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Welcome
Introduction
About the Halo 2 Map Editor and its Tools
What's new in Halo 2 Editing
Technology Overview
The Halo 2 for Windows Vista Engine
System Requirements
Definitions & Terms
Definitions & Terms
The Development Environment
Map Editor Contents
Map Editor Installation
Additional Tools and Utilities
Development Tools Overview
.ass Exporter
Halo 2 Tool
Halo 2 Guerilla
Halo 2 Sapien
Halo 2 Map Editor Launcher
Using .ass Exporter
Using .ass Exporter
Using Halo 2 Sapien
Asset Manipulation Gizmo
Halo 2 Sapien Game Window
Halo 2 Sapien Menus
Placing Objects
Placing Lights
Spawn Zones
Decorator Brush
World Ruler
Reset Object Z Height
Gravity Lifts
Teleporters
Sound Effects
Kill Trigger Volumes
Adding Extra Vehicles & Turrets
Game Types
Game Types
Assault
Capture The Flag
Juggernaut
King of the Hill
Oddball
Slayer
Territories
Using Halo 2 Guerilla
Sky Boxes
Sky Light Values
Starting Equipment
The Object Palette
Description Text
Location Text
Map Shots
Using Halo 2 Map Editor Launcher
Using Halo 2 Map Editor Launcher
Halo 2 Tool Level Creation
Halo 2 Level Creation
Import Structure
Generate Lightmaps
Import Descriptions
Creating Unicode Strings
Building Cache Files
Halo 2 Tool Texture Creation
Import Bitmaps
General Level Design Information
Design Style Guidelines
Technical Design Rules
Design Suggestions
Player Statistics and Metrics
Equipment List
Weapons
Vehicles
Multiplayer Level Design
Getting Started
Tutorial 1: Creating an Environment in 3ds Max
Tutorial 2: Exporting an Environment from 3ds Max
Tutorial 3: Importing an Environment to Tag Format
Tutorial 4: Placing Spawn Points Using Halo 2Sapien
Tutorial 5: Creating and Editing Environment Tags Using Halo 2 Guerilla
Tutorial 6: Synching Tags and Launching into the Game Environment
Portals
Additional Resources
Links
Console Command List
File Specifications
.ass File Specification
Credits
Appendix
Sample .ass file

Creating Unicode Strings

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Unicode String Files

Halo 2 is available to people all around the world, speaking (and writing) different languages with different alphabets. To enable translation and support all these languages, it uses a special type of text format called Unicode. Unicode is a format that supports different alphabets.

For the purposes of creating a level, there will typically only be two of these files needed, one that contains the descriptive text displayed on the Level Selection screen and another that contains the names of the various locations within the level (used for the Territories game type).

Creating a Unicode Text File

Using Windows Explorer, browse to the appropriate folder. Typically this will be either data\scenarios\descriptions or your level's folder within data\scenarios\multi. Halo 2 Map Editor contains an example Unicode text file, and you'll want to open it to see the contents. Note that although the file is a .txt file it is using an extended Unicode form of this file.

Using Notepad, open one of the example text files. If it’s a description file, you'll see something like this:

[Strings]

Name= "MyLevelName"

Description= "A written description of my level"

To create a Unicode text file

1.      Fill in the fields inside the quotation marks with the appropriate information.

The Name box is the level name. The Description box is the text displayed as the level loads in Halo 2.

2.      Replace any other strings with appropriate information for the level, and then select Save As on the File menu.

3.      Make sure the Encoding drop-down list is set to Unicode, and then save the text file in data\scenarios\descriptions with an appropriate filename.

Compiling Unicode Strings

The Unicode file must be converted into the Halo 2 format, which is a multilingual_unicode_string_list file.

For description text, use the following command line:

C:\<Halo2ArchitectDirectory>\H2Tool new-strings data\scenarios\descriptions

For location text, use the same command but directed to the levels folder:

C:\<Halo2ArchitectDirectory>\H2Toolnew-strings data\scenarios\multi\MyLevelName

Compiled Unicode text files are placed in the same folder as the original uncompiled text file—either tags\scenarios\descriptions or tags\scenarios\multi\levelname. To complete the process, use Halo 2 Guerilla to associate the Unicode file to the level.