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Localization / Re: been two years since I started working on the Korean local. for Underrail...
« on: December 24, 2025, 11:08:57 am »
I don't know the exact details either. Underrail uses almost the same font system as Stardew Valley. Therefore, it would likely be faster to find a suitable font or learn how to create one within the Stardew Valley community.
My process involves using bmfont64.exe to generate .fnt and .png files, which I then convert into .json and .png using FontParser. After packing those converted files into .xnb format with xnbcli, I use a program called xnb_node to unpack them into .png and .yaml. Finally, I repack them back into .xnb to create the final font.
I’ve tried numerous other methods, but I failed to get Korean text to display in Underrail using anything other than this specific workflow. It’s quite a complicated process, isn't it?
I plan to polish the fonts to better suit the original game after finishing the Underrail translation, though that is a story for the distant future. I wish you the best of luck with your localization project.
My process involves using bmfont64.exe to generate .fnt and .png files, which I then convert into .json and .png using FontParser. After packing those converted files into .xnb format with xnbcli, I use a program called xnb_node to unpack them into .png and .yaml. Finally, I repack them back into .xnb to create the final font.
I’ve tried numerous other methods, but I failed to get Korean text to display in Underrail using anything other than this specific workflow. It’s quite a complicated process, isn't it?
I plan to polish the fonts to better suit the original game after finishing the Underrail translation, though that is a story for the distant future. I wish you the best of luck with your localization project.