![]() ![]() And when I do that, I have to find the values for each texture in that image that has moved. Which means that I have to rearrange these textures and sometimes increase the size of the entire image. These generally require more work, because English text usually takes up more space. The category tabs for the Items menu, that I posted my work on awhile ago, is an example of this. There are set values for the vertices of each texture in the image. The MLX textures consist mostly of menu related stuff and they differ by having multiple images crammed together into one image. The traditional textures, that can be edited and converted back to their original format, finally to be inserted into the game.Īnd the MLX textures. These will need to be edited in a program such as Photoshop, to remove the Japanese text and replace with English text. The third part is the textures, which are quite numerous. The majority of this is in-game messages that either ask the player a question or notifies the player of something. ![]() The second part is menu text that is formatted the same as the script. Please realize that when I say first part of the menu text, while that entails a large chunk of menu related text, there are two other parts to this. As well as fixing text-related bugs and ensuring that nothing has broken from the text insertion and my increasingly numerous assembly modifications. effects are accurate to their descriptions. We are now checking in-game to verify item, Force skill, Force song, etc. I've added two new job openings to the first post.Īs for an update on the project, the majority of initial translation for the first part of the menu text is near complete.
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