User:Pb75/sandbox
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
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Introduction
This article describes the various processes involved in the translation or localization of games based on the Source engine. The examples are taken from the following published single-player mods:
- MINERVA: localized into
- Ravenholm single-player mod
- Wivenhoe
- Combine Destiny
- Day Hard
Localizable content
The first stage of the localization process is the identification of the scope of the project, i.e. localizable content. For an effective localization of the game, it is essential to distinguish localizable content in the high number of files which make up a game. It is also important to determine which elements of localizable content should be localized and which methods should be used.
Localizable content in functional game elements
Standard localizable content can be found in the following elements of Source-based games:
- Game menus
- Chapter titles find
- Heads-up display (HUD)
- Standard elements (suit and ammo info)
- Custom elements (HEV communications, notes)
- Closecaptions
- Standard
- Custom Subtitles (Ravenholm.jpg)
- Sounds
- Standard sounds (suit, NPCs)
- Custom sounds (radio ravenholm)
- Entities
- Models e.g. text on health kits (eg HL2 PL)
- Textures e.g. UCU on walls, posters (e.g Minerva PL)
- Readmes and manuals
Localizable content in game resources
Text content or strings
Strings are all types of textual content that is used to convey information to the player.
Note 1: Some file types are better suited to host localizable content than others. From the point of view of localization, any resource that requires compiling, decompiling, (un)packing, converting, importing/exporting etc should not contain localizable content. The reason is that reengineering these resources during localization would require the same or nearly the same amount of work and the same level of tools' knowledge as was required during the engineering of the original version of the game. This investement of resources can be easily avoided if all localizable strings of text are contained in self-standing text files.
Files
- binary or packed files
- text files
- Standard files
- The files below contain localizable strings.
- Non standard files (not recommended)
- *.res files
- models
- Example: Combine Destiny text in weapon name
- panel .res files
- Example: Combine Destiny text in main panel name
- media files
- *.wav
- Example: Ravenholm: Michael's sounds
===Defining
Sound resources such as intelligible speech (Breencast, wivenhoe) present a different challenge. With an unlimited budget, the modding and localization team would be able to commission native speakers Perfect localization requires a re-recording of the sounds
The text of all custom dialogues, monologues, radio
comms, recordings should be reflected in
closecaptions_english.txt or in a custom closecaption
text file. Recording the localized versions is
possible, but extremely expensive. Closecaptions
provide a convenient workaround and are also
user-friendly for the people who don't hear too well
or at all.
The exception would be text content textures and models, such as the names of various Black Mesa labs or the health kit models. It would be quite weird to have German or French "Emergency Exit" signs in an American Black Mesa, although a text commentary (à la Lost Coast) would be useful
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.
Notes
The usual practice is to set up a string ID in the bsp or vmt, reproduce the string ID in a text file (usually in the \scripts folder) and insert the actual English string in this text file:
Example titles.txt string_ID001 { This is a screen message! }
or, using tokenization, place it in a different file
resource\blackmesa_english.txt
See http://developer.valvesoftware.com/wiki/VGUI_Documentation#Localization
Tokenization is used extensively for weapon names. See weapon_crossbow.txt
// Crossbow
WeaponData { // Weapon data is loaded by both the Game and Client DLLs. "printname" "#HL2_Crossbow"
The screen name of the crossbow appears in resource\hl2_english.txt
If the localizable content
French Localization Bugs
Moved to French_Localization_Bugs. 04:57, 9 Nov 2005 (PST)