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Forum: All Forums : Call of Duty: World at War
Category: CoDWW General
General game questions, comments, and chat.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: Translation Game
delutto
General Member
Since: May 31, 2011
Posts: 3
Last: Jul 21, 2011
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Level 0
Category: CoDWW General
Posted: Tuesday, May. 31, 2011 06:33 am
Hello everyone.

I am Brazilian and I wanted to create a mod that would translate all texts of the game to portuguese. I never worked with a MOD Tool before, already translated texts, then I would ask the aid of someone to tell me how do I create the MOD using these translated texts.

Sorry for my poor English, as I said, I'm Brazilian.

Tanks.
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delutto
General Member
Since: May 31, 2011
Posts: 3
Last: Jul 21, 2011
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Level 0
Category: CoDWW General
Posted: Wednesday, Jun. 8, 2011 05:05 pm
Anyone?[cry]
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Sevenz
General Member
Since: Apr 24, 2006
Posts: 2390
Last: May 10, 2013
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Level 8
Category: CoDWW General
Posted: Monday, Jul. 18, 2011 12:30 am
well, i once tried to mass-replace translations (strings) and i ended up with an error message, that i reached the limit of localized strings. Maybe i did it wrong or there might be other ways to change, but i believe you will exceed a limit earlier or later :/
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delutto
General Member
Since: May 31, 2011
Posts: 3
Last: Jul 21, 2011
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Level 0
Category: CoDWW General
Posted: Thursday, Jul. 21, 2011 05:49 am
Sevenz.
This is not a problem, I'm willing to try.
But as you did to translate the texts?
Awaiting your reply eagerly.[thumbs_up]
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Sevenz
General Member
Since: Apr 24, 2006
Posts: 2390
Last: May 10, 2013
[view latest posts]
Level 8
Category: CoDWW General
Posted: Thursday, Jul. 21, 2011 06:59 am
attachment: image(174.5Kb)
I'll explain using the CoD4 mod tools, as I don't have WaW for testing. but CoD4 is very similar.

  • almost all texts are in raw\english\localizedstrings\

  • Example: ac130.str

    Code:
    REFERENCE           HINT_CYCLE_WEAPONS
    LANG_ENGLISH        "Press ^3[{weapnext}]^7 to cycle through weapons."


    you can change the text in the quotes, like
    LANG_ENGLISH "Drücke ^3[{weapnext}]^7 um zwischen den Waffen zu wechseln."

  • After translation, you need to compile the localizations.

  • I created a new folder inside CoD4\mods\ and called it translation. In this folder i got a batch script to compile, a zone file to specify the files to get compiled and another batch script to quickly run CoD with my mod.

  • Compile script: makeMod.bat
    Code:
    @echo off
    del mod.ff
    
    copy /Y mod.csv ..\..\zone_source
    cd ..\..\bin
    
    rem -compress 
    linker_pc.exe -language english -compress -cleanup mod
    
    cd ..\mods\translation\
    copy ..\..\zone\english\mod.ff
    
    pause


  • zone file: mod.csv
    Code:
    ignore,code_post_gfx
    ignore,common
    localize,killhouse
    localize,menu
    localize,messagebox
    localize,jeepride
    localize,introscreen
    localize,game
    localize,exe
    localize,embassy
    localize,marksman
    localize,launchfacility_a
    localize,launchfacility_b
    localize,icbm
    localize,hunted
    localize,rallypoint
    localize,rank
    localize,rivertown
    localize,sandstorm
    localize,school
    localize,scoutsniper
    localize,null
    localize,objectives
    localize,village_defend
    localize,village_assault
    localize,vidsubtitles
    localize,starts
    localize,armada

  • localize is the keyword to specify a *.str file, after a comma goes the str filename (as you see, without file extension and path). I added a bunch of the stock localizations above, 'cause i wanted to test how many assets are possible.

  • run script: runModSP.bat
    Code:
    @echo off
    
    cd ..\..\
    
    iw3sp.exe +set developer 1 +set fs_game mods/translation


  • Double-click the makeMod.bat and see the compiler working. When done, a file called mod.ff should be in your mod folder.

  • Double-click runModSP.bat to launch the game. With the above zone file, CoD crashes immediately (see attached picture), as there are too many localize-assets - max. is 6144. Note, that i did not add all SP *.str files yet but it's already not working.
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Sevenz
General Member
Since: Apr 24, 2006
Posts: 2390
Last: May 10, 2013
[view latest posts]
Level 8
Category: CoDWW General
Posted: Thursday, Jul. 21, 2011 07:45 am
attachment: application(38.2Kb)
attached my test files as mentioned in my above description.


i just tried something different: i decompressed the common.ff, which seems to contain a lot of localization assets

then i edited one asset using a hex editor. i used exactly the same number of letters; generally, it should be possible to change the size, as long as you keep the structure intact and change sizes only within localize asset blocks. So the overall size and the position of other asset types in fastfile need to stay.

i re-compressed the data using zlib, added the original 12 header bytes and replaced the stock common.ff with it.

game loads without problems and changed text shows up ingame!

downsides: you need to overwrite the stock fastfiles. for SP it's ok, for MP not.
SP: You would have to edit many fastfiles. If you're lucky, then the translations are spread over a few only, but there might be assets in each fastfile. In the worst case, you'd have to provide 1.55 GB changed fastfiles.

MP: MP should have way less localize assets, so it might be possible to use a mod.ff instead of hex-editing the existing files (depends on the number of assets, whether you hit the limit or not)
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