Toolset for creating unofficial localization of Nier: Automata
These instructions will get you a copy of the project up and running on your local machine for development and testing purposes.
data/
directory. (CriPakGUI can be used)./prepare.sh
to unpack files and generate source/
directory (this should be done only once)fonts/
. Name of the character should be codepoint number as a 4-digit hex, e.g. 017a.png
for
letter 'ź' (Latin Small Letter Z with Acute)../build_fonts.sh
to add missing characters./build_fonts.sh
to generate font filestarget/
directory in OmegaT./build_localization.sh
to generate output/
output/
to <game directory>/data/
omegat/
- files used by OmegaTdata/
- *.dat and *.dtt files extracted from CRI packages (*.cpk)fonts/
- font data - glyph imagesunpacked/
- untranslated raw files (*.bin, *.mcd, *.smd, etc.) extracted from *.dat and *.dtt files. *.dds textures are also extractedsource/
- source *.properties and *.txt files for translationtarget/
- *.properties and *.txt files translated to target languageassembly/
- translated raw files (*.bin, *.mcd, *.smd, etc.)output/
- translated *.dat and *.dtt filesOmegaT is not handling properly values in .properties files ending with backslash. Value key=\\
is interpreted as escaping endline
rather than escaped backslash. For that reason dummy value <removeme>
is added. It should be removed during translation.
Glyphs for some of the fonts have color data in transparent parts. Some image editors will lose this information when exporting to PNG. Losing this data will cause these characters to render incorrectly. To get around this following ImageMagick commands can be used:
convert glyph.png -alpha extract glyph_alpha.png # extract alpha channel
convert glyph.png -alpha off glyph_color.png # extract color channels
convert glyph_color.png glyph_alpha.png -alpha off -compose CopyOpacity -composite glyph.png # combine alpha and color
Resources used during development: