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PostPosted: Fri Aug 12, 2022 4:29 pm 

Joined: Sun Nov 06, 2016 3:28 pm
Posts: 205
Image
Marvel's Spider-Man Remastered (STEAM)

Hello, can anyone make some tools for convert (Export/Import) this file?
I finally found the Localization files.

Image

I attach the sample files for the test:
Attachment:
File comment: This sample for test
Spider-Man.TextSampleTest.7z [1.46 MiB]
Downloaded 193 times


Tutorial Localize : CHECK THIS OUT

Thanks for helping.

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Last edited by MuslimCyberGames on Sat Aug 27, 2022 2:18 pm, edited 4 times in total.

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PostPosted: Sat Aug 13, 2022 1:30 pm 

Joined: Thu Jun 29, 2017 10:46 am
Posts: 41
Filesystem seems to be the same with other insomniac games from PS4.

Image

I uploaded a sample from a00s034.us, dag, toc, and g00s000 files here (no tool): https://drive.google.com/file/d/17L0fTd ... sp=sharing


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PostPosted: Sun Aug 14, 2022 3:47 pm 

Joined: Sat Aug 07, 2021 9:49 am
Posts: 119
deleted


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PostPosted: Wed Aug 17, 2022 4:37 pm 

Joined: Sun Nov 06, 2016 3:28 pm
Posts: 205
[Delete] and Move in Main Topic.

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PostPosted: Thu Aug 18, 2022 3:28 pm 

Joined: Sun Nov 06, 2016 3:28 pm
Posts: 205
Help!

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PostPosted: Thu Aug 18, 2022 6:04 pm 

Joined: Tue May 08, 2018 7:48 pm
Posts: 88
https://github.com/team-waldo/Insomniac ... /tag/1.0.0

Code:
usage:
SpidermanLocalizationTool.exe export localization.localization localization.csv
SpidermanLocalizationTool.exe import localization.localization localization.csv localization.new


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PostPosted: Thu Aug 18, 2022 6:33 pm 

Joined: Sun Nov 06, 2016 3:28 pm
Posts: 205
akintos wrote:
https://github.com/team-waldo/InsomniacArchive/releases/tag/1.0.0

Code:
usage:
SpidermanLocalizationTool.exe export localization.localization localization.csv
SpidermanLocalizationTool.exe import localization.localization localization.csv localization.new


I get error like this:

Code:
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

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PostPosted: Thu Aug 18, 2022 6:53 pm 

Joined: Tue May 08, 2018 7:48 pm
Posts: 88
install .net 6.0 runtime.


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PostPosted: Thu Aug 18, 2022 7:03 pm 

Joined: Sun Nov 06, 2016 3:28 pm
Posts: 205
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.

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PostPosted: Thu Aug 18, 2022 7:06 pm 

Joined: Thu Jun 29, 2017 10:46 am
Posts: 41
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.


How did you open the g00s... files?


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PostPosted: Thu Aug 18, 2022 7:10 pm 

Joined: Sun Nov 06, 2016 3:28 pm
Posts: 205
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.

You can see this for the tutorial: KLIK DISINI

The Tools has been Updated.
- SpiderMan Asset Tools V.1.10

Changelog:
Quote:
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


Quote:
Credits:
- JediJosh920 (SpiderManPCTools)
- Ugo9p1 (Helped Clean up AssetHashes.txt)
- Tkachov, akintos (Figured out new archive/toc methods to help Mod Manager)
- Andrei, Daigron (Testing)


Attachments:
SpiderManPCTool-v1.0.7z [3.87 MiB]
Downloaded 140 times

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Last edited by MuslimCyberGames on Fri Aug 19, 2022 9:52 am, edited 2 times in total.
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PostPosted: Thu Aug 18, 2022 7:12 pm 

Joined: Sun Nov 06, 2016 3:28 pm
Posts: 205
akintos wrote:
install .net 6.0 runtime.


Okey, thanks it works.

_________________
IGTC Team [Indonesian Game Translator Community]
===============================================
Website Official : https://www.igtcid.blogspot.co.id
Fanspage Official : https://www.facebook.com/IGTC.Team


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PostPosted: Thu Aug 18, 2022 7:13 pm 

Joined: Thu Jun 29, 2017 10:46 am
Posts: 41
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 :)


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PostPosted: Fri Aug 19, 2022 1:33 pm 

Joined: Sun Nov 06, 2016 3:28 pm
Posts: 205
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 :)


Have you tried the game.. Is it possible or no? For now I haven't tried the game, because I don't have the game + my laptop is too old to be able to play heavy games.

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IGTC Team [Indonesian Game Translator Community]
===============================================
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PostPosted: Sat Aug 20, 2022 1:08 am 

Joined: Sun Nov 06, 2016 3:28 pm
Posts: 205
Image


Okey, It's work now..

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IGTC Team [Indonesian Game Translator Community]
===============================================
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PostPosted: Sat Aug 20, 2022 12:10 pm 

Joined: Mon Jul 31, 2017 2:28 am
Posts: 124
Is it possible to extract the Russian text only? When I try to extract the localization files from g00s19 for some reason it only gives me the English version no matter which files I select. I'm pretty confident that the other language version of the text is also there but I can't get them.


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PostPosted: Thu Aug 25, 2022 3:21 am 

Joined: Fri Jan 14, 2022 7:12 am
Posts: 4
MuslimCyberGames wrote:
Image


Okey, It's work now..


Can you explain the steps? I have tried many times but the message doesn't change I don't know where I'm wrong


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PostPosted: Thu Aug 25, 2022 7:02 pm 

Joined: Sat May 14, 2022 11:03 pm
Posts: 14
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


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PostPosted: Fri Aug 26, 2022 12:43 pm 

Joined: Fri Jan 07, 2022 10:06 am
Posts: 7
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.
Image

The right way.
Image

The wrong way.
Image


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PostPosted: Fri Aug 26, 2022 5:11 pm 

Joined: Sat May 14, 2022 11:03 pm
Posts: 14
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.
Image

The right way.
Image

The wrong way.
Image


So can you give me an example of exactly how to use imports?


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