| 12-16-2008, 10:53 AM | #1 |
I would appreciate someone either explaining or linking me to an explanation of language localization in maps. What do I mean? Quite simply having multiple language versions of the map, but with all having the same check sum (so everyone can play together and be happy). |
| 12-16-2008, 11:30 AM | #2 |
have you tried to just import custom unit\HumanAbilityString.txt ... files to your map with WinMPQ ....after you saved the map normally and widgetized it ? |
| 12-16-2008, 11:45 AM | #3 |
No, I know nothing of the process. I'd really appreciate a detailed explanation of the process if possible. What do I have to do, to make sure the check sum doesn't change (and thus considered a different map)? Thanks |
| 12-16-2008, 12:11 PM | #4 | |
as far as i know only following files are used for generating the checksum....but im not sure...: Quote:
so you will have to use the widgetizer on your map first http://www.wc3campaigns.net/showthread.php?t=79231 so war3map.w3u ...and other files with objext editor data get converted to slk and txt files and then you "should" be able to just edit the text files and change the language of the text included in them .. at least i think so ...havent testet it yet |
| 12-16-2008, 12:46 PM | #5 |
Can anyone confirm or deny this? Thanks by the way. |
| 12-16-2008, 10:21 PM | #6 |
Its probably the strings file that needs to be changed, yes I can confirm that the files mentioned by akylotor do make a checksum and not the others You just need to find the file (forgot which one it is) that stores the strings, and change it for each language |
| 12-17-2008, 02:16 AM | #7 |
Great, and the last question...after translation how to import the .txt files back without disrupting checksum? PS: This process (albeit I don't know the import half) seems rather easy. I wonder why a certain frog didn't act on this earlier (perhaps a new discovery). |
| 12-17-2008, 07:30 AM | #8 |
wc3 get checksum from files not entire map. you can vary wts file without any problems. |
| 12-17-2008, 09:53 AM | #9 | |
Quote:
I appreciate the help, but did you read the rest of the thread :P. Anyone mind explaining how to import/replace say a .txt (well duh) file in a map that has already been widgetized. |
| 12-17-2008, 10:58 AM | #10 |
I know that some mpq tools recalcualte the checksum and some don't Make sure you got the right one. |
| 12-17-2008, 11:33 AM | #11 |
Use MPQ master, ladik's MPQ editor, or any mpq editror. MPQ is just a compressed archive, and thats what a Wc3 map is. You open up your MPQ editor, extract the wts file, edit it, and replace the wts file in the map with the one you edited |
| 12-17-2008, 12:05 PM | #12 |
MPQ Master looks like a great program, thanks for pointing me in the right direction. Pretty straightforward regarding the process at this point, but I wonder what is the compress(flush) deal about. Heard somewhere I need to flush it after importing (i.e. replacing) everything? |
| 12-17-2008, 05:58 PM | #13 |
dunno about it ....but what should be working 100% would probably be, to just use vexs wc3map optimizer after you imported your changed .txt files (with checked Zlib deflate, you can uncheck other options if you dont need them...) ...that should work like a charm .. |
| 12-17-2008, 06:49 PM | #14 |
Great to hear, and I'm glad to finally know the process (nice that it is rather easy too). Though I am still quite curious about Compact(Flush)... |
