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Child of Light parsing templates for translating projects

Posted: Fri May 09, 2014 12:33 am
by tomsolo
Hy guys,
010 Editor is a powerfull, scriptable hexeditor and I made some binary templates for localization and font map files.

The pack included these files:
- ChoL-DLC2-localisation-common-template.bt
- ChoL-DLC2-localisation-language-template.bt
// Aurora Pack, sry I don't even bought Golem DLC

-ChoL-localisation-common-template.bt
-ChoL-localisation-language-template.bt
// Base localization files. ChoL-localisation-language-template.bt work any language.

-ChoL-tfn-files-template.bt
// Font texture's charachter map

-ChoL-tga.ckd.template.bt
// A simple parser for cutting header and save DDS, for .tga files

Some screens:

Image

Image

Image


I hope is will be usefull for your any translation project.


Some tipp:
Here is a pack for all game files what need for localization(.tga,.tfn,.isg).

Don't need extracting game, if you patch .ipk files with wrong pathnames***, the game use these files, just extract in your game root folder.

Don't forget read the comments in temaplate files! :)

***Like:

cache/itf_cooked/pc32/enginedata/misc/fonts/
to
cache/itf_cooked/pc32/enginedata/misc/font1/

cache/itf_cooked/pc32/enginedata/localization/
to
cache/itf_cooked/pc32/enginedata/localizatio1/

and

itf_cooked/pc32/dlc/*/localization/
to
itf_cooked/pc32/dlc/*/localizatio1/

Cheers! :]

Re: Child of Light parsing templates for translating project

Posted: Sun May 11, 2014 3:21 pm
by albert1905
tomsolo wrote:Hy guys,
010 Editor is a powerfull, scriptable hexeditor and I made some binary templates for localization and font map files.

The pack included these files:
- ChoL-DLC2-localisation-common-template.bt
- ChoL-DLC2-localisation-language-template.bt
// Aurora Pack, sry I don't even bought Golem DLC

-ChoL-localisation-common-template.bt
-ChoL-localisation-language-template.bt
// Base localization files. ChoL-localisation-language-template.bt work any language.

-ChoL-tfn-files-template.bt
// Font texture's charachter map

-ChoL-tga.ckd.template.bt
// A simple parser for cutting header and save DDS, for .tga files

Some screens:

Image

Image

Image


I hope is will be usefull for your any translation project.


Some tipp:
Here is a pack for all game files what need for localization(.tga,.tfn,.isg).

Don't need extracting game, if you patch .ipk files with wrong pathnames***, the game use these files, just extract in your game root folder.

Don't forget read the comments in temaplate files! :)

***Like:

cache/itf_cooked/pc32/enginedata/misc/fonts/
to
cache/itf_cooked/pc32/enginedata/misc/font1/

cache/itf_cooked/pc32/enginedata/localization/
to
cache/itf_cooked/pc32/enginedata/localizatio1/

and

itf_cooked/pc32/dlc/*/localization/
to
itf_cooked/pc32/dlc/*/localizatio1/

Cheers! :]
Great works!

Re: Child of Light parsing templates for translating project

Posted: Fri Aug 15, 2014 2:59 am
by MiRiKan
Amazing! Thanks!

Re: Child of Light parsing templates for translating project

Posted: Mon Sep 08, 2014 11:29 pm
by ZORROSYR
please renew the picture or add more explain

it is not easy for my , and thanks .

Re: Child of Light parsing templates for translating project

Posted: Wed Sep 10, 2014 4:29 am
by basil
Here you go ZORROSYR, these are the 3 cached screenshots from Google Image Search. Tiny and blurry, but better than nothing, I hope.

Image
Image
Image

Re: Child of Light parsing templates for translating project

Posted: Wed Sep 10, 2014 4:35 am
by MiRiKan
ukurereh wrote:Here you go ZORROSYR, these are the 3 cached screenshots from Google Image Search. Tiny and blurry, but better than nothing, I hope.

Image
Image
Image

thanks

Re: Child of Light parsing templates for translating project

Posted: Wed Sep 10, 2014 6:56 am
by basil
No problem. If you want, you can :dance: officially :dance: thank me by clicking the Image button at the bottom corner of that post. (Or anyone else's post, for that matter.)

edit: Whoops, I guess you already know, sorry about that.

Re: Child of Light parsing templates for translating project

Posted: Wed Sep 10, 2014 12:22 pm
by merlinsvk
Here are full-sized pictures ;)

Image
Image
Image

Re: Child of Light parsing templates for translating project

Posted: Wed Sep 10, 2014 2:05 pm
by ZORROSYR
Thank very much / ukurereh , merlinsvk / , i will try that .
:?: :?: :?: :?:

Re: Child of Light parsing templates for translating project

Posted: Wed Sep 10, 2014 3:14 pm
by ZORROSYR
I think that it work for rayman legends font

Any idea about how to edit the font to this game .

:| :| :|

Re: Child of Light parsing templates for translating project

Posted: Thu Sep 11, 2014 2:42 am
by basil
I don't have Child of Light, but I think I understand what tomsolo is saying, maybe. (I could be wrong, though.)

BYPASSING IPK FILES: Maybe you know this first part already. Do you understand what tomsolo is saying about .ipk files, starting at "Here is a pack for..."? I think he's saying the font textures are usually packed inside .ipk archives, but if you follow his instructions, the game will read the unpacked font texture files instead. (If you want I can try to explain this part more, otherwise okay.)

EDITING UNPACKED TEXTURES: Check out this thread, especially tomsolo's post. He mentions photoshop:
tomsolo wrote:The fonts it's a simple mapped DXT3 textures - see *tga* tag in filenames, just replace with photoshop to a non used char with your language specific character.
I hope my information is correct, because I can't try it for myself...