Language Problems with text and other staff (Russian localization)
Somulo_
Member Posts: 270
sorry for this interruption, but we really tired to wait the official localization, 4 months (facepalm)))) we have a 4 variants localization dialog.tlk files (ready to work - really)), but problem is..the game not see our symbols, may somebody give a advise about how we make that thing work with a our dialog.tlk and our font (Slavic) or something, i know it's not actually mod thing, but help please *_*.
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!!!: - i'm use notepad, and open like text file, it's told me what the file in the list of encoding - "ANSI",
Based on the russian translation of a mod, BP-Series, I tried to convert the original russian file (encoded with the Windows-1250 encoding, it seems, as suitable for BG II) to UTF-8, which seems to be the new norm for BGEE. Unfortunately, it didn't work at all : all the special cyrillic characters are not present, it seems.
My hypothesis is that the game doesn't (didn't? version was 1.0.2010 back then, I think) include the cyrillic characters. I have no clue which file is now the reference for the font in the game. With BG II and other older games, it was a matter of replacing a few BAM files.
Maybe someone like @Archaic, who did a font mod for BGEE, would know which files are involved when you want to replace the game font. With that knowledge, it would be possible to check which kind of special characters are included in the game to ensure why it doesn't work with cyrillic, and possibly add the missing characters.
Regarding the tlk file, it is best to decode it to text format using WeiDU, for instance. You can do easily with a script file containing the command:
weidu --tlkin dialog.tlk --traify-tlk --out dialog.tra
How to use it:
Create a new text file in your lang\ru_RU (or whatever language name you use for russian). Call it tlk2tra.bat. Copy the line above in it. Then double-click on the file and you should obtain a new file called dialog.tra (a text file).
Then you can open the dialog.tra in an editor like notepad++. Typically, with French language, it tells me that the encoding is "ANSI as UTF-8" while for a BG II file, it would simply say "ANSI".
the most Great Riddle for me it is how game see Turkish Czech fonts without override files, i'm not see they font in data, lang, or other folders.
cool! many thanks! so many work for one person...))) but "no pain, no game" *_*
The content of several BAM files (NORMAL, STONEBIG, TOOLFONT) are as they were in BG II and contain the charset for CP 1252 (Western Europe). The NORMAL.BMP looks like a display of the font, a bit like in Windows 7, with varying size according to an unkown rule, and somehow flipped vertically. This file contains extra characters that look a lot like the special characters found in the dialog.tlk for the Polish language, after extraction with WeiDU and display in Notepad++ (UTF-8). That may explain why the Polish language works in the game. Maybe the BMP file acts as an extension to the seemingly unchanged BAM file compared to BG II.
I didn't see the cyrillic characters though.
I tried to view the FNT file but failed to find how to proceed. I tried as a FON file to display in Windows or with two free font tool found on the Internet, to no avail. The format does not match.
Archaic, do you have any clue how these files are used? Which files did you modify for your font mod?