OK, my translating tool FF_Translator is clean enough to be posted on the vault. It now uses all the strings included into the dialog.tlk, name of objects allready translated (*.uti, *.utc and *.utp files - items, creatures and placeables) and also scripts that are allready translated (previous version, partial translation...). Give the tool from all those kind of files - all translated laterial you allready have - (you need to provide them in both source and target language).... and it will automatically do the following two steps process: 1/ populate a MySQL translation Database. 2/ create a set of scripts equivalent to those in source directory but with all known strings translated. Those two steps can be dissociated. As an exemple, for CNR, it automatically find a replace 1258 strings within all scripts. Also the tool can also be used to automatically replace the old script by language independant script (with references to all strings from Dialog.tlk). V1.1: add a translation.txt file for manual additions.
Posted by FF ( 81.80.xxx.xxx ) at 2004-07-09 09:37:00
Please note that this tool is now part of NWN-FF package, and provided in NWN-FF with source code
Posted by FF ( ..xxx.xxx ) at 2004-03-16 03:22:00
Bizarre... il semble que les tables ne soient pas créées, alors que l'outil les génère automatiquement. Tu as bien une base de données "nwn" dans MySQL ?
Posted by Anonymous ( ..xxx.xxx ) at 2004-02-27 11:48:00
Ok et merci
j'ai recupere les dll manquantes et j'ai pu executer ton programme mais j'ai du louper une etape car j'obtiens des messages d'erreur :
! Bad syntax (EXEC_AND_FETCH): "SELECT sTarget FROM fftranslator_manual WHERE sSource='cnrGlassVial' AND sSource!=sTarget LIMIT 1" (Table 'nwn.fftranslator_manual' doesn't exist)
! Bad syntax (EXEC_AND_FETCH): "SELECT sTarget FROM fftranslator_dialog WHERE sSource='cnrGlassVial' AND sSource!=sTarget LIMIT 1" (Table 'nwn.fftranslator_dialog' doesn't exist)
qu'est ce que je n'ai pas fait ?
Posted by Anonymous ( ..xxx.xxx ) at 2004-02-23 13:46:00
Lorsque je lance le traducteur, il me demande MFC70.dll.
Ou puis trouver la 'bonne' version de cette dll ?
This is a compilation of the old system into a single score. There were 3 that made this score of 9.67 then rounded to 10.
Posted by FastFrench ( ..xxx.xxx ) at 2003-09-20 05:31:00
OK, first: yes, you need to have MySQL installed and running. And you just need to have a database named "nwn" (make sure root user has proper rights, but it's usually the case by default). The tables are automatically created if needed.
Second: for now, FF_Translator only translates the scripts. It retrieves informations from all kind of files (uti, utc, utp, nss, dialog.tlk, translation.txt) but as a result only generate corresponding scripts. Is you translate an item or placeable, and provide FF_translator the english uti file in C:\SOURCE and translated one in C:\TARGET then FF_Translator will be able to translate all occurences of that item name in all scripts.
third: usually, for translating purposes, check at least the following checkboxes in FF_translator:
Fill database (mandatory first step, to be done at least once)
Translate all texts
Optionaly, you may check or not some of the 3 other ones, depending on exactly what you want (I usually only keeps "Replace all textes existing in source dialog.tlk by GetStringByStrRef calls" unchecked, but check it if you want to use language-independant substitutions).
Now, I've not tried V4.0.15 of MySQL, I'm using 4.0.13, but it should work fine I suppose (I'll update, my version were up to date at the end of july). You should anyway have very detailed error messages from log file (as I reused my NWN-MySQL classes for this). You can also check if some tables are created into nwn database, and if you have around 40000 items in it (from the couple of dialog.tlk files)
Let me know how it runs...
FF
Posted by whalebones ( ..xxx.xxx ) at 2003-09-20 01:09:00
ok.. i build a database nwn with mySQL 4.0.15.. Engligh dialog.tlk with all *.ut? in SOURCE, only french dialog.tlk in TARGER... final : 0 translation .. snif...
est ce que ça peut resoudre mon probleme de description ?
si je pose un tonneau dans un module fait par une VO, que je l'ouvre ensuite dans une VF, la description restera en anglais .. est ce que ton Traducteur peut modifier mon tonneau pour qu'il reçoive la traduction VF du commentaire ?
pour l'instant les essaies ne semble pas marcher...
Posted by whalebones ( ..xxx.xxx ) at 2003-09-20 00:48:00
seem that your translator need a mysql database named 'nwn' ? but how to build it ? (table ? name of field ? ...) no documentation on this in your translator..
Posted by FastFrench ( ..xxx.xxx ) at 2003-09-19 07:20:00
As a concret case: let consider translating some package like CNR.
1/ we download the english version, open it with Aurora, then copy all *.nss and *.ut? files into C:\SOURCE
2/ we translated all items, placeables, creatures, conversations, and also started to translate some scripts (because this tool were not allready existing at that time *grin*)
3/ then, copy an english version of dialog.ltk in C:\SOURCE and all items you've just translated (*.uti, *.utc, *.utp, *.nss) in C:\TARGET directory, and put also a french (or whatever your target language is) dialog.tlk in C:\TARGET
4/ if not allready done, install MySQL, and make sure you have a database called nwn (tables will be automatically created).
5/ Use FF_translator, so it will create some tables in MySQL with all translation data it can find (dialog.tlk allready provides around 40000 different translated strings), then create a new set of scripts in C:\TARGET\nss with all newly created scripts.
After that, open those newly created scripts (either with notepad, or copy back into modules\temp0) and check the result. A good part of strings are autoatically translated, but probably some won't.
So either you translate the remaining strings directly inside the source file (but beware: you should not change anything else in the scripts), put them in C:\TARGET and run FF_translator again or create a special text file with all additional translations you want to add.
6/ Now, imagine that a new patch is released... like say CNR 3.05 *chuckle*, that change maybe 30% of the scripts. Simply put those new scripts in C:\SOURCE and keep first checkbow unchecked in FF_Translator.... push Start, and you've got the new version CNR 3.05 in french. Magical, isn't it ? (well, you still have to re-translate new/changed items, placeables, creatures, dialogs... FF_translator only manages scripts yet)
Posted by FastFrench ( ..xxx.xxx ) at 2003-09-19 00:39:00
L'idée de l'outil, c'est de reprendre toutes les traductions disponibles. Pour les éléments non encore traduits, pas de miracles: il faudra traduire une bonne partie des textes à la main. Mais ça vaut le coup d'utiliser l'outil au moins pour qu'il traduise dans ton cas tous les textes qu'il peut trouver dans dialog.tlk (qui contient quand même plus de 40000 chaînes différentes). Si tu as déjà des objets (*.ut?) traduits, dans ce cas tu mets les versions traduites dans TARGET. Sinon, tu peux ne mettre que le dialog.tlk dans TARGET, si c'est tout ce dont tu dispose. Note qu'il te faut une version anglais du dialog.tlk dans SOURCE et la version française dans TARGET.
Rmq: seul le dialog.tlk est utilisé (pas le dialogf.tlk = version feminine, quasi-identique pour l'anglais).
Posted by whalebones ( ..xxx.xxx ) at 2003-09-18 23:10:00
je peux avoir une explication un peu plus complete sur le "comment faire" ?
j'ai un module fais avec nwn VO, (donc avec des objets dont les noms et description sont en anglais, et je voudrais qu'il soient mis à jour avec l'equivalent VF ) je l'ouvre et le colle tous ce qu'il y a dans le temp0 (*.ut?, *.nss) + dialog.tlk dans SOURCE, mais pour le target je colle le dialog.tlk et dialogf.tlk, mais ou je trouves tous les *.ut? / *.nss de la VF ?
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