#Can't properly export localized textures from UE

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flint flintBOT
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Trying to make my first texture mod to replace the game over text textures, but it's not actually exporting my UE project with the correct chunk ID, and honestly I'm not even sure it's exporting at all really. i'm not reallyyyyy sure what i'm doing wrong here since this is my first actual UE mod, so any help would be appreciated ๐Ÿ˜”

  • i've enabled Use IO Store, Generate Chunks, and Allow ChunkID Assignments
  • i've attempted to set my ID to a number higher than 6
  • i tried following this as well as the hogwarts legacy guide that's been linked around a few times

I've only done texture mods so far but I believe that the same process applies for other things.

To get your assets back to .uasset you need to re-import your file(s) into Unreal Engine (4.27) and place them in the same folder structure that they would appear in the games normal file directory.

From there, you need to make sure that you have "Use Io Store" enabled under "edit-Project Settings-Packaging" so that you get .ucas, .utoc. and .pak files when you package the project.

I'm not entirely sure on this next part because I haven't messed with meshes/models too much but there are another 2 settings that need to be set.

Under "edit-Project Settings-Packaging" you need to enable "Generate Chunks"

After that, go to "edit-Editor Preferences-User Interface" and enable "Allow ChunkID Assignments"

For any model or material you have you need to assign a chunk number to it. You can assign any number as long as it's higher than 6.

Once that's all done, you can go to "file-package project-windows" and package the project.

From there you'll open the project you just generated and open it in FModel to re-export your edited assets as .uasset and put them into your mod folder.

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mighty saddle
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wdym your not sure its exporting at all

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is there a utoc in the cooked pak folder or no

fallen glen
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i would assume it should be exporting with the proper chunkid, no? like 3 additional files with said id
in fmodel, there's only this

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so i don't think it's exporting properly but I'm not sure what I'm doing wrong ๐Ÿ˜”

mighty saddle
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where are you "building" your ue4 project

fallen glen
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like where it's exporting to? it's in my documents folder, here

mighty saddle
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thatd probably be the place

fallen glen
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that is my cooked paks folder as far as i know (second image), it just has the chunkid 0 files

mighty saddle
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well I was gonna help but ue4 doesnt wanna boot ADAHCI

fallen glen
mighty saddle
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can you right click your asset and show this

fallen glen
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i reopened the project and my L10N folder is just gone? is that normal ๐Ÿ’€

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i did save it too

mighty saddle
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pretty sure localization you need to actually make the normal asset, then localize like you would in a game for ue to read it right

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mayhaps thats why it got deleted ADAHCI

fallen glen
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oh i didn't even realize there was more to do when it came to making the normal asset ๐Ÿ˜ญ

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well I guess I can just go add the new files again real quick

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it is NOT there ๐Ÿ˜ญ

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I kinda just thought I'd be able to make the normal asset as is, just in the L10N folder instead. is that not how it actually works

mighty saddle
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maybe try another non localized texture instead True

fallen glen
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๐Ÿ˜” alright let me give that a shot

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so anything in xrd777?

mighty saddle
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yeah

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title logo would be a good idea

fallen glen
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yeah this one gives me something - it actually generates the file (singular), and I can view them in fmodel
but only the title screen logo, not my localized files

mighty saddle
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idr how to do the localized files, but the femc server talked about them like 20 times

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could probably search there then please document here ๐Ÿ’€

fallen glen
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gotcha, thanks. i'll take a look hopefully i can find something ๐Ÿค”

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Can't properly export localized textures from UE

brisk arrow
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Hey, I saw you were having troubles with getting textures in the localization folder working and I want to share how I got it working. I'm not the best at explaining so I'll try my best.

You can just put your textures in the same file structure as they would be in the localization folder in UE but without the localization folder, for the example I'm showing I'll edit the mail pictures. In the first image you can see I just put the image in Content/Xrd777/UI/Mail/Texture and not Content/L10N/en/Xrd777/UI/Mail/Texture. You can place your textures in their respective paths without the L10N folder and then export them.

After you get them exported, you re-export them as .uasset and then place them into the L10N folder in your mod folder. It should work just fine, although this method isn't ideal if you are exporting the same asset for multiple different languages as that takes awhile.