Localization[still doesn't work]

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fiddler_on_the_roof
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Localization[still doesn't work]

Post by fiddler_on_the_roof »

I have an animset in data_***/Animations/SoldierAnimationBank/187th and I have the munge.bat, but when I click the munge.bat, for it to munge, nothing appears in my side's MUNGED folder.

NOTE, In my munge.bat, this is what I have

Code: Select all

@call ..\munge_animation.bat "/keepframe0 /dest 187th.zaf" Sides\187th
Yet still when I try to munge the anims, nothing appears in the munged folder.

It worked once, and I haven't been able to get it to work again.


Localization--- I used the localize tool to try and name some of the units on my map, but when I munge, it comes up with an munge log that says

Code: Select all

ERROR[localizemunge Comments.cfg]:Text file syntax error. (File end)ERROR[localizemunge Comments.cfg]:Text file syntax error. (File end) [continuing]
ERROR[localizemunge English.cfg]:Text file syntax error. (File end)ERROR[localizemunge English.cfg]:Text file syntax error. (File end) [continuing]
ERROR[localizemunge French.cfg]:Text file syntax error. (File end)ERROR[localizemunge French.cfg]:Text file syntax error. (File end) [continuing]
ERROR[localizemunge german.cfg]:Text file syntax error. (File end)ERROR[localizemunge german.cfg]:Text file syntax error. (File end) [continuing]
ERROR[localizemunge Italian.cfg]:Text file syntax error. (File end)ERROR[localizemunge Italian.cfg]:Text file syntax error. (File end) [continuing]
ERROR[localizemunge japanese.cfg]:Text file syntax error. (File end)ERROR[localizemunge japanese.cfg]:Text file syntax error. (File end) [continuing]
ERROR[localizemunge spanish.cfg]:Text file syntax error. (File end)ERROR[localizemunge spanish.cfg]:Text file syntax error. (File end) [continuing]
ERROR[localizemunge uk_english.cfg]:Text file syntax error. (File end)ERROR[localizemunge uk_english.cfg]:Text file syntax error. (File end) [continuing]
  16 Errors    0 Warnings
The units are not localized, and I saved. I checked over it, and I am pretty sure that I did everything correctly.
I could be missing something though.

thanks
Last edited by fiddler_on_the_roof on Mon Jan 05, 2009 4:40 pm, edited 2 times in total.
ryukaji
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Re: Munging Anims & Localization

Post by ryukaji »

for anims look at scaling up animations in FAQ it explains how to munge em. it helped me get the double pistols to work.
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Re: Munging Anims & Localization

Post by fiddler_on_the_roof »

yeah, I know how to munge it, but nothing appears in my side's MUNGED folder.
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Re: Munging Anims & Localization

Post by ryukaji »

your doing the double pistols too right? well to get it to work you need to change the animations to fett (thats what i used anyway) it has to be an existing animationset name so my animation .mshs looked like fett_pistol_*** and in the unit odf his aniimation was "fett" and the pistol odf had animation of "pistol"

so change that and make ur munge.bat

Code: Select all

@call ..\munge_animation.bat "/keepframe0 /dest fett.zaf" Sides\187th   
and i just used fetts basepose
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Re: Munging Anims & Localization

Post by fiddler_on_the_roof »

Ok, using fett worked!

Any ideas on the localize problem?
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Re: Munging Anims[solved] & Localization[unsolved!]

Post by ryukaji »

idk have you tried a manual clean and remunge? idk if that would help but you could see what happened... also did you follow a tut or what? what did you do to localize? explain a little more. My first time i took forever to figure it out

you have it set like
entity> *** (side)>*** (unit)
right?
ex: rep_inf_arct
would go entity>rep>inf_arct
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Re: Munging Anims[solved] & Localization[unsolved!]

Post by fiddler_on_the_roof »

That is what I did. Here is a picture of my editlocalize. Sorry for the bad quality.

BTW, the animaitons worked! Just the guy has one pistol. :lol:
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Re: Munging Anims[solved] & Localization[unsolved!]

Post by ryukaji »

add

Code: Select all

AnimatedAddon         = "left_gun"
GeometryAddon         = "              " // the left pistols .msh name
AddonAttachJoint      = "bone_L_hand"
to units .odf
and make sure to put the correct left pistol .msh name
and make sure its in msh folder

So for localizing it looks fine but did you do the clean?
oh yeah you can add a scope for inf instead of having inf_*** for every unit
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Re: Munging Anims[solved] & Localization[unsolved!]

Post by fiddler_on_the_roof »

yeah, for the unit I have

Code: Select all

WEAPONSECTION 		= 1
WeaponName        	= "rep_weap_inf_dcpistol"
WeaponAmmo        	= 0
AnimatedAddon           = "left_gun"
GeometryAddon           = "weap_inf_dc17pistol_l" // the left pistols meshname
AddonAttachJoint        = "bone_L_hand"

WEAPONSECTION           = 2
WeaponName              = "rep_weap_inf_droid_incinerator"
WeaponAmmo              = 20

WEAPONSECTION 		= 3
WeaponName        	= "rep_weap_inf_strikedroid"
WeaponAmmo         	= 2
WeaponChannel           = 1

WEAPONSECTION 		= 4
WeaponName         	= "rep_weap_inf_thermaldetonator"
WeaponAmmo         	= 3
WeaponChannel      	= 1

VOUnitType        	= 121
Trying something though.

I'll try a clean.

thanks.
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Re: Munging Anims[solved] & Localization[unsolved!]

Post by DarthD.U.C.K. »

dont put the addonmesh-lines in the weaponsection, i think that causes that the left pistoldoesnt show up
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Re: Munging Anims[solved] & Localization[unsolved!]

Post by Teancum »

Typically when you get a localization error like that there's one bad character that ruined all of the localization cfgs. Best thing to do is copy everything from \BF2_Tools\data\Common\Localize to \BF2_Tools\data_[YOUR MAP]\Common\Localize then re-localize your map (for all languages) and any other things you need to re-localize.
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Re: Munging Anims[solved] & Localization[unsolved!]

Post by fiddler_on_the_roof »

Ok. Thanks.


DarthD.U.C.K. wrote:
dont put the addonmesh-lines in the weaponsection, i think that causes that the left pistoldoesnt show up



I have it like this, yet the RIGHT gun still doesn't show up. left gun is fine, just right gun isn't.
unit odf

Code: Select all

[GameObjectClass]
ClassParent           = "rep_inf_default"


[Properties]
UnitType                = "support"

AnimatedAddon           = "left_gun"
GeometryAddon           = "weap_inf_dc17pistol_l" // the left pistols meshname
AddonAttachJoint        = "bone_L_hand"

WEAPONSECTION       = 1
WeaponName           = "rep_weap_inf_dcpistol"
WeaponAmmo           = 0

WEAPONSECTION       = 2
WeaponName           = "rep_weap_inf_strikedroid"
WeaponAmmo            = 2
WeaponChannel           = 1

WEAPONSECTION       = 3
WeaponName            = "rep_weap_inf_thermaldetonator"
WeaponAmmo            = 3
WeaponChannel         = 1

VOUnitType           = 121
For the editlocalize, when I munge my map, I don't get any mungelog errors, but the units are still not localized, which puzzles me, because I'm sure that I did everything right.

thanks
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Re: Localization[still doesn't work]

Post by DarthD.U.C.K. »

check, if you have the msh in your folder
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Re: Localization[still doesn't work]

Post by fiddler_on_the_roof »

I have the two msh files, weap_inf_dc17pistol, and weap_inf_dc17pistol_l, and the tga file.

Any ideas on the localization, I really want them to have custom Names
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Re: Localization[still doesn't work]

Post by FragMe! »

Easiest thing to do is what Teancum said, or if you don't want to have to go in and find where to change the map name etc you can do this:
1) rename you curret data_xxx folder to something else.
2) create a temporary new world with all the info for your real world, 3 letter name Map name etc
3) once the creation is finished go in and find the localization folder (data_xxx/Common/Localize) and copy that to your real world map overwriting existing.
4) delete the temporary map data folder
5) rename your original folder back to what it was
6) clean and remunge with localize checked, then go in game to check and see if the normal localization is there.
7) now try and do your localization changes again, word of warning too, the save process in localize can take some time, don't cancel it, it will cause problems
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Re: Localization[still doesn't work]

Post by fiddler_on_the_roof »

Ok, thanks
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