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Localizing custom object [Solved]

Posted: Tue Feb 05, 2013 5:43 pm
by CressAlbane
This seems like a silly question to me, but I can't discover the answer. How does one go about localizing a custom-made object? The object's odf name is "ctf_fire_controlsphere." Using "myg1_bldg_shield_generator" as a reference, I created a scope unded entity, named it ctf, and then created a key called fire_controlsphere. When I munged common and tested, however, the name didn't show up. What is the correct scheme to use when localizing an object with an odf name like this?

Re: Localizing custom object

Posted: Tue Feb 05, 2013 8:10 pm
by Loopy53
Did you munge localize?

Also, I would make the name of the scope the name of the folder ( I think, feel free to correct me if I am wrong) And then add a key called fire_controlsphere. (sorry if thats exactly what you did lol.) So if you reference the stock yavin folder you will see how its setup. Look at the yavin folder and the look at the localize tool. Hopefully this helps!

Re: Localizing custom object

Posted: Tue Feb 05, 2013 8:12 pm
by CressAlbane
IIRC, munging localize doesn't actually do anything. My other localize updates have certainly suceeded by only munging Common.

I'm trying several combinations of scope and key to make up the name. I'll report back shortly.

Re: Localizing custom object

Posted: Tue Feb 05, 2013 8:14 pm
by Loopy53
No, you must munge localize for the localizations to take effect. It has always been that way for me. I think you have the key/scope setup correctly, so don't change it. Try munging localize and see if it works! :thumbs:

Re: Localizing custom object

Posted: Tue Feb 05, 2013 8:31 pm
by GAB
If you localized it in English, make sure you did both in English and UK English. I remember once I spend quite some minutes trying to figure out what was wrong only to discover that I have the UK English version of the game.

And by the way, I never needed to check the Localize box in VisualMunge for the changes in my localizations take effect.

Re: Localizing custom object

Posted: Tue Feb 05, 2013 8:41 pm
by Loopy53
Alright, if you say so. It still doesnt hurt anything to munge localize if something is not working.

Re: Localizing custom object

Posted: Tue Feb 05, 2013 8:43 pm
by THEWULFMAN
You only need to have Common checked to munge localizations.

Or do it the other way, and just manually munge things instead, which is the only way for me to have peace of mind anymore. I stopped trusting VisualMunge to do what it's supposed to a long time ago.

Re: Localizing custom object

Posted: Tue Feb 05, 2013 8:49 pm
by GAB
Offtopic:
THEWULFMAN wrote:I stopped trusting VisualMunge to do what it's supposed to a long time ago.
Why?

Re: Localizing custom object

Posted: Tue Feb 05, 2013 9:10 pm
by Loopy53
THEWULFMAN wrote:You only need to have Common checked to munge localizations.

Alrighty, thanks wulf. Why would you check localize then?

Re: Localizing custom object

Posted: Tue Feb 05, 2013 9:56 pm
by THEWULFMAN
Loopy53 wrote:Why would you check localize then?
You wouldn't, it has no purpose as far as I remember. Or rather, it doesn't work as originally intended.
GAB wrote:Offtopic:
THEWULFMAN wrote:I stopped trusting VisualMunge to do what it's supposed to a long time ago.
Why?
It has this habit of not coping the files over, that which is exceedingly annoying. By doing it manually, it saves time as well as making sure the files are being copied over correctly.

I created a tutorial on it awhile back. It's lengthy because it makes no assumptions about one's modding knowledge or what step in the process they may or may not already be at.

Re: Localizing custom object

Posted: Tue Feb 05, 2013 11:17 pm
by CressAlbane
Well, I deleted the scope and recreated it as ctf->fire_controlsphere, munged common, and it worked. I think I might have had a hanging space in the original scope name. Problem solved.