Well, that´s q quite difficult problem. In an .exe, there is never a script, as you write it. There ist the .mod file. You have to create the dialog files out of that file.
and how i can do that?
Oh Beliar! It seems that you full newbie and it is necessary to start all from the beginning.
Originally Posted by roby14
1. Do you heard something about GMDK, Spacer, Gothic Sourcer v3.14 and GothicVDFS? These are the main tools for G1 modding. All their links you must find independently.
2. If you want to translate any mod to the own language then you should decompile at first Gothic.dat and Ou.bin to a set of Daedalus scripts (*.d files), to replace in them all text lines with translated ones, to fix all script errors and to compile scripts in Gothic.dat and Ou.bin anew. The same actions need to be made with the in-game menus (Menu.dat). I think for these purposes it is better to use Gothic Sourcer instead of Spacer.
3. Then all changed files include sub-folders need to be packed in a virtual file system volume (*.mod or *.vdf) which should be placed in a folder Data or Data\ModVDF.
4. Delete VDFS.dmp file, launch translated mod and begin a new game.
I have all this program
but i don't know how to decompile dat file
when i open a dat file de option of decompile look like that:
Uploaded with ImageShack.us
and i don't know how to use the 2.4 version
Last edited by roby14; 01.01.2012 at 16:30.
With the VDFS you can open the .mod. And there, you see ALL the files, which you can extract.
But ou.cls how can I decompile?
You are disappointed me. There can be you were too lazy to study the Gothic Sourcer documentation, first of all manual_en.doc, where is described how to work with this program?
I decompile the gothic.dat and menu.dat
i have the _dia
but there more dialogue in ou.cls
exemple:Put that dam weapon away!
how can i docompile that?
Good work, the apprentice. Now you should know that dialogues are stored in a files Story\Missions\DIA_*.d between the hero and NPCs only. Other in-game texts are scattered in a different places, for example, the part of texts is stored in a file Story\Text.d, all SVMs are located in a file Story\SVM.d. All items with their descriptions you can find in an Items folder. NPCs names you can see in a Story\NPC folder, monsters names in an AI\Monster folder. I have shown you a small part of places where you may find any names and various texts. Therefore you should search and translate texts in a considerable quantity of scripts of the decompiled project.
one more question:
I need the aproval of the creator of the mod tu edit it?
To be precise, not for editing, but for publishing your work which is based on others work.
Originally Posted by roby14
So yes, write them and ask, normaly every modder should say yes to a translation, but it's politely and common to ask before.
MfG (with kind regards), WernerTWC