Waves of the Atlantide Guide

[Official] Workshop Localization for Waves of the Atlantide

[Official] Workshop Localization

Overview

This guide describes in details how to create new translations on the workshop, as well as updating ones you’ve already created.This document is a detailled step by step walkthrough but do not fear, the real life publishing operation takes under a minute.

Accessing the publishing tool

WotA’s publishing tool is available within the game itself.

To open the workshop publishing tool, load up the main menu:

Press and hold F8 until it opens (it opens after 4s).

Adding a new localization

To add a new localization, you need to create a new entry in the workshop. Workshop entries are called items.

Proceed with opening WotA’s workshop publishing tool. (see previous section) and begin by clicking the Create button:

Basic Information

There are a few fields to fill out, and unless you wish to modify it later (which you can as much as you desire) this is a one time only operation.

  • Fill in the title to display in the workshop page (it can differ from the name displayed in game).
  • Fill the description.
  • Make sure tag is accurately “Translation” (or it will not show up in the workshop)
  • Keep the visibility to private or friends only at first, and after verifying out your publication make sure to come back edit this to make it public
  • If you have never accepted it you have to accept the workshop legal agreement from Steam. (only once)

Preview Image

You should set a meaningful image to show on the workshop page. That image is also shown in the publishing tool item list.

You may paste the path to the image or click the folder icon to bring up the built-in file explorer from which you can select the image directly in game.

The image must be under 1MB, avoid fancy formats and instead stick to the traditional jpg or png.

You do not need to resend the preview image each time you want to modify something in your workshop item, only change fields you wish to modify.

Content

For the actual workshop item content itself, there is a specific structure to what you have to submit.
Folder structure is like that,:

LanguageName/ |- LanguageName.json |- LanguageName.png

LanguageName is what will be displayed in game when selecting languages.
LanguageName.json contains the actual translation. (see bellow)
LanguageName.png will be shown on the flag icon in game.

You have to submit the folder along the json and png files so make sure you chose the parent folder as content path:

TheFolderYouSelectAsContentPath/ |- LanguageName/ |- LanguageName.json |- LanguageName.png

Everything in that folder is published, that means you should not put files you do not wish to make public in there. That also means you can have several languages in a single workshop item (like the “Translation Pack” made out of google translate).

See next section for the content of the json file.

Translations content

=> Fetching a raw file to edit

In order to submit a new translation for the game, you need a file with the proper format.

There are several ways to obtain that file:

  1. Copy the default english version from the game files
  2. Export the current language from in game

1. Copy the default english version from the game files

Open the folder where Steam installed the game (can be accessed through Steam with a right click on the game in the library, then properties, then local files tab, then browse local files button).
Locate the “Localization” folder and copy the English folder inside somewhere else.

Rename both the English folder and the English.json file to the desired language.
Add next to the json a png file with exact same name to use as texture in game.

2. Export the current language from in game

>>> using this method it is possible to update an existing translation after an update, in order to have new keys to translate added.
Select the language you wish to export in the main menu and proceed to the workshop publishing tool in game (see first section).
Click the Export Current Language button, chose were you wish the file to be created in the built-in file browser.
It is possible in some cases that placing the file on the desktop does not work, in that case create the file elsewhere and move it to desktop using Explorer.

Put the file in a folder with the same name, as well as a png file with also the exact same name to use as texture in game.

=> Editing translations

Finally, your translations go in the “LocalizedText” fields in the json file. You may edit the file however you see fit, a simple text editor works fine although one that highlights elements is more practical, you can also use a free online json editor[www.google.com].

The “Original” and “Hint” fields are there only to help you translating, those are purely informal.

The ID field is what binds the translations with in game elements and should not be modified.

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