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Pokémon3D translation project

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blameless75

Starting Trainer
Hi all,

A translation repository for Pokémon3D has been set up at Github.
https://github.com/P3D-translation-project/

In order to contribute you will have to use git and follow instructions written here, or alternatively if you don't have git you can just send me the modified files as contribs and I'll commit them.
If you would like to you can join the project and be a maintainer for your language.

Current status (0.16)
-

Current status (0.15.1)
French: #1 - P3D-0.15.1-20121207-632b3b.zip

/!\ Please only post in this thread what belongs to translation dev. /!\
 

Arkeyno

Bug Catcher
Hey blameless75,
I'd like to support your translating project, but unfortunately I don't know anything about git... Maybe you could explain git a bit more detailled. Or you tell me where I can find the English text files of the game, so I can translate them. Btw, I'm German!
Regards, Arkeyno
 

Thunderhoof

Trainer
Yeah it would be cool if you can explain it any further. I would also love too help translating the Game.
I´m also German. ;)
 

DracoHouston

Kolben Developer
Contributor
Hey blameless75,
I'd like to support your translating project, but unfortunately I don't know anything about git... Maybe you could explain git a bit more detailled. Or you tell me where I can find the English text files of the game, so I can translate them. Btw, I'm German!
Regards, Arkeyno
the NPC text is located in 2 places, the map for that area, and the scripts folder. an NPC with an actionid of 0 will just say something when talked to, so you edit the text there. some npcs have an actionid of 1 and those specify a script instead of what they say. you find the script with the name you can see in the map file and it'll contain what they say etc.

the game doesn't have a localization system yet, so atm languages will have to be done as patches that replace the map files
 

Arkeyno

Bug Catcher
Thanks, that helped a lot! It's a bit annoying that I can't write letters like ä, ö or ü, which are essential in the German language. But I think that'll be not too hard to fix. Nilllzz is German, too, isn't he?
 

DracoHouston

Kolben Developer
Contributor
Thanks, that helped a lot! It's a bit annoying that I can't write letters like ä, ö or ü, which are essential in the German language. But I think that'll be not too hard to fix. Nilllzz is German, too, isn't he?
yes he is, but the way the scripting is set up would be a bit hard to localize without some major changes, so I wouldn't expect any quick fixes for this. full localization would be a great idea to strive for in the long term. i'll ask him about it when i talk to him next if he doesn't reply in here before then.

usually games localize by giving the game tokens instead of the string itself, then the engine needs to look in the language file for the language the player set in options and look up the token and use the string associated with that token. that way translation work is all done by looking for missing/incorrect strings in your language and translating it from the english (or use nintendo's own translation if you have access to all the lines from the games in your language).

at least if such a system were to happen down the road any work you do translating/correcting now can be cannibalized for making a language file so its not wasted work.
 

DracoHouston

Kolben Developer
Contributor
I looked at the font the editor uses and it seems to be generated by xna when you compile your game, based on an xml file defining the font. for the editor its using arial but here is the character range part, which i suspect is where you'd find if your language's character set is supported. the good news is if nilllzz is willing the sprite fonts could be compiled with all the characters. proper localization support and support for using different fonts for different languages based on the player's choice in the options menu would be ideal.
Code:
    <CharacterRegions>
      <CharacterRegion>
        <Start>&#32;</Start>
        <End>&#126;</End>
      </CharacterRegion>
    </CharacterRegions>
  </Asset>
its also something you could do yourself in xna game studio, for a language patch style implementation, just overwrite the english font with one with the characters you need :)
 

Loups_des_bois

Pokémon Ranger
This is a French translation for P3D
P3D 0.19.1 traduction FR par Loups_des_bois

i translate all trainer and NPC for main hystory but i don't find how translate the introduction
So, if you tell me how i will do that , i can do it as soon as possible

J'ai traduit tout les dresseurs et personnages principaux pour l'histoire du jeu, mais j'ai pas trouvé comment traduire l'intro.
Donc si on me dit comment le faire je pourrais la traduire au plus vite :)
 

DracoHouston

Kolben Developer
Contributor
intro is hard coded as far as i know

i'd like it moddable too really, but it isn't right now, sorry.

cheers for the translation, i won't be using it but i'm sure someone out there will love this
 

DracoHouston

Kolben Developer
Contributor
i just had an idea for localization, when an entity does its action the engine could look for the script using the additionalvalue, but first it could check what language the game is set to and if it isn't english it can look for that additionalvalue+ _fr _sp _chmandarin _de and so on. then people like loups_des_bois can provide the translated scripts over time.
i'd recommend changing NPC actionid 0 to instead take a localization token, which is then looked for in a NPC_Text_en.dat in scripts for english NPC_Text_de for german NPC_Text_fr for french and so on, with token/string pairs. would require some changes to the maps (to change the actionid0 text strings to tokens and moving the strings to that file) but once set up we could support just about any language, and translations could be maintained much easier without tampering with official files
 

DracoHouston

Kolben Developer
Contributor
script calls to @Text: could take tokens instead as well, which would mean you'd need 1 copy of the script, the lines would go in NPC_Text_en etc. if a token was missing in the target language's file then it could fall back to english
 
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