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-		      INTRO			   -
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This resource pack contains nearly all images that contain text in the game that need to have seperated elements necessary for translation. For most of these, it's straight forward what to do, but there are special instructions for a few as well as general guidelines for all images.



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-		  PREREQUESITES			   -
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-CLIP STUDIO PAINT (Optional, recommended)
-GIMP 2 (Optional, recommended)
-A tablet/drawing pad

For most project files that are included, they have been converted from the CLIP Studio/GIMP format to Photoshop documents for your convenience, so they are compatible with other paint programs. You'll notice there are still CLIP's/XCF's included anyway - While all of them have PSD alternatives (excluding ones that are just one layer), the advantage to them is that the text will not be rasterized as a result, and you edit the text boxes directly with the size, kerning, line spacing, and fonts already set up for you. The PSD's are there if you are planning on recreating the text and don't need either programs.

However, given that Snoot Game was made primarily in CLIP it's highly recommended you get CLIP Studio/GIMP anyway, as the brush that has been included only works for CLIP. There's also a brush made close to this brush for Procreate, and that has been included as well in case you want to use that. Any brush will do so long as it's similar to the included brushes (slightly pencil-like and shimmering regular pen, minimal anti aliasing)

CLIP Studio has a free trial you can download from their page with a 3 month time limit on all devices, more than enough time to get done with translations. If you don't like the sound of that, the psd's are still there.

One thing to be aware of is that GIMP has certain features some of the images rely on, such as how easy it is to apply text shadow in the insult layers, and GIMP should be used in this instance as it makes it significantly easier to apply to all 9 of them fast and how they exactly are. GIMP reverts any effects applied to text if you edit them however, but they are easy to re-apply as per the instructions below.




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-		  REQUIREMENTS			   -
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If you are planning on commiting to a translation, you must understand these things:

1. You MUST provide the translated images as the project files used to create the images. That is not to say we now have ownership over it, just that you must make it freely available as per the CC share-alike license of Snootgame's assets - Any derivitives of Snootgame's assets fall under the same share-alike umbrella.

2. Don't do anything crazy with the images. These are just translations of the source text and should be treated as such, and it is not expected for you to change layers beyond the ones that contain text.

3. If an image has DRAWN text, you must also draw the text, not type it. Yes, that means the long ass phone conversation.


Not all words need to be translated! If something is understood in your language/culture, don't translate it. In-universe products likely don't need translation, like NOXU, and certain phrases are references to real things, such as "YOU WA SHOCK!". If your language doesn't use latin-germanic characters, more literal translations are fine so long as it's important to the story, like Dino-Moes.



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-		  INSTRUCTIONS			   -
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Some of these do not have to be followed exactly, and a few contain project files that make them unnecessary. These are for those who want to know the exact specifications of which they are created.

Most of these have been drawn using the G_Pen_Wing_2.sut brush, what we'll call the snoot brush. If some look like they've been drawn with G Pen for clip, or a regular looking brush, use that instead. Use your intuition for how the rest of these should be done - for all of them except the poster and cd case, they should at least look like the source image.

The layers within the project files have partially flattened layers to make it simpler to navigate and know which is which, with the necessary layers needed to reproduce the image exactly still there. Any text layers/folders should have the name "WORDS" to them, and if they don't that was by mistake.



-TEXT CLARIFICATION-

bathroom1: B4FRO stands for... well it was mistake. It was supposed to say BAFRO - which is bathroom but shortened - but got jumbled in miscommunication. Don't correct this, just make a mangled version of it in translation.

c02: The flag's text is "ANNUAL TOWN HUNTING CELEBRATION"

d01: The pizza box is "PISSERS" (Bastardization of PIZZAS), the soda cans are "NOXU".

doomeranon01: The window says "Pizza Time"

doomeranon03: The guitar sticker says "BAD"

fangroom: The wall writing says "YOU WA SHOCK!". It's a reference to something.

livingroomdayalt: The banner says "congratulations!"

trailerconcert: Amp's writing is the same as fangonamp.




Vvurm drama poster and cd case (PHOTOSHOP): 

	So these was originally supposed to be like a low effort, obviously slapped on overlay as a joke to be in-line with the nature of the images, but the spanish anons went and made base versions of the textures without text anyway, so it's whatever you want. There is no project file with english, that spanish version is all there is and who's text is probably natively edited in photohop, so if you got photoshop you can edit the unrasterized text easily (I think, I don't have the photoshopsers). Otherwise, any other program is fine since they should open psd's anyway. Exporting them will consist of just replacing the entire image.


Fang and Trish phone conversation:

	You are not restricted to drawing text in the bubbles. So long as the character sizes roughly match, you are allowed to change the height of the image and still have it work for scrolling, and the bubbles can be redrawn to form around the text as it should.
	The spanish anons says there's transparency on the text layer, which I don't see, but if there is, there is, so keep that in mind when color picking. Take care of your wrist, because this will take an obscenely long time.


Falling Pizzas:
	Remember, export the text at half it's resolution!


Ending 1 graves cg (CLIP):
	Font: Arial

	"HERE LIES LUCY": 21pt
	"2001	2020": 22pt
	"HEAVEN RESTORES YOU IN LIGHT": 19pt
	"HERE LIES NASER": 23pt
	"2003	2020": 23pt

	Resize back down and skew as necessary (Free transform is CTRL-T on CLIP). Duplicate the text, put it under the original text, color it white, and shift it one pixel to the left. Optionally use filtering to smooth both layers a little so it's not so sharp.
	Remember, you must export the text at 1080 resolution, as the project file is higher res than that!


Fucked Wing Retard (CLIP):
	Same as the phone conversation, although just for the bubbles.


C02:
	The text layer's blending mode is set to muliply, so keep that in mind when color picking/rendering.


trailerconcert: 
	Copy from fangonamp if you've already done that and transform - you don't have to write out the entire thing again.


Outside School/Door Auditorium:
	Don't forget about the fog/night versions of the school! The fog and day versions of the school are in the same project file, and the night version should be a seperate file.


Elliot Raptor shitpost (GIMP):
	"POST":
		Font: Calibri Bold
		Size: 14.8pt

	"He made some valid points :^)":
		Font: Calibi light 
		Size: 14.2pt 
		Line Spacing: 102

	"CAPTCHA CLEAR":
		Font: Calibri Light 
		Size: 7pt

	"Thread No.: #889823665:":
		Font: Calibri light 
		Size: 9.6pt

	"Image Selected": 
		Font: Calibri 
		Size: 13.2pt

Elliot Raptor post successful (CLIP):
	Font: Calibri
	Size: 14.8pt
	Line Spacing: 105


Credits (CLIP):
	Font: Falling sky

	The line spacing and a bit of the size fluctuates constantly, be prepared. Approximate values:

	"Snoot Game": 50.1pt
	Titles: 23.9pt
	Entries: 
		Size: 19.3pt 
		Line Spacing: 126.3
	"THE END": 
		Size: 39pt
		Character Spacing: 2


Ending cards (CLIP):
	Font: Falling Sky
	Titles:
		Size: 80pt 
		Line Spacing: 139
	Subtitles:
		Size: 51.8pt 
		Character Spacing: -1.0


Flash back cards (GIMP):
	Font: Caladea Italic
	Size: 62pt

	Apply Oilify filter with default settings... that's it.


Insult layers (GIMP):
	Font: Falling Sky
	Size: 29.4pt 
	Kerning: -2.5

	Add drop shadow at 1.750 opacity at default settings. Might have to adjust kerning for one since they're a little inconsistent
	You are allowed to change the dimensions of the image if the text exceeds the boundaries, usually to the lower-right corner.


THE END (CLIP):
	Font: Falling Sky Italic
	Size: 80.5pt
	Character Spacing: 2


Fang Rebel (Photoshop, GIMP):
	Photoshop:
		Font: DIN Schablonierschrift
		Size: 44.36 pt
		Kerning: -40 pt
		Interline spacing: 46.2 pt
	
	GIMP:
		Font: DIN Schablonierschrift
		Size: 44.4pt
		Kerning: -1.8
		Rotation: -0.77
		Hinting: None
		Anti Aliasing: None

		Shift into place

	Note: The PSD included was exported with Photoshop, so it should come with easily editable text, you just need to install the included font in the zip. Since you probably aren't keen to install another paint program just for this one image if you want to easily edit the text, an xcf alternative is included that is approximately the same as the psd (Program differences aside)

	Link to font: https://www.dafont.com/din-schablonierschr.font 



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For several, exporting the text layer will do just fine. However, some files contain layers above the text, and care must be taken with them in mind - you can't just export the text layer, you have to export the layer with the accumulative effects of the layers above affecting the text layer. 

This can be done by using the magic wand outside the text and then inverting it or performing a shrink selection - both at 0% tolerance and interiors included. Which ever the method, it must contain every pixel on the text layer no matter how transparent, as the transparencies of the text layer might output the wrong results. You are permitted to be a little lazy about it by just making a cut out selection, but it must not be so lazy that the selection is huge - take the cut out of RAYmba in fang's room future variant as an example of how it should be done ideally. The wand/shrink selection makes compression more efficient, even if it is very slight.

In C02's case, where fang is obstructing the text, you can deselect parts of the text before copying the selection. In CLIP, you can use your selection tools and hold ALT to deselect the pixels that are just Fang.

Flatten all the layers into one (BUT DON'T SAVE IT!) while making sure that your selection doesn't go away. If it does, you have to undo as you won't be able to select the text again. Then copy that selection and paste it as it's own layer - that'll be the layer you export, and that selection should ONLY contain the text. Un-flatten your image to save your original text layer and put the pasted text layer somewhere safe.



Refer to how the game uses language assets to export the layers as needed - every image typically has a base image and a text overlay. If the image is entirely the text, then it's just one image to worry about. Eitherway, you only need to replace the images that contain text, with the exception being elements that are dependent on the text like the text bubbles of the phone conversations. Use the existing languages that are in Snoot Game as a reference, since they will all follow the same formula of file and string replacement. More information can be found in the next section.

Once done, hand the images over in a folder (seperated from the project files) corresponding to how they would be put into the game, as a language or in the images folder. You can either email us them (cavemanon@mail.snootgame.xyz, cavemanongames@gmail.com) as a link and we'll make it publically available, or more conveniently put it on our git (git.snootgame.xyz)/

If you do so on the git, please leave it somewhere where it can be seen. You can create an issue on the snootgame repository and leave a link for others to use and eventually implement, make a fork that includes these images in their correct places, or simply a repo that contains these images. They will be converted to webp later on to put into the main build.



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-	     	MISCELLANEOUS		   -
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While translating the rest of the game is outside the scope of this pack, chances are you're dedicated enough to want to translate the whole game anyway. Lucky for you, Renpy is designed so codelets can pitch in and work on stuff.

At https://www.renpy.org/, you can download Renpy's SDK (Which is really just a launcher with QoL tools) and go through it's tutorial projects to get a grip on how Renpy works. Specifically for translations, Renpy allows you to generate swaths of empty strings in a language of your designation so you can just pick it up and start translating. You can find out more about them on Renpy's wiki, which can be found on Renpy's homepage. Don't use the copy of the game you get straight off the downloads section! Use the one on our git, as that contains ONLY the project files and not the rest of the Renpy engine, since they are packaged to be standalone applications.

Undoubtedly, there's going to be some quirks that will go beyond simple string replacement when it comes to suiting any given language, such as fonts, localization, text that becomes too long or short, etc. Deal with them in the way you think is necessary.

One spanish anon has provided tools for helping with translations should you need it. This tool might help with making a basis for a real translation or the funniest shit you've ever seen depending on how you want to use it.
https://git.snootgame.xyz/GManon/Trans_tools

