| 1 | This page contains documentation to help you localize (translate) the game. |
| 2 | |
| 3 | = Translating Texts = |
| 4 | |
| 5 | We are currently using Transifex to translate the game texts. To start translating the game, [https://www.transifex.com/signup/ create an account in Transifex] and ask to join a translation team (or create a new one) at https://www.transifex.com/projects/p/0ad/ |
| 6 | |
| 7 | To test your translations, you must place your PO files in the right `l10n` folders, such as `binaries/data/l10n/` for the engine PO file and `binaries/data/mods/public/l10n/` for the PO file of the main mod. Your PO files should follow the naming convention ‘<locale code>.<mod name>.po’ (‘engine’ being the mod name for the engine), but as long as the prefix is ‘<locale code>.’ (e.g. ‘de.’ or ‘en_GB.’), it should work. |
| 8 | |
| 9 | See also [wiki:Implementation_of_Internationalization_and_Localization#Localization Implementation of Internationalization and Localization, Localization]. |
| 10 | |
| 11 | = Localizing Images = |
| 12 | |
| 13 | If you want to replace a certain game image from the GUI with a different image for your locale: |
| 14 | |
| 15 | 1. Locate the image in the sources. Lets say that the image is at `binaries/data/mods/public/images/image.png`. |
| 16 | 2. Create the image that you want to load instead. |
| 17 | 3. Ask that your localized image be put in `binaries/data/mods/public/images/l10n/<locale code>/image.png`. |
| 18 | |
| 19 | At run time, when the game is using the locale with the locale code specified in the path (such as ‘de’ for German), your image will be loaded instead. |
| 20 | |