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Translating custom map

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by AlexKidd71, Aug 6, 2025.

  1. AlexKidd71

    AlexKidd71
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    Joined:
    Mar 16, 2022
    Messages:
    554
    Hi,

    I took a look at the json files in the BeamNG.drive/locales folder and I would like to translate my custom map in the same way. Is there a place where I could put my locales files in the folder of the mod? Is there a rule for overwriting in the logic of other filetypes in BeamNG?
     
  2. Barbent Servo GT

    Barbent Servo GT
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    Joined:
    Jun 4, 2023
    Messages:
    682
    Hi :),
    I have created the following directory and file structure for testing purposes:

    userfolder or mod zip
    locales
    en-US.json (with an entry like "levels.mymap.info.title": "Hello AlexKidd71")
    levels
    mymap
    info.json (with an entry like "title": "levels.mymap.info.title")
    more map files...

    This works quite well but unfortunately it cripples all other translations of the entire game:
    upload_2025-8-8_14-25-33.png

    This suggests to me that BeamNG, at its current stage of development, is completely replacing the translation file (in my example, the English-US one) instead of appending the new entries. So, I think if you want to offer your map in multiple languages, you'd have to carry all the translation strings for the entire game.

    Hope that helps a bit even if it is no good solution :oops:
     
    #2 Barbent Servo GT, Aug 8, 2025
    Last edited: Aug 8, 2025
    • Like Like x 1
  3. AlexKidd71

    AlexKidd71
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    Joined:
    Mar 16, 2022
    Messages:
    554
    Haha! That’s not an option of course. If they want to support it the developers are in charge. Since my map is situated in Germany I will take German names for the spawn points and English for the map info.
    Thanks a lot for checking this!
     
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