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Localizing mod
Posted: Sat Apr 05, 2008 4:36 pm
by MasterFang1
Hello, I'm new to gametoast and a pretty good modder. I've been messing with the localize tool and it's pretty fun. Recently I changed the chat commands that come up when you press F5-F8 in multiplayer
common.chat.0 "Follow me!"
common.chat.1 "Defend this position!"
common.chat.2 "Fall back!"
common.chat.3 "Enemy sighted!"
common.chat.4 "Grenade!"
common.chat.5 "Pick me up!"
common.chat.6 "I need ammo!"
common.chat.7 "I need health!"
I changed all of these.
Is it possible to make it so I can use these online on any map? Not just a certain mod map.That way I could have my own personalized chat commands that everyone on my team could see? Please help me!

Re: Localizing mod
Posted: Sat Apr 05, 2008 4:49 pm
by BattleBelk
I found it long time ago

All custom green messages transfering to server and other pepole can see that
open file core.lvl located in Star Wars Battlefront\GameData\Data\_LVL_PC\
in hexeditor and search this text as UNICODE and try overwrite it
1 charcter in unicode contain 2 bytes
jabba have own core.lvl couse it addon
Bellow example for
Freeware Hex Editor XVI32
Re: Localizing mod
Posted: Sat Apr 05, 2008 9:23 pm
by MasterFang1
I still don't understand how to make it a mod that affects the whole game...

Re: Localizing mod
Posted: Sat Apr 05, 2008 9:47 pm
by PoRCH WooKIE
MasterFang1 wrote:I still don't understand how to make it a mod that affects the whole game...

I'm not sure what you mean fang, its pretty straight forward.
Once you do what Battlebelk explained, you will have modded your whole game (the core lvl file). What you want to do (your request) has nothing to do with the mod tools. What you want to do requires hex editing.
***here is a free hex editing program***. This hex editor is easy to install and use, just make a folder and put all the files that come with the download in there; then its ready to run.
If you want to save and share your mod, just copy and send the core.lvl
hope that clears things up.
Re: Localizing mod
Posted: Sat Apr 05, 2008 10:51 pm
by jedikiller32
I'm assuming that a similar thing can be done with unit names? Replacing all instances of a name- eg. Clone trooper- would rename the clone trooper universally?
Or would something like this break online capability?
Re: Localizing mod
Posted: Sat Apr 05, 2008 11:49 pm
by PoRCH WooKIE
The best way to find out is to try it out. All battlebelk's hex mods have worked on line, and this is the same concept, so yeah, there is no reason it shouldn't work.
Re: Localizing mod
Posted: Sun Apr 06, 2008 12:07 am
by jedikiller32
Yay- it works!
Apparently replacing all instances of a unit's name works on this. I've made Clone Trooper Clone Recruit and Jet Trooper Sky Trooper.
Online works too.
Re: Localizing mod
Posted: Sun Apr 06, 2008 10:08 am
by PoRCH WooKIE
Nice!! I will try this too sometime ^^. I remember BattleBelk posting something about this a long time ago, but i havent gotten around to trying it yet... that, and with a few failed projects i havent used the hex editor in a while.
PoRCH WooKIE wrote:The best way to find out is to try it out. All battlebelk's hex mods have worked on line, and this is the same concept, so yeah, there is no reason it shouldn't work.
by mods i mean, the Unit Name and F-key Command Changing thing, the Freecam mod, and the BF2 shell... dont go thinking all hex edit mods will work on line... b/c they wont

Re: Localizing mod
Posted: Sun Apr 06, 2008 7:21 pm
by jedikiller32
Online testing proves changing weapon names works too

I was on NJO's server and this all worked perfectly fine.
Re: Localizing mod
Posted: Sun Apr 06, 2008 7:47 pm
by PoRCH WooKIE
Nice work. All shell modifications will/should work online...
But long ago there were some guys who did some pretty insane hex editing, and from what i gather they were able to change weapons values with hex editing, and those didn't work online (thats what i meant by weapons changes (values), not name changes

)
But those guys were into it for a while (srs), good to see your starting to figured it out. There is much to be discovered in the world of hexing editing

.
Re: Localizing mod
Posted: Mon Apr 07, 2008 7:15 pm
by redgroupclan
Ahh...Im doing this right now. So once i find the right string or w/e, I select Overwrite and when the overwrite window comes up I type in the new command in the text string?
EDIT: Uh oh-I tried that and now every button, or basically any words, were changed.
e.g. the menu title was change to ifs.main.title. Wtf did i do wrong?? And the commands still didnt change -.-
Re: Localizing mod
Posted: Mon Apr 07, 2008 7:55 pm
by PoRCH WooKIE
yeah just take out the old text and replace it the same way with your new saying, or name, or w/e. Most things have more than one instance, so once you change "FOLLOW ME!" for example, search FOLLOW ME again, again, until you replace all instances of whatever you want to change.
Re: Localizing mod
Posted: Wed Apr 09, 2008 1:06 am
by MasterFang1
Yaya! I changed all the F commands and they all work, I'll upload it to filefront and let all the RLcT use em.

Re: Localizing mod
Posted: Wed Apr 09, 2008 4:25 pm
by redgroupclan
So they all work, no crashing, no getting parts of the previous statement in the new statement?
Re: Localizing mod
Posted: Wed Apr 09, 2008 7:20 pm
by MasterFang1
as far as I know there totally good

Re: Localizing mod
Posted: Fri Apr 11, 2008 10:02 pm
by redgroupclan
You're gonna have to teach me how to do it. I tried it a second time and the text of everything didnt mess up-the game just crashed when I tried to use the command.
Re: Localizing mod
Posted: Sun Apr 20, 2008 9:31 pm
by toenailcheeseman
k i know this is the wrong thred, but i need to be heard...... can someone repost the freecam in a zip or rar fomat.
Re: Localizing mod
Posted: Fri Mar 06, 2009 8:47 pm
by giftheck
Any chance you could 'copy' the localization of addons (IE I have more units in my mod so more localization is needed) into the shipped core.lvl?