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by merlinsvk
Sat Feb 13, 2016 10:26 pm
Forum: Game Localization
Topic: Firewatch
Replies: 31
Views: 8324

Re: Firewatch

It is possible. You just have to translate texts in level* files, not in resources.assets. But, swuforce will have to modify his import/export tools a bit.
by merlinsvk
Sat Feb 13, 2016 7:56 pm
Forum: Game Localization
Topic: Firewatch
Replies: 31
Views: 8324

Re: Firewatch

Fixx1983 wrote:... the game remains in english.
Because game doesn't read english texts from resources.assets, but from level* files.
by merlinsvk
Fri Feb 05, 2016 7:59 pm
Forum: Tutorials
Topic: Quick BMS Editor GUI + Tools
Replies: 85
Views: 124804

Re: Quick BMS Editor GUI + Tools

No need to reupload. Look at AceWell's previous post.
by merlinsvk
Sun Jan 31, 2016 3:33 pm
Forum: Game Localization
Topic: Blur PS3 translate
Replies: 9
Views: 2508

Re: Blur PS3 translate

Then reupload gamedata.pak. It was deleted.
by merlinsvk
Sun Jan 31, 2016 12:56 pm
Forum: Game Localization
Topic: Blur PS3 translate
Replies: 9
Views: 2508

Re: Blur PS3 translate

Use Aluigi's offzip to decompress and extract that archive. You will get few .xtl and .fls files. That .xtl can be converted to .txt and vice versa with tools (made by swuforce btw) posted by MitiSen.
But that's all I can say.
by merlinsvk
Sun Jan 31, 2016 11:55 am
Forum: Game Localization
Topic: Blur PS3 translate
Replies: 9
Views: 2508

Re: Blur PS3 translate

@ctpelok73: your files are from PC version, not PS3
by merlinsvk
Sat Jan 30, 2016 8:20 pm
Forum: Game Localization
Topic: State of Decay Text Repacker
Replies: 52
Views: 25953

Re: State of Decay Text Repacker

It's modified zip file. Use Aluigi's BMS script for ZIP files.
by merlinsvk
Mon Jan 18, 2016 8:57 pm
Forum: Graphic file formats
Topic: Problem with tex file from Android Unity game
Replies: 2
Views: 1286

Re: Problem with tex file from Android Unity game

It's in KTX format.

Export it with disUnity.
Resulting texture.ktx open in Mali Texture Compression Tool. Then you can save it as png, tga, psd, ...

Image
by merlinsvk
Fri Jan 01, 2016 8:44 pm
Forum: Graphic file formats
Topic: how to convert unity for android tex file?
Replies: 4
Views: 1916

Re: how to convert unity for android tex file?

Is that correct file? I doesn't seem so.
Anyways I think that the texture is in ETC format, but don't know exactly which one.
by merlinsvk
Fri Jan 01, 2016 12:43 pm
Forum: Graphic file formats
Topic: how to convert unity for android tex file?
Replies: 4
Views: 1916

Re: how to convert unity for android tex file?

Can you also post .asset file that contains this texture? And what is name of the game?
by merlinsvk
Fri Dec 25, 2015 1:05 pm
Forum: Game Localization
Topic: Emily is Away
Replies: 22
Views: 5479

Re: Emily is Away

I would use Reflexil addon to directly edit that text and then save it as "patched" .dll. But I have no idea if it's possible to replace the whole code.
by merlinsvk
Wed Dec 23, 2015 11:58 am
Forum: Game Localization
Topic: Emily is Away
Replies: 22
Views: 5479

Re: Emily is Away

LuanXD99 wrote:There is no text to translate inside those files
I used NET Reflector to decompile whole .dll and I got text in that files.
by merlinsvk
Tue Dec 22, 2015 11:01 pm
Forum: Game Localization
Topic: Emily is Away
Replies: 22
Views: 5479

Re: Emily is Away

But how can i open the Assembly-CSharp.dll? (paid) Redgate .NET Reflector + (open-source) Reflexil addon or (free) Telerik JustDecompile + Reflexil or (open-source) ILSpy + Reflexil ok, I Got It the source of the dll file, but I'm not finding the game dialogs... You really didn't search it, did you...
by merlinsvk
Tue Dec 22, 2015 11:30 am
Forum: Game Localization
Topic: Emily is Away
Replies: 22
Views: 5479

Re: Emily is Away

I think that devs used NGUI, but not it's localization feature. That's why are texts in level* files and not in Localization.txt.

BTW: All other texts (chat messages) are in Assembly-CSharp.dll.
by merlinsvk
Mon Dec 21, 2015 9:37 pm
Forum: Game Localization
Topic: Emily is Away
Replies: 22
Views: 5479

Re: Emily is Away

I saw some texts from menu in level0 file.