Scripts for easier editing of Unity assets for Higurashi.
The main rust script will generate a new emip file, apply it to the assets and pack the assets into 7zip archive we need for a release.
Please note that documentation is in two places:
- This Readme.md file (for basic usage information)
- Detailed documentation with images etc. on our Wiki.
- You don't need to read all of this to use the tool!
Overall, the workflow for translators is:
- Setup your computer to run our tool, including cloning or forking this repo
- Modify/replace the files in the repo with your translated versions
- Run our tool to generate the
.assets
and.languageSpecificAssets
files you can include in your release
Please continue with detailed instructions below.
The below instructions only work on Windows!
- Follow the instructions here to install Python 3, and make sure Python is on your path
- If the above link doesn't work, just make sure you do the following:
- During the install, make sure you tick the checkbox "Add Python 3 to PATH"
- After the install is finished, open a fresh command window, then type
python
to check if python is correctly on your path (should display the python prompt)
- For translators, fork this repository (Github forking instructions)
- A fork is recommended for translators as you can check in your changes to github. It also allows you to use Github for building and hosting assets
- Clone the repository (either this repository, or the one you forked) to your computer
To modify images, replace the image files in the assets/images
folder.
Folder info:
images/shared
: images common to all chaptersimages/question_arcs
: images specific to chapters 1-4images/answer_arcs
: images specific to chapters 5-8images/specific/[CHAPTER_NAME]
: images specific to a particular chapterimages/version-specific/[CHAPTER_NAME]
: images specific to a particular chapter + unity version combo
Make sure have a quick look at all the folders before starting work, so you don't miss any images by accident.
The game contains various text which is not contained in the game script or the DLL (it is stored directly in the .assets file). This text is also not stored as image files, so you can't edit an image to change it.
To edit these text files, edit the assets/text-edits.json
file. Please read https://07th-mod.com/wiki/developer/sharedassets/ui-editing-scripts/#unitytextmodifier for more details on how to edit this file.
To modify fonts, see
- For Chapters 1-8: https://07th-mod.com/wiki/developer/sharedassets/ui-editing-scripts/#adding-font-support-for-a-new-language-chapters-1-8-only
- Note: Due to some Unity plugins being no longer supported, you may have trouble following these instructions. Please let us know if you have problems and we'll try to sort it out.
- For Chapter 9 https://07th-mod.com/wiki/developer/sharedassets/ui-editing-scripts/#adding-font-support-for-a-new-language-higurashi-rei-onwards-only
Fonts are stored in the assets/fonts
folder as *.dat
files, with the exception of Rei where fonts are stored in the assets/files-2019.4
folder.
The assets/files-[UNITY_VERSION]
folders contain files applied to a particular Unity version, regardless of chapter. You normally don't need to modify these files.
Currently these folders contain higher quality caret sprites (the little cursor/triangle displayed at the end of a text line), with the exception of the assets/files-2019.4
folder which also contains fonts for Higurashi Rei.
The build.py
script will automatically install the packages in requirements.txt
globally.
If you do not wish to install globally, create virtual environment before running the program:
# Create a new virtual environment in the `venv` folder
python -m venv venv
# Activate the venv in cmd.exe
venv\Scripts\activate.bat
# OR Activate the venv in PowerShell
venv\Scripts\Activate.ps1
# Now your shell should be prefixed with `(venv)`
# Run the script
python build.py onikaushi
Make sure to activate the venv every time you want to run the script.
To list the supported Higurashi chapters for this tool, run
python build.py
which should show an error message and list available chapters
Then run
python build.py onikakushi
Then the output files will be located in the output/translation
folder. You can then merge the HigurashiEp0X_Data
folder with the one in your release. Please include all the files (not just the sharedassets0.assets
file), so the installer can select the correct file at install time.
If you want to rebuild all chapters, run python build.py all
to build all chapters.
You may encounter the following problems:
- Windows Defender may block/delete our precompiled
ui-compiler.exe
. In this case, you can either try to unblock it, or install Rust to make the script compile it on your own computer. Contact us if you have this issue. - For any other error, likely we just need to update the build script, so please contact us.
NOTE: The script should automatically detect if the vanilla assets or UABE has changed, and re-download them. But if that doesn't work, use the '--force-download' option like so:
python build.py rei --force-download
Instructions are the same as for translators, but archive files will be automatically created in the output
folder
Assets are located in the assets
folder. Replace any file in the assets
folder, then run the script again, and it should be included in the generated assets files.
Github actions might be disabled for your forks. Clicking on the 'Actions' tab should allow you to enable it. Please do this before proceeding.
To use Github Actions to build a release, create a tag like v1.0.6_onikakushi
which contains the chapter name (separated by an underscore) you want to build (or 'all' for all chapters).
Click on the 'Actions' tab to observe the build process.
Once the build is complete, go to the 'Releases' page, and a new draft release should appear. You can check everything is OK before publishing the release, or just download the files without publishing the release.
Note that doing this will build both the translation.7z
file for translators to use, and also the individual archives for the 07th-mod developers to use.
To build just the ui-compiler.exe
using Github Actions (on Github's server), push any tag to the repository.
The following information is only used when adding support for a new episode.
Please look through the detailed documentation, especially if you're working on a new chapter, new language, or using UABE - this file does not contain information on those topics.
We've found that the MacOS sharedassets can be used on Linux, but the Linux sharedassets CANNOT be used on MacOS in certain cases, giving you the "purple text" issue.
For this reason, whenever a new chapter is prepared, the 'vanilla' unix sharedassets0.assets
should be taken from the MacOS version.
You will initially want to inspect all the textures in the UI file to see if any new images need to be added to the assets/images/*
folders.
- Open and select the
sharedassets0.assets
AND thesharedassets0.assets.resS
from the new episode in UABE - Click the "Type" column to sort by "Type"
- Scroll down until you see "Texture2D"
- Hold shift, then click the first "Texture2D" item
- Continue holding shift, then click the last "Texture2D" item. This should highlight all the "Texture2D" items.
- On the right hand side, click "Plugins"->"Export to .png"
The textures will be dumped as images in the selected folder. However please note:
- You will need to rename them by keeping the first part of the name only - for example
ChapterPreview-sharedassets0.assets-27.png
becomesChapterPreview.png
- It is also possible to use the number (Path ID), but usually you won't do this. In the above example, rename as
27_ChapterPreview.png
(the part after the number is not used, only to describe the file for humans) - Make sure you put them in the right subfolder in
assets/images
, refer to "To modify images" section for details
You'll need to extract the 'msgothic' font files from the stock .assets
file before starting:
- Open one of the
sharedassets0.assets
from the new episode in UABE - Find two font files (search for
*msgothic*
and hit F3 a couple times). Note there are other files with msgothic in the name, you're looking for ~100kb files with the exact names below:MonoBehaviour msgothic_0 SDF
MonoBehaviour msgothic_2 SDF
- Click "Export Raw" and save the files to disk
- Rename them as
msgothic_0.dat
andmsgothic_2.dat
- Move them to
assets/vanilla/<chapter>/msgothic_0.dat
&assets/vanilla/<chapter>/msgothic_2.dat
It appears the caret Sprite files need to be modified slightly, but otherwise can be copied between chapters. The caret textures (.png files) don't need to be modified.
To do this:
- Extract the caret Sprite files as .txt from Ch.9. There are 3 for each type of caret (clickwait, and pagewait carets)
- Compare the two files in Winmerge or similar
- Copy the
0 SInt64 m_PathID
value from the vanilla caret Sprite file to the mod caret Sprite file. This ensures the correct texture is referenced. - Now we need to convert the .txt back to .dat. To do this, open the modded sharedassets, then click "Import Dump" and import the fixed caret files, overwriting the appropriate sprites. Then click "Export as Raw" to get the .dat files usable
- Place the caret files in the
assets/files-[game_name]
folder.- Note that each time a new game is released, you will need to update the Rust script to handle the new game, and reference the
assets/files-[game_name]
folder so it knows where to copy caret/fonts from.
- Note that each time a new game is released, you will need to update the Rust script to handle the new game, and reference the
If you want to use this tool to compile assets for a different language, you can change the files in the assets directory to your needs.
Documentation for the underlying python scripts can be found here.
We suggest using the above python
script intead to setup everything, but these instructions remain here for reference.
These instructions do not rely on the build.py
script, and are roughly how we ran the ui-editing-scripts
before the build.py
was created.
Note: these are rough instructions only, and may need updating.
- Install Python 3
- Run
python -m pip install -r requirements.txt
(orpython3
instead ofpython
), to install the python dependencies - Download the vanilla assets from our website, then extract them to the root of the repository (the
assets
folder in the archive will merge with theassets
file in the repository) - Download and extract UABE somewhere, then make sure
AssetBundleExtractor.exe
is on your path - Decide whether you want to get the pre-compiled executable, or compile the executable yourself (see below):
- Download the pre-compiled
ui-compiler.exe
- Make sure it is on your path, or in the root of the repository
- Follow this guide to install Rust on Windows There are some gotchas for Windows (like you need to install Visual Studio before installing rust).
- In the root of the repository, run
cargo build
to check everything works correctly.
- To compile a particular chapter/variant, open
build.py
and look at the valid chapters, for example:onikakushi 5.2.2f1
matsuribayashi 2017.2.5 unix 51100D6D
- Run
cargo run
(compile yourself) orui-compiler
(pre-compiled) with the command you chose earlier. Following the previous example:cargo run onikakushi 5.2.2f1
cargo run matsuribayashi 2017.2.5 unix 51100D6D
If you compiled the exe yourself, you can run the ./compileall.sh
under windows by using git bash
which comes with Git for Windows.