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stranger
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stranger
Joined: Jan 2015
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I have the same problem - when I inserting Localization / English.pak When i translated into another language, is still loading English texts (I do not know where) - do not take it new file .pak.
Please, solve this problem... So. I have the same problem.
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addict
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addict
Joined: Apr 2013
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So. I have the same problem. Well ... What did you change in English.pak exactly? How did you recompress the package? (What options did you use, was the input path the same as the output path during decompression?) If you're sure that you did everything correctly, can you upload a copy of the broken .pak somewhere for inspection?
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stranger
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stranger
Joined: Jan 2015
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I edited the file is not English, so I do translation into another language. and I want to leave English as any other edits. But when unpacking any localization file when you start the game it switched to English only. If you replace the default file pak everything is working properly. But even if you edit a purely English localization, the game strangely does not accept the changes. It will display a standard text. WHERE IT TAKES? Unpacking and packing files made in standard mode. Here repacked fileI do not know whether I'm doing right or not. Just want to ask how to do it right?
Last edited by Did Kokos; 03/11/15 08:59 AM.
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addict
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addict
Joined: Apr 2013
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You should repack the directory where you unpacked the original .PAK to; otherwise the relative paths inside the .PAK will be incorrect.
Let's take an example: Extracting Russian.pak to C:\stuff\ will get you: PAK Localization\Russian\Fonts\fonts.lsx --> Filesystem C:\stuff\Localization\Russian\Fonts\fonts.lsx PAK Localization\Russian\russian.xml --> Filesystem C:\stuff\Localization\Russian\russian.xml [etc.]
When you later repack C:\stuff, the prefix of the paths will be stripped, so you'll get: Filesystem C:\stuff\Localization\Russian\Fonts\fonts.lsx -> PAK Localization\Russian\Fonts\fonts.lsx Filesystem C:\stuff\Localization\Russian\russian.xml --> PAK Localization\Russian\russian.xml
... however, when you only repack a *subdirectory*, eg. C:\stuff\Localization\Russian, you get: Filesystem C:\stuff\Localization\Russian\Fonts\fonts.lsx -> PAK Fonts\fonts.lsx Filesystem C:\stuff\Localization\Russian\russian.xml --> PAK russian.xml
Notice how the relative paths in the PAK are different; the new package has "Fonts\fonts.lsx" instead of the correct "Localization\Russian\Fonts\fonts.lsx", this is why your package doesn't work.
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stranger
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stranger
Joined: Jan 2015
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You should repack the directory where you unpacked the original .PAK to; otherwise the relative paths inside the .PAK will be incorrect.
... however, when you only repack a *subdirectory*, eg. C:\stuff\Localization\Russian, you get: Filesystem C:\stuff\Localization\Russian\Fonts\fonts.lsx -> PAK Fonts\fonts.lsx Filesystem C:\stuff\Localization\Russian\russian.xml --> PAK russian.xml
Notice how the relative paths in the PAK are different; the new package has "Fonts\fonts.lsx" instead of the correct "Localization\Russian\Fonts\fonts.lsx", this is why your package doesn't work. Thank you for the explanation. Everything works.
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addict
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addict
Joined: Apr 2013
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Updated the extractor again. Changelist for 1.1 -> 1.3: - Add LSF write support - Fix TranslatedString serialization for LSF - Fix conversion of GR2 models that use 16-bit vertex indices - Add support for v7, v9 and v10 package formats
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stranger
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stranger
Joined: Oct 2015
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addict
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addict
Joined: Apr 2013
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stranger
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stranger
Joined: Nov 2015
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1000x Thanks Norbyte!! Working great, just did the movement speed increase mod :)
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stranger
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stranger
Joined: Nov 2015
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Awesome tool, been using it to change up some dialog options, but it looks like the LSX->LSF writing seems break when it encounters a <children> element in the LSX xml tree. Any <node> elements within the <children> tags are being added to the parent's DOM level, and breaks dialog completely :(
You can reproduce this with any of the LSF files in Mods\Main\Story\Keywords from within MainLSF.pak
The particular file I was tinkering with was JAH_Default.lsf, if it helps.
What I did was converted the file from LSF->LSX, LSX->LSF, and then LSF->LSX again, comparing the original LSX to the "processed" LSX.
Any way you could add support for the children tags so that it'll output properly?
Last edited by Corgan; 08/11/15 06:07 AM.
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addict
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addict
Joined: Apr 2013
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LSX loading is now fixed in v1.3.1
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enthusiast
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enthusiast
Joined: Dec 2013
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Thanks again for all the work Norbyte You ever, erm, find the time or need for some extra work..well..i don't suppose we'd mind if you brouth the save game editor up to date as well ^^
Pride, honour and purity
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addict
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addict
Joined: Apr 2013
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Thanks again for all the work Norbyte You ever, erm, find the time or need for some extra work..well..i don't suppose we'd mind if you brouth the save game editor up to date as well ^^ Well I'll take a look at it, but no guarantees...
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stranger
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stranger
Joined: Nov 2015
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Norbyte, I'm using v1.3.1 and I had two questions. 1. Is there a way that the program can output a readable file? As in, line breaks? Example shown in the picture: 2. Is it possible to have a batch way to convert lsf files to lsx? I really want to get a look at changing some things but having to convert one file at a time when there are hundreds of them is unrealistic. No matter the answer, thank you for your program and time!
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stranger
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stranger
Joined: Nov 2015
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MrWoof, You can use notepad++ with the XML tools plugin. (you need to add the plugin). Just press CTRL+ALT+SHIFT B and it will show it with all of the line breaks.
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stranger
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stranger
Joined: Nov 2015
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stranger
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stranger
Joined: Nov 2015
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Hey Norbyte, after today's patch (11/10) I'm unable to fully unpack Main.pak. A ways in, this message box appears: I'm guessing something on their end changed? Thanks for taking a look!
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addict
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addict
Joined: Apr 2013
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Both Main.pak and Materials.pak (the files patched yesterday) extract successfully for me. Can you "Verify local files" on Steam to make sure that your Main.pak is OK?
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stranger
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stranger
Joined: Nov 2015
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Thanks, that seems to have worked. I probably screwed something up previously with it. Sorry about that! Thanks for the reply!
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