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Better_Wani_2.brush
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GNU GENERAL PUBLIC LICENSE V3.txt
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GNU GENERAL PUBLIC LICENSE
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Version 3, 29 June 2007
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Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
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Everyone is permitted to copy and distribute verbatim copies
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occurring solely as a consequence of using peer-to-peer transmission
|
||||
to receive a copy likewise does not require acceptance. However,
|
||||
nothing other than this License grants you permission to propagate or
|
||||
modify any covered work. These actions infringe copyright if you do
|
||||
not accept this License. Therefore, by modifying or propagating a
|
||||
covered work, you indicate your acceptance of this License to do so.
|
||||
|
||||
10. Automatic Licensing of Downstream Recipients.
|
||||
|
||||
Each time you convey a covered work, the recipient automatically
|
||||
receives a license from the original licensors, to run, modify and
|
||||
propagate that work, subject to this License. You are not responsible
|
||||
for enforcing compliance by third parties with this License.
|
||||
|
||||
An "entity transaction" is a transaction transferring control of an
|
||||
organization, or substantially all assets of one, or subdividing an
|
||||
organization, or merging organizations. If propagation of a covered
|
||||
work results from an entity transaction, each party to that
|
||||
transaction who receives a copy of the work also receives whatever
|
||||
licenses to the work the party's predecessor in interest had or could
|
||||
give under the previous paragraph, plus a right to possession of the
|
||||
Corresponding Source of the work from the predecessor in interest, if
|
||||
the predecessor has it or can get it with reasonable efforts.
|
||||
|
||||
You may not impose any further restrictions on the exercise of the
|
||||
rights granted or affirmed under this License. For example, you may
|
||||
not impose a license fee, royalty, or other charge for exercise of
|
||||
rights granted under this License, and you may not initiate litigation
|
||||
(including a cross-claim or counterclaim in a lawsuit) alleging that
|
||||
any patent claim is infringed by making, using, selling, offering for
|
||||
sale, or importing the Program or any portion of it.
|
||||
|
||||
11. Patents.
|
||||
|
||||
A "contributor" is a copyright holder who authorizes use under this
|
||||
License of the Program or a work on which the Program is based. The
|
||||
work thus licensed is called the contributor's "contributor version".
|
||||
|
||||
A contributor's "essential patent claims" are all patent claims
|
||||
owned or controlled by the contributor, whether already acquired or
|
||||
hereafter acquired, that would be infringed by some manner, permitted
|
||||
by this License, of making, using, or selling its contributor version,
|
||||
but do not include claims that would be infringed only as a
|
||||
consequence of further modification of the contributor version. For
|
||||
purposes of this definition, "control" includes the right to grant
|
||||
patent sublicenses in a manner consistent with the requirements of
|
||||
this License.
|
||||
|
||||
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
||||
patent license under the contributor's essential patent claims, to
|
||||
make, use, sell, offer for sale, import and otherwise run, modify and
|
||||
propagate the contents of its contributor version.
|
||||
|
||||
In the following three paragraphs, a "patent license" is any express
|
||||
agreement or commitment, however denominated, not to enforce a patent
|
||||
(such as an express permission to practice a patent or covenant not to
|
||||
sue for patent infringement). To "grant" such a patent license to a
|
||||
party means to make such an agreement or commitment not to enforce a
|
||||
patent against the party.
|
||||
|
||||
If you convey a covered work, knowingly relying on a patent license,
|
||||
and the Corresponding Source of the work is not available for anyone
|
||||
to copy, free of charge and under the terms of this License, through a
|
||||
publicly available network server or other readily accessible means,
|
||||
then you must either (1) cause the Corresponding Source to be so
|
||||
available, or (2) arrange to deprive yourself of the benefit of the
|
||||
patent license for this particular work, or (3) arrange, in a manner
|
||||
consistent with the requirements of this License, to extend the patent
|
||||
license to downstream recipients. "Knowingly relying" means you have
|
||||
actual knowledge that, but for the patent license, your conveying the
|
||||
covered work in a country, or your recipient's use of the covered work
|
||||
in a country, would infringe one or more identifiable patents in that
|
||||
country that you have reason to believe are valid.
|
||||
|
||||
If, pursuant to or in connection with a single transaction or
|
||||
arrangement, you convey, or propagate by procuring conveyance of, a
|
||||
covered work, and grant a patent license to some of the parties
|
||||
receiving the covered work authorizing them to use, propagate, modify
|
||||
or convey a specific copy of the covered work, then the patent license
|
||||
you grant is automatically extended to all recipients of the covered
|
||||
work and works based on it.
|
||||
|
||||
A patent license is "discriminatory" if it does not include within
|
||||
the scope of its coverage, prohibits the exercise of, or is
|
||||
conditioned on the non-exercise of one or more of the rights that are
|
||||
specifically granted under this License. You may not convey a covered
|
||||
work if you are a party to an arrangement with a third party that is
|
||||
in the business of distributing software, under which you make payment
|
||||
to the third party based on the extent of your activity of conveying
|
||||
the work, and under which the third party grants, to any of the
|
||||
parties who would receive the covered work from you, a discriminatory
|
||||
patent license (a) in connection with copies of the covered work
|
||||
conveyed by you (or copies made from those copies), or (b) primarily
|
||||
for and in connection with specific products or compilations that
|
||||
contain the covered work, unless you entered into that arrangement,
|
||||
or that patent license was granted, prior to 28 March 2007.
|
||||
|
||||
Nothing in this License shall be construed as excluding or limiting
|
||||
any implied license or other defenses to infringement that may
|
||||
otherwise be available to you under applicable patent law.
|
||||
|
||||
12. No Surrender of Others' Freedom.
|
||||
|
||||
If conditions are imposed on you (whether by court order, agreement or
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot convey a
|
||||
covered work so as to satisfy simultaneously your obligations under this
|
||||
License and any other pertinent obligations, then as a consequence you may
|
||||
not convey it at all. For example, if you agree to terms that obligate you
|
||||
to collect a royalty for further conveying from those to whom you convey
|
||||
the Program, the only way you could satisfy both those terms and this
|
||||
License would be to refrain entirely from conveying the Program.
|
||||
|
||||
13. Use with the GNU Affero General Public License.
|
||||
|
||||
Notwithstanding any other provision of this License, you have
|
||||
permission to link or combine any covered work with a work licensed
|
||||
under version 3 of the GNU Affero General Public License into a single
|
||||
combined work, and to convey the resulting work. The terms of this
|
||||
License will continue to apply to the part which is the covered work,
|
||||
but the special requirements of the GNU Affero General Public License,
|
||||
section 13, concerning interaction through a network will apply to the
|
||||
combination as such.
|
||||
|
||||
14. Revised Versions of this License.
|
||||
|
||||
The Free Software Foundation may publish revised and/or new versions of
|
||||
the GNU General Public License from time to time. Such new versions will
|
||||
be similar in spirit to the present version, but may differ in detail to
|
||||
address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the
|
||||
Program specifies that a certain numbered version of the GNU General
|
||||
Public License "or any later version" applies to it, you have the
|
||||
option of following the terms and conditions either of that numbered
|
||||
version or of any later version published by the Free Software
|
||||
Foundation. If the Program does not specify a version number of the
|
||||
GNU General Public License, you may choose any version ever published
|
||||
by the Free Software Foundation.
|
||||
|
||||
If the Program specifies that a proxy can decide which future
|
||||
versions of the GNU General Public License can be used, that proxy's
|
||||
public statement of acceptance of a version permanently authorizes you
|
||||
to choose that version for the Program.
|
||||
|
||||
Later license versions may give you additional or different
|
||||
permissions. However, no additional obligations are imposed on any
|
||||
author or copyright holder as a result of your choosing to follow a
|
||||
later version.
|
||||
|
||||
15. Disclaimer of Warranty.
|
||||
|
||||
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
|
||||
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
|
||||
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
|
||||
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
|
||||
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
|
||||
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
|
||||
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||
|
||||
16. Limitation of Liability.
|
||||
|
||||
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
||||
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
|
||||
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
|
||||
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
|
||||
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
|
||||
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
|
||||
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
|
||||
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
|
||||
SUCH DAMAGES.
|
||||
|
||||
17. Interpretation of Sections 15 and 16.
|
||||
|
||||
If the disclaimer of warranty and limitation of liability provided
|
||||
above cannot be given local legal effect according to their terms,
|
||||
reviewing courts shall apply local law that most closely approximates
|
||||
an absolute waiver of all civil liability in connection with the
|
||||
Program, unless a warranty or assumption of liability accompanies a
|
||||
copy of the Program in return for a fee.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
How to Apply These Terms to Your New Programs
|
||||
|
||||
If you develop a new program, and you want it to be of the greatest
|
||||
possible use to the public, the best way to achieve this is to make it
|
||||
free software which everyone can redistribute and change under these terms.
|
||||
|
||||
To do so, attach the following notices to the program. It is safest
|
||||
to attach them to the start of each source file to most effectively
|
||||
state the exclusion of warranty; and each file should have at least
|
||||
the "copyright" line and a pointer to where the full notice is found.
|
||||
|
||||
<one line to give the program's name and a brief idea of what it does.>
|
||||
Copyright (C) <year> <name of author>
|
||||
|
||||
This program is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
Also add information on how to contact you by electronic and paper mail.
|
||||
|
||||
If the program does terminal interaction, make it output a short
|
||||
notice like this when it starts in an interactive mode:
|
||||
|
||||
<program> Copyright (C) <year> <name of author>
|
||||
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
|
||||
This is free software, and you are welcome to redistribute it
|
||||
under certain conditions; type `show c' for details.
|
||||
|
||||
The hypothetical commands `show w' and `show c' should show the appropriate
|
||||
parts of the General Public License. Of course, your program's commands
|
||||
might be different; for a GUI interface, you would use an "about box".
|
||||
|
||||
You should also get your employer (if you work as a programmer) or school,
|
||||
if any, to sign a "copyright disclaimer" for the program, if necessary.
|
||||
For more information on this, and how to apply and follow the GNU GPL, see
|
||||
<https://www.gnu.org/licenses/>.
|
||||
|
||||
The GNU General Public License does not permit incorporating your program
|
||||
into proprietary programs. If your program is a subroutine library, you
|
||||
may consider it more useful to permit linking proprietary applications with
|
||||
the library. If this is what you want to do, use the GNU Lesser General
|
||||
Public License instead of this License. But first, please read
|
||||
<https://www.gnu.org/licenses/why-not-lgpl.html>.
|
BIN
G_Pen_Wing_2.sut
Normal file
1
README.md
Normal file
@ -0,0 +1 @@
|
||||
Base batch scripts taken from https://l0lock.github.io/FFmpeg-bat-collection/
|
245
README.txt
Normal file
@ -0,0 +1,245 @@
|
||||
----------------------------------------------------
|
||||
- INTRO -
|
||||
----------------------------------------------------
|
||||
|
||||
This kit contains nearly all images that contain text in the game that need to have seperated elements necessary for translation. For most of these, it's straight forward what to do, but there are special instructions for a few as well as general guidelines for all images.
|
||||
|
||||
|
||||
|
||||
----------------------------------------------------
|
||||
- PREREQUESITES -
|
||||
----------------------------------------------------
|
||||
|
||||
-CLIP STUDIO PAINT (Optional, recommended)
|
||||
-A tablet/drawing pad
|
||||
|
||||
For all project files included, they have been converted from the CLIP format to Photoshop documents for your convenience, so they are compatible with other paint programs. You'll notice there are still CLIP's included anyway - The advantage to them is the text, vectors, and layer markers will not be rasterized from the PSD conversion, so you can edit the text boxes directly with the size, kerning, line spacing, and fonts already set up for you. KEEP IN MIND THAT THE PSD CONVERSIONS ARE NOT PERFECT - some come with extremely slight pixel differences that I cannot explain, which is why there's clip variants for the cafeteria backgrounds, even though you theoretically don't need those.
|
||||
|
||||
Given Wani was made primarily in CLIP, it's highly recommended you get CLIP Studio anyway, as the brush included in this kit only works for CLIP. There's also a brush made close to this brush for Procreate, and that has been included as well in case you want to use that. Any brush will do so long as it's similar to the included brushes (slightly pencil-like and shimmering regular pen, minimal anti aliasing)
|
||||
|
||||
CLIP Studio has a free trial you can download from their page with a 3 month time limit on all devices, more than enough time to get done with translations. If you don't like the sound of that, the PSD's are still there.
|
||||
|
||||
|
||||
|
||||
----------------------------------------------------
|
||||
- REQUIREMENTS -
|
||||
----------------------------------------------------
|
||||
|
||||
If you're commiting to a translation, understand these things:
|
||||
|
||||
1. You MUST make the translated images and modified project files available for free online, per the CC-BY SA license.
|
||||
|
||||
2. Don't change anything in the image that isn't the translated text unless specified otherwise. This includes all the non-text layers and folders. If you need to change a part of the image to suit the translation, let us know at cavemanongames@gmail.com so we can work something out.
|
||||
|
||||
3. If an image has DRAWN text, you must also draw the text, not type it.
|
||||
|
||||
4. You are not allowed to translate images that aren't explicitly supported to be translatable. That means images not found in this kit are untranslatable, even the photo backgrounds that contain text in them.
|
||||
|
||||
|
||||
Not all words need to be translated! If something is generally understood in your language/culture, don't translate it. If you think there's a phrase, sentence, or word that would benefit from being localized but might be controversial in a lore sense, give us a full list of changes (in assets or in writing) you want to propose with detailed explanations for everything at cavemanongames@gmail.com and we'll approve of anything that seems good.
|
||||
|
||||
|
||||
|
||||
----------------------------------------------------
|
||||
- INSTRUCTIONS -
|
||||
----------------------------------------------------
|
||||
|
||||
Some of these do not have to be followed exactly, and a few contain project files that make them unnecessary. These are for those who want to know the exact specifications of which they are created.
|
||||
|
||||
Most of these have been drawn using the G_Pen_Wing_2.sut brush, what we'll call the wani brush. If some look like they've been drawn with G Pen for clip, or a regular looking brush, use that instead. Use your intuition for how the rest of these should be done - they should at least look like the source image.
|
||||
|
||||
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).
|
||||
|
||||
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.
|
||||
|
||||
The following instructions will assume you use CLIP.
|
||||
|
||||
|
||||
|
||||
|
||||
-TEXT CLARIFICATION-
|
||||
|
||||
Love test machine:
|
||||
Top of the machine:
|
||||
"LOVE TESTER"
|
||||
"25¢" (25 Cents)
|
||||
Side of the machine:
|
||||
"DOES YOUR LOVER KNOW?"
|
||||
Front of the machine:
|
||||
"VOLCANIC"
|
||||
"PASSIONATE"
|
||||
"BURNING"
|
||||
"NAUGHTY, BUT NICE"
|
||||
"MILD"
|
||||
"HARMLESS
|
||||
"CLAMMY"
|
||||
"POOR FISH TRY AGAIN"
|
||||
|
||||
e1 cgs:
|
||||
6th CG:
|
||||
"Sorry Olivia"
|
||||
1st CG:
|
||||
"BPM 86" (Beats Per Minute)
|
||||
|
||||
macaroni prop:
|
||||
"For Olivia :)"
|
||||
|
||||
|
||||
|
||||
-ASSET INSTRUCTIONS
|
||||
|
||||
art_contest_submission:
|
||||
Font: Times New Roman
|
||||
|
||||
"INCO G NITO
|
||||
12th Grade" 83pt
|
||||
|
||||
If you're not using CLIP to change the text easily, make a copy of the text layer and move it 2 pixels right, 1 pixel down. Color it the same color as the layer you're replicating (#D0C7C0)
|
||||
|
||||
|
||||
bg_cafeteria and bg_cafeteria_winter:
|
||||
|
||||
Make your changes to the exit sign (The very top layer of the project). Duplicate the layer and flip it vertically so it looks mirrored.
|
||||
Move the new layer to the spot on the reflection where it would be - It doesn't have to be super accurate but it shouldn't look offcenter to the sign box (Make it around 4 pixels between each boundary of the box).
|
||||
Go down near the bottom of the last enabled folder of layers that contain the floor reflections, you should see a folder labeled "EXIT". Note the 3 layers in it have specific opacities and blending modes.
|
||||
Delete the existing layers in the EXIT folder and put your new layer there. Duplicate the layer so there's 3 layers, and place the top-most layer 6 pixels down from the rest of the layers.
|
||||
Now change the opacity and blending mode of the 3 layers so it corresponds to the original layers. If you don't remember them, the 3 layers below the EXIT folder (Or in the winter version's case, a folder and 2 layers) use the exact same settings. Otherwise, you can copy these to the layers:
|
||||
|
||||
Layer 1 (Topmost) - 39% opacity, uses Add (Glow) blending
|
||||
Layer 2 - 15% opacity, uses Hard Light blending
|
||||
Layer 3 (Bottommost) - 100% opacity, uses Lighten blending
|
||||
|
||||
|
||||
olivia painting:
|
||||
Font: Times New Roman
|
||||
|
||||
"O.HALFORD" 87.1pt, Horizontal Ratio 55, Bold
|
||||
"O.HALFORD" 87.1pt, Horizontal Ratio 55, Bold, Vertical Ratio 15, flipped vertically
|
||||
|
||||
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.
|
||||
|
||||
|
||||
|
||||
|
||||
--------------------------------------------
|
||||
- WANI LOGO -
|
||||
--------------------------------------------
|
||||
|
||||
This is a special asset that doesn't require translation because it would be hardest asset to translate for something that isn't strictly necessary to understand the game, and also being the most artistically dependant asset to make. Skip this whole section if you don't want to cover it, but if you still want to translate it there's a few things you should know:
|
||||
|
||||
-You will need to cover all the assets related to the logo, including the animations.
|
||||
-Special consideration should be taken for how you translate it, since it is THE logo and depends on an english pun. At minimum, you only need to translate the logo from "I Wanna Hug that Gator!" so it makes sense for the game, but if you want to go the extra mile of including a japanese symbol's phonetic meaning as a pun in your translated "I Wanna Hug that Gator!", then it preferably should be something related to gators, baronyxes, dinos, or otherwise. For instance, "Wani (鰐)" and "Wani (ワニ)" in the logo is the kanji and katagana respectively for "Alligator", and both are combined into the symbol to stylize it to look like olivia in her wheelchair. Keep in mind that the intent of the title is also to parody how japanese VN's title their games - that is, boisterous first-person actions - so try to keep it within that tone.
|
||||
-The alternate logo is just a joke logo, so if you want to change it so it's not a declaration of how much you want to FUCK that gator, go ahead.
|
||||
-The dimensions and duration of the image/animation can vary as you need it for translation. Ultimately, keep it within reason with how the game presents with it being legible in-game, not clipping it to the edge of the screen when it goes full screen, and not being too long. If you need to export it at a lower resolution to fit it, do so.
|
||||
-This is the only asset that doesn't have a PSD alternative, you must use CLIP for this as it's impossible to convert it to PSD.
|
||||
|
||||
All of the above (But mainly the localizing parts) will need some approval by us first so the logo is within reason. Shoot us an email at cavemanongames@gmail.com with descriptions of what you want to translate it to and we'll approve it if it's good.
|
||||
|
||||
Once that's covered, make your changes to the logo. This can be done in two main ways, depending on how dedicated you are:
|
||||
|
||||
-Re-animating the entire logo in your language
|
||||
-Animating a subtitle somewhere around the logo that includes the translation instead of editing the logo itself
|
||||
|
||||
Use whatever method/program you need to animate the logo, but USE THE SOURCE FILE/FRAMES FROM THE CLIP FILE. Not only do you use the cleanest source with higher-res to work with, you also need the transparency in the frames for encoding (explained later). If what you're doing can be animated in CLIP, it's suggested you do so so you're not chaining programs together.
|
||||
|
||||
Export the logo frames in CSP by going into File > Export animation(Y) > Image sequence... and in the export dialog maki sure the framerate is 30 and the exported resolution is half of the project dimensions (which comes out to 1056 x 950 with the current project file's resolution, but can change depending on your specifications), the same as the game asset's resolution. If you're exporting to edit in another program, export at full res if you want, but they need to be re-exported as individual frames and shrunk back down to the appropriate resolution (Either by batch processing all the frames in your program, or sizing it down with FFMPEG, explained later).
|
||||
|
||||
In the 'Export to(F):' field, select the folder to export the frames. Put the frames of either logo in the 'logo_frames' folder, and when you're doing the alternate logo put them in the 'logoalt_frames' folder. Hit 'OK' to export.
|
||||
|
||||
|
||||
FOR WINDOWS USERS:
|
||||
|
||||
Double-click the 'Convert Logo frames to videos.bat' and/or 'Convert Alt Logo frames to videos.bat' files, making sure you have frame files for either in the respective frame folders. Lossless and game-usable videos will be found respectively in the 'export' folders.
|
||||
|
||||
You may have to edit variables in these scripts to match characteristics of your frame files, such as their naming scheme. Open the batch scripts in a text editor and look at the top of the file where several variables can be found:
|
||||
|
||||
set "LOGO_FRAME_RATE=30"
|
||||
set "LOGO_FRAME_STARTING_NUMBER=0"
|
||||
set "LOGO_FRAME_BASENAME=Timeline 1_"
|
||||
set "LOGO_FRAME_DIGITS=4"
|
||||
set "LOGO_FRAME_EXTENSION=.png"
|
||||
set "LOGO_FRAME_HALFRES=FALSE"
|
||||
|
||||
Change these variables as you see fit. For instance, if you re-exported your frames from Vegas Pro, they may have a naming scheme of "ProjectName_XXXXXX", where "XXXXXX" is a number between 000000 and 999999, different from CSP's naming scheme which defaults to "Timeline 1_XXXX", so you would change LOGO_FRAME_BASENAME and LOGO_FRAME_DIGITS. This is also where you can automatically downsize your video on conversion if you initially exported the logo frames at full-res.
|
||||
|
||||
|
||||
FOR OTHER OS'S:
|
||||
|
||||
For people who need to convert the frames manually, download FFMPEG for your system (Through your package manager, building from source, or downloading pre-built binaries from https://github.com/BtbN/FFmpeg-Builds/releases or https://www.gyan.dev/ffmpeg/builds/), and either make them part of your system environment variables or just have the FFMPEG exe in your working directory. Here are the commands for manual conversion:
|
||||
|
||||
// This is to convert the logo frames to a lossless video for archival and because converting frames directly to mpeg4 doesn't work properly in FFMPEG.
|
||||
// Change the arguments to what you need, such as framerate, the starting frame number, and the path to and name of the input frames.
|
||||
// If you want to downsize your frames by half-res, add '-filter:v scale=iw/2:ih/2' to the command.
|
||||
ffmpeg -framerate 30 -start_number 0 -i "Timeline_1%04d.png" -c:v libx264 -pix_fmt yuv444p -colorspace bt709 -crf 0 "title lossless.mp4"
|
||||
|
||||
// Same as the above, but makes an alpha mask video instead. If you want to downsize this as well, replace '-filter:v alphaextract' with '-filter:v "alphaextract, scale=iw/2:ih/2"'
|
||||
ffmpeg -framerate 30 -start_number 0 -i "Timeline_1%04d.png" -c:v libx264 -pix_fmt yuv444p -colorspace bt709 -crf 0 -filter:v alphaextract "titlemask lossless.mp4"
|
||||
|
||||
// Now turn that lossless video into a game-usable video. Again, changing things like the path to the input and output video as needed.
|
||||
ffmpeg -i "title lossless.mp4" -pix_fmt yuv420p10le -c:v vp9 -deadline good -cpu-used 0 -row-mt 1 -tile-columns 2 -lag-in-frames 25 -keyint_min 240 -auto-alt-ref 6 -arnr-maxframes 12 -enable-tpl 1 -colorspace bt709 -b:v 0 -crf 31 "anim_logo1.webm"
|
||||
|
||||
// Same as the above, but using the lossless mask video. This will convert it to mpeg4, which prevents the video extension from being '.webm' on export.
|
||||
ffmpeg -i "titlemask lossless.mp4" -c:v mpeg4 -colorspace bt709 -qscale:v 10 -an "anim_logomask.mp4"
|
||||
|
||||
// Rename that exported video to have a '.webm' extension. Or you can just do it in your file explorer.
|
||||
// WINDOWS:
|
||||
ren "anim_logomask.mp4" "anim_logomask.webm"
|
||||
// LINUX:
|
||||
mv "anim_logomask.mp4" "anim_logomask.webm"
|
||||
|
||||
To do the same for the alternate logo, switch the filenames as appropriate when inputing commands:
|
||||
|
||||
ffmpeg -framerate 30 -start_number 0 -i "Timeline_1%04d.png" -c:v libx264 -pix_fmt yuv444p -colorspace bt709 -crf 0 "titlealt lossless.mp4"
|
||||
|
||||
ffmpeg -framerate 30 -start_number 0 -i "Timeline_1%04d.png" -c:v libx264 -pix_fmt yuv444p -colorspace bt709 -crf 0 -filter:v alphaextract "titlealtmask lossless.mp4"
|
||||
|
||||
ffmpeg -i "titlealt lossless.mp4" -pix_fmt yuv420p10le -c:v vp9 -deadline good -cpu-used 0 -row-mt 1 -tile-columns 2 -lag-in-frames 25 -keyint_min 240 -auto-alt-ref 6 -arnr-maxframes 12 -enable-tpl 1 -colorspace bt709 -b:v 0 -crf 31 "anim_logoalt1.webm"
|
||||
|
||||
ffmpeg -i "titlealtmask lossless.mp4" -c:v mpeg4 -colorspace bt709 -qscale:v 10 -an "anim_logoaltmask.mp4"
|
||||
|
||||
// WINDOWS:
|
||||
ren "anim_logoaltmask.mp4" "anim_logoaltmask.webm"
|
||||
// LINUX:
|
||||
mv "anim_logoaltmask.mp4" "anim_logoaltmask.webm"
|
||||
|
||||
|
||||
|
||||
AFTER CONVERSION:
|
||||
|
||||
When you're finished with the animations entirely, take the last frames of the logo and alt logo and save them as "anim_logo2.png" and "anim_altlogo2.png" respectively, still making sure they're half-res. If you're ready to assemble them so they follow the game's file structure, move on to the next section.
|
||||
|
||||
|
||||
|
||||
----------------------------------------------------
|
||||
- EXPORTING FOR GAME ASSETS -
|
||||
----------------------------------------------------
|
||||
|
||||
For several, exporting the text layer will do just fine, but some files contain layers above the text, and care must be taken with them in mind - you can't just export the text layer, you have to export the layer with the accumulative effects of the layers above affecting the text layer.
|
||||
|
||||
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, 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 pixel outside of 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.
|
||||
|
||||
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.
|
||||
|
||||
Export the new text layers as themselves without the base image, exactly like the game asset examples provided in the "game" folder.
|
||||
|
||||
Once done, assemble the exported 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. Don't make copies of assets that are entirely unmodified english, it will show up in game as english anyways.
|
||||
|
||||
If you're only translating assets, or coinciding them with translated scripts, email us them at cavemanongames@gmail.com as a link and we'll make it publically available, or more conveniently put it on our git - git.cavemanon.xyz
|
||||
|
||||
If you do so on the git, please leave it somewhere where it can be seen. You can create an issue on the Wani demo repository and leave a link for others to use and eventually implement (Likely, you won't be able to do a PR since it concerns files that only relate to the full game)
|
||||
|
||||
|
||||
|
||||
--------------------------------------------
|
||||
- MISCELLANEOUS -
|
||||
--------------------------------------------
|
||||
|
||||
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. Lucky for you, Renpy is designed so codelets can pitch in and work on stuff.
|
||||
|
||||
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 (When generating, make your language code a two character, lowercase string like 'es' or 'ru') so you can just pick it up and start translating. 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
|
||||
|
||||
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. 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.
|
||||
|
||||
One spanish anon has provided tools for helping with translations should you need it. This tool might help with making a basis for a real translation or the funniest shit you've ever seen depending on how you want to use it.
|
||||
https://git.snootgame.xyz/GManon/Trans_tools
|
||||
|
BIN
game/images/animations/logo/anim_logo1.webm
Normal file
BIN
game/images/animations/logo/anim_logo2.png
Normal file
After Width: | Height: | Size: 373 KiB |
BIN
game/images/animations/logo/anim_logoalt1.webm
Normal file
BIN
game/images/animations/logo/anim_logoalt2.png
Normal file
After Width: | Height: | Size: 366 KiB |
BIN
game/images/animations/logo/anim_logoaltmask.webm
Normal file
BIN
game/images/animations/logo/anim_logomask.webm
Normal file
BIN
game/images/backgrounds/bg_principalsoffice_text.png
Normal file
After Width: | Height: | Size: 14 KiB |
BIN
game/images/backgrounds/cafeteria/bg_cafeteria_text.png
Normal file
After Width: | Height: | Size: 14 KiB |
BIN
game/images/backgrounds/cafeteria/bg_cafeteria_winter_text.png
Normal file
After Width: | Height: | Size: 14 KiB |
BIN
game/images/cgs/cg_contestpainting_words.png
Normal file
After Width: | Height: | Size: 31 KiB |
BIN
game/images/cgs/cg_painting_text.png
Normal file
After Width: | Height: | Size: 18 KiB |
BIN
game/images/cgs/hospital/cg_a01_text.png
Normal file
After Width: | Height: | Size: 12 KiB |
BIN
game/images/cgs/hospital/cg_a06_text.png
Normal file
After Width: | Height: | Size: 12 KiB |
BIN
game/images/doodles/ddl_bigBoy_words.png
Normal file
After Width: | Height: | Size: 6.7 KiB |
BIN
game/images/fullbody/sketchbook/fb_sketchbook_doodles_words.png
Normal file
After Width: | Height: | Size: 40 KiB |
After Width: | Height: | Size: 19 KiB |
After Width: | Height: | Size: 15 KiB |
BIN
game/images/props/spr_lovetester_words.png
Normal file
After Width: | Height: | Size: 58 KiB |
BIN
game/images/props/spr_macaroni_left_text.png
Normal file
After Width: | Height: | Size: 1.8 KiB |
BIN
game/images/props/spr_mug_damien_text.png
Normal file
After Width: | Height: | Size: 2.8 KiB |
BIN
game/images/props/spr_mug_inco_text.png
Normal file
After Width: | Height: | Size: 2.2 KiB |
BIN
game/images/props/spr_mug_olivia_text.png
Normal file
After Width: | Height: | Size: 2.4 KiB |
BIN
game/images/props/spr_mug_vinny_text.png
Normal file
After Width: | Height: | Size: 2.3 KiB |
BIN
sources/Love Test machine.clip
Normal file
BIN
sources/Love Test machine.psd
Normal file
BIN
sources/art_contest_submission.clip
Normal file
BIN
sources/art_contest_submission.psd
Normal file
BIN
sources/bg_cafeteria.clip
Normal file
BIN
sources/bg_cafeteria.psd
Normal file
BIN
sources/bg_cafeteria_winter.clip
Normal file
BIN
sources/bg_cafeteria_winter.psd
Normal file
BIN
sources/bg_principalsoffice_base.psd
Normal file
BIN
sources/bigboy doodle.psd
Normal file
BIN
sources/christmas mugs.psd
Normal file
BIN
sources/e1 cgs.clip
Normal file
BIN
sources/e1 cgs.psd
Normal file
BIN
sources/macaroni prop.psd
Normal file
BIN
sources/olivia painting.clip
Normal file
BIN
sources/olivia painting.psd
Normal file
BIN
sources/sketchbook_doodles.psd
Normal file
109
wanilogo/Convert Alt Logo frames to videos.bat
Normal file
@ -0,0 +1,109 @@
|
||||
@echo off
|
||||
|
||||
:: Sets the variables for what charcteristics your frames are. You shouldn't need to mess with LOGO_FRAMERATE, but if your
|
||||
:: frame names are different from say, CSP's (Where the default naming scheme isn't 'Timeline 1_XXXX'), this is where you change
|
||||
:: them. LOGO_FRAME_DIGITS refers to how many digits at the end of the base frame name are in a collection, so for instance CSP's
|
||||
:: goes from 0000 - 9999, which is 4 digits.
|
||||
|
||||
set "LOGO_FRAME_RATE=30"
|
||||
set "LOGO_FRAME_STARTING_NUMBER=0"
|
||||
set "LOGO_FRAME_BASENAME=Timeline 1_"
|
||||
set "LOGO_FRAME_DIGITS=4"
|
||||
set "LOGO_FRAME_EXTENSION=.png"
|
||||
:: Set this to TRUE if you want to shrink it down
|
||||
set "LOGO_FRAME_HALFRES=FALSE"
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
:: The filepaths for the frame and video folders
|
||||
:: This will end up with a filepath like "logo_frames\\Timeline 1_0000.png" for frames
|
||||
|
||||
set "LOGO_PATH_FRAMES=logoalt_frames\\%LOGO_FRAME_BASENAME%%%0%LOGO_FRAME_DIGITS%d%LOGO_FRAME_EXTENSION%"
|
||||
set "LOGO_PATH_VIDEO_LOSSLESS=export_lossless\\titlealt lossless.mp4"
|
||||
set "LOGO_PATH_VIDEO_MASK_LOSSLESS=export_lossless\\titlealtmask lossless.mp4"
|
||||
set "LOGO_PATH_VIDEO_GAME=export_game\\anim_logoalt1.webm"
|
||||
set "LOGO_PATH_VIDEO_MASK_GAME=export_game\\anim_logoaltmask.mp4"
|
||||
|
||||
|
||||
:: Set the command for scaling the video down half res
|
||||
if "%LOGO_FRAME_HALFRES%"=="TRUE" (set "LOGO_HALFRES_COMMAND=scale=iw/2:ih/2")
|
||||
if "%LOGO_FRAME_HALFRES%"=="FALSE" (set "LOGO_HALFRES_COMMAND=scale=iw:ih")
|
||||
|
||||
|
||||
:: First we make the RGB video of the logo in lossless format, so it (on paper) should be pixel accurate to the frames.
|
||||
|
||||
if exist "%LOGO_PATH_VIDEO_LOSSLESS%" del "%LOGO_PATH_VIDEO_LOSSLESS%"
|
||||
|
||||
ffmpeg ^
|
||||
-framerate %LOGO_FRAME_RATE% ^
|
||||
-start_number %LOGO_FRAME_STARTING_NUMBER% ^
|
||||
-i "%LOGO_PATH_FRAMES%" ^
|
||||
-c:v libx264 -pix_fmt yuv444p -colorspace bt709 -crf 0 ^
|
||||
-filter:v %LOGO_HALFRES_COMMAND% ^
|
||||
"%LOGO_PATH_VIDEO_LOSSLESS%"
|
||||
if NOT ["%errorlevel%"]==["0"] goto:error
|
||||
echo [92m%~n1Done converting logo mask to lossless video.[0m
|
||||
|
||||
:: Then we do it again, but make an alpha mask video out of those frames
|
||||
|
||||
if exist "%LOGO_PATH_VIDEO_MASK_LOSSLESS%" del "%LOGO_PATH_VIDEO_MASK_LOSSLESS%"
|
||||
|
||||
ffmpeg ^
|
||||
-framerate %LOGO_FRAME_RATE% ^
|
||||
-start_number %LOGO_FRAME_STARTING_NUMBER% ^
|
||||
-i "%LOGO_PATH_FRAMES%" ^
|
||||
-c:v libx264 -pix_fmt yuv444p -colorspace bt709 -crf 0 ^
|
||||
-filter:v "alphaextract, %LOGO_HALFRES_COMMAND%" ^
|
||||
"%LOGO_PATH_VIDEO_MASK_LOSSLESS%"
|
||||
if NOT ["%errorlevel%"]==["0"] goto:error
|
||||
echo [92m%~n1Done converting logo mask to lossless video.[0m
|
||||
|
||||
|
||||
|
||||
:: Now we convert those lossless videos to game-usable videos
|
||||
|
||||
if exist "%LOGO_PATH_VIDEO_GAME%" del "%LOGO_PATH_VIDEO_GAME%"
|
||||
|
||||
ffmpeg ^
|
||||
-i "%LOGO_PATH_VIDEO_LOSSLESS%" ^
|
||||
-pix_fmt yuv420p10le -c:v vp9 -deadline good -cpu-used 0 -row-mt 1 -tile-columns 2 -lag-in-frames 25 -keyint_min 240 -auto-alt-ref 6 -arnr-maxframes 12 -enable-tpl 1 -colorspace bt709 -b:v 0 -crf 31 ^
|
||||
"%LOGO_PATH_VIDEO_GAME%"
|
||||
if NOT ["%errorlevel%"]==["0"] goto:error
|
||||
echo [92m%~n1Done converting logo to game usable video.[0m
|
||||
|
||||
:: And again for the mask
|
||||
|
||||
if exist "%LOGO_PATH_VIDEO_MASK_GAME%" del "%LOGO_PATH_VIDEO_MASK_GAME%"
|
||||
|
||||
ffmpeg ^
|
||||
-i "%LOGO_PATH_VIDEO_MASK_LOSSLESS%" ^
|
||||
-c:v mpeg4 -colorspace bt709 -qscale:v 10 -an ^
|
||||
"%LOGO_PATH_VIDEO_MASK_GAME%"
|
||||
if NOT ["%errorlevel%"]==["0"] goto:error
|
||||
echo [92m%~n1Done converting logo mask to game usable video.[0m
|
||||
|
||||
:: Rename the files to webm for Ren'Py. FFMPEG won't allow you to just specifiy a .webm on an mpeg4 file
|
||||
if exist "export_game\\anim_logoaltmask.webm" del "export_game\\anim_logoaltmask.webm"
|
||||
ren "%LOGO_PATH_VIDEO_MASK_GAME%" "anim_logoaltmask.webm"
|
||||
|
||||
echo [92m%~n1Successfully changed extension of game-usable videos.[0m
|
||||
|
||||
goto:end
|
||||
|
||||
|
||||
|
||||
|
||||
:error
|
||||
|
||||
echo [93mThere was an error. Please check your input files or your FFMPEG isn't in this folder/not part of your environment variables.[0m
|
||||
pause
|
||||
exit 0
|
||||
|
||||
:end
|
||||
|
||||
echo [92mEncoding succesful.[0m
|
||||
pause
|
||||
exit 0
|
109
wanilogo/Convert Logo frames to videos.bat
Normal file
@ -0,0 +1,109 @@
|
||||
@echo off
|
||||
|
||||
:: Sets the variables for what charcteristics your frames are. You shouldn't need to mess with LOGO_FRAMERATE, but if your
|
||||
:: frame names are different from say, CSP's (Where the default naming scheme isn't 'Timeline 1_XXXX'), this is where you change
|
||||
:: them. LOGO_FRAME_DIGITS refers to how many digits at the end of the base frame name are in a collection, so for instance CSP's
|
||||
:: goes from 0000 - 9999, which is 4 digits.
|
||||
|
||||
set "LOGO_FRAME_RATE=30"
|
||||
set "LOGO_FRAME_STARTING_NUMBER=0"
|
||||
set "LOGO_FRAME_BASENAME=Timeline 1_"
|
||||
set "LOGO_FRAME_DIGITS=4"
|
||||
set "LOGO_FRAME_EXTENSION=.png"
|
||||
:: Set this to TRUE if you want to shrink it down
|
||||
set "LOGO_FRAME_HALFRES=FALSE"
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
:: The filepaths for the frame and video folders
|
||||
:: This will end up with a filepath like "logo_frames\\Timeline 1_0000.png" for frames
|
||||
|
||||
set "LOGO_PATH_FRAMES=logo_frames\\%LOGO_FRAME_BASENAME%%%0%LOGO_FRAME_DIGITS%d%LOGO_FRAME_EXTENSION%"
|
||||
set "LOGO_PATH_VIDEO_LOSSLESS=export_lossless\\title lossless.mp4"
|
||||
set "LOGO_PATH_VIDEO_MASK_LOSSLESS=export_lossless\\titlemask lossless.mp4"
|
||||
set "LOGO_PATH_VIDEO_GAME=export_game\\anim_logo1.webm"
|
||||
set "LOGO_PATH_VIDEO_MASK_GAME=export_game\\anim_logomask.mp4"
|
||||
|
||||
|
||||
:: Set the command for scaling the video down half res
|
||||
if "%LOGO_FRAME_HALFRES%"=="TRUE" (set "LOGO_HALFRES_COMMAND=scale=iw/2:ih/2")
|
||||
if "%LOGO_FRAME_HALFRES%"=="FALSE" (set "LOGO_HALFRES_COMMAND=scale=iw:ih")
|
||||
|
||||
|
||||
:: First we make the RGB video of the logo in lossless format, so it (on paper) should be pixel accurate to the frames.
|
||||
|
||||
if exist "%LOGO_PATH_VIDEO_LOSSLESS%" del "%LOGO_PATH_VIDEO_LOSSLESS%"
|
||||
|
||||
ffmpeg ^
|
||||
-framerate %LOGO_FRAME_RATE% ^
|
||||
-start_number %LOGO_FRAME_STARTING_NUMBER% ^
|
||||
-i "%LOGO_PATH_FRAMES%" ^
|
||||
-c:v libx264 -pix_fmt yuv444p -colorspace bt709 -crf 0 ^
|
||||
-filter:v %LOGO_HALFRES_COMMAND% ^
|
||||
"%LOGO_PATH_VIDEO_LOSSLESS%"
|
||||
if NOT ["%errorlevel%"]==["0"] goto:error
|
||||
echo [92m%~n1Done converting logo mask to lossless video.[0m
|
||||
|
||||
:: Then we do it again, but make an alpha mask video out of those frames
|
||||
|
||||
if exist "%LOGO_PATH_VIDEO_MASK_LOSSLESS%" del "%LOGO_PATH_VIDEO_MASK_LOSSLESS%"
|
||||
|
||||
ffmpeg ^
|
||||
-framerate %LOGO_FRAME_RATE% ^
|
||||
-start_number %LOGO_FRAME_STARTING_NUMBER% ^
|
||||
-i "%LOGO_PATH_FRAMES%" ^
|
||||
-c:v libx264 -pix_fmt yuv444p -colorspace bt709 -crf 0 ^
|
||||
-filter:v "alphaextract, %LOGO_HALFRES_COMMAND%" ^
|
||||
"%LOGO_PATH_VIDEO_MASK_LOSSLESS%"
|
||||
if NOT ["%errorlevel%"]==["0"] goto:error
|
||||
echo [92m%~n1Done converting logo mask to lossless video.[0m
|
||||
|
||||
|
||||
|
||||
:: Now we convert those lossless videos to game-usable videos
|
||||
|
||||
if exist "%LOGO_PATH_VIDEO_GAME%" del "%LOGO_PATH_VIDEO_GAME%"
|
||||
|
||||
ffmpeg ^
|
||||
-i "%LOGO_PATH_VIDEO_LOSSLESS%" ^
|
||||
-pix_fmt yuv420p10le -c:v vp9 -deadline good -cpu-used 0 -row-mt 1 -tile-columns 2 -lag-in-frames 25 -keyint_min 240 -auto-alt-ref 6 -arnr-maxframes 12 -enable-tpl 1 -colorspace bt709 -b:v 0 -crf 31 ^
|
||||
"%LOGO_PATH_VIDEO_GAME%"
|
||||
if NOT ["%errorlevel%"]==["0"] goto:error
|
||||
echo [92m%~n1Done converting logo to game usable video.[0m
|
||||
|
||||
:: And again for the mask
|
||||
|
||||
if exist "%LOGO_PATH_VIDEO_MASK_GAME%" del "%LOGO_PATH_VIDEO_MASK_GAME%"
|
||||
|
||||
ffmpeg ^
|
||||
-i "%LOGO_PATH_VIDEO_MASK_LOSSLESS%" ^
|
||||
-c:v mpeg4 -colorspace bt709 -qscale:v 10 -an ^
|
||||
"%LOGO_PATH_VIDEO_MASK_GAME%"
|
||||
if NOT ["%errorlevel%"]==["0"] goto:error
|
||||
echo [92m%~n1Done converting logo mask to game usable video.[0m
|
||||
|
||||
:: Rename the files to webm for Ren'Py. FFMPEG won't allow you to just specifiy a .webm on an mpeg4 file
|
||||
if exist "export_game\\anim_logomask.webm" del "export_game\\anim_logomask.webm"
|
||||
ren "%LOGO_PATH_VIDEO_MASK_GAME%" "anim_logomask.webm"
|
||||
|
||||
echo [92m%~n1Successfully changed extension of game-usable videos.[0m
|
||||
|
||||
goto:end
|
||||
|
||||
|
||||
|
||||
|
||||
:error
|
||||
|
||||
echo [93mThere was an error. Please check your input files or your FFMPEG isn't in this folder/not part of your environment variables.[0m
|
||||
pause
|
||||
exit 0
|
||||
|
||||
:end
|
||||
|
||||
echo [92mEncoding succesful.[0m
|
||||
pause
|
||||
exit 0
|