Language fixes and improvements

Based of first part of the patch in #184.

(cherry picked from commit aa520a75ea)
This commit is contained in:
Rémi Verschelde
2017-04-23 15:09:46 +02:00
parent cc9fd5325a
commit 270fd15b15
6 changed files with 41 additions and 45 deletions

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@@ -3,9 +3,9 @@
Exporting images
================
It is often desired to do an operation to all or a group of images upon
export. Godot provides some tools for this. Examples of such operations
are:
It is often desirable to perform an operation on all or a group of
images upon export. Godot provides some tools for this. Examples of
such operations are:
- Converting all images from a lossless format to a lossy one (ie: png
-> WebP) for greater compression.
@@ -31,7 +31,7 @@ groups, see the next section for those):
- **Shrink**: This allows to shrink all images by a given amount. It's
useful to export a game to half or less resolution for special
devices.
- **Compress Formats**: Allows to select which image exensions to
- **Compress Formats**: Allows to select which image extensions to
convert.
On export, Godot will perform the desired operation. The first export
@@ -44,9 +44,8 @@ Image group export options
This section is similar to the previous one, except it can operate on a
selected group of images. When a image is in a group, the settings from
the global export options are overridden by the ones from the group. An
image can only be in one group at the same time. So if the image is in
another group different to the current one being edited, it will not be
selectable.
image can only be in one group at a time. So if the image is in a group
other than the current one being edited, it will not be selectable.
.. image:: /img/imagegroup.png
@@ -60,7 +59,7 @@ support textures bigger than 2048x2048 pixels. If this happens, just
create another atlas.
The atlas can be useful to speed up drawing of some scenes, as state
changes are minimized when drawing from it (through unlike other
changes are minimized when drawing from it (though unlike other
engines, Godot is designed so state changes do not affect it as much).
Textures added to an atlas get cropped (empty spaces around the image
are removed), so this is another reason to use them (save space). If

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@@ -6,14 +6,12 @@ Import process
What is it for?
---------------
When Godot was created, it was probably after several failed and not so
failed engine attempts (well, each attempt failed a little less.. and so
on). One of the most difficult areas of creating game engines is
managing the import process. That means, getting the assets that artists
One of the most difficult things to get right when creating game engines
is managing the import process. That means, getting the assets that artists
make into the game, in a way that functions optimally.
Artists use certain tools and formats, and programmers would rather have
their data into a different format. This is because artists put their
their data in a different format. This is because artists put their
focus on creating assets with the best quality possible, while
programmers have to make sure they actually run at decent speed (or run
at all), use a certain amount of memory, and don't take ages loading
@@ -22,8 +20,8 @@ from disk.
One would think that just writing a converter/importer would be enough,
but this is not all there is to it. The same way programmers iterate
several times over their code, artists keep making changes to their
assets. This generates some bottleneck, because *someone* has to keep
re-importing that artwork right? And importing assets is often something
assets. This generates a bottleneck, because *someone* has to keep
re-importing that artwork, right? And importing assets is often something
that has to be agreed by both parties, as the programmer needs to decide
how the artwork is imported and the artists needs to see how it looks.
@@ -91,11 +89,10 @@ from the project path to the asset (In windows, this works as long as
they are on the same drive, otherwise an absolute path is stored). This
ensures that the same asset can be re-imported in another computer.
The usual approach to this, when using a VCS such as Subversion,
Perforce or GIT, is to create the project in a subfolder, so both it and
the source assets can be committed to a same repository. For example:
Repository layout:
The usual approach to this, when using a VCS such as Git, Mercurial or
Subversion, is to create the project in a subfolder, so both the game's
project files and the source assets can be committed to a same repository.
For example, the repository layout can look like this:
::
@@ -119,7 +116,7 @@ accessed from the import dialog:
.. image:: /img/import.png
Each of the dialog shares a similar function, a source file (or several
Each of the dialogs shares a similar function, a source file (or several
of them) must be provided, as well as a target destination inside the
project folders. Once imported, Godot saves this information as metadata
in the imported asset itself.

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@@ -102,7 +102,7 @@ To solve this, Godot allows the user to specify a text file (in UTF-8
format) where it expects to find all the characters that will be used in
the project. This seems difficult to provide at first, and more to keep
up to date, but it becomes rather easy when one realizes that the .csv
with the translations can be used as such source file (see the
with the translations can be used as such a source file (see the
:ref:`doc_importing_translations` section). As Godot re-imports assets when
their dependencies change, both the translation and font files will be
updated and re-imported automatically if the translation csv changes.

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@@ -26,21 +26,21 @@ languages, but a complete nightmare if working with many languages at
the same time.
In general, games use the second approach and a unique ID is used for
each string. This allows to revise the text while it's being translated
to others. The unique ID can be a number, a string, or a string with a
number (it's just a unique string anyway).
each string. This allows you to revise the text while it is being
translated to other languages. The unique ID can be a number, a string,
or a string with a number (it's just a unique string anyway).
Translators also, most of the time prefer to work with spreadsheets
(either as a Microsoft Excel file or a shared Google Spreadsheet).
Translators also usually prefer to work with spreadsheets.
Translation format
------------------
To complete the picture and allow efficient support for translations,
Godot has a special importer that can read csv files. Both Microsoft
Excel and Google Spreadsheet can export to this format, so the only
requirement is that the files have a special arrangement. The csv files must
be saved in utf-8 encoding and be formatted as follows:
Godot has a special importer that can read CSV files. All spreadsheet
editors (be it Libreoffice, Microsoft Office, Google Docs, etc.) can
export to this format, so the only requirement is that the files have
a special arrangement. The CSV files must be saved in UTF-8 encoding
and be formatted as follows:
+--------+----------+----------+----------+
| | <lang1> | <lang2> | <langN> |
@@ -70,11 +70,11 @@ uppercase, to differentiate from other strings). Here's an example:
Import dialog
-------------
The import dialog takes a csv file in the previously described format
The import dialog takes a CSV file in the previously described format
and generates several compressed translation resource files inside the
project.
Selecting a csv file autodetects the languages from the first row and
Selecting a CSV file autodetects the languages from the first row and
determines which column represents which language. It is possible to
change this manually, by selecting the language for each column.

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@@ -47,7 +47,7 @@ Mipmaps
~~~~~~~
When the mipmaps option is enabled, Godot will generate mipmaps.
Mipmaps are versions of the image shrunk by half in both axis,
Mipmaps are versions of the image shrunk by half in both axes,
recursively, until the image is 1 pixel of size. When the 3D hardware
needs to shrink the image, it finds the largest mipmap it can scale
from, and scales from there. This improves performance and image
@@ -90,7 +90,7 @@ Texture Import and Image Export can also perform this operation.
Texture import
~~~~~~~~~~~~~~
Sometimes, it might be desired to change the above settings per image.
Sometimes, it might be desirable to change the above settings per image.
Unfortunately, the image loader settings are global. Texture flags also
can't be saved in a regular .png or .jpg file.

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@@ -28,7 +28,7 @@ to distribute loads of files. Some developers may not like curious users
peeking at how the game was made, others may just find it inelegant,
etc.
Another reason is that, for distribution, the developer might use a
Another reason is that, for distribution, the developer might prefer a
specially compiled binary, which is smaller in size, more optimized and
does not include tools inside (like the editor, debugger, etc.).
@@ -44,15 +44,15 @@ added to a native project together with the game data.
This can be troublesome because it means that the developer must be
familiarized with the SDK of each platform before even being able to
export. In other words, while learning each SDK is always encouraged, it
can be frustrating to be forced to do it at an undesired time.
export. While learning each SDK is always encouraged, it can be
frustrating to be forced to do it at an undesired time.
There is also another problem with this approach, which is the fact that
different devices prefer some data in different formats to run. The main
example of this is texture compression. All PC hardware uses S3TC (BC)
compression and that has been standardized for more than a decade, but
mobile devices use different formats for texture compression, such as
PVRCT (iOS) or ETC (Android).
There is also another problem with this approach. Different devices
prefer some data in different formats to run. The main example of this
is texture compression. All PC hardware uses S3TC (BC) compression and
that has been standardized for more than a decade, but mobile devices
use different formats for texture compression, such as PVRCT (iOS) or
ETC (Android).
Export dialog
-------------
@@ -72,7 +72,7 @@ The dialog will open, showing all the supported export platforms:
The default options are often enough to export, so tweaking them is not
necessary, but provide extra control. However, many platforms require additional
tools (SDKs) to be installed to be able to export. Additionally, Godot
needs exports templates installed to create packages. The export dialog
needs export templates installed to create packages. The export dialog
will complain when something is missing and will not allow the user to
export for that platform until they resolve it: