For those who have the PC JP version of zero here is a english patch and some translated itp files
-Added quest txt file that should work for pc
-Formatted the NB Quests to fit better
-Updated the Control Icons to match PC Keyboard
For those who have the PC JP version of zero here is a english patch and some translated itp files
-Added quest txt file that should work for pc
-Updated the Control Icons to match PC Keyboard
-More tmp NB fixes
-Updated the S Craft button icon
Use https://www.romhacking.net/utilities/704/ and the xdelta file to patch english text into the ED_Zero.exe file and you just need to replace the otherWould you mind telling me where to put each file and there function?
Original texture size is kept. im just replacing them with their hd versions.Is it possible for you to share the correctly working extractor you have for the textures?
I'd like to help out with this, I'll pick an area nobody else is touching, I'm a 3D environment artist professionally, so I'll largely just work on environment art most likely.
It's most likely that I'd be remaking things from scratch using substance designer too, then baking out the diffuse to put ingame.
As it stands now is the original texture size kept or are you scaling it up 2x or 4x?
My biggest issue in the game is the character and NPC sprites, there are enough angles that I should be able to get one remodelled, retextured and reposed without too much difficult, depending on how that goes I'll do an entire spritesheet possibly, but as I said I'm not 100% sure how well it'll go, I may be oversimplifying it in my head.
Thankyou.Original texture size is kept. im just replacing them with their hd versions.
https://mega.nz/#!V1YijaDK!b2_PPoRU0VYkEaVYT_WNablnYE64BlUk7YL5624wNZY
compiletools will convert the .it3 files, but only one at a time. no batch convert. .it3 files contain environment textures or objects, etc(ground, air, buildings, doors, etc). itpconverter will convert the contents of .itp files to png format.
It's a bit weird but to unpack do:Thankyou.
I'm a bit confused how to use compiletools to extract/convert the .it3 files though, the only commands it seems to have are compress/convert/unpack but if I try it on an it3 file it tells me 'these are not the formats we are looking for'.
Theres probably something really simple I'm missing here.
For now I'm fine to use it3cnv.exe by Pokachan, i'm still trying to find the opening sequence train, and the opening crossbell area at the moment, as those are the best for checking changes in.
It's a bit weird but to unpack do:
CompileTools.CLI.exe pack t40dor03.it3
This outputs an "Unpacked" folder with a t40dor03 folder with everything you want and a t40dor03.it3_index file.
To pack them back up do
CompileTools.CLI.exe pack Unpacked\t40dor03.it3_index
And that'll output a t40dor03.it3_index in a "Packed" folder, then you simply remove that _index from the file in the Packed folder and you have the exact same file.
You don't really need the other commands I think.
Things I found:Oh, awesome!
As the converted I was using bugs out on some mtl and obj files so this is great to know.
One thing I'm wondering is, is it possible to edit the model and repack? Nothing drastic, I'm just curious if it works at all honestly, as if it were possible to add another texture into a scene, I'd be pretty happy about being able to do that, though I'd still be limited by all the games lighting being done with vertex painting.
Things I found:
Removing any files from the unpacked folder will crash the compiler but you can modify the _index file to remove the file you don't want.
File packed after doing the above will unpack with the file missing.
File modification does not crash the compiler but the compiler seems to write some code to the files when compiling. I added a 0 byte file in place of one of the existing ones and when I unpacked it again the 0 byte file was now 24 bytes.
I have no idea how to add files to the it3 file (it's not as simple as adding an extra line in the _index file, that causes the compiler to crash).
- Fixed Ryu's Name from Ry}
I found some more words to fix:There's actually a lot of names like this, you can see my post under yours for a list I've been updating each time I find one. I'm fixing it for my voice scripts as I go through the game, but if you want to compile non-voice scripts for those not using the voice patch you could use the same find/replaces I posted there, scripts in voice folder should take precedence over those in data folder anyway so no issue with stuff conflicting really even if someone has both.
Well, I also changed caf\\ -> cafe (didn't bother mentioning that one since it's not a character name and only comes up a few times)
I found some more words to fix:
G{fan > Not sure who this is
K{ki > Same ^
B`lz > Baelz
Y\\ >> Maybe Yin here?
Context:
"If you would give thanks, thank them.\x01",
"Y\\", (and this line is missing \x02 at the end too?)
clich\\ > cliche
Pli\\ > Plie
fianc\\e > fiancee
There's also 3 times where ",," appears if you want to fix that.
Also, there's a bunch of "㈱", I think they are meant to be "!" or just a dot, it's hard to get without full context in-game, might depend from scene to scene.