Tool Translator++

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sex_maker69

Newbie
Aug 8, 2023
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I don't think Translator++ can do that, but I'm not sure I even understand your question.
How did you even make a csv that has the necessary information to generate a RPGM MV json file?

Or do you mean you have a csv file with "Original Japanese, English Translation" columns and you want to insert them into an existing RPGM MV json? (If so how did you actually make that csv? Usually programs that do that also have some way of patching it back in, making that less complicated. Otherwise you could try to import the translations in line by line mode.)

Or do you mean you want Translator++ to properly parse the translateable text of a csv file so you can comfortably batch-translate it?
(That's actually fairly easy using the custom Parser addon, you just need a regex pattern for it.)

Or do you mean converting the information of a csv file into a generic json file (array)?
(But why would you need Translator++ for that?)
sorry i forgot to put what engine the game was, i was trying to extract the file of a tyranobuilder type game and it doesn't seem to extract the file and stays like that but if i go to the index.html file of the game, i can only edit their dialogue and the rest are japanese (i checked the file to see if their menu button etc.. if it's a fixed japanese img menu but it's not) so i can't translate their name and other parts since i can't access the rest of the file
 

Shisaye

Engaged Member
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Dec 29, 2017
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sorry i forgot to put what engine the game was, i was trying to extract the file of a tyranobuilder type game and it doesn't seem to extract the file and stays like that but if i go to the index.html file of the game, i can only edit their dialogue and the rest are japanese (i checked the file to see if their menu button etc.. if it's a fixed japanese img menu but it's not) so i can't translate their name and other parts since i can't access the rest of the file
I haven't worked with tyranobuilder, yet, but in general I'm even more confused now.
Your original question was
a CSV file into a RPG maker MV json?
Now you suddenly talk about a html...? :confused:

I think it would make the most sense for you to actually upload the file(s) you are trying to process (better?) so it's a bit more clear what even the question is.

Edit: I think I mixed up some messages here lol.
 
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dududtuyu

Member
May 23, 2019
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I haven't worked with tyranobuilder, yet, but in general I'm even more confused now.
Your original question was

Now you suddenly talk about a html...? :confused:

I think it would make the most sense for you to actually upload the file(s) you are trying to process (better?) so it's a bit more clear what even the question is.
Nevermind what I said, I just found an ongoing translation for an RPG MV game that's 60% complete so i was planning to put the translation progress and then MTL the rest so that I can play until a certain point, but it's in CSV format that i can put into Translator++ and MTL it but can't export it into rpg maker files.

I have decided to just wait for the 100% translation. Sorry for the silly question XD
 

sex_maker69

Newbie
Aug 8, 2023
17
5
38
I haven't worked with tyranobuilder, yet, but in general I'm even more confused now.
Your original question was

Now you suddenly talk about a html...? :confused:

I think it would make the most sense for you to actually upload the file(s) you are trying to process (better?) so it's a bit more clear what even the question is.
the thing is, in tyranobuilder, you can directly translate the game by extracting the .exe application of the game or selecting the index.html file of the game to translate it, i wanted to extract the full data of it and im stuck so im only able to translate the dialogue of the game through it's index.html file
 

Shisaye

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Dec 29, 2017
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the thing is, in tyranobuilder, you can directly translate the game by extracting the .exe application of the game or selecting the index.html file of the game to translate it, i wanted to extract the full data of it and im stuck so im only able to translate the dialogue of the game through it's index.html file
Oh whoops I've read your post as if you're dududtuyu still talking about MV, since he was the last person I replied here, that makes a lot more sense now. :KEK:

Still I would need the files to test stuff on my end. Which game are we talking about? Do you have a download link?

Edit:I would also need a specific example of a string that is not being grabbed by Translator++.
 
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tepkom

Newbie
Nov 21, 2016
19
1
113
Hey, everybody. The language of the game RenPy. Tell me what formula to add here to ignore what is placed in (... "**"...).
For example this expression
$ the_person.draw_person(position="sitting", emotion="very happy")
And one more question How to make the translated lines be updated after receiving the translation of the whole block. In batch translation it often happens that some of the lines remain untranslated, although in the popup window of the translator you can see that some of the lines are translated with a delay. In the main program window they are not translated in this mode. Then you have to check the whole translation additionally and look for missing lines, and there are a lot of them.
2023-10-12_085519.png
 
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Shisaye

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Dec 29, 2017
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Hey, everybody. The language of the game RenPy. Tell me what formula to add here to ignore what is placed in (... "**"...).
For example this expression
$ the_person.draw_person(position="sitting", emotion="very happy")
View attachment 2999381
If you really just want it to ignore everything in "" you can use:
Code:
/\"[\S\s]+?\"/g,
the important bit is the "?" because otherwise it's applied greedy and stuff would overlap.
Here's a tester with it filled in:

And one more question How to make the translated lines be updated after receiving the translation of the whole block. In batch translation it often happens that some of the lines remain untranslated, although in the popup window of the translator you can see that some of the lines are translated with a delay. In the main program window they are not translated in this mode. Then you have to check the whole translation additionally and look for missing lines, and there are a lot of them.
I'm not sure I understand what you're talking about. "it often happens that some of the lines remain untranslated," is not something I remember.
Using what translator?
And if they're just empty cells can't you just batchtranslate again with "ignore translated" turned on?
 

tepkom

Newbie
Nov 21, 2016
19
1
113
If you really just want it to ignore everything in "" you can use:
No, that won't do. You need to ignore what is in (... "*" ... "*"...) . Including the brackets ( ). You don't need to ignore anything without ( ).
$ "leave" the_person.draw_person(position="ignore", emotion="ignore") "leave".
There can be different numbers of conditions in parentheses. This is just an example.
And if they're just empty cells can't you just batchtranslate again with "ignore translated" turned on?
It puts the original text in the untranslated lines. So the method you suggested will not work. Deepl. I'll make a video next time.
 
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Shisaye

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Dec 29, 2017
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No, that won't do. You need to ignore what is in (... "*" ... "*"...) . Including the brackets ( ). You don't need to ignore anything without ( ).
$ "leave" the_person.draw_person(position="ignore", emotion="ignore") "leave". It's just an example.

It puts the original text in the untranslated lines. So the method you suggested will not work. Deepl. I'll make a video next time.
Well you are not being very clear. You putting "**" made me assume that's the bit you care about.
And again I'm now not sure how the formatting actually looks like.
If the * bit is the only variable you could simply do:

JavaScript:
\\(position=\"[^\"]*?\", emotion=\"[^\"]*?\"\)/g,
If you want all * in (*"*"*"*"*) to be variable you could do

JavaScript:
\\([^(\"]*?\"[^\"]*?\"[^\"]*?\"[^\"]*?\"[^)\"]*?\)/g,
To preserve the entire line when something like that is in it, you can just add .* in front and behind it.

As for DeepL, you cannot translate the exact same thing twice. Every time that happens you will just get the original input sent back.
You can't really fix that with DeepL itself because it's simply the service blocking your request.

What you could do is put DeepL as your default translator and then use the RedPiggyback translator from Reddo9999.
That way you "should" use the same cache system RedSugoi and RedGoogle have, which will automatically insert duplicate translations without even asking DeepL again.
Main downside of that is that is that you can no longer use the built in custom escaper, but instead you have to edit the addon file.
 
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Dankruger95

New Member
Jan 20, 2020
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Good afternoon, I am trying to translate The Scarlet Demonslayer RPG, with the translator ++ program, but I have had several problems since images are renamed and give me the .png error. In short, I have decided not to touch certain folders that I attach below. , my problem is that the H scenes cannot be selected and before the translation it works perfectly, the logo appears when you click it, it does nothing, not even using the keys, you will know what mistake I am making

The ones I marked in green are the folders that have given me the most problems with the images and animations but I can't find the problem with the animation H
Sin título.png
 
Nov 2, 2021
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The ones I marked in green are the folders that have given me the most problems with the images and animations but I can't find the problem with the animation H
It takes some experience in translation to be able to translate RPGMs. But I'm sure with a little patience you'll get the hang of it. Just don't use an automatic translator, you can see what you are translating here.
Screenshot_7.jpg
And be sure to use the blacklist when exporting your translations.
Screenshot_8.jpg
 

RT_Zinky

Member
Dec 30, 2019
330
354
248
Is translator++ capable of editting/translating the western release of STARLESS?
I tried running it through the program, but got nothing but errors, this is what's contained in the installed folder.
thingsnstuff.png
It's a game that's already over 10 years old so I don't know if it's just an old engine that's not compatible with translator++
 

Dragantis

Member
Jul 30, 2018
113
215
240
Anyone tried to translate game that is written in classic japanese style (from right to left and from up to down)?
 
Nov 2, 2021
436
337
196
Is translator++ capable of editting/translating the western release of STARLESS?
I tried running it through the program, but got nothing but errors, this is what's contained in the installed folder.

It's a game that's already over 10 years old so I don't know if it's just an old engine that's not compatible with translator++
I don't know what kind of engine this game has, but you'll have to unzip the game archives and translator ++ will not help you in this.

Anyone tried to translate game that is written in classic japanese style (from right to left and from up to down)?
I haven't personally tried it, but if you take RenPy for example, in order to change the text style you need to make changes to the game code. Therefore, such a translation is possible. But it requires certain skills
 
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McSandro

Newbie
Sep 19, 2019
56
35
196
Guys a question, some problem i get when i traslate the game and apply the translation are about sounds file, sometimes the game crash with the log Poppin on the screen saying failed to load sound/IMG ecc, my question Is...there are some box(like items,menu,skills,map01 ecc) i should leave untranslated? Or Is a common thing when you do the Batch Translation?
 

BlueLatex

Member
May 23, 2020
104
742
216
So after MTool removed GTranslate back in Aug/Sept or so, I got familiar with T++ again. Noticed a local Sugoi option now, and set it up. Works well enough and is fast enough with CUDA, but there are two things that irk me that I haven't found posted here when searching (Or I missed it).

Using T++ Ver. 5.3.31B. (Latest public build I think)

Often times when translating RPGMaker games (MV and MZ engines I assume, haven't used T++ with much older games yet), there is a <b>, <brr>, and brr> with a few other variations in the middle of sentences that breaks the flow (and sometimes meaning) of a sentence. Here's an example of the initial auto-translation of local server Sugoi, then translated via Sugoi offline translator outside of T++, then Google for comparison:

Sugoi1.png

From examining, it looks like it has to do with line breaks in RPGM's code, only certain ones get left behind when T++ exports the text to Sugoi for translating that creates these. Just removing the instances of the <b>'s with a space leaves occasional confusing sentences as a result typically.

Also, every once in a while a line will seemingly randomly break unnaturally, for example - after the word "and" in the following in the Auto column:

sugoi2.png

I saw the patch notes of T++ between the current public version and the newest patreon/beta version, and they're pretty vague, does the paid recent updates fix these issues with T++ + Sugoi, or is there another solution that I'm not aware of for more accurate translations with local Sugoi?
 
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