bbepis / XUnity.AutoTranslator

MIT License
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Translating by replacing Text Path instead of the text itself. #565

Open reyzafany opened 2 weeks ago

reyzafany commented 2 weeks ago

I was wondering if it's possible to use this tool too look for the value of specified text path instead of translating the text itself. For example: So instead of like this, 暗器爆發=Hidden Weapon Burst I want it to look like this PlayerStat/combat-weapon-dice=Hidden Weapon Burst

This way it'll be easier to figure out which text that need to be scaled up or down to fit the original text box.

Atamg1994 commented 2 weeks ago

I was wondering if it's possible to use this tool too look for the value of specified text path instead of translating the text itself. For example: So instead of like this, 暗器爆發=Hidden Weapon Burst I want it to look like this PlayerStat/combat-weapon-dice=Hidden Weapon Burst

This way it'll be easier to figure out which text that need to be scaled up or down to fit the original text box.

do you want? do it! the project is like open source .. and no one forbids you to make a fork

but you haven’t grasped all the nuances... there is a text that has dynamic parts example text HP 10/110 the translated text will look something like this Hp {A}/{B} = Life {A}/{B} Thus, when translating, the software understands that you need to substitute numbers and translate the text! in your case, this will be difficult to implement and time-consuming to translate for each line! but as I said, do it! so you need to see for yourself that your idea will not work as quickly and correctly!

reyzafany commented 2 weeks ago

I was wondering if it's possible to use this tool too look for the value of specified text path instead of translating the text itself. For example: So instead of like this, 暗器爆發=Hidden Weapon Burst I want it to look like this PlayerStat/combat-weapon-dice=Hidden Weapon Burst This way it'll be easier to figure out which text that need to be scaled up or down to fit the original text box.

do you want? do it! the project is like open source .. and no one forbids you to make a fork

but you haven’t grasped all the nuances... there is a text that has dynamic parts example text HP 10/110 the translated text will look something like this Hp {A}/{B} = Life {A}/{B} Thus, when translating, the software understands that you need to substitute numbers and translate the text! in your case, this will be difficult to implement and time-consuming to translate for each line! but as I said, do it! so you need to see for yourself that your idea will not work as quickly and correctly!

Why are you being passive aggressive for this? I have zero coding knowledge that's why I'm asking around in here. I've been trying to search for unity modding discord or forum but barely found any of them. I asked because I found a bepinex plugin that works like that but I don't know how to modify it to include UI font resizing feature available in this project. That's why I asked if it's possible to integrate it with this project. If there's something wrong with the way I phrase my question then I extend my sincere apology to you. I'm sorry for not being able to code at all.

Atamg1994 commented 2 weeks ago

No, you misunderstood) there was aggression in my message 0

I just answered your question, what is it possible to do? but I also indicated what will happen from this what consequences and what problems you will have to face! Thus, I helped you prepare for making changes)

There’s nothing to worry about about not knowing how to code) it’s never too late to learn)

In short, your idea is feasible, but no one will do it since so many things are affected

But you can try)

ManlyMarco commented 2 weeks ago

Only possible for resizers https://github.com/bbepis/XUnity.AutoTranslator?tab=readme-ov-file#ui-font-resizing

reyzafany commented 2 weeks ago

Sorry for tagging but I don't want to spam the issues page with new questions. @ManlyMarco @Atamg1994

I need help understanding how the resource redirector works. I have a few questions:

Do I need to modify the game assets and store them in a new folder? Then, does the plugin use these modified assets instead of the originals? Or is it simpler - do I just make CSV files listing the text path and our translations?

Once again I don't know how to code, and I couldn't find a clear explanation online, except for a brief one on this GitHub page. Can someone explain this in simple terms?

I've discovered a BepInEx plugin that creates a CSV file containing text paths and their translations. My goal is to use this plugin alongside the XUAT plugin. While the first plugin will handle translations, I want to use XUAT specifically for adjusting the size of the user interface fonts.

Here's the link of the github: https://github.com/ZzzzzzzSkyward/LegendOfMortalEnglish

ManlyMarco commented 2 weeks ago

You will have to make a plugin specific to your game that uses this API, e.g. https://github.com/IllusionMods/TranslationTools#textresourceredirector