User:Pb75/sandbox: Difference between revisions

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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 another languages.  
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

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

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.