July 28Jul 28 12 minutes ago, Falkrian said:Put both paths in between "" and you should be golden.thank you so much it worked! you are the best!
July 29Jul 29 Hello. Because this is an Avatar game it got me interested in learning about modding. I have no experience in the modding scene myself from the decrypting/extracting side. I have only ever been a mod user in other games before. Would it be possible to explain how people got the hex editor text and the decrypted files? Outside of the modding scene, I am fairly tech savvy so I should be able to understand technical explanations.
July 29Jul 29 Localization 3 hours ago, janed12000 said:Hello. Because this is an Avatar game it got me interested in learning about modding. I have no experience in the modding scene myself from the decrypting/extracting side. I have only ever been a mod user in other games before. Would it be possible to explain how people got the hex editor text and the decrypted files? Outside of the modding scene, I am fairly tech savvy so I should be able to understand technical explanations.Welcome to ResHax!I encourage you to take a look at the following section on this forum: Reverse Engineering Tutorials Collection - Tutorials - ResHax
July 29Jul 29 Localization 12 hours ago, Falkrian said:The attached script will dump everything that is inside of the .sprbin files. This includes the FSB files. I am cheating a little bit as I am using vgmstream-cli to do the heavy lifting for me. The FSB files are still available raw. Hope you will excuse me. 🥺python .\SPRBIN_Extractor.py "path\to\folder\with\sprbin\files" "path\to\export\folder"Full list of resources this is currently extracting:Audio:Raw FSB filesWAV converted through embedded vgmstream-cliLocalization:CSV files containing game textPalettes:RGBA palette dataPNG palette overviewCSV for individual palette colour valuesTables:Symbols: Named IDs used by the SPRBIN scriptFrames: Main sprite-frame records and source image pathsFrames Extra: Additional values attached to individual framesFrame Placement: Objects or sprite positions associated with framesStates: Animation or behavior-state recordsState Strings: Strings inside of compiled state dataPairs: Pairs of unidentified values stored in the frame and state dataPalette Records: Details about embedded colour palettes and the images that use themDependencies: External asset paths referenced by the SPRBINSPRBIN_Extractor.7zhow about the fonts may i ask?
July 29Jul 29 Localization You can use pak_extract.py found on page 1 of this thread to get the fonts. You can find them here after extraction:\loc\srcdata\fonts Edited July 29Jul 29 by Falkrian
July 29Jul 29 Localization On 7/28/2026 at 12:20 AM, Falkrian said:There is a pretty big CSV file in there that contains the translation of game text in various languages. It looks like that English, French, Italian, German, Spanish and Brazilian Portuguese are filled in. There are empty rows for Korean, Japanese, Chinese, Simplified Chinese (?), and Russian.First I would like to deliver before possibly moving on to other things like localization.i unpacked loc.pak and there is ony 1 loc.csv 8kb size, look kinda wrong.Edit: my bad, found them. Edited July 29Jul 29 by petermike867
July 29Jul 29 Localization 3 hours ago, petermike867 said:i unpacked loc.pak and there is ony 1 loc.csv 8kb size, look kinda wrong.Edit: my bad, found them.You scared me there for a second. Glad you've found them though!
July 31Jul 31 Localization 1 hour ago, TesterOfTester said:where is the localization csv found? I only found the loc file and I looked everywhereUse the SPRBIN_Extractor.py script. You can find it on the first page. Here are some sample paths:..\aang\srcdata\munged\scripts\sprites~aang~aang\localization\00_00b868a6.csv ..\aang_avchar\srcdata\munged\scripts\sprites~aang_avchar~aang_avchar\localization\00_009c9e43.csv ..\zuko\srcdata\munged\scripts\sprites~zuko~zuko\localization\00_0099211b.csv ... Edited July 31Jul 31 by Falkrian
August 6Aug 6 looking for an update on where people have gotten so far. Im new to creating mods and am using claude for like all of it but i have gotten cosmetic mods to work. currently working on replacing zaheer with pain/yahiko, the main constraints so far are getting all of zaheers frames matched with pains (time) and also still figuring out the custom line drawing augments (cant get pains cloak to not be str8 up pants yet).i can get pain to match up almost 1:1 on the idle animation if the cloak doesnt go past his waist, i can get the pain cloak to look perfect but it doesnt end up matching the idle animation very close at all. idk what im doing so im having claude test every angle so i know what works and doesnt and can have claude write something up if you guys want, still trying things and im expecting to get the robe and 1:1 idle animation figured out by today.side note, i have a full naruto roster planned out but gotta get the first one done. (his supports will be pain members + konan) Edited August 6Aug 6 by wuwei
August 9Aug 9 @wuwei That's really cool! Can you go through the process on how you did that? I know you said Claude did a lot of the heavy lifting but if you could share your workflow and any Claude generated scripts that would be be a great baseline for others to build upon.
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