![]() You can update your Translator++ by using auto-update.With a new Windows 10 flat interface WinNc can do all the basic tasks you expect from a file manager like copy, move, delete, compress, uncompress and create links. The tool itself is pretty straight forward and self-explanatory. Repack a folder into xp3 can be accessible through Translator++’s main menu ![]() Or you can create a patch.xp3 file that contains the translated scenarios (and even resources such as translated images), so that the original data.xp3 file will remain untouched. So you can repack the translated scenario back to xp3. The latest version of Translator++ has a tool to pack a folder into xp3. ![]() when patch.xp3 is exist … patch2.xp3, patch3.xp3 …are also will be loaded if any.patch.xp3 will be loaded when exist, overwriting previously loades scenarios or resources.If data.xp3 doesn’t exist, read data folder.It looks like the scenario script is read according to priority as follows: Because scenario files are not inside data.xp3 in some cases. Users need to rename by themself if needed. So the latest version of Translator ++ will not change the xp3 file. But this has proven to cause confusion for some. In the previous version, KAGParser will automatically rename the xp3 file to bak after extracting it with the hope that people will not be confused because after injection the game remains in the original language because it still reads the data.xp3 file. Once you clicked the button, the necessary javascript files will be loaded into the grid as follows: Plugin strings and parameters are translatable now. Click to load all translatable texts from plugins However, you can load the javascript files any time by pressing the “Load Plugins Into Project” button. But experienced translators may need this feature to quickly fetch translatable texts in the plugins instead of searching for them manually in the RPG Maker editor.īy default when you start a Translator++ project, javascript files will not load into the grid. I don’t really recommend translating text in javascript with machine translator, or rather I don’t recommend translating plugins at all. The plugin’s parameter on the RPG Maker MV editor. That’s because there is a high chance that the text is actually part of the plugin parameters or a string inside the plugins … which is javascript files. For example, menu contents, HUD, text on quests and so on. Previously, many complained because even though all the strings in the RPG Maker scenario had been translated, there were still untranslated text in the game. Also not to mention the invaluable resources descriptor, in case you need them to translate resources (images, audios and videos) RMMV & RMMZ engine : ability to translate plugins & plugin parameters. This utility provide us a GUI interface to extract enigma boxed games. Decrypt encrypted RPG Maker MV & MZ resources We also have several new utilities under the Tools menu. RPG Maker MV & RPG Maker MZ Special Tools On the ribbon menu there are new menus that really help the translation process. Add : RMMV & RMMZ engine : Open editor directly from Translator++.Add : RMMV & RMMZ engine : Tests game directly from Translator++.Add : RMMV & RMMZ engine : New RMMV & MZ’s menu ribbon.Add : RMMV & RMMZ engine : Built in decrypter to decrypt encrypted resources.Add : RMMV & RMMZ engine : Allows us to translate plugin’s parameters (this should fix a lot of untranslated texts on game menus).Add : RMMV & RMMZ engine : Allows us to translate plugins.In case you want to create your own localization. Add : Utility to dump Translator++’s UI texts.Fix : Buttons disabled when no project is opened.Add : Close project (because every app should has one).Add : New interface language – Russian (contributed by Admin Island).Fix : Grid’s word wrap doesn’t worked since 3.3.30.Add : RMMV & RMMZ engine : A new tool menu to extract enigma into a directory (tpp > Tools > RMMV & RMMZ > Extract Enigma Virtual box). ![]()
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