mirror of
https://github.com/gwdevhub/gMod.git
synced 2026-07-21 01:49:31 +00:00
uMod2 Alpha Version:
known bugs: I disabled the remove device function inside the gui, because something in the event handling goes terrible wrong. Changes: - hashing algorithm is now a CRC64 value - changed CRC32 algorithm to a faster one - in save single texture mode, the selected texture can now be displayed - the way how uMod get the raw data of the texture was changed
This commit is contained in:
@@ -16,14 +16,14 @@ diese dll nicht mit Universal Modding Engine mit geliefert werden. Wenn diese dl
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deinem System nicht installiert ist, wird dich Universal Modding Engine darauf hinweisen.
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Was kann Universal Modding Engine (uMod) V1.0?
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Was kann Universal Modding Engine (uMod) V2.0?
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-einzelne Texturen aus einem Spiel extrahieren und speichern (Die Zieltextur kann im Spiel geändert werden.)
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-alle Texturen aus einem Spiel extrahieren und speichern
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-alle Texturen aus einem Spiel extrahieren und speichern (mit Größen- und Texturformat-Filter)
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-Texturen in ein Spiel laden und Zieltexturen ersetzen
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-Support einzelner dds Texturen
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-Support von zip-Dateien
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-Support der originalen TexMod *.tpf Datein
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-Support einzelner Texturen
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-Support von zip-Dateien (mit Darstellung von Textur-Gruppen als Baumstruktur)
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-Support der originalen TexMod *.tpf Dateien (der Support muss über das Kontext-Menü aktiviert werden)
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Alle diese Optionen können während des Spieles an und aus geschaltet werden!
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Du kannst also nach einer Textur suchen, diese speichern, sie anschließend
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@@ -37,12 +37,8 @@ geladen werden. Stellst du diese Option an, w
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wahrscheinlich nichts geschehen, da alle Texturen für diese Map bereits geladen sind.
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Wechsle also die Map oder lade erneut.
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Zip Dateien können eine "texmod.def" Datei enthalten, welche die Hash-Werte und
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Dateinamen enthält. Jede Zeile sollte dem Format "hash|filename.dds" entsprechen.
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Wenn es keine "texmod.def" Datei enthält, wird jede Datei entpackt und jene, deren
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Namen auf das Wildcard "*_hash.dds" zutrifft, werden benutzt.
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Die Zip Datei kann eine "Comment.txt" Datei enthalten. Der Inhalte wird als Kommentar
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in der GUI angezeigt.
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Zip Dateien können eine "content.txt" Datei enthalten, welche Informationen Gruppen und Texturen enthält.
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Siehe dazu die zwei mitgelieferten Beispiele.
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Wenn du einzelne Dateien lädst, sollten diese dem Wildcard "*_hash.dds" entsprechen.
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@@ -69,9 +65,9 @@ Es gibt drei Wege wie uMod sich in die DirectX Verbindung einklinken kann:
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bekannte Probleme: Guild Wars (Win XP)
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2) Starte das Spiel direkt durch OTM über das Menü
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"Einstellungen->Sarte Spiel durch OTM" oder
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"Einstellungen->Sarte Spiel durch OTM (mit Kommandozeile)".
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2) Starte das Spiel direkt durch uMod über das Menü
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"Einstellungen->Sarte Spiel durch uMod" oder
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"Einstellungen->Sarte Spiel durch uMod (mit Kommandozeile)".
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Das Spiel startet sofort.
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3) Kopiere die d3d9.dll (vom uMod Verzeichnis) in das Spiele Verzeichnis.
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@@ -86,25 +82,31 @@ Universal Modding Engine und danach das Spiel. Starte das Spiel in beiden F
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Universal Modding Engine .
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Wenn das Spiel startet und alles glatt läuft, öffnet sich sofort ein neuer Tab in uMod.
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In diesem Tab kannst du nun das Spiel modden. Drücke den "Update" Button um
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die Einstellungen an das Spiel zu senden. Du kannst deine aktuellen Einstellungen auch
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als ein Template speichern. Ein Template kann auch als Standard eingestellt werden.
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Es wird dann automatisch geladen und an das Spiel gesendet, wenn
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dieses Spiel das nächste Mal gestartet wird.
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Im obersten Feld steht die Methode, welche verwendet wurde um sich in das Spiel
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ein zu klinken. Danach sollten Informationen über erzeugte DirectX Devices stehen.
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z.B. (DX9) oder (DX9EX: 3). Dies gibt an, welches Device und wie viele durch das Spiel
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gestartet (und von uMod umgeleitet) wurden. Fehlt diese Information, so ist das Modden
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nicht möglich. Mögliche Ursachen können sein, dass das Spiel kein DirectX 9 verwendet
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oder uMod zu langsam war, um sich in das Spiel ein zu klinken.
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Um einen Mod zu laden, musst du das Häkchen vor den Namen setzen. Wenn du
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den Mod entladen willst, entferne das Häkchen und klicke auf "Update".
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Der Update Button lädt nur Veränderungen (wenn 1) Pakete aus der Liste entfernt
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wurden, 2) du die Häkchen verändert hast oder 3) sich die Reihenfolge geändert hat)
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Der "neu laden" Button erzwingt das Neuladen von Festplatte (z.B. wenn du die
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Texturen verändert hast).
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Wenn Du Veränderungen vornimmst, so musst Du diese über das Kontext-Menü
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(rechte Maustaste im unteren Fenster) -> Update bestätigen.
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Update (neu laden) bewirkt, dass die Texturen neu von der Festplatte geladen werden.
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Diese Option ist nur für diejenigen sinnvoll, die Texturen editieren.
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Weil verschiedene Mods die gleiche Ziel-Textur verändern könnten, wird nur die
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Mod-Textur des ersten Mods berücksichtigt. Die Aktion dieses Mods (also Laden oder
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Entladen) wird durchgeführt, ungeachtet dessen, was die restlichen Mods mit der
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Ziel-Textur machen sollen.
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Neue Mods oder Texturen kannst Du über das Kontext-Menü oder per Drag&Drop aus
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dem Explorer heraus öffnen. Die Reihenfolge der Mods veränderst Du ebenfalls über
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Drag&Drop. Die Reihenfolge kann dann wichtig sein, wenn zwei Mods, die gleiche
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Spiele-Textur verändern wollen. Dann wird die Änderung des Mods aktiv, welcher weiter
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oben gelistet ist.
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Zusätzlich kannst Du jeden Mod aufklappen und einzelne Texturen aktivieren oder deaktivieren.
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Mods mit dem neuen Mod-Format können auch mehrere Ebenen von Gruppen enthalten.
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Hier kannst du einzelne Gruppen aktivieren und deaktivieren.
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Während bei Texturen immer eines der beiden Häkchen gesetzt sein muss, können beim
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Mod-Paket oder bei Gruppen beide Häkchen entfernt werden, um die Kontrolle an die nächst
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tiefer liegende Ebene zu übergeben.
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Wie bekommt man Universal Modding Engine mit Steam zum Laufen?
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@@ -13,14 +13,14 @@ cannot be delivered together with Universal Modding Engine . If D3DX9_43.dll is
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installed on your system, Universal Modding Engine will give you a hint at program start.
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What can Universal Modding Engine (uMod) V1.0?
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What can Universal Modding Engine (uMod) V2.0?
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-extract and save single textures from a DX9 game (the target texture can be toggled in the game)
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-extract and save all textures from a DX9 game
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-extract and save all textures from a DX9 game (with size and texture format filter)
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-load textures into a game to replace target textures
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-support single dds texture
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-support zip-files as whole mod package
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-support the original TexMod *.tpf files
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-support zip-files as whole mod package (groups of textures can be displayed as tree view)
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-support the original TexMod *.tpf files (the tpf support must be enabled through the context menu)
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All these options can be switched on or off, while the game is already running!
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So you can search for a texture in the game, save it to disk, edit it,
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@@ -32,12 +32,8 @@ the textures are loaded by the game and only in the moment they are loaded.
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If you switch this option on, while a map is loaded, probably nothing will hapen,
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because all textures are loaded for this map. Change the Map or reload it again.
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Zip files can include a "texmod.def" file which contains the hash and the file name.
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Each line should be in the format "hash|filename.dds"
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If it does not contain a "texmod.def" each file will be unpacked and those which match
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the wildcard "*_hash.dds" will be used.
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The zip file can include a "Comment.txt" file. The content will be shown as comment
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in the GUI.
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Zip files can include a content.txt" file which contains information about
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groups and textures. Two examples are included in the package.
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If you load single files, they should match the wildcard "*_hash.dds"
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@@ -80,23 +76,29 @@ If you have chosen the first or third method, you simply start Universal Modding
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and afterwards the game. Do NOT start the game through Universal Modding Engine.
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If the game starts and all works fine, a new tab opens immediately in uMod.
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In this tab you can now mod the game. Press the "update" button to commit
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the changes to the game. You can also save your current settings as a template.
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One template can be set as default for a game, which will be loaded and
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and committed automatically when you start this game the next time.
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In the upper text control you can read the method of injection. An additional information
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about created DirectX devices follows e.g. (DX9) or (DX9EX: 3). It informs you, what kind of
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device and how many devices were created by the game (and detoured by uMod). If this
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information is not displayed, you are not able to modify the game. Possible reason might
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be, that the game does not use DirectX9 or uMod was not fast enough to inject the game.
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To load a mod, you must set the check mark of the file. If you wish to unload a mod,
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just remove the check mark and click on update again.
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After you have changed Settings you have to update via the context menu (right click
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in the bottom window). Update (reload) reloads all texture from disk, this is only for
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users, which edit textures.
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Clicking on update will only update the differences (if packages have been
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removed from the list, you toggled check marks or changed the order). The reload
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button forces to reload from disk (if you have edited the texture itself).
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Due to the fact that different mods can modify the same target texture, only the
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mod-texture of the first file in the list is taken into account. The action of this file
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(load or unload) is proceeded regardless of what the following mods are opposed
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to do with their mod-textures.
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New mods or textures can be opened through the context menu or through drag&drop
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from the explorer. The order of mods can be rearranged also using drag&drop. The order
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of mods is important, if two mods try to modify the same game texture. In this case,
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the texture from the mod listed first is taken.
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Additionally you can expand mods and activate or deactivate single textures. Mod
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with the new mod-format can contain many groups, which can be activated or deactivated
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separately. For textures at least one tick mark must be set, for mods and groups bot tick
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marks can be unset to give the control to the underlying layer.
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How to get Universal Modding Engine work together with Steam?
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@@ -1,5 +1,5 @@
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If you have created a language package and would like to add to the officially download, please send it to me.
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Email address and support can be found at http://code.google.com/p/texmod/
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Email address and support can be found at http://code.google.com/p/texmod/
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The file name must match the wildcard uMod_LanguagePack_NAMEOFLANGUAGE.txt
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@@ -36,117 +36,122 @@ English itself is compiled into the uMod_GUI.exe, thus there exists no uMod_Lang
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The following list is an example of how an English package would look like (maybe not all keywords are present).
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MenuHelp:
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Help|
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MenuAbout:
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About|
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MenuLanguage:Change language|
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MenuHelp:Help|
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MenuAbout:About|
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MenuAcknowledgement:Acknowledgement|
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MenuStartGame:Start game through uMod|
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MenuStartGameCMD :Start game through uMod (with command line)|
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MenuStartGameCMD:Start game through uMod (with command line)|
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MenuUseHook:Use global hook|
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MenuAddGame:
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Add game|
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MenuDeleteGame:
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Delete Game|
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MenuAddGame:Add game|
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MenuDeleteGame:Delete game|
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MenuLoadTemplate:Load template|
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MenuSaveTemplate:Save template|
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MenuSaveTemplateAs:Save template as ...|
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MenuSetDefaultTemplate:Set template as default|
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MenuLanguage:Change language|
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MenuExit:Exit|
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MainMenuMain:Main|
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MainMenuHelp:
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Help|
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MainMenuHelp:Help|
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MenuOpenPackage:Open texture/package|
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MenuRemovePackage:Remove package|
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MenuRemoveSelectedPackages:Remove selected packages|
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ButtonOpen:
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Open texture|
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ButtonDirectory:
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save directory|
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ButtonUpdate:
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Update|
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ButtonReload:Update (reload)|
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MenuUpdate:Update|
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MenuReload:Update (reload)|
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MenuSupportTPF:Support TPF-Mods|
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ButtonUpdate:Update|
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ButtonDirectory:Set save directory|
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ChooseFile:Choose a file|
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ChooseDir:
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Choose a directory|
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CheckBoxSaveSingleTexture:
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Save single texture|
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ChooseDir:Choose a directory|
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MultipleSingleFiles:Multiple single files|
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HookInjection:Hook Injection: |
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DirectInjection:Direct Injection: |
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NoInjection:No Injection: |
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InvalidGamePage:default page|
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TextCtrlTemplate:Template: |
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CheckBoxSaveAllTextures:
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Save all textures|
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TextCtrlSavePath:
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Save path: |
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SelectLanguage:
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Select a language|
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CollapseTextureCapture:Capture textures|
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CheckBoxSaveSingleTexture:Save single texture|
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CheckBoxShowStringSaveSingleTexture:Show message in the upper left corner|
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CheckBoxShowSingleTexture:Show texture in the upper left corner|
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CheckBoxSaveAllTextures:Save all textures|
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SelectLanguage:Select a language.|
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StartGame:Select the game to start.|
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CommandLine:Set command line arguments.|
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ChooseGame:
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Select a game binary.
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DeleteGame:
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Select the games to be deleted.|
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GameAlreadyAdded:
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Game has been already added.|
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ExitGameAnyway:
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Closing Universal Modding Engine while a game is running might lead to a crash of the game.
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Exit anyway?|
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NoComment:
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No comment.|
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Author:
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Author: |
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ChooseTemplate:Chose a template|
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OpenTemplate:Open template|
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SaveTemplate:Save template|
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DefaultTemplate:Set default template|
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AutoSaveTemplate:auto save|
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ChooseGame:Select a game binary.|
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DeleteGame:Select the games to be deleted.|
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GameAlreadyAdded:Game has been already added.|
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ExitGameAnyway:Closing OpenTexMod while a game is running might lead to a crash of the game.
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Exit anyway?|
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Title:Title|
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Author:Author|
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Comment:Comment|
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SingleTextureNode:Single Textures|
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Error_GameIsHooked:The global hook is active and this game will be injected! Please delete the game from the list or disable the hook.|
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Error_ProcessNotStarted:The game could not be started.|
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Error_RemoveHook:Removing the Hook while a game is running might lead to crash.|
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Error_FileNotSupported:
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This file type is not supported:|
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Error_DLLNotFound:
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Could not load the dll.
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The dll injection won't work.
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This might happen if D3DX9_43.dll is not installed on your system.
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Error_FileNotSupported:This file type is not supported:
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Error_FileIsEmpty:Could not retrieve textures from file:
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Error_D3DX9NotFound:The D3DX9_43.dll (32bit) is not available on your system.
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Please install the newest DirectX End-User Runtime Installer.|
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Error_DLLNotFound:Could not load the dll.
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The dll injection won't work.
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This might happen if D3DX9_43.dll (32bit) is not installed on your system.
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Please install the newest DirectX End-User Runtime Web Installer.|
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Error_FktNotFound:
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Could not load function out of dll.
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Error_FktNotFound:Could not load function out of dll.
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The dll injection won't work.|
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Error_AlreadyRunning:An other instance of Universal Modding Engine is already running.|
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Error_Send:
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Could not send to game.|
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Error_KeyTwice:
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You assigned a key twice.|
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Error_NoSavePath:
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You did not set a save path.|
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Error_KeyNotSet:
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At least one key is not set.|
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Error_SaveFile:
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Could not save to file.|
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Error_NoPipe:
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Pipe is not opened.|
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Error_WritePipe:
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Could not write in pipe.|
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Error_FlushPipe:
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Could not flush pipe buffer.|
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Error_Hash:
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Could not find hash, maybe file is not named as *_HASH.dds|
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Error_FileOpen:
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Could not open file.|
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Error_FileRead:
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Could not read file.|
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Error_Memory:
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Could not allocate enough memory|
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Error_Unzip:
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Could not unzip.|
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Error_ZipEntry:
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Could not find zip entry.|
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KeyBack:
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Back|
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KeySave:
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Save|
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KeyNext:
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Next|
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FontColour:
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Font colour (RGB):|
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TextureColour:
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Texture colour (RGB):|
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Error_AlreadyRunning:An other instance of OpenTexMod is already running.|
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Error_Send:Could not send to game.|
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Error_KeyTwice:You have assigned the same key twice.|
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Error_NoSavePath:You did not set a save path.|
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Error_KeyNotSet:At least one key is not set.|
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Error_SaveFile:Could not save to file.|
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Error_NoPipe:Pipe is not opened.|
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Error_WritePipe:Could not write in pipe.|
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Error_FlushPipe:Could not flush pipe buffer.|
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Error_Hash:Could not find hash, maybe file is not named as *_HASH.dds|
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Error_FileOpen:Could not open file:|
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Error_FileRead:Could not read file:|
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Error_NoTemplates:No templates available.|
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Error_Memory:Could not allocate enough memory.|
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Error_Unzip:Could not unzip.|
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Error_ZipEntry:Could not find zip entry.|
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CheckBoxUseSizeFilter:Use size filter|
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CheckBoxUseFormatFilter:Use texture format filter|
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SetFormatFilter:Set the filter|
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WidthSpin:Width :|
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HeightSpin:Height :|
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DepthSpin:Depth :|
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KeyBack:Back|
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KeySave:Save|
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KeyNext:Next|
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AskForKey:Pleas press a Key.|
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KeyNotSet:Not set|
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UnknownKey:Unknown|
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FontColour:Font colour|
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TextureColour:Texture colour|
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Binary file not shown.
Reference in New Issue
Block a user