Indigo Park

Indigo Park

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Translation Tutorial
By Ambigram
This guide will walk you through creating an unofficial game translation—it's simpler than you might think! Now updated and fully compatible with Indigo Park v1.1!
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How to Update Mod from Indigo Park v1.0 to v1.1
Since the game has been ported to Unreal Engine 5.2, your mod may not work with the latest version. But don’t worry—this can be easily fixed:
  1. Repackage the text
    • Download the updated TranslationToolkit.
    • Update the game path in the `.bat` file.
    • In your Google Sheet, add rows labeled “## New lines – Indigo Park v1.1” (see the link in section 1.1). After translation, download the sheet in `.csv` format.
    • Replace `.ufont` files if needed.
    • Use UE4LocalizationTool to import your translation into the `.locres` file.
    • Run the `.bat` file to complete the repackaging process.

  2. Repackage your project
    • Download Unreal Engine 5.2—only the Core Components are required.
    • Rename `Raccoon.uproject` to `RaccoonCh1.uproject`.
    • Open the project and select version 5.2 when prompted.
    • Package the assets, then rename them as before.
1. Basic Modding
This section covers how to replace Videos, Text, and Fonts.

Required Software:
  1. TranslationToolkit[drive.google.com] — preconfigured modding files
    (Includes UE4LocalizationTool and Repak, so you don’t need to download them separately. The links below are provided in case you want the latest standalone versions.)
  2. UE4localizationsTool (by JunkBeat)[github.com] — for editing `.locres` file
  3. repak (by trumank)[github.com] — for repackaging `.pak` files/
1.1 Getting Started
  1. Download and extract TranslationToolkit.

  2. Open the `.bat` file in Notepad and update the path to:
    <game path>\RaccoonCh1\Content\Paks\Raccoon-Windows_translation_P.pak
    • `<game path>` is the full path to the game's root folder.
    • If you’re not sure where that is, right-click the game in your Steam library → ManageBrowse local files.

  3. Prepare the translation sheet:
    • Open the table[docs.google.com].
    • Go to File > Make a copy (Google account required).
    • Choose a name and save location; your copy will open automatically.
    • To work together with others, click Share, add their email, and send an invite.
1.2 Text / Fonts Replacement
Translation Notes:
  • Use <cf> (including the angle brackets) instead of standard line breaks (\r\n), as only this format works correctly with UE4LocalizationTool.
Text Replacement Steps:
  1. Download the translated table in CSV format.

  2. Locate the `.locres` file at:
    RaccoonCh1-Windows\RaccoonCh1\Content\Localization\Game\en
    Open it with UE4LocalizationsTool (File > Open).

  3. Import your translation via Tool > Import all text (by keys). Updated entries will be highlighted in orange.

  4. Save the `.locres` file by overwriting the original (File > Save).
Font Replacement Steps:
  1. In the `RaccoonCh1-Windows` folder, rename `.ufont` files to `.ttf`.
  2. Download similar fonts that supports your language’s characters.
  3. Rename the downloaded fonts back to `.ufont`.
  4. Replace the original `.ufont` files with the new ones.

Finally, run `update_pak_INDIGO.bat`. A successful repack will be confirmed—then test it in-game.
1.3 Video Replacement
Place your MP4 files in:
<game folder>\RaccoonCh1\Content\Movies
2. Advanced Modding
Required Software:
  1. Unreal Engine 5.2
  2. Configured Empty Project[drive.google.com]
Audio Modding:
  1. Audio Assets[drive.google.com]
  2. Voicelines in WAV Format[drive.google.com]
Texture Modding:
  1. Fmodel[github.com] — used for sifting through existing pak/ucas/utoc files.
  2. FModel Mapping File[drive.google.com]

2.1 Installing Unreal Engine
The engine can only be downloaded through the Epic Games Launcher. We need it to package complex assets such as audio and textures.
  1. Install Unreal Engine 5.2:
    - In the Epic Games Launcher, go to Library > Unreal Engine > click “+”.
    - Select version 5.2 and click Install.

    - When prompted for the installation path, click Options.
    - Leave only Core Components checked. Apply and start the installation.
    - Make sure you have at least 35 GB of free space.


  2. First Project Launch:
    - Open the Configured Empty Project. The first launch may take a long time (up to 2 hours) because shaders are being compiled.
    - Don’t worry if your CPU usage reaches 100%—Unreal Engine utilizes all available threads.


  3. Optimize Project Performance:
    - To prevent your computer from slowing down, hide all actors in the scene.
2.2 Audio Replacing
If you have downloaded the WAV archive, re-dubbed it, and want to package your audio:
  1. Transfer Audio to the Project:
    - Open Unreal Engine and use the “Show in Explorer” option to navigate to the Content folder.

    - Copy the “RamleyFiles” folder into the Content directory. New files should appear in your project.


  2. Import Your Dubbing:
    - Individually: right-click → Reimport With New File
    - In bulk: drag the WAV files into the Content Drawer


  3. Adjust Subtitle Timings:
    - Double-click audio asset and go to the Subtitles section.
    - Set the timing for each subtitle using the Time fields. To determine the correct timings, you can open your dubbing in a program like Audacity.
    - Do not change the subtitle text.
    - Ensure the last subtitle ends before the audio finishes.
    - If the last subtitle disappears too early, add a few seconds of silence to the end of the audio.


  4. Handling Audio Without Subtitles:
    - Some folders, such as Animatronic, Mollie, and Sounds, don’t contain subtitles.
    - You must re-dub Sounds; the others are optional.
    - Drag the audio folders themselves into the root Content Drawer.

Mollie ChaseLines:
  • Chase1 - "You'd make a great pilot!"
  • Chase2 - "Allll aboarrdd."
  • Chase3 - "Stay in your seat!"
  • Chase4 - "It's barnstorming!"
  • Chase5 - "Hey buddy!"
  • Chase6 - "It barely hurts at all?!"
  • Chase7 - "I wanna play with the birdy!"
  • Chase8 - "You're a starling, darling!"
  • Chase9 - "Great act Lloyd!"
  • Chase10 - "Bird Up lifts your spirits!"
  • Chase11 - "Don't touch that thing son."
Mollie DeadLines:
  • Dead1 - "It barely hurts at all..."
  • Dead2 - "Get up you stupid freak!"
  • Dead3 - "Get back in your cage bird!"
  • Dead4 - "The customer is always right."
  • Dead5 - "You've known me for a 100 years..."
  • Dead6 - "Why the long face? and body."
  • Dead7 - "Come out of your shelllll."
2.3 Texture Replacing
Setting up Fmodel:
  1. Open Fmodel → Directory > Selector → add a new game:
    - Directory: `<your game path>\RaccoonCh1\Content\Paks`
    - Name: any name
    - Press the “+” button.

  2. In Detected Game, select your entry, set version to GAME_UE5_2, and click OK.
  3. Go to Settings, enable Local Mapping File, and set it to Indigo Park Chapter 1.usmap.

Extracting Textures:
  • In the Archives tab, double-click RaccoonCh1-Windows.utoc.
  • Use the second tab for folder structure, then switch to the third tab to view contents.
  • Find the needed texture and extract it as PNG.

Importing Back:
  • In UE, import the texture into the Content Browser, matching the folder structure from FModel. Note that `RaccoonCh1\Content` should be dropped from the path, as it is already implied within the engine (the Content Browser starts in Content afterall!)
  • For normal maps: set Compression SettingsNormalMap.
  • If colors look wrong on regular textures: try UserInterface2D (RGBA) compression.

Tips:
  • You can try to extract all textures at once, but be cautious—FModel might crash due to the large number of files.

  • Search by path or name: Ctrl+Shift+F.
2.4 Project Packaging
Before you start: On low-powered PCs, close browsers and other heavy programs to avoid freezes during packaging.
  1. Package the project for Windows with Binary Configuration = Shipping.

  2. Open the build folder and go to:
    <build folder>\Windows\RaccoonCh1\Content\Paks

  3. Copy all three pakchunk5050 files into your game’s Paks folder:
    <game path>\RaccoonCh1\Content\Paks
  4. Rename them by adding _P to the patch name from Section 1, e.g.:
    Raccoon-Windows_translation_P_P
    All three pakchunks must share the same name!

  5. Launch the game and test your mod.

Note: You may use a custom name instead of `Raccoon-Windows_translation`, but keep it identical across all three files. Only the number of `_P` at the end should differ. Still, it’s best to keep the `Raccoon-Windows` prefix for clarity.
3. HEX Modding
This step is optional, but it can help you polish your translation even further. It requires some extra tools and basic knowledge of using a hex editor.

Required Software:
  • UnrealUnZenFixed (by nevmensikD)[github.com] — for unpacking and repacking Unreal Engine archives (`.utoc` / `.ucas`). This build fixes a bug that could cause crashes when packing.
  • HEX editor — for making manual fixes.
For translating Rambley Rush:
  1. Google Sheet[docs.google.com] — translation table
  2. text_to_image tool[github.com] — creates text images.
  3. Files for UnrealUnZen[drive.google.com] — includes the pre-edited minigame file.
  4. Font project for FontCreator[drive.google.com]
  5. FontCreator — to work with the provided font project.

3.1 Fixes
While working on your translation, you may need to adjust details like text size or position. These tweaks are done by editing binary files with a HEX editor.

Any HEX editor will work, since you’ll only need basic search and replace. For demonstration, I’ll use 010 Editor (paid).

General workflow:
  1. View .uasset properties in Fmodel.
  2. Extract the file as RAW data.
  3. Open it in a HEX editor, search for the value, and edit it.
  4. Repack the file.

Example 1: Change text size
  1. Find the `.uasset` with the needed line:
    - Extract the RaccoonCh1 folder as RAW
    - Go to the Output folder (path is in Fmodel settings). Use a file manager (e.g. Total Commander) to search by the original English line.
  2. Open the file in Fmodel. Use Ctrl+F to find the line. If it doesn’t show up, enable Serialize Script Bytecode in Fmodel settings, reload the file, and try again.
  3. The dump shows text size = 53.
  4. Export the `.uasset` using UnrealUnZen:
    - Click Load TOC → select `RaccoonCh1-Windows.utoc` from Paks folder.
    - Enter the asset name as `<name>.uasset` in the bottom field.
    - Click Unpack All Files. The file will appear in `RaccoonCh1-Windows.utoc_Export`.

  5. Open the exported file in a HEX editor, and search for the localization key (`427F599F44289A24B6CF219D79303B67`) as text. Ensure the byte order is Little Endian.
  6. Look for the number 53 as an integer. Change it to your desired size.Find the closest value.
    - If your editor has an inspector: double-click → enter new value.
    - If not: convert the number to hex and overwrite it manually in the binary code.
  7. Save the file.

Example 2: Change text offset
  1. The KiosMenu file contains kiosk-related text. Let’s adjust the offset for the collectables description. Direct string search won’t work because the text changes dynamically and we don't know its original value. Instead, search for blocks like UScriptClass'TextBlock' and locate the placeholder.
  2. As we can see, there is no data about the text position. Examine the dependent objects and click on ObjectPath to view their properties. This will lead you to an object of type `CanvasPanelSlot`.
  3. Export the `.uasset` using UnrealUnZen and open it in a HEX editor.
  4. Search for the Top value (float) and increase it to move text lower. These floats are often unique, but if not, compare nearby values.
  5. Save the file.
3.2 Rambley Rush
The mini-game text is stored in Kismet bytecode, which cannot be edited directly in UE5 IOStore games. Instead, we use a workaround: the font itself is modified so that certain glyphs display the translated lines.

You don’t need to edit HEX manually — that’s already been done.

How it works:
  • In the HEX code, each original string is replaced with a single letter.
  • That letter’s glyph is then redrawn to contain the full translated line.
  • Other characters become placeholders (empty glyphs).
    Spaces cannot be placeholders — they would shift the text to the right.


Download & Setup
  1. Install FontCreator (free 30-day trial from High-Logic).
  2. Download the provided font project.
  3. Unzip `Raccoon-Windows.utoc_Export.zip` into your game’s `Paks` folder.
  4. Place text_to_image into a folder named `ImageTool`.
  5. Replace the font in `ImageTool` if needed (pick one similar to DePixelHalbfett with full language support).
  6. Copy the Google Sheet, add your translation, and use `\n` for line breaks.

Replacing glyphs
  1. Open the font project in FontCreator.
  2. Copy your translation from the Google Sheet.
  3. Open the corresponding `.bat` file in Notepad (for names or dialogue):
    - Insert your translation after the `--text` argument (inside quotes).
    - Save and run the batch file.
    - This will generate `text.png` inside the folder.
  4. In the Sheet’s Glyph column, check which letter maps to your line.
  5. In FontCreator:
    - Open that glyph.
    - Delete it (Ctrl+A, Delete).
    - Import `text.png`, resize to 400%, click Generate.

  6. Adjust glyph position:
    - Select all letters and enable the top-left radio button.
    - For Dialogue Line: X = 334, Y = 850
    - For Name: X = 27, Y = 700
  7. Repeat for each glyph.

Final Steps
  1. In FontCreator, check File > Export Settings.
  2. Export the font as `.ttf`.
  3. Replace:
    RaccoonCh1-Windows\RaccoonCh1\Content\InspectionSystemPro\ExampleContent\Art\Fonts\DePixelHalbfett.ufont
    with your exported font (this is the folder you packed with repak).
  4. Repack the files with `update_pak_INDIGO.bat`.
  5. Follow the next section to package fixes + mini-game.
  6. Launch the game and test.
3.3 Packaging
  1. Open UnrealUnZen.
  2. Click “Load TOC” and select “RaccoonCh1-Windows.utoc” from the “Paks” folder.
  3. Click "Repack Files". First, select the “RaccoonCh1-Windows.utoc_Export” folder. Then, go back to the “Paks” folder and name the file “Raccoon-Windows_translation_hex_P.utoc” (or any name ending with _P). Click Save.
  4. If successful, a confirmation window will appear.
P.S. For future updates, just repack again and overwrite the existing `.utoc` patch file.

Well, that's it. You can share your mod with your friends and the community.

Troubleshooting
  • Translation not displaying correctly
    If your translation doesn’t display correctly, it may be conflicting with other mods. Check the `Paks` folder: if you see any files with `_P` in their name or a `Mods` folder, delete them or temporarily move them elsewhere. Then restart the game to see if the issue is resolved.



Thank you!
This is my first modding guide, and I’ve put a lot of effort into it. If you found it helpful, please like and share it. Best wishes! ❤️


1 Comments
7 - McCrew 6 Jul @ 3:22pm 
Hi, great guide but the Rambley Rush translation part is a little confusing to me... Can you please make something like a video tutorial for that?