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Fox Engine text and font converter

License: MIT License

C# 100.00%
mgsv metal-gear-solid c-sharp tool modding windows fox-engine translation

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foxengine.translationtool's Issues

Metal Gear Solid V Translation Tool

I want to send you a big thanks! I complete translated Metal Gear Solid V GZ on PC version. I got you on my staff, special thanks! Could I have a request? Please take and you PS3 version, I try with your tool in PS3 and it isn't working, maybe bigendian, I am not good about code, please help me. Font tool working normal, just lang tool and subp tool not working on PS3 version. Thanks!

Exmaple file between PC and PS3 ver:
https://www.dropbox.com/s/hgv96jy31ecv0o0/Metal%20Gear%20Solid%20V%20GZ%20Research.rar?dl=0

Font file - question marks.

Hi,

I have little issue in MGS Ground Zeroes:
I opened latin font from data_02\Assets\tpp\font\LatinFont by FfntTool (ver. 1.3)
That unpacked xml and pngs files. I checked xml and I saw additional chars like : "ÀÁ ÀÁ Â Ã Ä Å Æ Ç È É Ê Ë Ì Í Î Ï Ð Ñ Ò Ó Ô Õ Ö Ø Ù Ú Û Ü Ý Þ ß à á" (they are also in png)

But when I will use those chars in subtitles i've got question marks like " ??????????????????????" (I don't change anything in ftnt file)

How resolve this? I need additional chars to translate game to my mother tongue.

Thanks in advance,
ethar

Some issues for FfntTool

  1. Glyphs in XML files should be sorted by (char) value.
    I found this restriction when I add new glyphs for translating japanese to korean.
    I think you need to remark this.
  2. A value of VerticalShift can be negative number. (byte -> sbyte)
  3. You would already know, size of font bitmap can be bigger than 1024x512.(1024 x 1024 works well on TPP)

error with editing ffnt.xml

I'm still trying on getting arabic support on MGSV and I have another issue.
It is with FfntTool,
I extracted arabia.ffnt then I had both arabia.xml and arabia_0.png
the .xml file had no issue, it contains the correct character set for both Eng and Ara languages
but the .png is a mess it is corrupted, here is a sample
http://i.imgur.com/L2vAtY1.png

I used BMfont to create a bitmap to replace the corrupted one
http://i.imgur.com/1lESfBu.png

after that I had to change to value of each character inside the .xml to match it with the new bitmap.

put when I try to repack the .ffnt using the new .xml I get this error


G:\MGSV\MGSV_FfntTool\bin\Debug>FfntTool "G:\MGSV\MGSV_FfntTool\bin\Debug\arabia\arabia.xml"

Unhandled Exception: System.InvalidOperationException: There is an error in XML document (6, 111). ---> System.FormatException: Input string was not in a correct format.
at System.Number.StringToNumber(String str, NumberStyles options, NumberBuffer& number, NumberFormatInfo info, Boolean parseDecimal)
at System.Number.ParseInt32(String s, NumberStyles style, NumberFormatInfo info)
at System.Byte.Parse(String s, NumberStyles style, NumberFormatInfo info)
at Microsoft.Xml.Serialization.GeneratedAssembly.XmlSerializationReaderFfntFile.Read3_Glyph(Boolean isNullable, Boolean checkType)
at Microsoft.Xml.Serialization.GeneratedAssembly.XmlSerializationReaderFfntFile.Read4_GlyphMap(Boolean isNullable, Boolean checkType)
at Microsoft.Xml.Serialization.GeneratedAssembly.XmlSerializationReaderFfntFile.Read2_FfntEntry(Boolean isNullable, Boolean checkType)
at Microsoft.Xml.Serialization.GeneratedAssembly.XmlSerializationReaderFfntFile.Read6_FfntFile(Boolean isNullable, Boolean checkType)
at Microsoft.Xml.Serialization.GeneratedAssembly.XmlSerializationReaderFfntFile.Read7_FfntFile()
--- End of inner exception stack trace ---
at System.Xml.Serialization.XmlSerializer.Deserialize(XmlReader xmlReader, String encodingStyle, XmlDeserializationEvents events)
at System.Xml.Serialization.XmlSerializer.Deserialize(Stream stream)
at FfntTool.Program.PackFfnt(String path, String fileName, String outputPath) in c:\Users\abual\Desktop\FoxEngine.TranslationTool-master\FfntTool\Program.cs:line 56
at FfntTool.Program.Main(String[] args) in c:\Users\abual\Desktop\FoxEngine.TranslationTool-master\FfntTool\Program.cs:line 41


PS3 Support

Hi, i saw issue #3 but maybe something changed in last 6 months? ;) I can unpack every file in PS3's GZ except *.subp files - can you add support for it?

arabic support

as it mentioned the arabic should use UTF-8 Encoding
but when I try to do it that way after repacking I get question marks instead of the letter I wrote in arabic.

I unpack .subp
edited .xml
repack the .subp using the .xml
unpack .subp again to double check
all thing I translated is shown as ??????? ???? ??? ????

Problem for repack to EngText .subp (the game is shutting down)[MGSV:TPP]

I using TranslationTool v0.2.5 or v0.2.6. the files (EngText) unpack, modding and repack working perfectly on Japanese or Portuguese (utf-8). But when unpack and repack (ISO8859-1) to EngText .subp files, the game freezes and shutting down, especially when I load the game from the checkpoint.

I using to compatible word characters with English(8859-1). (https://kb.iu.edu/d/aepu). Is there limit file size or other any reason...? the modded file size must equal with original .subp or .subp.xml, whatever the reason? Can't pack it in EngText (English)? Can you help me please... One choice is pack it other languages?

I want to this because of do not understanding in other languages' online FOB and other missions texts.

Note: My subp files sizes are smaller than the originals, all of them.

Support X360/PS3

Hello,

Can you please make support for X360/PS3, big endian..

Thx

Seems the game doesn't read arabic characters

Hi, thanks fir thr useful tools for both games, I used the latest versions with mgsv tpp, to add arabic characters to the game with different methods,

First was by adding new glyphs to latinfont.ffnt, i added more lines to the .xml which takes a long time to do, around 170 new lines containing the real a real abic letters,then I repacked the .ffnt and checked it, it packs correctly, then i tried to edit .subp but the game failed to read the new letters.

Second, I tried to add glyphs to kanjifont.ffnt , same process as before and get the same results, i think it should work here because Japanese language uses utf-8.

Third, I but add the glyph only then I matched the glyphs to the Latin letters, example: when I write the letter "A" in the .subp it will show the first letter in the arabic alphabet instead of the real letter "A"... will it's a big challenge to write the script twice know, just how unfortunate that the game doesn't read arabic letters probably..

You need to change the readme, I don't know about ground zeros though, i didn't try just yet.

Editing of one enrty cannot be successful what so ever

I'm still continue with my project, and I develop a pattern for localizing the TPP to arabic, which is appear to be successful in every .subp and all entries in them.
But there's one entry that whatever I do it is get corrupted inside the game,

Entry Id="2161021477" in the tape.subp
Cassette tape is Skull Face's Objective [4]
Track Secret Recording of Skull Face and Code Talker [2]

Whenever I modify this entry and put it on the game, the subtitles won't show, and also the rewind and forward buttons are getting corrupted.
I provide a two .subp sample containing just the subjected entry, for both the original and modified one.
Also see the videos to look at the original behavior and the corrupted

Videos
original https://www.youtube.com/watch?v=VpmW2LG6oBk
corrupted https://www.youtube.com/watch?v=xNhw1nteyLg

Samples
Original https://mega.nz/#!zM8khIwb!L-ORh-oHNcA3H1NqgC7YUOijx6oeTvp4BelGiJW6MbU
corrupted https://mega.nz/#!rEkFDSaL!OpJ2ntxyVx3ittkq2r6i72V2U_GoRYIU7LI5YBhx24E

Text question marks.

I traslate file EngText/s10010.subp to thai sub. I repacked and unpacked to view text but text is ?????

There are missing Lines and Texts in subp.xmls!!

Hi atvaark... I can't proper running to SubpTool(for MGSV)

Some strings half or nothing extracted from the subp files to .xmls. I guess because of these are not linked some time codes as originally, maybe... but these strings shows in the game with original files...

Exam1: 10010.subp file

3227886550 | [C=21]Nine years ago, you were injured -
3227886550 | in an explosion.
3227886550 | Upon examination, we discovered 100 and 8 foreign bodies embedded within you.

it' s OK but...

2142450332 | Nine years ago, you were injured - $in an explosion. $Upon examination, we discovered 100 and 8 foreign bodies embedded within you.

While it should be like this but it shows as empty in 10010.xml

Exam2: 10020.subp

3058488293 | The villagers fled the war and evacuated a while back.$Since then, it's become a base for the Soviet's 40th Army.
While it should be like this and so it is in not modded the .subp file and the game (without $) but just shows that sentence "The villagers fled the war and evacuated a while back." and no rest in the modded game and 10020.xml.

Can you fix that problem? because this problem exists in hundreds of lines... missing or all nothing.

RePack *.xml file to *.subp

Hi,

I have problem - when I used SubpTool to convert *.subp to *.xml file i always get UTF-8 (First line of this file is - )

I'm changed in SubpTool.exe.config encoding on ISO-8859-1, but the same problem - always UTF-8.

I guess this is a source of my problem (when i RePack launguage file - the text from this file doesn't appear in game).

"Unknown" in .subp is refer to the character

As I understand so far from .subp, each character had a number that defined him inside the file.
It will be easy to understand that from tape.subp where there is a number before that starting of each line.

[C=15] is miller talking
[C=16] ocelot talking
[C=13] snake talking
[C=37] skull face talking
[C=117] code talker talking
[C=20] Zero talking
etc

but for the rest of subps files, mostly there's no defining of the character in each line text the same way, it is located at the entry header

This line spoken by Ocelot character code 16
<Entry Id="28377578" Priority="28" Flags="770" Unknown="16" AdditionalLength="0">

This line spoken by miller character code 15
<Entry Id="22634616" Priority="14" Flags="771" Unknown="15" AdditionalLength="0">

etc

Requsting modification of SubpTool

Hi,
As I used the SubpTool.exe for long time know, every issues I encounter with wrong editing format is highlighted by the SubpTool except for one.
That is when these two Line <Line Text and <Timing Start has swap positions.

While Editing There's a chance that the order of these two lines will be changed by mistake. Then when encoding the xml to subp it show that there's an error but it's not highlighting which Line number is causing the fault.

That is what it showed

Unhandled Exception: System.NullReferenceException: Object reference not set to an instance of an object.
   at SubpTool.Subp.SubpEntry.Write(Stream outputStream, Encoding encoding)
   at SubpTool.Subp.SubpFile.Write(Stream outputStream, Encoding encoding)
   at SubpTool.Program.PackSubp(String path, Encoding encoding)
   at SubpTool.Program.Main(String[] args)

Missing parameter for lng2 format

Hi,
I fonund some missing parameter for lang format.
An entity header constant '1' is not only value.
e.g.) tpp_announce_log.eng has '5', '6' for header value.

I think, it's kind of some highlighting parameter.
Originally, message [Map information updated.] is shown with yellow color.
but, after I update lang file, it just shown white color.

Thanks.

Subptool doesn't support russian launguage

Hi,

I want try to use Russian lauguage like as base to translation.

When I unpacked russian font - I see cyrllic chars - that works fine.

But when I unpack files *.subp - I see question marks in the place of cyrllic chars.

I guess the problem is in Subptool which use only Basic Latin Chars (But I'm not sure).
I tried to replace questions marks with cyrlic chars in subp files and repack this. But game doesn't recognize this chars.

Is it possible to fix that? Or i did something wrong?

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