Talk:Subtitles (Portal 2): Difference between revisions

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(→‎No .DAT file: response)
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:Your captions have to be split by language. Rename it to closecaption_english.txt.
:Your captions have to be split by language. Rename it to closecaption_english.txt.
:Also in your bat, change <code>-Portal 2</code> to <code>-game</code>.
:Also in your bat, change <code>-Portal 2</code> to <code>-game</code>.
:The second file path is off. It should go to the ''folder'' containing the gameinfo.txt instead of the file itself, so for Portal 2 you would want <code>"C:\Program Files (x86)\Steam\steamapps\common\Portal 2\portal2"</code>. If you're making a mod, put the path to the folder for that mod. [[User:Pinsplash|Pinsplash]] ''([[User talk:Pinsplash|talk]])'' 19:00, 30 August 2018 (UTC)
:The second file path is off. It should go to the ''folder'' containing the gameinfo.txt instead of the file itself, so for Portal 2 you would want <code>"C:\Program Files (x86)\Steam\steamapps\common\Portal 2\portal2"</code> (of course change the <code>C:\Program Files (x86)</code> for whatever your system uses). If you're making a mod, put the path to the folder for that mod. [[User:Pinsplash|Pinsplash]] ''([[User talk:Pinsplash|talk]])'' 19:00, 30 August 2018 (UTC)

Revision as of 12:02, 30 August 2018

Example

I wanted GLaDOS to speak when I pressed a button

I have my captions inside a file called closecaption_mymod_English.txt which is in the format:

lang
{ 
	Language "English"
	Tokens 
	{ 
		GLaDOS.ramble1	"Sorry about the mess. I've really let the place go since you killed me."
		GLaDOS.ramble2	"By the way, thanks for that."
	}
}

I open up the cmd prompt and put in:

"U:/Program Files/Steam/steamapps/common/Portal 2/bin/captioncompiler.exe" -v "closecaption_mymod_English.txt"

In Hammer I create an ambient_generic which points towards my custom GLaDOS sound and named it: glados_ramble1. I also add a point_servercommand and name it @servercommand. Inside a newly created logic_auto I put:

My Output Target Target Input Parameter
OnMapSpawn @servercommand Command cc_lang mymod_English

I create a prop_button and add another output:

My Output Target Target Input Parameter
OnPressed @servercommand Command cc_emit GLaDOS.ramble1

Also in the prop_button I add another output to activate the sound:

My Output Target Target Input Parameter
OnPressed glados_ramble1 PlaySound

Tada! The captions appear with the sound.

--Chickenmobile 00:20, 1 March 2012 (PST)

No .DAT file

It doesn't create the .DAT file. I have the captioncompiler.exe in my Steam\SteamApps\Portal 2\bin folder like the article said. I created a text file called: closecaption_aperture_ai and within it:

lang
{
	Language	"english"
	Tokens
	{
		portal.00_part1_entry-1	"<clr:219,112,147><I>Hello and, again, welcome to the Aperture Science computer-aided enrichment center."
	}
}

I have saved it with notepad++ in the required format and dragged it over to the captioncompiler.exe. It did something in a fraction of a second, closed itself then nothing happened. I have also tried to create the .bat file but I'm not the best in programming. This is what it looks like:

"D:\Steam\SteamApps\common\Portal 2\bin\captioncompiler.exe" %1 -Portal 2 "D:\Steam\SteamApps\common\Portal 2\portal2\gameinfo.txt"
pause

Unsigned comment added by FIRE-Buzzard (talkcontribs) Always sign your posts with four tildes (~~~~)

Your captions have to be split by language. Rename it to closecaption_english.txt.
Also in your bat, change -Portal 2 to -game.
The second file path is off. It should go to the folder containing the gameinfo.txt instead of the file itself, so for Portal 2 you would want "C:\Program Files (x86)\Steam\steamapps\common\Portal 2\portal2" (of course change the C:\Program Files (x86) for whatever your system uses). If you're making a mod, put the path to the folder for that mod. Pinsplash (talk) 19:00, 30 August 2018 (UTC)