdoms of Amalur: Reckoning unpacker BigFile_0001.big

Posted: Sun Mar 25, 2012 11:04 am
by XRaptor
If you are only hexediting without complette rebuild with length changes, then yes, you have to set the same length. But this is rebuilt with length changes ;-) In some games there is engine text length restriction, but it is not this game.

Re: Kingdoms of Amalur: Reckoning unpacker BigFile_0001.big

Posted: Sun Mar 25, 2012 2:33 pm
by lostprophet
XRaptor wrote:If you are only hexediting without complette rebuild with length changes, then yes, you have to set the same length. But this is rebuilt with length changes ;-) In some games there is engine text length restriction, but it is not this game.
I can confirm XRaptor's statement, IT IS nonsense, KOAR doesn't have any character limitation. I translated a few thousand lines so far, and it works perfectly (just checked now). I'm using the latest 1.1.0 of XRaptor's tools.

Re: Kingdoms of Amalur: Reckoning unpacker BigFile_0001.big

Posted: Sun Mar 25, 2012 2:41 pm
by arlega02
XRaptor wrote:If you are only hexediting without complette rebuild with length changes, then yes, you have to set the same length. But this is rebuilt with length changes ;-) In some games there is engine text length restriction, but it is not this game.
I am editing with notepad++. I am just a translator :) I cant use programs such as hex editor. How can I solve characher limitation problem?

And, writings seems so confused in notepad++. Is there any program that you would propose for edit writings? (http://imgim.com/4286inciv6587096.jpg)


EDİT: lostprophet, which program you use for edit writings? I used only the first program of xRaptor(for unpack) and using notepad++ for translate. I dont understand second program of xRaptor.(Kingdoms of Amalur: Reckoning Localization Table Translator) What is for this program? It says dat->xml and xml->dat, but ı cant understand.

Re: Kingdoms of Amalur: Reckoning unpacker BigFile_0001.big

Posted: Sun Mar 25, 2012 2:45 pm
by XRaptor
Now it makes sense to me. You are editing directly localization_table file? :-D Use my text translator ;-)

Kingdoms of Amalur: Reckoning Localization Table Translator (PC + XBox + PS3)
http://raptor.cestiny.cz/download/kingd ... lator.html

Re: Kingdoms of Amalur: Reckoning unpacker BigFile_0001.big

Posted: Sun Mar 25, 2012 2:51 pm
by arlega02
XRaptor wrote:Now it makes sense to me. You are editing directly localization_table file? :-D Use my text translator ;-)

Kingdoms of Amalur: Reckoning Localization Table Translator (PC + XBox + PS3)
http://raptor.cestiny.cz/download/kingd ... lator.html

Hmmm :) Now I understand :D I will try it later, i am not in home right now :)

Re: Kingdoms of Amalur: Reckoning unpacker BigFile_0001.big

Posted: Sun Mar 25, 2012 3:01 pm
by lostprophet
arlega02 wrote:
XRaptor wrote:Now it makes sense to me. You are editing directly localization_table file? :-D Use my text translator ;-)

Kingdoms of Amalur: Reckoning Localization Table Translator (PC + XBox + PS3)
http://raptor.cestiny.cz/download/kingd ... lator.html

Hmmm :) Now I understand :D I will try it later, i am not in home right now :)
I use Notepad++ too.

Re: Kingdoms of Amalur: Reckoning unpacker BigFile_0001.big

Posted: Sun Mar 25, 2012 4:28 pm
by arlega02
I was solved character limitation :)There are how many lines in all this game? Or how can i know this?

Re: Kingdoms of Amalur: Reckoning unpacker BigFile_0001.big

Posted: Sun Mar 25, 2012 5:20 pm
by XRaptor
Open exported xml file in excel and simply check rows ;-) There is no need to translate in notepad. Process xml file in any favorite editor or excel (or any OpenOffice variant).

Re: Kingdoms of Amalur: Reckoning unpacker BigFile_0001.big

Posted: Sun Mar 25, 2012 10:11 pm
by arlega02
Like all the other games, this game doesn't support Turkish characters such like şŞ üÜ ğĞ ıİ.
Normally, ı can editing font files with font editors but in this game, font files are not in font format :) They are in FONT_XML format. How can i edit this files and add Turkish characters?


http://imgim.com/8343incio7192664.jpg

Follows the order: Yeni Oyun Iı İi Ğğ Şş Üü

Font Files: http: http://www.2shared.com/file/YtbsKX6y/fonts.html

Re: Kingdoms of Amalur: Reckoning unpacker BigFile_0001.big

Posted: Mon Mar 26, 2012 5:47 am
by michalss
arlega02 wrote:Like all the other games, this game doesn't support Turkish characters such like şŞ üÜ ğĞ ıİ.
Normally, ı can editing font files with font editors but in this game, font files are not in font format :) They are in FONT_XML format. How can i edit this files and add Turkish characters?


http://imgim.com/8343incio7192664.jpg

Follows the order: Yeni Oyun Iı İi Ğğ Şş Üü

Font Files: http: http://www.2shared.com/file/YtbsKX6y/fonts.html
Fonts are DDS not xml. Items u posted are might indexes. Not sure

Re: Kingdoms of Amalur: Reckoning unpacker BigFile_0001.big

Posted: Mon Mar 26, 2012 8:23 am
by lostprophet
arlega02 wrote:Like all the other games, this game doesn't support Turkish characters such like şŞ üÜ ğĞ ıİ.
Normally, ı can editing font files with font editors but in this game, font files are not in font format :) They are in FONT_XML format. How can i edit this files and add Turkish characters?


http://imgim.com/8343incio7192664.jpg

Follows the order: Yeni Oyun Iı İi Ğğ Şş Üü

Font Files: http: http://www.2shared.com/file/YtbsKX6y/fonts.html
There are 9 .dds files, which contain the fonts for the game.
Bigfile_0000.big contains 177586.dds, 177587.dds, 177588.dds, 177620.dds, 1625778.dds, 1625779.dds, 2027703.dds, 2027704.dds
Bigfile_0005.big contains 2041094.dds

Edit these .dds files with Photoshop and use XRaptor's tools to repack them.

Re: Kingdoms of Amalur: Reckoning unpacker BigFile_0001.big

Posted: Tue Mar 27, 2012 9:07 pm
by JonhOliver
Como volto o arquivo extraído xlm "export" para BigFile_0001.big?

Re: Kingdoms of Amalur: Reckoning unpacker BigFile_0001.big

Posted: Tue Mar 27, 2012 9:26 pm
by XRaptor
Next time english, please ;-)

Simply use xml->dat function and repack archive

Re: Kingdoms of Amalur: Reckoning unpacker BigFile_0001.big

Posted: Tue Mar 27, 2012 9:34 pm
by JonhOliver
Sorry, I use it, but it creates the file BigFile_0001.big. It creates new files in the folder 001. How can I transform the xml BigFile_0001.big?

Re: Kingdoms of Amalur: Reckoning unpacker BigFile_0001.big

Posted: Tue Mar 27, 2012 10:02 pm
by XRaptor
I don't understand, so little overview:

1) Use extractor to extract file bigs\001\EnglishTarget\BigFile_0001.big to any folder (repeat for bigs\002 and 009)
2) Keep only *.localization_table, delete everything else
3) Use text translator to convert dat->xml (select folder from step 1)
4) Export.xml file is generated with all texts from files
5) Translate xml file
6) Use text translator to convert xml->dat (select folder from step 1)
7) New *.localization_table are generated with translated texts
8) Use extractor, open original big file, select "patch" button, enter new filename (you CAN'T select original one) and select folder from step 1
9) Rename BigFile_0001_NEW.big (or file you set) to BigFile_0001.big

That's all :-)