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==Scope of localization==
==Scope of localization==


The first stage of the localization process is the identification of the scope of the project, i.e. the localizable content. The examples are taken from [[MINERVA]], [[Ravenholm_mod|Ravenholm single-player mod]], and [[Wivenhoe]].
The first stage of the localization process is the identification of the scope of the project, i.e. the localizable content. The examples are taken from the following mods
*[[MINERVA]]
*[[Ravenholm_mod|Ravenholm single-player mod]]
*[[Wivenhoe]]
*[[Combine Destiny]]
*[[Day Hard]]


===Localizable content by functional game element===
===Localizable content by functional game element===

Revision as of 05:53, 23 March 2006

French Localization Bugs

Moved to French_Localization_Bugs. 04:57, 9 Nov 2005 (PST)


Localization of HL2 Third Party Mods // Please do not edit while this article is in my sandbox

This applies both to developers who wish to release a multilingual mod and to translators who begin working on a released mod. Based on Localized_String#Localization

Notes

  • Determine the need for a localized version
  • Identify the resources requiring localization
Issues with cost: translation volume, new voice recording
  • Identify the files that need to be added or changed: weapons, dialogs,
  • Preparing the mod files: tokenization
  • Translation and reuse of existing translations ([english])
  • Testing
  • Clipped strings
  • Special case: languages not supported in Steam
more translation (HL2) and override the language (see Ts2do's tip)
  • Tips - \n, tokenize eveything, encoding, test tips TEST FRENCH***, resizing panels

Wednesday November 9th, 2005

The objective of this page is to provide step-by-step instructions for the localization of Half-Life 2 third party mods.
.


Introduction

This article describes the various processes involved in the translation or localization of games based on the Source engine.

Scope of localization

The first stage of the localization process is the identification of the scope of the project, i.e. the localizable content. The examples are taken from the following mods

Localizable content by functional game element

Standard localizable content can be found in the following game elements, presented by their function in the game.

  • Game menus
    • Main panels (Keyboard tab, Video tab, New Game menu)
    • Additional panels (logo, credits)
  • Chapter titles
  • Heads-up display (HUD)
    • Standard elements (suit, ammo)
    • Custom elements (HEV communications, notes)
  • Closecaptions
    • Standard
    • Custom Subtitles (Ravenholm.jpg)
  • Sounds
    • Standard sounds (suit, NPCs)
    • Custom sounds (radio ravenholm)
  • Readmes and manuals

Localizable content by game resource (files)

Localizable content appears either in

  • compiled game resources (binaries, graphics or packed text files)
    • BSP files Example: Combine Destiny
    • VMT Example: Ravenholm (PRESENTS)

text files

  • tokenized text files

titles.txt scripts.txt valve_english game_ui.txt

  • untokenized

Example: Combine Destiny text in weapon name

As a rule, compiled resources and model files (scripts.txt) or should not contain localizable content. Editing and recompiling these resources during localization presents serious or even critical drawbacks. All localizable content should be contained in self-standing text files. is very time-consuming and can be avoided by managing the strings using string IDs and text files.

Preparation

Translation

Testing

Fixing bugs

See Also



Most, if not all resources, that make up games based on an open architecture are easy to identify and modify. The modification can take many forms, including the translation of game texts and other language-dependent information into other languages.


, such as the Source engine, allow on one hand of games based on the Source engine is open in many respects and creates allows a straightforward localization of the various resources.

Minerva:fr draft translation

Moved to MINERVA:fr.