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!
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 list the supported Higurashi chapters for this tool, run
python build.py
which should show an error message complaining about a missing chapter
argument
Then run
python build.py onikakushi
for example, to build the sharedassets required for onikakushi. You can also run python build.py all
to build all chapters.
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
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.
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.
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.
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
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.