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The objective of this page is to provide step-by-step instructions for the localization of Half-Life 2 third party mods. <br>.</div> | The objective of this page is to provide step-by-step instructions for the localization of Half-Life 2 third party mods. <br>.</div> | ||
==Do not edit while this article is in the sandbox== | |||
==Introduction== | ==Introduction== | ||
Most, if not all resources, of 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 | Most, if not all resources, of 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. | ||
The translation or localization of games based on the Source engine | The translation or localization of games based on the Source engine | ||
Revision as of 03:38, 20 March 2006
French Localization Bugs
Moved to User Interface feedback/Bugs/Localization issues/French. 04:57, 9 Nov 2005 (PST)
Localization of HL2 Third Party Mods
This applies both to developers who wish to release a multilingual mod and to translators who begin working on a released mod.
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
.
Do not edit while this article is in the sandbox
Introduction
Most, if not all resources, of 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.
The translation or localization of games based on the Source engine
, 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.
Localizable resources
Preparation
Translation
Testing
Fixing bugs
See Also
Minerva:fr draft translation
Moved to Minerva:fr.