Anyone with non-english Sketchup?
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Can you guys with Windows Non-english try the 2 Win32 methods
Inspector window rollup/rolldown
requires Win32API.so in the plugins folder(1) open your Ruby Console and Outliner window
(2) we wish to know if the 2 methods work with English window names as arguments, like:
isRolledUp('Outliner')
toggleRollUp('Outliner')
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Hi,
isRolledUp('Outliner') always returns true, either with outliner rolled up or down, or even when it is closed.
toggleRollUp('Outliner') always returns 0 and never works as expected (nothing happens).
When called with the french name of the window (Structure), both methods work.
When called with other french names of windows (Composants, Matières, etc), both methods work as well.Hope this helps
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@didier bur said:
Hope this helps
Yes it does.. thank you Didier !
It means we need to build up some .strings Hash files for each one of the language local Sketchup editions.
I'll make up some templates, and post them in the SKX forum.
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Hi
@unknownuser said:
It means we need to build up some .strings Hash files for each one of the language local Sketchup editions
Yes, because I didn't find anything related to translation from english menus, toolbars, etc, even in the 'resources/en-US' or 'resources/fr' folders.
Stangely when I create an item in a pulldown menu, I use the english name "tools" or "draw" and this works for every localized SU... -
@didier bur said:
Hi
@unknownuser said:
It means we need to build up some .strings Hash files for each one of the language local Sketchup editions
Yes, because I didn't find anything related to translation from english menus, toolbars, etc, even in the 'resources/en-US' or 'resources/fr' folders.
Stangely when I create an item in a pulldown menu, I use the english name "tools" or "draw" and this works for every localized SU...This is strange. Why haven't they made it so that shortcuts works like that...
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(post removed ... off the Optimization topic.)
I know how to solve the cross-language window issue on win32.
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On a parallel issue...
I have recently written an exporter for a rendering app.
All was fine with it during beta-testing until a Dutch user found that none of his textures were getting used after a seemingly successful export.
The image files were imported into the correct folder etc, but on closer examination it showed that as well as the material's name getting translated prior to writing the new file format [Red >> Rood etc] the file-path for the texture was as getting translated [Red.jpg >> Rood.jpg] in the API's reading of the texture's details... BUT the API's texturewriter simply used the original English name - so it made a file called 'Red.jpg' when the API said it was called 'Rood.jpg' and so it wasn't found in the new file format's execution.
This occurred when the texturewriter'swrite_all
method was used, so I changed it towrite
each texture individually and then forced the 'name' of the written image to match the API's reading of its 'translated' name ! It now works OK in any language.A related further 'aside aside'... The texturewriter makes the exported image file from the material's .SKM details - so it's possible to have an image file inside the .SKM [actually a 'zip' file] called 'Red.gif' and in the 'filepath' have it named down as 'Red.png' [as you can't actually import a '.gif' I find it hard to reconcile, but I have seen it [!]] - so consequently it will make the incorrect file type on a texture 'write' compared to it's "real" name !
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SketchUp reads GIF images - no problem. It's just the filedialog that doesn't list it. If you type * in the filename when you try to insert an image then you can select GIFs and it works.
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@thomthom said:
SketchUp reads GIF images - no problem. It's just the filedialog that doesn't list it. If you type * in the filename when you try to insert an image then you can select GIFs and it works.
I can't select * as an image file-type, only from a list of types or 'all' - neither of which cover 'gif'.
I know you can load a gif by renaming it as a png - though I never saw why it wasn't a supported image extension otherwise - Is being able to load a gif a Mac thing? Interestingly the gif renamed png works fine and is listed in the path and skm as a png and can be saved as png too ??? Gif-ness disappears completely on the rename???
I had this problem SKP file from someone that wouldn't export the texture properly [overlaid on this Dutch translation confusion I outlined earlier!] where in a material's texture in the SKM it was a gif BUT it said it was a png in the texture-path text-box on the dialog [or when you asked it what it was via the API] BUT it texture-wrote a gif as the output... caused presumably by a manual edit that confused it?I can't see how it became a gif inside the skm [unless it was manually edited as if a zip file] as making one my way it always says it's a png whatever way you slice it !
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