add metrostation and pre-painting destruciton cg files, add as many swedish, polish, russian, and spanish sources, and update README for relevant data as well as touching fonts.
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README.txt
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README.txt
@@ -50,7 +50,7 @@ Most of these have been drawn using the G_Pen_Wing_2.sut brush, what we'll call
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The layers within the project files have partially flattened layers to make it simpler to navigate and to reduce file size, with the necessary layers needed to reproduce the image exactly still there. The actual text layers/folders should be obvious, and some are marked as reference layers in the clip files (If they are not obvious, they generally will be at the top or bottom of the layer/folder trees).
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Some of these are higher resolution than their exported game assets! These include the cafeteria, olivia's first painting, and the sketchbook doodles. They are high-res to make it easier to create the translated assets, and so if anyone wants high res versions of these translated assets, they can. Remember to export the game asset PNG's at half the resolution - Preferably, with CLIP's high accuracy filter as that's how they were exported, but regular bilinear filtering in other programs is fine.
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Some of these are higher resolution than their exported game assets! These include the cafeteria, olivia's first painting, the sketchbook doodles, and the metrostation. They are high-res to make it easier to create the translated assets, and so if anyone wants high res versions of these translated assets, they can. Remember to export the game asset PNG's at half the resolution - Preferably, with CLIP's high accuracy filter as that's how they were exported, but regular bilinear filtering in other programs is fine.
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The following instructions will assume you use CLIP.
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@@ -123,6 +123,10 @@ olivia painting:
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If you're not using CLIP to change the text easily, you should be able to make an identical text with the above information, corresponding with the top and bottom texts in the image.
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metrostation:
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You don't need to translate every bit of text, especially the huge ones that are very stylized - if it sully's the aesthetic, don't translate it. How much text you want to translate is up to you, just make sure the quality is comparable to the original text. Mak su
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--------------------------------------------
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@@ -222,7 +226,7 @@ For several, exporting the text layer will do just fine, but some files contain
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The best way is to get a selection wand and tune it so it selects every pixel of the layer(s)/folder that isn't completely transparent, and export only that. For CLIP, making a copy of the entire image into a new layer (By selecting all layers, using "Convert Layer(H)..." in the layer context menu, and keeping "Keep original layer" on), ticking off "Apply to connected pixels only", "Area scaling", "Refer multiple", "Anti-aliasing", and setting tolerence to zero for the selection wand, clicking on a completely transparent area on the text layer/folder, inverting the selection, then using the selection to copy those pixels from the copy of the image only to another layer will do the trick. If there's another method you'd rather use, just make sure it selects all pixels that are different between the translated and base image of your asset.
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For selecting multiple layers, CLIP is unfortunately annoying about this, but it will listen to reference layers, and some are enabled in the clip files. Tick on "Refer multiple" and select "Reference layer" to properly select them. If you can't do that, just make sure you get the text on seperate layers through a similar fashion.
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For selecting multiple layers, CLIP is unfortunately annoying about this, so here's the most straightforward way it can be done - After you've done your translation, make a flattened copy of the entire image as a layer. Then, select all your text layers (If there's a layer that's clipping to another, only select the base layer), head to the layer context menu and select "Selection from layer > Create Selection". This will select all visible pixels from the text, so you can use this selection to cut from the flattened image for export. However, the selection will respect the alpha of your text layers, meaning directly exporting from your flattened image won't be accurate and will especially be so if a text layer's opacity is less than 100%. To get around this, cut the text from the flattened image into another new layer, deselect the selection, then reselect with the wand to select the invisible pixels and invert the selection. This will properly grab every single opaque and transluscent pixel equally, and this is the selection you should use for exporting.
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Once done, export the new text layers as themselves without the base image and assemble the images (And videos, if you edited the Wani logo) into a seperate folder like the example files in this pack's "game" folder. Make sure you save the modified project files in this pack too. If you used an external program to help animate the logo, provide the project files from it if possible. Compile them all into this pack and make it available as a download (Use any file hoster you need, just don't send us the most pajeeted ad-ridden backwater hoster imaginable). Don't make copies of assets that are entirely unmodified english, since it will show up in game as english anyways.
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@@ -242,12 +246,14 @@ https://git.cavemanon.xyz/Cavemanon/IWaniHugThatGator-Demo-Public
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While translating the rest of the game is outside the scope of this pack, chances are you're dedicated enough to want to translate the whole game anyway. Ren'Py is thankfully designed so codelets can pitch in and work on stuff.
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At https://www.renpy.org/, you can download Renpy's 8.1.3 SDK (Which is really just a launcher with QoL tools) and go through it's tutorial projects to get a grip on how Renpy works. Specifically for translations, Renpy allows you to generate swaths of empty strings in a language of your designation so you can just pick it up and start translating. When generating, make your language code a generally two character, lowercase string like 'es' or 'ru'. If your language is a variation of some other language, such as brazilian portuguese, it's fine to make that a longer code such as pt_br. Try sticking with the list of codes located at the bottom of this readme so you don't accidentally steal some other language's convenient and identifiable code (Taken from the renpy source code, as reference).
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At https://www.renpy.org/, you can download Renpy's 8.2.3 SDK (Which is really just a launcher with QoL tools) and go through it's tutorial projects to get a grip on how Renpy works. Specifically for translations, Renpy allows you to generate swaths of empty strings in a language of your designation so you can just pick it up and start translating. When generating, make your language code a generally two character, lowercase string like 'es' or 'ru'. If your language is a variation of some other language, such as brazilian portuguese, it's fine to make that a longer code such as pt_br. Try sticking with the list of codes located at the bottom of this readme so you don't accidentally steal some other language's convenient and identifiable code (Taken from the renpy source code, as reference).
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You can find out more about them on Renpy's wiki, which can be found on Renpy's homepage. Generating strings for the whole game requires you assemble the game as a Renpy project, and a tutorial of which can be found on the Demo's git page - https://git.cavemanon.xyz/Cavemanon/IWaniHugThatGator-Demo-Public
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Undoubtedly, there's going to be some quirks that will go beyond simple string replacement when it comes to suiting any given language, such as fonts, localization, text that becomes too long or short, etc. Some of these can be alleviated with Ren'Py's text tags, which can change things like the size of a text. Deal with them in any way you think is necessary, or make an issue on the Wani Demo repo on our git for things that can be tweaked to be more language agnostic.
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Fonts, however, are a special case since we've put the onus on translators to handle them so text in general is simple to handle. Wani uses mega-fonts that incorporate all characters for supported languages, and if your language is unfortunate enough to not use cryllic or latin characters, you'll have to add to these fonts. The 3 fonts that are used by Wani are in "game/gui/FallingSky.otf", "game/gui/phone_assets/Aller_Rg.ttf", "game/gui/phone_assets/Metropolis-Regular.otf". Use a program like Font Forge (https://fontforge.org) to edit these fonts and put in your language's characters, either by creating them yourself or copying them from another font. If you go with the latter option, make sure your font comes from a permissive font license such as OFL or Public Domain that allows you to do this, and provide a link to the font download as proof.
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When you're finished with the translation, full credits should go in the about section in the extras menu, located in screens.rpy. There should be a comment in the about section on how to put in names (Edit the actual file, to add in your names alongisde the other language contributers, then re-generate strings as necessary to translate the titles).
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If you wish to put your names in your credit sequence, you can replace the strings in the translation file for credits.rpy "Stock sounds acquired at:" with "Translation by:" and put in your names in place of the stock sound sites. Due to the nature of replacing strings this way, it's really jank - Do not make your names go to a new line or use new line terminators to add more names, if you REALLY need to add more than 3 names, just seperate them by commas on any given line. Only put in the people who have contributed most, because it shouldn't be a crowded mess, especially so the E4 credits image these credits appear in isn't super obstructed.
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@@ -259,6 +265,7 @@ https://git.snootgame.xyz/GManon/Trans_tools
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locales = {
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"ab": "abkhazian",
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"aa": "afar",
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sources/metrostation russian.psd
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sources/pre-cutscene cg.psd
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