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DLG/UTI/UTC/MOD Language Converter v1.0


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In response to the dialog problems encountered in this thread, I give you:

DLG/UTI/UTC/MOD Language Converter 1.0

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Icon by svösh!

 

PURPOSE

 

This utility allows mods made in other languages to have their strings displayed correctly in-game. Localized strings in mods contain one or more language identifier that is used by the game engine. If mod does have right language identifier for your game, you will not see any the text displayed from dialogs, item descriptions, etc.

 

You can use this utility to add language identifiers to mod files.

 

Supported file types: .utc, .uti, .dlg, .mod

 

HOW TO USE

 

DLGConv v1.0 is now GUI and its use will hopefully appear obvious. However for the sake of this readme, here are the steps.

 

1. Add files to the list that you want to modify using the Add Files button.

2. Choose the language(s) you wish to support by selecting the appropriate checkboxes.

3. Select an output path.

4. Click the Convert button.

 

shotaw8.gif

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tk102,

 

I can get it to run (properly) in batch mode.

I have a directory with all dlg files and your executable. I also have subdirectory "german" where I would want the output to go.

Using this command (and absolute paths):

 

dlgconv -i "E:\Games\SWKotOR2\editing\project\Modules\XC_EVO\loc\*.dlg" -o "E:\Games\SWKotOR2\editing\project\Modules\XC_EVO\loc\german\" -t 4

 

(edit: the code tag doesn't want to display this line propertly. this is one line, obviously, and there are no spaces in the paths)

 

Anyway, the program seems to find the input and convert it but I have no idea where output goes, only that it is not where I specified.

 

ps. the GUI mode seems to working okay.

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Very good tool. But is it possible to add conversion for uti-files too? Objects with language id 0 are also without name and description. You can easyly change the id by kotor tool but batch processing would be cool.

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Originally posted by Xcom

tk102,

Using this command (and absolute paths):

Have you tried using relative paths? Place a copy of dlgconv.exe into your source dir and try:

dlgconv -i *.dlg -o german -t 4

Another thing you could try is making copies of the original *.dlg files into the german folder and put a copy of dlgconv.exe into that folder. Then edit them all in-place with:

dlgconv -i *.dlg -t 4

hoso007 asked:

uti-files too?

Darth333 reminded me of this too. :) I hope to have a version that handles this uploaded by tomorrow.

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Whoohoooo!!!!!

It works!

Tk, you're awesome! you just solved my only problem in modding! everything was fine except for this uti display thing!

 

Now, I may ask too much, :p , but the most brilliant thing would be to enable multiselection for your program. I mean you select a group of uti files and bing, you convert them!

That would make all the items and the mods I can use compatible with my version in no time.

Now, I realize that can be very tricky to come up with, but...

 

Anyway, as a foreign user of KOTOR and TSL, thank you very much!!! Awesome job!

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Originally posted by Entropist2

Now, I may ask too much, :p , but the most brilliant thing would be to enable multiselection for your program. I mean you select a group of uti files and bing, you convert them!

That would make all the items and the mods I can use compatible with my version in no time.

You can already do this ;) check the readme...

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Originally posted by tk102

- Hopefully fixed Xcom's bug :)

 

Ah, it did, so that's cool.

 

But relative paths do not work if I specify destination dir.

 

For example:

 

specifying -o german parameter results in tool saying "<filename>.dlg -> error opening <filename>.dlg" for each dialog.

 

Interestingly, adding backslash before the dir name

-o \german

 

results in everything being OK, but no output in the specified dir.

 

Very odd. :p

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  • 4 months later...

not that i want to sound like a complete n00b or anything but, i have tried using the converter to translate my game dialog to english.

 

my pen pal in russia sent me Kotor 2 for my birthday last week and i can't translate the dialog writing to english

 

please if ay of you know how to fix this problem please Edit: PM me (please do not post e-mail address on the boards)

 

Thankyou in advance

 

Cleric_Katarn

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hehehe... I have enough problems with English ;)

 

Gotta question... I have a request to make my recent Hak Pad mod in a different language :eek:

 

1) Can I use the Language Converter to do this?

 

2) If so, do I just adjust the .dlg file that was in this mod, or do I need to do it to the .utm's, .uti's (or even the .ncs files)??

 

any help or direction would be greatly appreciated :D

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Originally posted by ChAiNz.2da

2) If so, do I just adjust the .dlg file that was in this mod, or do I need to do it to the .utm's, .uti's (or even the .ncs files)??

 

You'd need to convert/modify all GFF format files that use a CExoLocString data type which contains local substrings.

 

The game looks up which substring to use within each ExoLocString depending on the language setting of the game (which I believe it reads from the dialog.tlk file). Thus you'd need to add extra substrings for the other languages you wish your mod to support to each CExoLocString field in your mod's files.

 

Don't know if the language converter does this for you since I haven't had a reason to use it yet, but I would suspect it does.

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Originally posted by stoffe -mkb-

You'd need to convert/modify all GFF files that use a CExoLocString data type which contains local substrings.

 

The game looks up which substring to use within each ExoLocString depending on the language setting of the game (which I believe it reads from the dialog.tlk file). Thus you'd need to add extra substrings for the other languages you wish your mod to support to each CExoLocString field in your mod's files.

gadz! That's just the file of the mod though right? If I use the converter on all of my files (excluding .ncs).. will foreign games be able to register what's listed in the shop's inventory?

 

I would guess (though completely ignorant) that if I converted the .utm's that it would work fine?

 

and again, thanks for the response stoffe, you've been a major help for me these past few weeks wether you know it or not ;) hehehe...

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Originally posted by ChAiNz.2da

gadz! That's just the file of the mod though right? If I use the converter on all of my files (excluding .ncs).. will foreign games be able to register what's listed in the shop's inventory?

 

I would guess (though completely ignorant) that if I converted the .utm's that it would work fine?

 

and again, thanks for the response stoffe, you've been a major help for me these past few weeks wether you know it or not ;) hehehe...

 

Yes, you only need to convert the files in your mod. :)

 

If the language converter copies the english locale substrings and adds them with the proper language IDs for the language you convert to (rather than just switch language id on the existing strings), it should work as far as I can see.

 

The quickest way of getting a real answer is probably to try the language converter out on a file and see what happens. Inspect the file in a GFF editor and see if the proper substrings have been added. :)

 

To confuse matters further:

 

The CExoLocString data in your files need one* substring for each language you wish that file to work with. Most modding tools add text you enter in a substring for english, which is language id 0.

This works fine for games in english, but games that are set to another language will not look up substrings under this language ID, but rather under the language ID that corresponds to that language. If no such substring exists in the file, no text will be shown at all**. There is no "fallback to english" feature.

 

* = Some languages, like german and french, needs two strings, one for the masculine/neutral form and one for the feminine form. Both substrings should be present even if they are identical. Feminine substrings add +1 to the language id value.

 

** = I guess that if a StrRef to dialog.tlk has been specified within the CExoLogString that text will be displayed instead. Though that is of little consequence for modding since you usually don't add any text to dialog.tlk.

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Egads, this thread has been rolled back to a previous version. The current version is 0.3.

 

v0.3 - Added Female substring for non-English conversions

 

To clarify:

 

For conversions from English --

 

CExoLocString substrings are duplicated for Male and Female versions in the new language, resulting in two substrings.

 

For conversions to English --

 

Substring language ID is changed to zero and other substrings are removed, resulting in one substring

 

I know this isn't an optimal solution, and stoffe's suggestion of adding rather than replacing substrings is more robust.

 

Also of note-- this utility is only designed for .dlg and .uti files. (Again, room for improvement...)

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{snip}It appears that you have a pirated version of the game. After verification, there was never a Russian version of Kotor. The only valid versions are English, French, Spanish, German and Italian. LucasForums does not condone piracy. Please purchase the game. - Darth333-

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You will need to purchase the game.

 

(I wasn't aware this game was translated into Russian and DLGConv does not support Russian language identification -- whatever ID# that is...right assumption: there is no Russian version. ;) - D3 )

 

Do not post requests for game resources on this forum. Do not post your email address on this forum.

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