Undertale mod tool как поменять шрифт
похожая программа на quickBMS но в этой программе можно просматривать диалоги игры и также их изменять. Текстуры игры тоже можно здесь просмотреть и изменить но лучше текстуры просмотреть и заменить с помощью программы quickBMS.
Для того чтобы посмотреть диалоги\текстуры в программе нажимаем tools\dump strings.txt (или images) затем появляется еще окошко в котором нам нужно выбрать игровой архив игры и потом выбираете куда хотите сохранить либо текстуры либо диалоги. Диалоги можно редактировать как и в блокноте или любом текстовом редакторе так и в программе. Чтобы редактировать программе нажимаем file\open и затем выбираем диалоги которые получили из архива. Ждем когда все загрузится и теперь можно спокойно редактировать диалоги. Внизу слева(там где еще text box\text box with face) можно выбрать чтобы было текстовое окно либо с лицом персонажа либо без. Справа снизу(там где еще написано standart) можно выбрать шрифт текста. Там где text box\text box with face повыше чуть чуть редактируйте диалог. Чтобы сохранить изменения нажимаем file\save (изменения сохранятся не в архиве а в текстовом файле. )
Чтобы внести изменения в архив (текстуры\диалоги) нажимаем tools\glyph/project repack. Появится еще окно и нажимаем next и затем он может у вас потребовать чтобы вы установили шрифты на компьютер (шрифты я также добавил в архив вместе с программой. Они находятся в папке fonts открываете их все и сверху у вас будет написано "установить" нажимаете и у вас они установятся) затем опять нажимает next 2 раза и потом нужно будет выбрать UTFonts (в архив я кинул но возможно что программе он не понравится и тогда придется будет вам скачать из интернета этот файл) игровой архив игры и потом уже выбрать либо ваши измененные диалоги либо папку с измененными текстурами (но можно все вместе). И все после всего выбранного нажимаем import и ждем окончания.
I edited some font files in gamemaker studio 2, but there is a PNG file and a .yy file in the "fonts" folder in the source folder.
How do I import fonts in undertalemodtool?
If there are related script files, thank you so much! =)(I don't know how to edit the script.)
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Why 0.4.0 is split into a pre-release
Before the full release of 0.4.0, we aim to finish implementing dark mode (see the dark-mode branch) as well as solidify the profile system. But for now, we thought it would be a good idea to make the current feature set available for general usage.
AnXing233 commented Jul 31, 2021
Do I need to decompile it into a GMS2 project?
How to do it?
Grossley commented Jul 31, 2021
Compile the game and then use the copy font script to copy the font into the game data file using UndertaleModTool
AnXing233 commented Jul 31, 2021
Font script? which one?
Grossley commented Jul 31, 2021
I recommend you join the Discord server so we can discuss your issue in real time with other people who do this sort of task all the time
Grossley released this Sep 18, 2021
This version can load and save Deltarune Chapter 2 to disk successfully.
Grossley released this Jul 24, 2021
This is the third prerelease of version 0.4.0 of UndertaleModTool.
Changelog
- Fixed an error in ImportAllStrings which caused the safety checks to always fail, also the safety checks in general are more descriptive, and it is also now profile-mode friendly.
- Added the ReapplyProfileCode helper function.
- Fixed some asset resolutions and some asset resolver improvements.
- Searches of no size are now prevented with Search.csx.
- Added bytecode 16 to 17 conversion script.
- DeltaHATE.csx now has preliminary support for Undertale as well.
- Created ReduceEmbeddedTexturePages.csx (experimental and may be buggy).
- DumpSpecificCode has been fixed to dump only from the objects specified rather than any that share the name.
- Added a script to simplify the battlegroup script in Undertale.
- Added a toggle to disable the closing warning.
- Fixed syntax highlighter for GM:S 1 to not recognize backslashes as escapes.
- Updated incorrect wiki link.
- Renamed "ExportAllTexturesWithPadding" to "ExportAllSpritesWithPadding".
- Fixes an issue that caused games to not load when variables were added or changed.
- Add VariableFixer script to fix a bug that prevents the game from loading.
- Intertool communication with AUMI (by Archie).
- Add the ability to run and/or lint a UndertaleModTool script within a script.
- DefaultCodeKind flag in General Info was renamed to be more clear about its purpose.
- Added new string utility scripts made by Porog.
- ExportAllSprites.csx and ExportAllSpritesWithPadding.csx now have descriptions in the readme.
- Added script to restore missing code locals.
- Fixed an error causing multiple files to be erroneously bundled inside UMT instead of being external
Before you run
It's important to note that the .NET version that UndertaleModTool uses has been upgraded to .NET 5.0. This means you may need to download the .NET 5.0 Desktop Runtime, at https://dotnet.microsoft.com/download/dotnet/5.0/runtime. Make sure this is the same architecture as the version of the tool you download; for instance, if you choose x86 for this tool, make sure you download the x86 runtime. If this does not work, please use the "NetBundled" versions of the tools, which do not require installing the net runtime.
Also, since this is a pre-release, it may have some instability. Please report those issues, should you encounter any.
Grossley released this Jun 21, 2021
This is the second prerelease of version 0.4.0 of UndertaleModTool.
Changelog
Additions:
- Added "FindObjectsInRooms.csx".
- Added unused sound remover scripts.
- Added copying scripts for sprites, backgrounds, fonts, sounds, and game objects.
- Added WASD for Undertale (thanks Lil Alien).
Improvements:
- UndertaleModTool scripts have been reorganized and streamlined.
- "@@other@@" and "@@this@@" now resolve to "other" and "self".
- Added warnings for saving/loading with the GMS debugger enabled.
Bug fixes:
- Fixed audiogroup loading/handling and add Data.AudioGroups.ByName().
- Fixed asset resolution for some scripts and variables.
- Disabled DebugMsg.csx for now as it doesn't seem to work properly.
- Allowed saving of data files of up to
Before you run
Also, since this is a pre-release, it may have some instability. Please report those issues, should you encounter any.
Oh no! You wanna mod Undertale because you like it, but you don't know what program to use or how to mod it!
UndertaleModTool - Not only can edit Deltarune and Undertale code, but every other GameMaker: Studio game! Must-have for modders.
Undertale - No need to explain why. Don't pirate, please (Toby spent a lot of money on this!). You can buy it from GOG, Steam or Microsoft Store (currently, you can even buy from the PS Store, Xbox Store or eShop, so you can play on these consoles!)
Time for modding! First, create a copy of your Undertale folder. Open UndertaleModTool, now.
Looks intimidating, right? No worries! It is easy to use!
Go in File>Open and select your Undertale data.win file (sometimes called just data)
Let's start by editing text. Double-click Strings. If you wanna search for a particular string to edit, just search!
I searched for "howdy", to find the starting flowey text. I double clicked the string I wanted and, well, edited it.
To change a text's color, type /Y before the word/phrase you want to color to make it yellow and /W to make it white again. Pretty simple, huh?
After editing, go to File>Save. Now, run the game and see what you edited! It might crash if you did something wrong, by the way.
Why 0.4.0 is split into a pre-release
Before the full release of 0.4.0, we aim to finish implementing dark mode (see the dark-mode branch) as well as solidify the profile system. But for now, we thought it would be a good idea to make the current feature set available for general usage.
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