VoidExpanse/localization: Difference between revisions

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And you are done! Now you can just take all localization files that the program created (make sure to keep the correct paths) and put them into a new mod that you can then distribute. Then people will be able to use that mod in the game and a new language will be available for them to select in the options.
And you are done! Now you can just take all localization files that the program created (make sure to keep the correct paths) and put them into a new mod that you can then distribute. Then people will be able to use that mod in the game and a new language will be available for them to select in the options.
== List of language codes ==
The game can support any language, even the ones you came up yourself, but just to be consistent below are the list of correct language codes that the game natively recognizes.
<code>
af_za, ar_ae, eu_es, be_by, bg_bg, ca_es, zh_ch, zh_tw, cs_cz, da_dk, nl_be, en_us, et_ee, fo_fo, fi_fi, fr_fr, de_de, el_gr, he_il, hu_hu, is_is, id_id, it_it, jp_jp, ko_kr, lv_lv, lt_lt, nb_no, pl_pl, pt_pt, pt_br, ro_ro, ru_ru, sr_sp, sk_sk, sl_sl, es_es, sv_se, th_th, tr_tr, uk_ua, vi_vn, en_us
</code>


{{Modding}}
{{Modding}}

Revision as of 10:02, 23 March 2015


This article is a draft and may contain incomplete or even incorrect information. You can help by expanding it.

Localization

Adding a new languages to VoidExpanse, either to the core game or mods is really easy thanks to a special localization utility.

You can download the localization utility here.

Basically the process is as follows:

1. Unpacking the core game

First you will need to unpack the core file. Please read the relevant modding articles on how to do it.

After you have the unpacked core data simply run the localization utility and point to the location of the core files you have unpacked.

2. Adding new language

In the localization utility press "add new language". The program will tell you about adding a new language definitions first and offer to take you to the required folder. Press yes.

There you will see the default languages such as language.en_us.xml - that's what you need to create to add a new one.

You can simply take language.en_us.xml as a base and edit it to the language you need.

Let's say we want to add Italian support to the game. Here is what you will need to do:

Create a file named language.it_it.xml (according to international language codes).

And the file has to have the following contents:

<root>
	<header>
		<id>language.it_it</id>
		<title>Italiano (Italian)</title>
		<enabled>1</enabled>
	</header>

	<data>
		<!-- This is a fallback language in case some translation elements are missing -->
		<base_language>en_us</base_language>
	</data>
</root>

3. Editing the language

Now, after the new language has been added restart the localization utility and it will now recognize that there is a new language present in the game.

You will see a new column for that language. In case of our example it will be it_it.

Now simply enter your localization strings in that column and that will be it!

Finally save your work. Actually, save often, after editing every 20-30 lines. Just in case :)

4. Creating a localization mod

And you are done! Now you can just take all localization files that the program created (make sure to keep the correct paths) and put them into a new mod that you can then distribute. Then people will be able to use that mod in the game and a new language will be available for them to select in the options.

List of language codes

The game can support any language, even the ones you came up yourself, but just to be consistent below are the list of correct language codes that the game natively recognizes.

af_za, ar_ae, eu_es, be_by, bg_bg, ca_es, zh_ch, zh_tw, cs_cz, da_dk, nl_be, en_us, et_ee, fo_fo, fi_fi, fr_fr, de_de, el_gr, he_il, hu_hu, is_is, id_id, it_it, jp_jp, ko_kr, lv_lv, lt_lt, nb_no, pl_pl, pt_pt, pt_br, ro_ro, ru_ru, sr_sp, sk_sk, sl_sl, es_es, sv_se, th_th, tr_tr, uk_ua, vi_vn, en_us


VoidExpanse Modding (Edit template)

Using mods: Installing and using mods

Overview articles: Modding (main article), Package files structure

Topic specific articles: Assets modding, Content Modding, Scripting overview, Scripting API, Scripting Events system, Localization

Detailed scripting articles: Internal scripts, Global scripts, object scripts, Device scripts, Consumable scripting

Tools: VE Physics Adjuster, VE Mod Uploader (Steam), AT Localization Utility