I know, because it's one texture, haha.
you can technically handpaint in blender i think
You know what? We're almost finished with this project! We got all text sorted out, textures, 3d-models. We'll test out everything now, make sure that everything works. I'll keep researching speech files, but other than that, it's pretty much done! Thanks a lot to @pegperegogaucho @adrientd @mr.rubinshtein @rubinho146 and everyone who tried to help me here! I've learned a lot. It's not easy by any means. I wanna try Cesars Challenge (actually, that's why I came here in the first place, haha).
make the reflections more intense and its done
at the moment they are very thin lines
So, uhh, how easy is PS2 hacking? It's basically all the same files as PC version.
It's just KP2 instead of KWN.
I would love to do the translation for both PC, PS2 and GCN
There are differences, the first being that Renderware geometries/textures/sounds use PS2-specific formats.
The second type of differences is due to the fact that the PS2 version is released 1 year before the PC/GC ones, so there are also Kal-specific changes.
For example one weird difference is that the sector root scene node can have a geometry in PC/GC, and also the next titles, but in the PS2, this was not the case.
Related to localization, one change is that in PS2 the text is written in the LLOC files, so text is loaded per level, whereas for GC/PC they made it simplier and just put the entire text in the GLOC file.
Due to all these changes, support by the XXL editor is not perfect. The Localization window is also entirely disabled right now.
I see, that's a bummer then. Oh well, that's that. Wierd that they wouldn't streamline whole production, but maybe game wasn't planned for other platforms back then, so who knows...
I mean, it's that it would've been cool to have localization for every version of the game, but most of the people play it on PC, so.
Fortunately for localization (text+font), all games from XXL1 to Spyro DotD are supported, as well as platforms (format is same across all platforms, even the fonts use platform-independent texture format).
The only exception is XXL1 for PS2 specifically, since it uses an earlier engine version where devs were still trying to stablize things.