Firewatch Localization
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- Posts: 17
- Joined: Sat Jun 06, 2015 11:42 pm
Firewatch Localization
game; http://store.steampowered.com/app/383870/?l=turkish
Hi i translated this game my language.Open the resources.assets but i can't find language file.
Here opened resources file;
http://www96.zippyshare.com/v/58c8PgoC/file.html
Edit:I think language files "resources_****.-2" files.How can we open .-2 files?
Hi i translated this game my language.Open the resources.assets but i can't find language file.
Here opened resources file;
http://www96.zippyshare.com/v/58c8PgoC/file.html
Edit:I think language files "resources_****.-2" files.How can we open .-2 files?
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- Joined: Sat Jun 06, 2015 11:42 pm
Re: Firewatch Localization
Anyone help me?
Edit:Swuforce write a tool.Thx a lot swuforce...
http://www54.zippyshare.com/v/kXavejUA/file.html
Edit:Swuforce write a tool.Thx a lot swuforce...
http://www54.zippyshare.com/v/kXavejUA/file.html
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- Posts: 15
- Joined: Sat Jan 16, 2016 9:53 pm
Re: Firewatch Localization
I have a few questions:
1. How did you unpack resources.assets?
I have tried Unity Assets Explorer v1.5 but it gives error on a few files and the resource filenames are all different. Although the binary content seems to be the same.
For example, in your RAR archive you have resources_00001.-1 which for me is the same as resources_195.-1
I also tried quickbms which also has divergences in the filenames, for example:
RAR archive ...........................: resources_00001.-1
Unity Assets Explorer .................: resources_195.-1
quickbms (unity.bms v0.2.4) ........: resources~resources_194.-1
Additionally, quickbms exports resource files with a header that is 4 bytes shorter than the ones in the RAR archive or the ones exported with Unity Assets Explorer, this change in length makes it so that the text importer/exporter fails... so which method did you actually use to unpack the resources.assets?
2. How do you plan on repacking the files into resources.assets again to run in the game?
Never mind, there is official support for localization: https://github.com/camposantogames/fire ... calization
Also, fan-based project hosted here: https://www.transifex.com/firewatch/public/
1. How did you unpack resources.assets?
I have tried Unity Assets Explorer v1.5 but it gives error on a few files and the resource filenames are all different. Although the binary content seems to be the same.
For example, in your RAR archive you have resources_00001.-1 which for me is the same as resources_195.-1
I also tried quickbms which also has divergences in the filenames, for example:
RAR archive ...........................: resources_00001.-1
Unity Assets Explorer .................: resources_195.-1
quickbms (unity.bms v0.2.4) ........: resources~resources_194.-1
Additionally, quickbms exports resource files with a header that is 4 bytes shorter than the ones in the RAR archive or the ones exported with Unity Assets Explorer, this change in length makes it so that the text importer/exporter fails... so which method did you actually use to unpack the resources.assets?
2. How do you plan on repacking the files into resources.assets again to run in the game?
Never mind, there is official support for localization: https://github.com/camposantogames/fire ... calization
Also, fan-based project hosted here: https://www.transifex.com/firewatch/public/
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- Posts: 17
- Joined: Sat Jun 06, 2015 11:42 pm
Re: Firewatch Localization
ner0 wrote:I have a few questions:
1. How did you unpack resources.assets?
I have tried Unity Assets Explorer v1.5 but it gives error on a few files and the resource filenames are all different. Although the binary content seems to be the same.
For example, in your RAR archive you have resources_00001.-1 which for me is the same as resources_195.-1
I also tried quickbms which also has divergences in the filenames, for example:
RAR archive ...........................: resources_00001.-1
Unity Assets Explorer .................: resources_195.-1
quickbms (unity.bms v0.2.4) ........: resources~resources_194.-1
Additionally, quickbms exports resource files with a header that is 4 bytes shorter than the ones in the RAR archive or the ones exported with Unity Assets Explorer, this change in length makes it so that the text importer/exporter fails... so which method did you actually use to unpack the resources.assets?
2. How do you plan on repacking the files into resources.assets again to run in the game?
Never mind, there is official support for localization: https://github.com/camposantogames/fire ... calization
Also, fan-based project hosted here: https://www.transifex.com/firewatch/public/
http://www45.zippyshare.com/v/iBfCOzIH/file.html
Download this and watch this step...
Step 1;Enter the game select english language and exit game.
Step 2;Open the firewatch_export and select resources folder.
Step 3;Open resources.txt and translate russian part.So up english and down line russian.You need the translate russian.
Step 4;if you translated finish open the firewatch_import and select resources.txt
Step 5;copy resources folder and paste in Unity_Assets_Files
Step 6;Open UnityEx,select resources.assets and press import all files button.
Step 7;Copy resources.assets and paste in the game folder.
Step 8;Enter the game and select russian language.
Btw your game is original?
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- Joined: Sat Jan 16, 2016 9:53 pm
Re: Firewatch Localization
MitiSen wrote:http://www45.zippyshare.com/v/iBfCOzIH/file.html
Download this and watch this step...
Step 1;Enter the game select english language and exit game.
Step 2;Open the firewatch_export and select resources folder.
Step 3;Open resources.txt and translate russian part.So up english and down line russian.You need the translate russian.
Step 4;if you translated finish open the firewatch_import and select resources.txt
Step 5;copy resources folder and paste in Unity_Assets_Files
Step 6;Open UnityEx,select resources.assets and press import all files button.
Step 7;Copy resources.assets and paste in the game folder.
Step 8;Enter the game and select russian language.
Btw your game is original?
Yes, it's original.
Thanks for your feedback and help.
Although, as I mentioned, the game has official translation support, you don't need this method anymore.
Thank you very much all the same.
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- Posts: 8
- Joined: Fri Jun 26, 2015 6:49 pm
Re: Firewatch Localization
Thank You
I have one question
how can I find the font
Can you help me
I have one question
how can I find the font
Can you help me
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- Joined: Sat Jun 06, 2015 11:42 pm
Re: Firewatch Localization
Fodosan wrote:Thank You
I have one question
how can I find the font
Can you help me
Font file in the resources.assets.Format is .ttf
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- Joined: Sun Aug 10, 2014 12:49 pm
Re: Firewatch Localization
MitiSen wrote:Fodosan wrote:Thank You
I have one question
how can I find the font
Can you help me
Font file in the resources.assets.Format is .ttf
Not sure there is also textures, im pretty sure it will be taken from textures not from TTF, but i never try yet..
Last edited by michalss on Wed Feb 17, 2016 9:19 pm, edited 2 times in total.
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Re: Firewatch Localization
I have replaced all the TTF fonts in game with a different one to see changes aaaaand... nothing. So, fonts have to be in textures.
EDIT: Confirmed. Game reads fonts in textures, not that TTFs (sadly).
Russian = resources.assets:
English = sharedassets1.assets:
sharedassets0.assets:
EDIT: Confirmed. Game reads fonts in textures, not that TTFs (sadly).
Russian = resources.assets:
- Futura PT Book SDF Atlas
- Futura PT Cond Bold SDF Atlas
- Futura PT Cond Book SDF Atlas
- Futura PT Demi SDF Atlas
- Futura PT Light SDF Atlas
English = sharedassets1.assets:
- Verlag-Book SDF Atlas
- VerlagCompressed-Book SDF Atlas
- VerlagCondensed-Black SDF Atlas
- Verlag-Light SDF Atlas
- Verlag-Light SDF Atlas
- Verlag-XLight SDF Atlas
sharedassets0.assets:
- Verlag-Bold SDF Atlas
- VerlagCompressed-Black SDF Atlas
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Re: Firewatch Localization
this textures are some crappy format... it looks like ATI2 but not quite yet...
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Re: Firewatch Localization
michalss wrote:this textures are some crappy format... it looks like ATI2 but not quite yet...
Any luck with this? I'm wondering, even if we change the texture correctly, how about the CharacterInfo mappings, where are those? And can we edit them? This promises to be a pita, if not outright impossible.
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Re: Firewatch Localization
ner0 wrote:michalss wrote:this textures are some crappy format... it looks like ATI2 but not quite yet...
Any luck with this? I'm wondering, even if we change the texture correctly, how about the CharacterInfo mappings, where are those? And can we edit them? This promises to be a pita, if not outright impossible.
Yeah i fugure it out .. Just did not test it, i will this week..
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- Joined: Sat Jan 16, 2016 9:53 pm
Re: Firewatch Localization
michalss wrote:Yeah i fugure it out .. Just did not test it, i will this week..
Now that is amazing!
I want to facilitate the translation of the game to other languages outside the latin-1 scope, without the proper fonts it's just not going to happen...
Seriously, please do test it and report back.
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Re: Firewatch Localization
they *SPAM* it up again, i mean devs change again everything and it does not take texts from appdata Anyone know how to make it work ??
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- Posts: 320
- Joined: Sun Aug 10, 2014 12:49 pm
Re: Firewatch Localization
ner0 wrote:I have a few questions:
1. How did you unpack resources.assets?
I have tried Unity Assets Explorer v1.5 but it gives error on a few files and the resource filenames are all different. Although the binary content seems to be the same.
For example, in your RAR archive you have resources_00001.-1 which for me is the same as resources_195.-1
I also tried quickbms which also has divergences in the filenames, for example:
RAR archive ...........................: resources_00001.-1
Unity Assets Explorer .................: resources_195.-1
quickbms (unity.bms v0.2.4) ........: resources~resources_194.-1
Additionally, quickbms exports resource files with a header that is 4 bytes shorter than the ones in the RAR archive or the ones exported with Unity Assets Explorer, this change in length makes it so that the text importer/exporter fails... so which method did you actually use to unpack the resources.assets?
2. How do you plan on repacking the files into resources.assets again to run in the game?
Never mind, there is official support for localization: https://github.com/camposantogames/fire ... calization
Also, fan-based project hosted here: https://www.transifex.com/firewatch/public/
This does not work anymore they *SPAM* it up again, i mean devs change again everything and it does not take texts from appdata Anyone know how to make it work ??