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Author Topic: Localizing Mortal Kombat X  (Read 8786 times)
n0oB_$ayßoaT
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« on: April 24, 2015, 19:05 »

Hello. I'm wondering if someone would be willing to guide me and help me with localizing Mortal Kombat X on PC - ie adding another language into the game.

I want to mainly localize text (subtitles) and possibly graphics (depending on how the menus are stored).

I have a general understanding of things, but haven't modded anything Unreal yet.

Mortal Kombat X seems to be harder to mod since its engine has been heavily updated since the last game, but perhaps messing with the language files won't be as hard as playing with the models and textures.

Initially I wanted to abandon the idea altogether, but seeing how much progress Gildor alone has made with the game in such a short time, I think collectively there's a chance for us to come up with something.

The actual translation, though, I will obviously have to do myself Smiley

Now to the process of getting there...

I have read through dumping and cooking, but it's a bit confusing.

Code:
http://udn.epicgames.com/Two/LocalizationReference.html#DumpInt
Code:
https://udn.epicgames.com/Three/ContentCooking.html#Cooking

Going through the game files, I think I've managed to find all the ones I'm interested in, but there might be more I have overlooked.

Code:
Coalesced.ENG
Coalesced.POL
Coalesced.ini
ui_c_inGameFonts.xxx
ui_c_inGameFonts_pol.xxx
ui_c_subtitles.xxx
ui_o_MainMenu.xxx
ui_s_ChapterTitles.xxx
ui_s_legal.xxx
ui_s_MenuScreen.xxx
ui_s_Options.xxx
ui_s_ScreenAdjust.xxx
ui_s_ControllerConfig.xxx
story.mko

I will be translating into an European/Slavic language, so that should make things easier. Especially if Polish is already in the game.

I doubt anyone has a step by step guide this early, but if someone can come up with something...  Cheesy
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UncleFestor
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« Reply #1 on: April 24, 2015, 19:14 »

Okay so assuming the Language you want to translate for/to isn't one of the 9 included with the game. You'll need to sacrifice one of those languages.

For all the Text that's in the game it is not necessary to alter any xxx packages. All the text is stored in the localization files which are encrypted with aes encryption {Same as Injustice}.

Here's a script to Decrypt, Unpack, Repack, & Encrypt all coalesced files for MKX : http://www.mksecrets.net/forums/eng/viewtopic.php?f=95&t=7836

Once you unpack the language file you want to alter, just open the extracted .ini in Notepad++ to edit & save it. Then repack the Language File.

The game is hardcoded to read Localization files with specific extensions based on the Language you set for the game. So if your Game is set to English & you modify the .eng file, all the text in the game will be whatever you wrote in the corresponding ini.
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n0oB_$ayßoaT
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« Reply #2 on: April 24, 2015, 23:03 »

Hi Uncle.

Thanks for the quick help. I did just that. Downloaded the script and extracted both the coalesced.ini and .eng/.pol files.

You say that I basically have to sacrifice a language and overwrite it with my translation. Are you 100% sure about this? I went through the extracted X64-MK10Engine.ini, part of coalesced.ini, and it has some lines I think suggest otherwise. Maybe I'm interpreting them wrong, but I think it should be possible to add another language without overwriting any of the 9 included.

Basically these are the lines in the X64-MK10Engine.ini I find interesting:

Code:
[KnownLanguages.US]
ENG=ENG
FRA=FRA
ITA=ITA
GER=GER
SPA=SPA
POR=POR
POL=ENG
RUS=ENG

[KnownLanguages.EU]
ENG=ENG
FRA=FRA
ITA=ITA
GER=GER
ESP=ESP
POR=POR
POL=ENG
RUS=ENG

[KnownLanguages.JP]
ENG=ENG
JPN=JPN
KOR=ENG

[KnownLanguages.World]
ENG=ENG
FRA=FRA
ITA=ITA
GER=GER
ESP=ESP
SPA=SPA
POR=POR
POL=ENG
RUS=ENG

[KnownLanguages.Dev]
ENG=ENG

[KnownLanguages.All]
ENG=ENG
FRA=FRA
ITA=ITA
GER=GER
ESP=ESP
SPA=SPA
POR=POR
POL=ENG
RUS=ENG
JPN=ENG
KOR=ENG

[GFxFonts]
HUDText=MKGaralineRegularExpertNum
SmallText=MKGaralineRegularSmall
MainText=MKGaralineRegularExpertNum
TimerText=MKGaralineRegularExpertNum
TitleText=MKGaralineBold

[GFxFontLib]
FontLib=ui_c_inGameFonts.gfx
FontLib=ui_c_inGameSmallFonts.gfx

[GFxFonts.pol]
HUDText=MKRevival565 BT
SmallText=MKRevival565 BT Small
MainText=MKRevival565 BT
TimerText=MKRevival565 BT
TitleText=MKRevival565 BT

[GFxFontLib.pol]
FontLib=ui_c_inGameFonts_pol.gfx
FontLib=ui_c_inGameSmallFonts_pol.gfx

And then in X64-MK10Sound.ini the lines:

Code:
[FmodToUnrealExtensions]
def=eng
Fre=fra
Ger=ger
Ita=ita
Spa=spa
Por=por
Jap=jpn
Cas=esp

[UnrealToFmodLanguage]
ENG=default
GER=German
FRA=French
SPA=Spanish
ITA=Italian
POR=Portuguese
JPN=Japanese
KOR=Korean
POL=Polish
RUS=Russian
ESP=Castilian

Could any of that be useful?

Moving to the .ENG file... It created 2 directories -> $EngineDir$ and $GameDir$. I guess the things I want to translate are in the files under the $GameDir$ and the $EngineDir$ shouldn't be touched, right?
« Last Edit: April 24, 2015, 23:07 by n0oB_$ayßoaT » Logged
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