Hi mod community:
I have a simple question:
"How I can translate my mod to another language", like Russian, spanish, etc. I dont know how the translation works and which file or files needs to modify.
Could anyone point me in the right direction ?
Thanks a lot in advance
Olhausen
Mod Translation
28 Feb 2017, 11:01 AM
#1
Posts: 245
28 Feb 2017, 11:50 AM
#2
14
Posts: 10665 | Subs: 9
This gentleman might be able to help.
http://steamcommunity.com/sharedfiles/filedetails/?id=492709499
Siu King posts here from time to time. You could try leaving him a pm
http://steamcommunity.com/sharedfiles/filedetails/?id=492709499
Siu King posts here from time to time. You could try leaving him a pm
FAQ: German for Deutsche and Russian for Soviets?
Unfortunately, there is no easy way to do it.
That does NOT mean it is not possible. (well, everything is possible)
Here is how it works. You will find all voice files under:
Company of Heroes 2\CoH2\Archives
Sound files are for everything like guns, blast etc.
Sound-Speech files are for dialogues, for Ardennes, Campaign, Theater of War, WFA & Vanilla Armies
if you use this guide, you can see English and German at the same time.
Problem: The voice pack of Vanilla/WFA armiesis merged into a single one, which means, Soviet+Ostheer is one file, OKW+USA is another.
You can have one speech for each package, ie: OKW and USA speaks English/Russian/whatever you want while Vanilla speaks German.
But not Soviet speaks Russian while Ostheer speaks German.
And of course, that also applies for campaign and stuff mentioned above. You can change the Soviet campaign voices into Russian & Ardennes in English (satisfy half your wish I guess), while leaving Multiplayer in German. But that's the limitation of the easy way.
Possibility:
Unless you can unpack it yourself and repack everything you want, the editor should be available with the modding tool, but it will be incredibly complicated and time-consuming for everyone.
And No. I can't do that for you because I'm not a programmer and I'm satisfied with funny Russians speaking German XD
28 Feb 2017, 12:19 PM
#3
Posts: 632 | Subs: 1
I'm not at my PC right now, so I can't check, but I think there should be a .ucs file with the locstrings added by your mod somewhere. You would need to make a copy of that and translate every locstring. In the Mod Builder, there should then be some kind of option to add it to your mod.
I'll have a look this evening, then I can tell you more!
I'll have a look this evening, then I can tell you more!
28 Feb 2017, 12:26 PM
#4
Posts: 245
@ MajorBloodnok: Thanks for the tip
@ Planet Smasher: Thank you very much for your words, I will wait for any help you can give me.
EDITED OLHAUSEN:
@ Planet Smasher: I locate my "english.ucs" in the follow location:
"C:\WIKINGER Mod\locale\english"
As you said I need to translate manually all the entrances in this file. My questions are:
a. How to proceed
b. I must create another .ucs file with for example other name "spanish.ucs" ?
c. How I can add this to my mod and the others pick different lenguages ?
Thanks again and any help is welcome
Regards
@ Planet Smasher: Thank you very much for your words, I will wait for any help you can give me.
EDITED OLHAUSEN:
@ Planet Smasher: I locate my "english.ucs" in the follow location:
"C:\WIKINGER Mod\locale\english"
As you said I need to translate manually all the entrances in this file. My questions are:
a. How to proceed
b. I must create another .ucs file with for example other name "spanish.ucs" ?
c. How I can add this to my mod and the others pick different lenguages ?
Thanks again and any help is welcome
Regards
28 Feb 2017, 15:18 PM
#5
Posts: 756 | Subs: 8
Just create a new folder in the mod builder under locale that is named after the language and add a burn file that is a .UCS file also named after the language. Basically, same setup as English.
The IDs must match the main file you have been using, so it is usually a good idea to wait until the mod is done and then copy the original .UCS file and start replacing the original language entries with the new language entries.
The IDs must match the main file you have been using, so it is usually a good idea to wait until the mod is done and then copy the original .UCS file and start replacing the original language entries with the new language entries.
28 Feb 2017, 15:20 PM
#6
Posts: 756 | Subs: 8
Also, nobody picks the language, it goes off what language their copy of the game is. So only languages that have been localized will be supported. I am not sure if there is a list somewhere.
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