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Dialog editing NOW possible for Mass Effect 2!


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#1
Gocek

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 Hello everyone,

I know there's a bunch of people interested in modifying the dialog lines in ME2. Especially those, who would like to translate Lair of the Shadow Broker into their language. We all know that a lot of countries were denied having a localized version of this DLC.

So, anyway, I'm now polishing a project I have started a few days ago. It's a simple tool to edit dialog and all lines that can be modified in-game.

I can't promise it will work 100%, but as my first test show: it seems to be working ok ;)

Here's the link: http://social.biowar...m/project/3492/ . Check back in a few days and you will see a finished version. 

Cheers!

UPDATE: The project is out of beta now! Seems to be stable and working as intended, enjoy!

Modifié par Gocek, 06 octobre 2010 - 07:11 .


#2
Wizard of thay

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sounds good...
I have questions.

is the programm only able to overwrite the.tlk files so that translations can be made.
or can
1) a new .tlk file be made and then refered to
or
2) new dialogue be injected into the original .ltk file a la "weidu".

http://weidu.org/

Modifié par Wizard of thay, 27 septembre 2010 - 08:52 .


#3
Gocek

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I have replied to "Whizard of thay" on project's discussion page.

Some news:
The project is now public - that's good news! :)
It's still in beta - that's bad news :/

I still have some issues that need to be resolved, before it's fully functional.
As for now: it's possible to extract text from TLK files, modify it and pack it back into TLK. The only issue is that some lines are missing in-game if you use such TLK file.

If you're a programmer and would like to help with TLK format: please visit the project page and check out the source code! You're free to edit it and experiment by yourself! It's well-commented so understanding how it works shouldn't be too difficult.

Project page: social.bioware.com/project/3492/ .

Modifié par Gocek, 02 octobre 2010 - 02:29 .


#4
Phaedon

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Which is the default ME2 directory for .tlk files ?

#5
Gocek

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Uh, right, should have mentioned that :)

For me it's "C:\\Program Files (x86)\\Mass Effect 2\\BioGame\\CookedPC" for the original game. So for example English file is located here: "C:\\Program Files (x86)\\Mass Effect 2\\BioGame\\CookedPC\\BIOGame_INT.tlk".

As for DLCs, they're in separate folders, for example English TLK for Lair of the Shadow Broker is here: "C:\\Program Files (x86)\\Mass Effect 2\\BioGame\\DLC\\DLC_EXP_Part01\\CookedPC\\DLC_24_INT.tlk"

Different language versions have different file endings, English has "..._INT.tlk" and for example Polish has "..._POL.tlk".

EDIT: I have added this info to the project page.

Modifié par Gocek, 02 octobre 2010 - 06:50 .


#6
jackkel dragon

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Yay! Turian councilor won't be an idiot in the subtites at least!

#7
Phaedon

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I confirm that the export feature works !

Gocek, do you happen to know if the game would recognize non-latin characters ? And if not, can I change that ?

#8
Gocek

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The format uses standard Unicode encoding. So I believe that as long as a character has utf-8 representation (pretty much all of them have, no? :P) it should be displayed just ok.

#9
Phaedon

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Nice, as soon as you fix the missing lines bug, I'll try to translate a part of it to Greek.

#10
Gocek

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I hope to find the solution in the near future, but who knows :) This project was created mainly for a group of people from Poland, translating Lair of the Shadow Broker to Polish. It's nearly finished now. So my intention is to make it fully operational as fast as possible.

Modifié par Gocek, 02 octobre 2010 - 06:52 .


#11
Phaedon

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Great, but how bad is the problem ?

#12
Gocek

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Well, the main problem is that this format - TLK - is totally custom. I mean literally, all you can see, is the binary representation of the file, which looks like that: 00011010010101001100... ;) And basing on that information, you have to guess how the hell someone packed in there all the text from the game :) And then pack it back in there in the same way.

So as for now, DerPlaya has come up with a TLK format pattern, which works for MOST of the text. This is what is already implemented. Decompression is made by him and compression by me.

But somewhere in the file, somewhere among all those "ones" and "zeros" - there's some additional info stored. That's the info we're missing at the moment - some of the strings are not taken into account.

The problem is to find how and where we're skipping some text while reading (and writing) the TLK file.

It's definitely not impossible to solve. Hell, DerPlaya managed to get all the other stuff worked out. But I haven't succeeded with this particular problem yet. That's why I hope that releasing the source code will speed up the process, as, hopefully, more people will try to solve this issue :)

#13
Phaedon

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So, if I am getting this right, Bioware has used multiple format patterns instead of one. You are going to solve it by checking the pattern in the specific lines that don't work ?

#14
Phaedon

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Oh, and I forgot, great job guys !!!

#15
Gocek

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Well, technically, we're not working together, just to clarify if DerPlaya will ever read this ;) He has created his code a few months ago (at least I think so) and I have his permission to use it in this project as well.

Hmm, about the pattern: it's not like that :) It's pretty difficult to explain in a non technical language :P It's more like: at the moment I understand what 95% of the "ones" and "zeros" mean and why they are where they are. And when creating the TLK file I use those 95%.
But there's 5% of "ones" and "zeros" which I have no idea, what they are for and they are skipped when reading and writing TLK. That's why some of the text is missing - the remaining 5% has to be interpreted so it can be written correctly.

At least, that's what I suspect. I just don't think that Bioware would place random data in a file, which they tried to make as small as possible (using compression etc.). This "data" has to have it's meaning, which needs to be figured out.

Modifié par Gocek, 02 octobre 2010 - 07:59 .


#16
Gocek

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Scratch what I wrote before :P I wasn't entirely correct.

I managed to get in touch with DerPlaya again and he helped me with some issues!

The application should be working ok right now!!!

It's still marked as BETA 2, because it requires some testing. And I plan on adding a feature or two, to improve user-friendliness ;)

Please download and report any bugs you encounter!

Modifié par Gocek, 03 octobre 2010 - 08:17 .


#17
brfritos

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I'm not a programmer, so I can't really help you guys with the source, but I have interesting in translating ME2 for brazilian portuguese.

If you want a beta tester I'm more than willing to try. :)

#18
brfritos

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Do you guys have some recommendation about programs to edit XML files? I've tried to use Notepad++ to edit BIOGame_INT.tlk, but the output XML file is huge!

I have a fairly strong setup, a i7 920 with 6GB memory and Notepad++ are having trouble, specially navigating between sections.



Thanks

#19
MarchWaltz

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This is going to make for some really funny conversations.

#20
jackkel dragon

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MarchWaltz wrote...

This is going to make for some really funny conversations.


Wrex: Shepard!
Shepard: Wrex.
Wrex: Shepard.
Shepard: Wrex.
Zaeed: Zaeed.

*Jacob stolen by collectors*
Shepard: No one will miss him.

Kelly Chambers: There is definately not any mail in your inbox. I checked.

Turian Councilor: Ah yes, "Reapers." An overused internet meme that began with the sudden out-of-character jokes made in Mass Effect 2. We have accepted that claim.

#21
Gocek

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brfritos wrote...

Do you guys have some recommendation about programs to edit XML files? I've tried to use Notepad++ to edit BIOGame_INT.tlk, but the output XML file is huge!
I have a fairly strong setup, a i7 920 with 6GB memory and Notepad++ are having trouble, specially navigating between sections.

Thanks


Yeah, the output file will be huge, there's no solution for that ;) What I can suggest as for now, is to manually split one file into two or more and edit them that way.
I know it's pretty lame, but it works ;)

Oh, another solution: try a small editor named Geany (http://www.geany.org/). It's very light-weight and also has syntax highlighting and some other stuff. Even though the XML file is 238184 lines long - it works with no problems in Geany. And I have Intel Core 2 Duo 3,16 Ghz and 4 GB of DDR2 RAM.

As a side-note: the project is still developing and the source code is open. So I believe there might be created a more user-friendly solution with built-in editor. This XML thing is probably just temporary (but will work with any future versions!)
I can't promise anything, I don't know if I will have time for creating an editor. But any developer is free to use the code and create their own project.

Modifié par Gocek, 04 octobre 2010 - 11:18 .


#22
brfritos

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Hey, thanks for the tip, Geany is very good indeed, much better than Notepad ++. :)

#23
Slashice

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Thank you very much for your efforts! You made a great job, and incredible work! Time to work on a Hungarian translation for the shadow broker DLC, and it's all thanks to you! Dziekuje! :D

#24
Inquisitor Recon

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I look forward to the amusing images that are sure to come with this. Kinda like the "rape" option in the creepy Shepard face topic.

#25
Gocek

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All right people, I've uploaded an update. The project is now out of beta! Everything seems to work great. So it's an official 1.0 version ;)

If you have already used any previous versions, please be sure to generate a new XML file, because I had to add one field. The only change is that I add a number for each entry in XML, because it's important when importing back to TLK. And if you wanted to use such XML in Excel, you might loose the original order.

Now it's no longer an issue and you can edit the files in Excel, which is pretty convenient if you want to work on a file with multiple users - Google Spreadsheets is great for collaboration :)

If you run into any issues: leave me a note on the project page or by PM.

P.S. I won't change the XML format anytime soon, unless someone finds a critical bug. So you can start working with the files without worrying about compatibility in the future :)

Oh, and if you like the project, give it a plus! :)

Modifié par Gocek, 06 octobre 2010 - 07:10 .