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How to make a multilingual conversation?


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#1
Eshme

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So i am making a conversation, but i want it to have 2 languages at least.  I thought this is possible because that is how the game is multilingual.

Whenever i try to enter a different language to a line in the "localization" window , the other will get replaced. How do you do this? And what is with the string editor? Do you need to add a string or what?

I already looked at the original conversations, but when i export them, they are all english in game..


This is what the wiki sais, about "string editor"

In Dragon Age, all strings of text that could be seen by the user are
stored in a separate table and are refered to by resources by their string ID
number. This makes tasks such as spell checking, translation to other
languages, and so forth much easier - all of the text that might need
this is all stored in one easy-to-process place, and the game can be
localized by simply swapping in a substitute talk table.

Modifié par Eshme, 04 février 2010 - 03:02 .


#2
Gammastar

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Well, I've never experimented with these things so there's a good chance I'm wrong, but the phrase "swapping in a substitute talktable" doesn't convince me that you can have two languages appearing at the same time.

Of course, there is a solution that is likely to work...

Suppose a dog walks up to your party. The dog has a white face, but for some reason someone in your party is strongly compelled to point out the obviousness that the dog's face is white, so they say "The dog has a white face." But you want it to appear in Spanish also. I would guess that it would be perfectly possible to simply append the Spanish translation to the end of the sentence in the talktable, so it would appear "The dog has a white face. El perro tiene una cara blanca." Now I know this is by no means a pretty or quick solution, and I don't recommend it unless you absolutely can't find any other way to do what you're trying to do, but I would think it could work, and would look especially good if you could add in some line breaks to the talktable between the translations.

Modifié par Gammastar, 05 février 2010 - 03:03 .


#3
Eshme

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Hm yupyup



The string editor is really strange. I make a line in a conversation, and then i close it and open it again and see it got an ID. And then i need to close everything ,and then the line is in the string editor. How about i reboot while at it.

Well if it wasnt so complicated, i think it would really be possible to export 2 different talktables. But im not sure if you can have 2 different in the editor at the same time, so in that case need to make one language first, and then do the other when everythings finished, and dare you to make any mistake and you start all over again. I dont know..



But then the conversation is still a problem. The toolset exports the ID and the text. The original conversations only have the ID it seems, and therefore are multilangual. I would like to know how to do it, then i could at least change the original conversation without breaking the languages. I see many mods made this, but it broke languages except english.