Localization guidance

Started by SPS-barbarossa, February 24, 2026, 10:44:57 AM

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I have successfully added new weapons and classes to the game. Over the last 2 weeks I have been trying to figure out localization. I had little success finding info that showed me how to get it to work.

From the tutorials in understood that after creating a new project in BFbuilder, the localization can be done using the "Localize <modname>" button. This does open the multilanguage tool for me. Is it correct that initially there exist only the "level" and "weapons" scopes? And that the "weapons" scope only contains "snw" and "ewk" scopes? Is this correct or should it also be showing the scopes of the shipped sides in there?

Also, in what folder can the munged localization file be found? Or are they munged into the SIDE LVLs?

So BFBuilder only contains localization for addons, not the main game - these are contained the main game's core.lvl.  Mod maps you can add new scopes to be able to correctly localize using BFBuilder with no real changes.  If you want to overwrite the main game's core.lvl, you'll need something like this:
https://www.swbfgamers.com/index.php?action=downloads;sa=view;down=307 (Battlebelk Core.lvl Tool)

There is an alternative method which is kinda cool that was just discovered recently where you can create an addon core.lvl like you would for a mod, and then in your mission file you can insert something like this above your function ScriptInit call:
function ScriptPreInit()
    ReadDataFile("NEW\\coreaddition.lvl")
end

This would be most appropriate if:
  • You're trying to overwrite data in the stock core.lvl but want to keep most of it
  • You're not doing a traditional mod map
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