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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?

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
Hmmm

Now I understand

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:
Hmmm

Now I understand

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

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
