This page describes a general process for adding a new translation, but keep in mind that every plug-in is different. Contact the plug-in author with any specific questions.
Start by checking that the plug-in is set up to be localized. If it isn’t, then you’ll need to contact the author to ask them to modify the plug-in.
.properties
. The easy way to find out if the project has any of these files is to click on the Find in Project bar (the little search bar underneath the project files), type in .properties
and hit enter.Assuming you find some .properties
files, you are probably good to go, but if you have any doubts get in contact with the author of the plug-in. Note that there may be one string table or several, and each may consist of several .properties
files, so you’ll need to start out by working out the base name of each string table. This is the one with no locale code appended. Each base name you find represents one set of keys to be translated.
You can always click on a
.properties
file and check the Properties tab of the project pane to see which locale the locale code represents.
At this point there are 3 possible cases for each string table:
base-name_fr_CA.properties
). Open this in the string table editor and translate any keys that require different text in the target region.base-name_fr.properties
). If your particular language can have regional dialects, you should also add a file for the specific regional dialect you will use for the default. (The regional file can be left blank since all of the keys can inherit from the language default.) After, if you want to add other regional variants yourself just follow case (1).Files for the game language often don’t require regional variants since a game is typically only published in one dialect of a given language. An English-language game published in the UK is unlikely to also produce a special US English edition. So game language files often define only a default translation for each language, even for languages with regional dialects.