nesrak1 / at.net

This version is very old. Please see https://github.com/nesrak1/AssetsTools.NET
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Work progress? #1

Open dmc31a42 opened 6 years ago

dmc31a42 commented 6 years ago

Hello, I'm waiting for release your works. When can I see results?

nesrak1 commented 6 years ago

For uabe? It's pretty much a mess right now, that's the reason I haven't released it yet

nesrak1 commented 6 years ago

It'll probably all be migrated to the other repo I also saw you looking for help on the api on the original repo, so if you need any help (on either the c++ or c# one or need any features added) just feel free to ask

dmc31a42 commented 6 years ago

I'm glad for your kind answer. I'm working on korean translation(localisation) patch for unity engine. example: https://github.com/dmc31a42/BomberCrewKoreanPatcher https://github.com/dmc31a42/MyTimeAtPortiaKoreanPatcher https://github.com/dmc31a42/SlimeRancherKoreanPatcher . I have worked that make template unity project including TextMesh Pro or 2D Toolkit, export raw asset from 'resources.assets' and 'sharedassets0.assets',view and modify exported asset using HxD, and import to original game(when using 2.1 there is no MonoBehaviour TypeTreeExtractor). After test is done, in c++ crawling assets information, in c# make modified raw asset(modifying PathID by Binary FileWriter), in c++ make modified assets using AssetReplacer. All above things work on C++/C++ CLR/C# wrapper. Following this step, code has been spaghetti, I'm not sure that this coding is correct or not, I fell hard to maintenance. So, I issue original UABE repo as you see, and i want to reference your works. I'm weak to create but good to following someone's result and modify for my needs.

I finally want to make L10n tool for Unity, features are: Make patcher automatically by finding information of original game, analysis structure and making standalone patcher including and following configuration files. Provide tools transforming between language string text file(.txt, .json, sqlite3 etc.) and translation tools(google spreadsheet, translate.zanata.org, etc.). It also can be used in online patcher. simply, common, general localization tool for unity game.

thank you for see my poor english writes. ps. actually, i'm not sure which part i wouldn't know and ask except i issued

nesrak1 commented 6 years ago

For the first part, it looks like you are trying to modify a monobehaviour of some kind (script data)? My repo does include a monobehaviour extractor if you need to read data from scripts. As for writing, that has not been implemented yet although that should be pretty easy for me to do.

For the other part, do you want it to search for the English text, output it to a file for you to change and reimport it to create a patcher (or an online service to do it automatically like zanata as you mentioned)?

dmc31a42 commented 6 years ago

Actually, for first part, i'll try monobehaviour extractor of your project(maybe https://github.com/nesrak1/AssetsTools.NET_Unity right?, because, this repo is empty). if i can get export and import dump code or algorithm, then i can practice. For second part, I already have done about that work. just mention about my project

dmc31a42 commented 6 years ago

And, one more question. How to Debug UABE C++ project(how to set in Debug Mode rather than Release Mode)? I'm working in VS2017, Release mode, Platform ToolSet to visual studio 2010 (v100), C/C++ Optimization disable( /Od), make debugging information yes(/DEBUG). but, some time, variable informations are not correct.