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Marvel's Spider-Man Remastered (STEAM)
Hello, can anyone make some tools for convert (Export/Import) this file?
I finally found the Localization files.
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I attach the sample files for the test:
Tutorial Localize : CHECK THIS OUT
Thanks for helping.
Code: Select all
usage:
SpidermanLocalizationTool.exe export localization.localization localization.csv
SpidermanLocalizationTool.exe import localization.localization localization.csv localization.new
akintos wrote:https://github.com/team-waldo/InsomniacArchive/releases/tag/1.0.0Code: Select all
usage:
SpidermanLocalizationTool.exe export localization.localization localization.csv
SpidermanLocalizationTool.exe import localization.localization localization.csv localization.new
Code: Select all
A fatal error occurred. The required library hostfxr.dll could not be found.
If this is a self-contained application, that library should exist in [D:\TeraBoxDownload\New folder\].
If this is a framework-dependent application, install the runtime in the global location [C:\Program Files (x86)\dotnet] or use the DOTNET_ROOT environment variable to specify the runtime location or register the runtime location in [HKLM\SOFTWARE\dotnet\Setup\InstalledVersions\x86\InstallLocation].
The .NET runtime can be found at:
- https://aka.ms/dotnet-core-applaunch?missing_runtime=true&arch=x86&rid=win10-x86&apphost_version=6.0.5
MuslimCyberGames wrote:Okey.
Here where I find the Localization files:
The Localization files is inside g00s19, and had the subfolder call name Localization. And the Exactly name or localization is "localization_localization_all.localization"
[ g00s19\Localization\localization_localization_all.localization ]
The Localization folder had 23 files with same name like above & different size.
I assume that files has contains with other language.
yusuf0808 wrote:
How did you open the g00s... files?
Version 1.1.0 (8/18/22)
- Mod Manager
- Simple, built-in Mod Manager/Mod Loader
- Install/Uninstall Mods 1000 times Faster and more Easily (.smpcmod)
- Enable/Disable Installed Mods
- If nothing is enabled or installed when clicking install mods, game will revert back to default assets
- If anything goes wrong just delete "ModManager/Install.txt" and restore "toc" in "asset_archives" which should be automatically backed up as "toc.BAK"
- Converting Padded Asset Archives No Longer Needed
- Backing Up Game Files No Longer Needed
- Doesn't Touch Base Game Files
- Project Manager
- Save Project
- Contains mod info, and all modded queue files/replaced assets
- Load Project
- Load mod info, and all modded queue files/replaced assets
- Launch Game Modded
- Allows you to test mods fast
- Launch game directly from tool with modified files in project installed temporarily
- When game exits, temporary modified files will be removed from game and previous files restored
- Texture Tool (BETA), Use other Texture Tools Instead!
- Built-in texture tool to open/edit .texture files (WIP)
- Extract any .texture file
- If there is 2, extract both to same location and rename the largest one to .2.texture
- Open .texture file with "Open Texture Asset"
- The .dds mip-maps will be located in the "temp" hidden folder of the tool
- Edit these to whatever you want, then click "Save Texture Asset"
- The .texture files will be edited and ready to be imported back in to the tool
- Added "Clear Modified Files" button to "Create Mod"
- This will clear all modified files in the queue, so you don't have to re-open the tool
- Delete Individual Mod Queue File
- Added "Extract Folder" option on Archive Tree View (left-hand side)
- This will let you fully extract the assets of an archive or a folder inside of it
- Fixed "Create Mod" Description Newlines Not Working Properly
- Updated AssetHashes.txt
- Tons of More Asset File Names
- Hashes Named Now: 238247/771670
- Previous Hashes Named: 202042/771670
- Previous Hashes Named: 201440/771670
- Added Horizontal Scrollbar to "Search" for longer assets
- Fixed an issue when clicking on a blank "Search" entry
- New Asset Information Window
- Model Asset Information will now display used Material Names and Hashes
- Material Asset Information will now display used Texture Names
- Actor Asset Information will now display used Assets
- Fixed an issue with "Search" where forward slashes didn't match
- Now converts forward slashes to backward slashes
- Put Mod Title in Saving Mod FileName Automatically
Credits:
- JediJosh920 (SpiderManPCTools)
- Ugo9p1 (Helped Clean up AssetHashes.txt)
- Tkachov, akintos (Figured out new archive/toc methods to help Mod Manager)
- Andrei, Daigron (Testing)
akintos wrote:install .net 6.0 runtime.
MuslimCyberGames wrote:yusuf0808 wrote:
How did you open the g00s... files?
You can opened with this:
Make sure that all files in the Asset folder must exist. (g00s, dag, and toc)
As you can see, other mod has been released in NexusMod and for now the mod only replace texture.
yusuf0808 wrote:MuslimCyberGames wrote:yusuf0808 wrote:
How did you open the g00s... files?
You can opened with this:
Make sure that all files in the Asset folder must exist. (g00s, dag, and toc)
As you can see, other mod has been released in NexusMod and for now the mod only replace texture.
Thank you
MuslimCyberGames wrote:
Okey, It's work now..
Franco wrote:Yes I am getting this error too. I cannot import the language file. Can you help me where am I doing wrong?
Doesn't import
Imported 0 strings and saved to localization.new
https://img.onl/sZ8k3h
sadamekaze wrote:Franco wrote:Yes I am getting this error too. I cannot import the language file. Can you help me where am I doing wrong?
Doesn't import
Imported 0 strings and saved to localization.new
https://img.onl/sZ8k3h
"Imported 0 strings and saved to localization.new" because you overwrite the source text.
The right way.
The wrong way.