Tutorial: Localize Tool
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Tutorial: Localize Tool
It seems that some guys have problems using the localize Tool correctly.
You can find the localize tool in:
DataMod1\edit_pc_addon_localize.bat (if using the SWBF1 tools)
or
data_ABC\editlocalize.bat (if using the SWBF2 tools)
Your project name may vary from the examples above.
So here is a short tutorial about how to use it.
As example i will use the localization from the Bounty Hunters Team. So you need to know how to add a new Side to your map!
First have a look at the localize screenshot:
In the left window you see a data tree with 3 root level scopes called "level", "weapons" and "entity".
If you run your localize tool you will see the 2 entries "level" and "weapons". We will add "entity" later.
Now let's localize!
First we want to name Command Posts.
Under level you find a scope named after your mapID in this case "Bounty1". If you run localize the first time you will notice that you already have 2 keys called "CP1Label" and "CP2Label". Make sure that the keys match the same name you typed for your CPs in the label box in ZeroEditor (You can also rename CP1label and CP2Label if needed).
Select "CP1Label" and give your command post a proper name. To do this write the name of the command post in the middle window below "Level.Bounty1.CP1Label". By default it is called "Barracks". Rename it.
Do it again with the second "CP2Label". If you need more command posts just right click on your modID "Bounty1" in the left window and choose "add key".
Now we want to add and name weapons.
In this example we will add the "imp_weap_inf_grapplinghook" as a new weapon.
Select root level scope "weapons" you find in the left window and add a new scope called "imp". To do this right click on "weapons" and choose "add scope" from the context menu. Add another scope called "weap" under "imp". Now add a key under "weap" called " inf_grapplinghook". Name it in the middle window the same way you did with the Command posts.
at last we will name a new unit from our new side.
In this example we will name the IG-88 Droid which is called "cis_Inf_ig88" (the ODF name) in the class *.req file.
First right click in an empty place in the left window and choose "Add Root Level Scope".
Name it "entity".
Next add a scope called "cis". At last add a key called "inf_ig88". Now give the unit a proper name in the middle window below entity.cis.inf_ig88 (See screenshot)
Now you know how to add and name CPs, weapons and new units.
Hope this helps.
For more information have a look at Psych0fred's board at http://www.secretsociety.com/forum/disp ... .asp?fid=4
You can find the localize tool in:
DataMod1\edit_pc_addon_localize.bat (if using the SWBF1 tools)
or
data_ABC\editlocalize.bat (if using the SWBF2 tools)
Your project name may vary from the examples above.
So here is a short tutorial about how to use it.
As example i will use the localization from the Bounty Hunters Team. So you need to know how to add a new Side to your map!
First have a look at the localize screenshot:
In the left window you see a data tree with 3 root level scopes called "level", "weapons" and "entity".
If you run your localize tool you will see the 2 entries "level" and "weapons". We will add "entity" later.
Now let's localize!
First we want to name Command Posts.
Under level you find a scope named after your mapID in this case "Bounty1". If you run localize the first time you will notice that you already have 2 keys called "CP1Label" and "CP2Label". Make sure that the keys match the same name you typed for your CPs in the label box in ZeroEditor (You can also rename CP1label and CP2Label if needed).
Select "CP1Label" and give your command post a proper name. To do this write the name of the command post in the middle window below "Level.Bounty1.CP1Label". By default it is called "Barracks". Rename it.
Do it again with the second "CP2Label". If you need more command posts just right click on your modID "Bounty1" in the left window and choose "add key".
Now we want to add and name weapons.
In this example we will add the "imp_weap_inf_grapplinghook" as a new weapon.
Select root level scope "weapons" you find in the left window and add a new scope called "imp". To do this right click on "weapons" and choose "add scope" from the context menu. Add another scope called "weap" under "imp". Now add a key under "weap" called " inf_grapplinghook". Name it in the middle window the same way you did with the Command posts.
at last we will name a new unit from our new side.
In this example we will name the IG-88 Droid which is called "cis_Inf_ig88" (the ODF name) in the class *.req file.
First right click in an empty place in the left window and choose "Add Root Level Scope".
Name it "entity".
Next add a scope called "cis". At last add a key called "inf_ig88". Now give the unit a proper name in the middle window below entity.cis.inf_ig88 (See screenshot)
Now you know how to add and name CPs, weapons and new units.
Hope this helps.
For more information have a look at Psych0fred's board at http://www.secretsociety.com/forum/disp ... .asp?fid=4
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RE: Tutorial: Localize Tool
I think rends posted this before, but was lost in the pits of hell somewhere in the bottom of the forum. This is definately a sticky. thanks rends.
RE: Tutorial: Localize Tool
Actually I only have level and weaps, no entity.
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RE: Tutorial: Localize Tool
how do you localize vehicles?
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In that case, hex-editing is the only way to realize what you requested...Karnage wrote:Okay, say if i wanted to make a downloadable modded side, lets say a modded imp.lvl to replace the original imp.lvl. Could i somehow rename the units and weapons without the localization tool, and the new name of the units and weapons show up on every map, instead of just one modded map?
I'd like to use that tutorial but I have a problem. When I run the Localize tool, my map name dosn't show up under the list of "levels". (Note: in the game the map name shows up as ROK%s_%s) Any help?
Also, did anyone else notice the list of cheats up at the top? Now we just have to find out how to upen the cheat window...
Also, did anyone else notice the list of cheats up at the top? Now we just have to find out how to upen the cheat window...
- Teancum
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Nope, I'm from the US and I use English. The list of levels does show all the maps that are in the game (and a few that arn't, like Bespin). I don't know why.Teancum wrote:That's probably a regional issue. The localize tool was set up for the US version. Rends seems to know how to get it working for other languages.
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Tohron, might I know if you have attempted to Localize your custom Star Wars Battlefront level using an updated version of Star Wars Battlefront "World Builder", amongst all those available on the web-site administrated by the GameToast member named "psych0fred" ?
Furtermore, would you mind posting the whole content of the "addme.lua" file easily findable inside the "BFBuilder\Data[Mod_ID]\addme" directory ?
Thanks in advance !...
Furtermore, would you mind posting the whole content of the "addme.lua" file easily findable inside the "BFBuilder\Data[Mod_ID]\addme" directory ?
Thanks in advance !...
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Off-topic : Alright, the content of the "addme.lua" file you have provided to us above is much more complex than any other one shipping with Star Wars Battlefront level, which implies that you must have wished to make a level intended to this LucasArts video-game's sequel working properly, and that's why I guess you would obtain many more Support thanks to the "SWBF2 Modding" GameToast Section than inside the current one, Tohron...
On the other hand, would you mind submitting me all the *.CFG files contained inside both the "Data_[ModID]\Common\Localize" directory and the "Data_[ModID]\Common\Localize\PC" one, so that I could determine whether your current problem is caused by the Source Files associated to "core.lvl" ?
On the other hand, would you mind submitting me all the *.CFG files contained inside both the "Data_[ModID]\Common\Localize" directory and the "Data_[ModID]\Common\Localize\PC" one, so that I could determine whether your current problem is caused by the Source Files associated to "core.lvl" ?
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