XUnity.AutoTranslator
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Diferent Hash on same Texture
I'm redistributing Priconne's translation with texture and my config is TextureHashGenerationStrategy=FromImageData I can't use the name because every time the game updates it will glitch the picture.
it looks like "some" have different hash values like the example in the picture, even though the resolution and size are the same, can anyone explain why this is happening?
because that's a different file and that's how hash works, you put the modified file in, you get something totally different out from the algorithm. for pictures, even the width/height looks the same, doesn't mean they are identical, you can try to open any picture via a hex editor and compare the before/after change to see the structure table change. from your picture, the original file was 66.2kb and your file was 66.6kb, that's also why(but not all) you get a different hash from the output.
is there a video tutorial on how to make translation on texture?