Aller au contenu

Photo

(Foreign) talk tables


  • Veuillez vous connecter pour répondre
9 réponses à ce sujet

#1
n0name

n0name
  • Members
  • 5 messages
Hi,

is there any documentation on the use of talk tables?

Theoretically I would enter all texts into the standard talk table and assign them to the module/content via string IDs.
I've done that for my module name and description.

What I don't get is
a) how to assign strings to placeables/items/... (covered in another thread) and
B) how to use talk tables for other languages.

I figured out how to generate a foreign talk table, but that just gives me an xy-xy.tlk containing all the english (!?) strings found in the en-us table.
Where am I supposed to edit those string values? Can the toolset only show the english table?
Do I have to translate the strings outside of the toolset?

And one major point, if I update the english table and generate a new foreign table, does that override my old foreign table with the english values again?

You see a lot of confusion, hope anyone can make this clear. :(

#2
Herw81

Herw81
  • Members
  • 20 messages
a) When you open an item you can edit the Description and the Name
(which will be exported in the english talktable) but you don't know
their StringID. To know your StringIDs and manage all your strings (for
english talktable) you have to use the String Editor available in Tools
menu (be careful with the filter parameters if you want to display your
strings).
http://social.biowar...p/String_editor

B) In the toolset there is no tool to manage foreign languages (I read an answer from a Bioware guy explaining that the language tool they use was not implemented in the toolset for players). If you want to manage foreign languages, you have to create your own talktables.
Here is a nice tool :) done by anakin5 for that http://social.biowar...t/1586/#details

BUT, there is a bug with items you create (or modify I suppose). When you export them, the files generated contain an information saying to the game to not use foreign talktables ... so in game you will have the names and descriptions fulfilled in the toolset.
Here is a post (in french) about this problem and how to solve it (you have to handle files with an hexadecimal editor) http://social.biowar...0/index/1247210.
Anakin5 (still the same ! :P) proposes an .exe to correct files quickly. I tested it rapidly but it seems that does not work for descriptions, by using a hexadecimal editor I noticed that it's tool does not modify the right hexabit in files to unlock foreign talktables use for descriptions. Maybe it's due to new game version, or maybe its tool does not work for all item types ...

#3
n0name

n0name
  • Members
  • 5 messages
Thank you, that should help me!



There seems to be a bug though.

My existing placable isn't listed in the string editor, but I created another one for testing purposes and that one's strings now show up in the string editor.

Anyway thanks.

#4
Herw81

Herw81
  • Members
  • 20 messages
I did a test with a placeable I created. The stringIDs for Name and PopupText appear in the StringEditor. But to be viewable you should do a checkin of your ressource before to use the StringEditor (and choose the right filter parameters, it's not obvious the first time).

#5
-Semper-

-Semper-
  • Members
  • 2 256 messages

Herw81 wrote...

a) When you open an item you can edit the Description and the Name
(which will be exported in the english talktable) but you don't know
their StringID. To know your StringIDs and manage all your strings (for
english talktable) you have to use the String Editor available in Tools
menu (be careful with the filter parameters if you want to display your
strings).
http://social.biowar...p/String_editor


after creating my own custom items or characters there won't be entries inside the string editor. the drop dpwn menu "needs translation" of the item will do nothing if changed to yes. how do you get the appropriate id of the name and description of your item to translate them correctly into other languages?

#6
n0name

n0name
  • Members
  • 5 messages
I had problems with that too, but think I found a solution:

1.) You have to set at least one of the two RequiresReTranslation fields of your item to true.

2.) Then you have to do a check in.

3.) Strings show up in the string editor as "Exported Item Text" entries.



Overall, the whole string handling part of the toolset is far from intuitive.

#7
-Semper-

-Semper-
  • Members
  • 2 256 messages
items are checked in by default, right? to clarify this: checked items got a green marker at them. is this correct? i could check them out and then in again. maybe that helps. i always use the string editor to operate without filters so all strings should be displayed. right now i got no toolset around^^

#8
Herw81

Herw81
  • Members
  • 20 messages
Create or checkout an item, type something in the name and description fields (if not in the String Editor you will do not distinguish your strings because they all have the same empty value =p). Then do a CHECKIN (very important) and go into the StringEditor. In the StringEditor select the right string table : if you attached your resource to the Core Game Ressources, select the Core Game Resources Talk Table !!! not your module talk table. Then use the filters and select the OwnerModuleID filter and set it with the module wich is the owner of your resources (generally your current module).

When you create a new resource, by default it is checkout (except if you remove the tick in the first creation screen). A checked out resource has a tab with a green background and has a green tick in the palette.
A checked in resource has a tab with a red background and has no tick in the palette.

The translation options (RequiresTranslation or something like that) don't work.

Modifié par Herw81, 04 avril 2010 - 05:41 .


#9
-Semper-

-Semper-
  • Members
  • 2 256 messages
thx, now i think i know what i did wrong ;)

#10
Dutch Master

Dutch Master
  • Members
  • 9 messages
For another project, the BG2 remake, I have created a bunch of Java class files which read and write DA tlk files. Would this be of use, what kind of things do people want to do with the talktables?

I am looking for things to do with the code I've written (although im not done yet with what i currently want with it), and might set up a project for more DA file formats.