broken. (means it is NOT working with this method since patch13)
explaination: opening your map after u've done this will end up with LocalizedData got removed from your map-mpq
so you cannot publish a map with "root\LocalizedData", haven't yet tried with old way - more complicated way (adding all the extra stuff to the map) might work ...; guessing all that has been done to prevent non-allowed data to be transported with maps (movies, other games (real games) etc. )
You all know the ways ppl currently localize their maps - creating enGB.SC2data and so on in your *.sc2map
Well this is the end of it. There's a quite easy way to do it.
Just follow these steps:
Then go in your SC2Map (note not have it opened in the editor)
you should see your locale (for me ie it is enUS.SC2Data)
go into your locale, go into LocalizedData and copy/extract all of them inside in a seperate directory ( on desktop or whereever )
go back to root of your mpq ( where are Base.SC2Data etc. )
create a new folder named "LocalizedData"
import/copy all extracted files into it
Note that you have to choose LocaleID: (0000) Neutral - or it might not work as wished
be happy
this will actually fix any(!) ingame localization bugs.
editor ones will still be buggy, but i see it positive in order to prevent harms for the author :)
Screenshot tutorial:(Note this is additional - and do not explain the full thing) Not localized Opening SC2Map root directory enGB.SC2Data locale exported files new folder importing screen (with note) imported files be happy - localized game
The game i used to test this is in general localized for all languages - i removed the old way of localization including the sc2component thing, and as you see works fine :)
Ok. i did it.
i few words: You need to extract all txt files and re-add it to a new folder with same name but in the root directory. You need to do this in each map you want to localize.
Basically you just do the following,
Moving LocalizedData from xxYY.SC2Data (your Locale) to the root directory
so let's say your SC2Map root looks like this:
root
Base.SC2Data
enUS.SC2Data
LocalizedData
GameStrings.txt
ObjectStrings.txt
TriggerStrings.txt
...restfiles...
so you are doing
root
Base.SC2Data
enUS.SC2Data
LocalizedData
GameStrings.txt
ObjectStrings.txt
TriggerStrings.txt
LocalizedData
GameStrings.txt
ObjectStrings.txt
TriggerStrings.txt
...restfiles...
but to actually achive this you have to extract the Data out of the SC2Map (you made)
and re-import them into the new directory, as there's no copy&paste in mpq editors (well there is none in mine )
@EDIT
yes you have to extract all data from LocalizedData in your xxYY.SC2Data, in order to have correct localizations
as said in the tutorial itself
i might also add a video later where showing the whole process
well i guess blizzard will add a automated process with next patch - generating this directory too for strings and stuff :)
as it is really easy to do and works like a default locale
i just registered to say that now that you know whats wrong and how to fix it, i will do that for you Automatically in my next ALLin1 version!
as long as a map will have enGB or enUS directories i will read those files and i will clone them to the right place jsut before launching the game from my launcher!
http://sc2.nibbits.com/assets/starcrack-allin1/
i think it will help you do less work and all your users (or your self) will enjoy your maps without annoying text errors!
opening your map after u've done this will end up with LocalizedData got removed from your map-mpq
so you cannot publish a map with "root\LocalizedData", haven't yet tried with old way - more complicated way (adding all the extra stuff to the map) might work ...; guessing all that has been done to prevent non-allowed data to be transported with maps (movies, other games (real games) etc. )
I opened the map with mpqedit and then i copied out all string files from the localization of the editor i am using, created a fodler for enGB and then it was working for enGB without localization errors, i didnt test it with Localization as a folder, so to be sure youz have to add all important languages there... cant test it with other localizations, i just have engb and enus on my pc, but i try it now with the other folder, sec
So if you want it to work at the moment, somehow you will have to copy the folders. just extract whatever localization you are using like enUS.SC2Data
and you will have to create a folder with the same content in the same directoy, but with the names of the other languages, i guess its enGB,itIT,deDE,frFR,esES,czCZ whatever... dont know all of them
so it ha sto look like:
mapname
Base.SC2Data
....
enUS.SC2Data
LocalizedData
your 4 string files
enGB.SC2Data
LocalizedData
your 4 string files
whatever language
LocalizedData
your 4 string files
...
You will always have to do this when you change or add a text (or mayb ealso string) either in data or trigger editor
like Text Message Show "hello" then you would have to copy this stuff all again or add it manually to the files existing by copying the single line from your localization
i got a huge problem...
well, i started an RPG project with the US editor to get the GE 30 hours earlier. xD
as i got an own beta key i moved to gb version (im german).
now i have got the problems as all people moving from US to GB (or anything else) have.
i tried to relocalized my map many times and it works until i save the map again - i even don't need to change something and everything won't work again.
the editor then just removes the whole other data in the .mpq archive but the US files which the game can't read. 0.o
are there any possibilities for me to fix this so that i don't need to chance it everytime i save my map? T.t
my friend had the same problem and solved it - but he does not know how he exaclty did it.
he also fails with my map. :-(
opening your map after u've done this will end up with LocalizedData got removed from your map-mpq
so you cannot publish a map with "root\LocalizedData", haven't yet tried with old way - more complicated way (adding all the extra stuff to the map) might work ...; guessing all that has been done to prevent non-allowed data to be transported with maps (movies, other games (real games) etc. )
...
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Update: since Patch13
Use SC2 Localizer instead.
Pre-Patch13 easy way.
You all know the ways ppl currently localize their maps - creating enGB.SC2data and so on in your *.sc2map
Well this is the end of it. There's a quite easy way to do it.
Just follow these steps:
this will actually fix any(!) ingame localization bugs.
editor ones will still be buggy, but i see it positive in order to prevent harms for the author :)
Screenshot tutorial:(Note this is additional - and do not explain the full thing)
Not localized
Opening SC2Map
root directory
enGB.SC2Data locale
exported files
new folder
importing screen (with note)
imported files
be happy - localized game
The game i used to test this is in general localized for all languages - i removed the old way of localization including the sc2component thing, and as you see works fine :)
@xhatix: Go
Ok. i did it.
i few words: You need to extract all txt files and re-add it to a new folder with same name but in the root directory. You need to do this in each map you want to localize.
Thanks a lot! ^.^.
- - Matchet
@matchet23: Go
Basically you just do the following,
Moving LocalizedData from xxYY.SC2Data (your Locale) to the root directory
so let's say your SC2Map root looks like this:
root
...restfiles...
so you are doing
root
...restfiles...
but to actually achive this you have to extract the Data out of the SC2Map (you made) and re-import them into the new directory, as there's no copy&paste in mpq editors (well there is none in mine )
@EDIT yes you have to extract all data from LocalizedData in your xxYY.SC2Data, in order to have correct localizations as said in the tutorial itself
i might also add a video later where showing the whole process
I think we shouldnt have to do this to fix a map.. >_> soo annoying..
@ghsi123: Go
well i guess blizzard will add a automated process with next patch - generating this directory too for strings and stuff :) as it is really easy to do and works like a default locale
@xhatix: Go
YES, its true. Its not a copy&paste. its like a copy&paste. Thanks for all
- - Matchet
added a note for importing the files
@xhatix: Go
i just registered to say that now that you know whats wrong and how to fix it, i will do that for you Automatically in my next ALLin1 version! as long as a map will have enGB or enUS directories i will read those files and i will clone them to the right place jsut before launching the game from my launcher! http://sc2.nibbits.com/assets/starcrack-allin1/
i think it will help you do less work and all your users (or your self) will enjoy your maps without annoying text errors!
tnx
Good post, Hopefully Blizzard will fix this soon but in the meantime very useful
broken.
opening your map after u've done this will end up with LocalizedData got removed from your map-mpq
so you cannot publish a map with "root\LocalizedData", haven't yet tried with old way - more complicated way (adding all the extra stuff to the map) might work ...; guessing all that has been done to prevent non-allowed data to be transported with maps (movies, other games (real games) etc. )
With patch 13
You have to open the map to publish and just like 10% of the texts are copied rest goes to paramvalue, so how to do this?
Had to exchange files in the other localization folder, it works now!
@BeLugh: Go
can you describe what you did ? or you just used the " creating enGB, deDE, frFR, etc. way" ?
bump for an answer from BeLugh
need to know this too please!
I opened the map with mpqedit and then i copied out all string files from the localization of the editor i am using, created a fodler for enGB and then it was working for enGB without localization errors, i didnt test it with Localization as a folder, so to be sure youz have to add all important languages there... cant test it with other localizations, i just have engb and enus on my pc, but i try it now with the other folder, sec
So if you want it to work at the moment, somehow you will have to copy the folders. just extract whatever localization you are using like enUS.SC2Data
and you will have to create a folder with the same content in the same directoy, but with the names of the other languages, i guess its enGB,itIT,deDE,frFR,esES,czCZ whatever... dont know all of them
so it ha sto look like:
mapname
Base.SC2Data
....
enUS.SC2Data
LocalizedData
your 4 string files
enGB.SC2Data
LocalizedData
your 4 string files
whatever language
LocalizedData
your 4 string files
...
You will always have to do this when you change or add a text (or mayb ealso string) either in data or trigger editor
like Text Message Show "hello" then you would have to copy this stuff all again or add it manually to the files existing by copying the single line from your localization
so the old complicated way ... which also causes errors as "error 9 - which prevents further locales"
hiho,
i got a huge problem... well, i started an RPG project with the US editor to get the GE 30 hours earlier. xD as i got an own beta key i moved to gb version (im german). now i have got the problems as all people moving from US to GB (or anything else) have. i tried to relocalized my map many times and it works until i save the map again - i even don't need to change something and everything won't work again.
the editor then just removes the whole other data in the .mpq archive but the US files which the game can't read. 0.o are there any possibilities for me to fix this so that i don't need to chance it everytime i save my map? T.t
my friend had the same problem and solved it - but he does not know how he exaclty did it. he also fails with my map. :-(
Robbepop
@Robbepop: Go
...