Ghostwire Tokyo Translation Issue

How to translate the files of a game
MuslimCyberGames
Posts: 220
Joined: Sun Nov 06, 2016 3:28 pm

Re: Ghostwire Tokyo Translation Issue

Post by MuslimCyberGames »

For Localization file has read in Utoc file. But, the localization in japanese text.
spiritovod
Posts: 719
Joined: Sat Sep 28, 2019 7:00 pm

Re: Ghostwire Tokyo Translation Issue

Post by spiritovod »

The game is using usual locres for localizations. If you'll somehow force the game to use modified file, it will work just fine, including modified ufont as well. The most blatant way is to extract main package (and patches if needed), replace it with dummy one and use extracted files directly - zen packages (utoc/ucas) will be discovered automatically. Alternatively, you can probably somehow inject modded file or patch binary for checks.

Personally I'm not interested in all this, but those bold claims that it's not possible to re-translate the game at all are kind of :?
moder jack
Posts: 27
Joined: Wed May 15, 2019 7:40 pm

Re: Ghostwire Tokyo Translation Issue

Post by moder jack »

spiritovod wrote:The game is using usual locres for localizations. If you'll somehow force the game to use modified file, it will work just fine, including modified ufont as well. The most blatant way is to extract main package (and patches if needed), replace it with dummy one and use extracted files directly - zen packages (utoc/ucas) will be discovered automatically. Alternatively, you can probably somehow inject modded file or patch binary for checks.

Personally I'm not interested in all this, but those bold claims that it's not possible to re-translate the game at all are kind of :?


Why are you talking bullsheeet, there was no need for all this nonsense, did you say a word about the work method or what do you want to say, I know how to do it, or if they send you a message, ask them for money for the work method, what kind of stupid people you are.
Terminator2222
Posts: 44
Joined: Sat Jun 20, 2015 1:42 pm

Re: Ghostwire Tokyo Translation Issue

Post by Terminator2222 »

There's no secret. In nutshell:

* Extract "Snowfall-WindowsNoEditor.pak" (7 GB)
* Translate
* Compress back "Snowfall-WindowsNoEditor.pak"
* Copy + Paste and Overwrite the original (backup first!)
Done.
spiritovod
Posts: 719
Joined: Sat Sep 28, 2019 7:00 pm

Re: Ghostwire Tokyo Translation Issue

Post by spiritovod »

@moder jack: No need to be that angry. I just told that if usual ways doesn't work, it doesn't mean there are no other ways to do it. Though used method is more like proof-of-concept, inconvenient for common usage and it has issues with latest game version, that's why it's more or less useless as-is. I suppose the only proper way here would be hooking and replacing required assets at runtime (which is possible since the game doesn't use any protection), but that's not my field.

@Terminator2222: You wouldn't be able to even run the game this way. For signed packages (like in this case) a game is trying to load descriptor based on signature from respective package, but if package will be modified, hash will not match signature and game fails to load. It's applied to all UE4 games with signed packages, it's not possible to repack main package for them without bypassing signature check. For mod packages, where pre-load assets are not touched, it doesn't really matter, but this game also doesn't accept side packages or assets as-is, and that's the main problem.
Terminator2222
Posts: 44
Joined: Sat Jun 20, 2015 1:42 pm

Re: Ghostwire Tokyo Translation Issue

Post by Terminator2222 »

"You wouldn't be able to even run the game this way"

Hungarians made a working translate with that method***. Their translate's size is 7 GB.

//Edit: or they (we, besause I'm Hungarian too) have brilliant programmers, I dont know.
spiritovod
Posts: 719
Joined: Sat Sep 28, 2019 7:00 pm

Re: Ghostwire Tokyo Translation Issue

Post by spiritovod »

@Terminator2222: They did it pretty much like I did, by extracting base and patch packages, merging them (without pre-load assets from patch package) and using extracted files directly, while existing packages are replaced with dummy ones - which is like partially rolling the game back to initial unpatched state. They didn't pack it back and also this method doesn't work for latest game version, so there are no discrepancies with my previous post.
Terminator2222
Posts: 44
Joined: Sat Jun 20, 2015 1:42 pm

Re: Ghostwire Tokyo Translation Issue

Post by Terminator2222 »

@spiritovod
I see - 'cause I dont need any of those translations I didn't download the whole pack, so I believe what you wrote about it.
moder jack
Posts: 27
Joined: Wed May 15, 2019 7:40 pm

Re: Ghostwire Tokyo Translation Issue

Post by moder jack »

I apologize for the way I behaved, but because this site was created to solve other people's problems, I get really angry when someone comes and speaks unintelligibly, in any case, I apologize.
moder jack
Posts: 27
Joined: Wed May 15, 2019 7:40 pm

Re: Ghostwire Tokyo Translation Issue

Post by moder jack »

But the problem of this game is that a group has produced a tool for the sig unreal problem, which unfortunately does not work on the cracked version. I will post the manufacturer's site. If anyone can edit it, work for the cracked version of unreal games. Very good. You can also get open source from github

tool:
https://illusory.dev/

src code:
https://github.com/IllusorySoftware/Unr ... ker-Public
Terminator2222
Posts: 44
Joined: Sat Jun 20, 2015 1:42 pm

Re: Ghostwire Tokyo Translation Issue

Post by Terminator2222 »

Monetizing everywhere... :(
spiritovod
Posts: 719
Joined: Sat Sep 28, 2019 7:00 pm

Re: Ghostwire Tokyo Translation Issue

Post by spiritovod »

@Mirawil103: It's exactly the same solution as already described above and it doesn't work for versions above 1.0.2 (which is update from 25 march).