extract font.
decrypt 2048(0x800) bytes from start of dds.
redraw dds.
paste new dds in font.
encrypt 2048(0x800) bytes from start of dds
pack font.
delete header ((packed font)-(unpacked font)) bytes
Copy encrypted, packed and cut file in game. Enjoy!
Read post from aluigi for find some facts like start of dds and options for decrypt/encrypt start of dds.
And... good luck.
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Telltale and Gametap - extract to translate
Re: Telltale and Gametap - extract to translate
Two last steps weren't in my list. Why delete the header?
I noticed something. When I open the original font and my font in hex editor, they're completly different. Only header is the same.
Maybe I'll attach a file, and you'll do it? (Only if you have too much free time)
Here is how I want it to look like - http://img708.imageshack.us/img708/7010/beztytuuvte.jpg. In attachment there is this file from screen, I just want you to make correct .font from it. (Remember - you don't have to do it)
I noticed something. When I open the original font and my font in hex editor, they're completly different. Only header is the same.
Maybe I'll attach a file, and you'll do it? (Only if you have too much free time)
Here is how I want it to look like - http://img708.imageshack.us/img708/7010/beztytuuvte.jpg. In attachment there is this file from screen, I just want you to make correct .font from it. (Remember - you don't have to do it)
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Re: Telltale and Gametap - extract to translate
Don't know. It's worked, and I don't think about this.Why delete the header?
I wrote about this.Maybe I'll attach a file, and you'll do it?
Maybe attached file work.
But if you want use a transliteration... open file "dialog.lua" and delete function "ToUpper" (Save and put this file where you put font)
Becouse all dilaog-text game-engine convert from "Abc" in "ABC", and you don't see a changing in your redrawed font.
If you want make normal font, I can give you a one tool for changing a coordinat in font-file. (Universal Font Editor ) But it unfinished project and now I make this and write from non-my computer (I not can give it you.).
P.S. Sorry for my bad english.
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Re: Telltale and Gametap - extract to translate
It's ok ^^ Polish talking with Russian in English
Why is a bak file in step 6?
When I open my dialog.lua, I can't find function ToUpper in it.
Why is a bak file in step 6?
When I open my dialog.lua, I can't find function ToUpper in it.
Last edited by Okashu on Thu Jun 10, 2010 3:01 pm, edited 1 time in total.
Re: Telltale and Gametap - extract to translate
Oh, sorry. HxD automaticaly doing backup in bak.
Can you attach a dialog.lua?
Maybe I forget a name of function. =)
Can you attach a dialog.lua?
Maybe I forget a name of function. =)
Re: Telltale and Gametap - extract to translate
sure
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Re: Telltale and Gametap - extract to translate
Oh sh...
dialogbox.lua!
dialogbox.lua!
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Re: Telltale and Gametap - extract to translate
You mean the line " mText.mProps[kText] = string.upper( text );"?
Oh, I see. You sent me edited dialogbox
Oh, I see. You sent me edited dialogbox
Re: Telltale and Gametap - extract to translate
Yes. =)
dialogbox - not dialog
upper - not ToUpper
My memory is completely full of holes.
dialogbox - not dialog
upper - not ToUpper
My memory is completely full of holes.
Re: Telltale and Gametap - extract to translate
When I paste the font into "data" folder, it doesn't show in-game. Am I supposed to do "ttarchext -b -V 2 12 0.ttarch "output_folder""?
Re: Telltale and Gametap - extract to translate
I did it wrong.
Name of file is ccchatterbox_12.font, not - chatterbox_12.font. (Thanks for renamed file)
It's a first mistake.
Second... I don't know why you original font bigger then our font.
Test ccchatterbox_12.font & ccchatterbox_12_ver2.font(rename) and write about your bugs =)
You don't need pack all resource in 0.ttarch.
font - step 1-7
langdb - step 5-7
d3dtx - step 1-7
lua - don't need in packing
txt - don't need in packing
Name of file is ccchatterbox_12.font, not - chatterbox_12.font. (Thanks for renamed file)
It's a first mistake.
Second... I don't know why you original font bigger then our font.
Test ccchatterbox_12.font & ccchatterbox_12_ver2.font(rename) and write about your bugs =)
You don't need pack all resource in 0.ttarch.
font - step 1-7
langdb - step 5-7
d3dtx - step 1-7
lua - don't need in packing
txt - don't need in packing
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Re: Telltale and Gametap - extract to translate
Ok. I make(program) and test all himself later.
P.S. File what we used 0x1157F, you sent 0x1158C. What the episode and version you translate? From steam?
P.S. File what we used 0x1157F, you sent 0x1158C. What the episode and version you translate? From steam?
Re: Telltale and Gametap - extract to translate
It's demo version with crack. I know, weird. Episode 201. (When can I expect a program?)
Re: Telltale and Gametap - extract to translate
Test it.
Read "About" and think. In "Input" you can find yours unpacked decrypted font (with our old coordinates =) I'm lazy.).
Open AutoPacker, select "S&M 201" and press "Go!". Wait. Yours new font you find in "Output".
Now you can start translating all 5 episodes, draw normal fonts like that (you can resize a dds of font):
And wait, I add all of my tools later.
P.S. When I write something — read it please.
P.P.S. Copy ttarchext.exe in directory of this tool!
Read "About" and think. In "Input" you can find yours unpacked decrypted font (with our old coordinates =) I'm lazy.).
Open AutoPacker, select "S&M 201" and press "Go!". Wait. Yours new font you find in "Output".
Now you can start translating all 5 episodes, draw normal fonts like that (you can resize a dds of font):
And wait, I add all of my tools later.
P.S. When I write something — read it please.
P.P.S. Copy ttarchext.exe in directory of this tool!
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