Author Topic: Translated Interface Graphics  (Read 38060 times)

Offline DerxwnaKapsyla

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Translated Interface Graphics
« on: December 30, 2014, 06:36:47 AM »
This thread is where translated graphics for the various interfaces go. If you have any finished graphics, please post them here and not elsewhere.
I do the 2humons in RMXP

Offline SoulfulLex

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Re: Translated Interface Graphics
« Reply #1 on: December 30, 2014, 08:33:28 AM »
The following goes into the title folder, which is in the first dat folder (gn_dat1):
Spoiler

menu.png


menu2.png


logoBase.png


logoFlare.png

The following goes into the load folder, also in the first dat folder (gn_dat1):
Spoiler

nowLoadingStr.png

The Interfaces in action:
Spoiler



The discrepancy between these screenshots is due to the fact that the menu was translated around the time the first Demo was released, while the subtitle was made more recently.
« Last Edit: December 30, 2014, 08:37:32 AM by SoulfulLex »

Offline DerxwnaKapsyla

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Re: Translated Interface Graphics
« Reply #2 on: December 30, 2014, 08:53:26 AM »
The following goes into the network folder in the gn_dat1 folder
settingBack.png
I do the 2humons in RMXP

Offline Kinsei

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Re: Translated Interface Graphics
« Reply #3 on: December 31, 2014, 05:35:01 PM »
gn_dat1\battle\mainGr
Chiso1-4 and Corresponding W:









escCommand:


Kisyo1-4 and Corresponding W:









resultItem:


resultTitle:

It's been awhile since I've done any spriting. Forgot how much I enjoyed it. Anyway, I was going to wait and just post this whole folder when I finished, but I'm simply too tired to do the outliers at the moment. I'll finish them when I get up. Images for this folder are complete now.

A couple of notes:
  • I opted for typing Seiryuu as Seiryū due to length issues and had to ad-lib the proper notation on the u. It may need some tweaking. Perhaps it need only be one pixel thick, rather than two?
  • Length is an issue on resultItem as well. Even using the smaller font, putting the literal "Acquired Item" is too long and overlaps the actual item names (I tested this to make sure). This should be a workable alternative.
  • Sandstorm and Battle Result suffering length issues as well. Once again, this should be workable shortenings.
« Last Edit: January 01, 2015, 04:30:49 AM by Kinsei »

Offline Kinsei

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Re: Translated Interface Graphics
« Reply #4 on: January 01, 2015, 06:33:57 AM »
gn_dat1\network
menuBase:


menuCommand:


okCommand:


return:

Believe that takes care of everything in gn_dat1.

Offline Kinsei

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Re: Translated Interface Graphics
« Reply #5 on: January 01, 2015, 01:12:44 PM »
gn_dat3\doll\box
back1:

gn_dat3\doll\reincarnation
header:


menu:


menu2:


return:


seal: (this is the same as the default image in doll\status; not sure why it's repeated here)


setCsr:


status:


tenseiMenu:


tenseiMenu2:


yNCsr:

box and reincarnation folders complete.
« Last Edit: January 06, 2015, 08:12:27 AM by Kinsei »

Offline Kinsei

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Re: Translated Interface Graphics
« Reply #6 on: January 01, 2015, 03:05:28 PM »
gn_dat3\doll\reinforce
ablBase:


styleStatusBase: (Waiting for terminology confirmation)

gn_dat3\item
buyBase:


itemBase:


sellBase:

gn_dat3\map\town
change:

Once I get confirmation for terminology of Attributes vs. Types, I'll finish that last image. This will leave only logoStr from gn_dat1/title to be completed as far as interface graphics go. I won't be doing this one as it seems more up SoulfulLex's alley (it's the same title he's already done in a slightly darker shade of blue after all). I don't believe I have the graphical prowess to handle that one.
« Last Edit: January 01, 2015, 04:12:51 PM by Kinsei »

Offline SoulfulLex

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Re: Translated Interface Graphics
« Reply #7 on: January 01, 2015, 03:52:02 PM »
This will leave only logoStr from gn_dat1/title to be completed as far as interface graphics go. I won't be doing this one as it seems more up SoulfulLex's alley (it's the same title he's already done in a slightly darker shade of blue after all). I don't believe I have the graphical prowess to handle that one.

The way the Title Logo works is that there are Three Layers going on top of one another. The first is the logo Flare, which is responsible for the "glow" effect when the game starts. Next is the base, which is the outline of the Kanji that logoStr fills in. What I did was put the Subtitle in Flare (for the glow) and the Base with the Color already applied as opposed to outlining it like the Kanji does. Bottom line is, I had no intention of translating logoStr, as the subtitle already has its color in Base (not to mention that it'd be a bitch to try making the subtitle an outline once and the color on Str. The end result wasn't pretty).

tl;dr - I intended logoStr to be left untranslated, since its "effect" was already accomplished in logoBase. That, and it's too much work (and may possibly require bigger text, which would not make the Subtitle fit as well as it does now).

Offline Kinsei

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Re: Translated Interface Graphics
« Reply #8 on: January 01, 2015, 04:13:57 PM »
Belatedly realized that Attribute probably wouldn't fit in that box anyway, so it's been added in using Type.

I believe this takes care of all the interface images then.

Offline UnidentifiedPhantasm

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Re: Translated Interface Graphics
« Reply #9 on: January 02, 2015, 11:59:38 PM »
Can´t help but notice is this translated yet?

Offline Elyk

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Re: Translated Interface Graphics
« Reply #10 on: January 03, 2015, 01:36:36 AM »
Can´t help but notice is this translated yet?
Those files have all been translated and can be found in this thread http://thpp.supersanctuary.net/forum/index.php?topic=303.0

Offline UnidentifiedPhantasm

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Re: Translated Interface Graphics
« Reply #11 on: January 03, 2015, 02:00:41 AM »
Oh! I actually didn't see it sooo... Thanks!

Offline UnidentifiedPhantasm

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Re: Translated Interface Graphics
« Reply #12 on: January 03, 2015, 07:20:46 AM »
Is the config message in Dat1 common message translated yet also is this translated yet ( the japanese characters above )

人形の図鑑を見ます。
Examine the puppets in your party.
Examine the items in your bag.
Review \p's information here.
Record your progress and save the game.
Change the game's settings.

Also i think these are still not translated. base1 belongs to dat3 book commandMenu and commandMenu2 belongs to box and the command belongs to menu. All these in dat3 in the doll category.
« Last Edit: January 03, 2015, 10:18:42 AM by UnidentifiedPhantasm »

Offline Gamer251

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Re: Translated Interface Graphics
« Reply #13 on: January 03, 2015, 12:35:47 PM »
Excuse me, but I'm wondering if there's already a translated version of this:



(gn_dat1\pause)

I saw one here, but it's wrong, and the journal thing's still not translated.


Offline shurcle

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Re: Translated Interface Graphics
« Reply #14 on: January 03, 2015, 01:05:37 PM »
I think that says "picture book" but I have no idea how anyone is going to fit that into there. Simply "Book" or "Journal" might do but the sprite already gives that away.
I also have no idea what font to use.
edit:

I'm sorry it looks horrible. I couldn't find the font. ;___;
« Last Edit: January 03, 2015, 01:23:08 PM by shurcle »
Too shy to get anything done, sorry.