Convert MC resource/texture packs to Minetest!

sofar
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Re: Convert MC resource/texture packs to Minetest!

by sofar » Tue Jun 21, 2016 05:13



These 2 texture packs are *completely* messed up and packaged incorrectly. They are missing the right folder stucture for minecraft texture packs and are therefore not supported by mcresconvert.

If the texture pack zip file doesn't have an "assets" folder, like these two, it's just guesswork where the texture files are and so mcresconvert can't do anything with these, sorry.
 

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Re: Convert MC resource/texture packs to Minetest!

by sofar » Tue Jun 21, 2016 05:18

Tigerlore wrote:I'm not sure the scoring system is right.

I converted one texture pack and got, iirc, 405/415 for 98% and another texture pack was 405/438 for 94%.

Seems to me the 405 number is the one that matters and, hypothetically, a pack could get 405/405 for 100% but still not actually be any better than the two packs I already converted.


The scoring system calculates a maximum based on several choices that a texture pack can make. If a texture pack makes a bunch of choices that result in more texture files being present, then the total increases.

The percentage calculation is plain and simple: (count / total) * 100.

So 405/415 means that the total expected number of textures would be 415, but only 405 textures where present (or convertable), and so the score is 98%. For the other texture pack, which made some different design choices, the total was 438, but it also only provided 405 proper textures, and so it scored lower (94%).
 

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Re: Convert MC resource/texture packs to Minetest!

by necron099 » Tue Jun 21, 2016 12:29

Thanks sofar, now I know not to bother with the TP's that aren't properly packed. If they were unzipped, organized, and re-zipped they would work then?
 

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Re: Convert MC resource/texture packs to Minetest!

by sofar » Tue Jun 21, 2016 15:23

necron099 wrote:Thanks sofar, now I know not to bother with the TP's that aren't properly packed. If they were unzipped, organized, and re-zipped they would work then?


Yes, possibly. If you make the organization the same that PixelPerfections is, it should work.
 

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Re: Convert MC resource/texture packs to Minetest!

by sofar » Fri Nov 04, 2016 21:36

amadin wrote:What version number of minecraft script support?


When I wrote this the latest MC version out was 1.8. I haven't tested 1.10, but I don't think there were any major changes in 1.9. Chances are, they all work fine.
 

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Re: Convert MC resource/texture packs to Minetest!

by amadin » Mon Dec 26, 2016 12:15

default_grass_(1,2,3,4,5).png have grass with identical height. Is possible move textures default_grass_(1,2,3,4).png little down?
 

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Re: Convert MC resource/texture packs to Minetest!

by sofar » Tue Dec 27, 2016 04:10

amadin wrote:default_grass_(1,2,3,4,5).png have grass with identical height. Is possible move textures default_grass_(1,2,3,4).png little down?


That would break texture packs that provide textures that are of increasing length.
 

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Re: Convert MC resource/texture packs to Minetest!

by captpete » Sat Feb 18, 2017 17:10

IGNORE - found the problem, operator error in not reading that "unzip" needs to be in the path.

I just tried this out and got the following error:

Code: Select all
$ NOGUI=1 ./mcresconvert.sh "Pixel Perfection V3.6.zip"
Found: PixelPerfectionV36
   - File: Pixel Perfection V3.6.zip
checkdir:  cannot create extraction directory: /home/Peter/.minetest/textures/PixelPerfectionV36/_z


Then i did an ls:

Code: Select all
$ ls -alR ~/.minetest/textures/PixelPerfectionV36
/home/Peter/.minetest/textures/PixelPerfectionV36:
total 0
drwxr-xr-x+ 1 Peter Peter 0 Feb 18 11:59 .
drwxr-xr-x+ 1 Peter Peter 0 Feb 18 11:59 ..
drwxr-xr-x+ 1 Peter Peter 0 Feb 18 11:59 _z

/home/Peter/.minetest/textures/PixelPerfectionV36/_z:
total 0
drwxr-xr-x+ 1 Peter Peter 0 Feb 18 11:59 .
drwxr-xr-x+ 1 Peter Peter 0 Feb 18 11:59 ..



Any help?
 

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Re: Convert MC resource/texture packs to Minetest!

by sofar » Mon Feb 20, 2017 23:54

I've updated PixelPerfection to v36, so if all you want is a new copy of it, just go here:

viewtopic.php?f=4&t=14289
 

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Re: Convert MC resource/texture packs to Minetest!

by sofar » Mon Feb 20, 2017 23:57

captpete wrote:checkdir: cannot create extraction directory: /home/Peter/.minetest/textures/PixelPerfectionV36/_z
Any help?


I don't even know what `checkdir` is, and I certainly don't think it's a linux thing.
 

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Re: Convert MC resource/texture packs to Minetest!

by TumeniNodes » Tue Feb 21, 2017 01:10

sofar wrote:
captpete wrote:checkdir: cannot create extraction directory: /home/Peter/.minetest/textures/PixelPerfectionV36/_z
Any help?


I don't even know what `checkdir` is, and I certainly don't think it's a linux thing.


It's an unzip error

checkdir error cannot create. if you’re trying to unzip something and you’re getting a ‘checkdir error cannot create’ on Linux, check the error again:

Make sure that you have write permission on the folder you are trying to unzip to
Last edited by TumeniNodes on Tue Feb 21, 2017 21:56, edited 1 time in total.
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Re: Convert MC resource/texture packs to Minetest!

by texmex » Tue Feb 21, 2017 13:12

I've been trying out mcresconvert and it is an excellent tool. Thank you for making bridging all that good stuff from MC over to MT possible.

I wonder if mese tools could be handled in the script even if they don't exist in MC. I've noticed that Minetest do not make use of gold tools (which is apt, who makes soft metal tools anyway?), but MC does. Therefore these set of tools goes unused in conversion, right?

How about using the gold tools as mese tools then? The often warm goldish yellow of the MT gold tools could be selectively hue shifted to a colder one matching the original mese color. It would have to be only a yellowish range of the color spectrum that would shift, but Imagemagick should be able to handle that.
 

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Re: Convert MC resource/texture packs to Minetest!

by spyjoshx » Thu Mar 23, 2017 15:30

I love the way this works!! I successfully converted my default MC resources and they seem to be working well. The only problem is, resources like granite, andesite, diorite, crafting table, etc. are not displaying in wuzzy's MineClone2 game. I'm assuming the problem is that the converted textures are not named correctly to work in wuzzy's subgame. Any suggestions on how I might fix this?
 

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Re: Convert MC resource/texture packs to Minetest!

by sofar » Thu Mar 23, 2017 15:50

spyjoshx wrote:I love the way this works!! I successfully converted my default MC resources and they seem to be working well. The only problem is, resources like granite, andesite, diorite, crafting table, etc. are not displaying in wuzzy's MineClone2 game. I'm assuming the problem is that the converted textures are not named correctly to work in wuzzy's subgame. Any suggestions on how I might fix this?


The converter is tailored to minetest_game, not mineclone2. I would need to know the name of the textures that mineclone2 uses for granite etc, and then they could be added to the translation tables. Patching it is relatively simple for most textures, since it is just a rename.
 

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Re: Convert MC resource/texture packs to Minetest!

by texmex » Fri Mar 24, 2017 13:39

sofar wrote:The converter is tailored to minetest_game, not mineclone2. I would need to know the name of the textures that mineclone2 uses for granite etc, and then they could be added to the translation tables. Patching it is relatively simple for most textures, since it is just a rename.


What about enabling alternative translation tables? mcresconvert could use a default table but pull in other ones depending on a flag correlating to the table's name.
 

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Re: Convert MC resource/texture packs to Minetest!

by sofar » Fri Mar 24, 2017 16:26

texmex wrote:What about enabling alternative translation tables? mcresconvert could use a default table but pull in other ones depending on a flag correlating to the table's name.


Ideally, we convert the texture pack to as many mods and subgames without any flags, so, if we want to support mineclone, we should go that route first.
 

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Re: Convert MC resource/texture packs to Minetest!

by texmex » Fri Mar 24, 2017 22:36

Cool.

You mean to create duplicate texture files so that they'll fit naming, when the namings diverge? Perhaps that's not a real issue though.
 

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Re: Convert MC resource/texture packs to Minetest!

by sofar » Sat Mar 25, 2017 05:27

texmex wrote:You mean to create duplicate texture files so that they'll fit naming, when the namings diverge? Perhaps that's not a real issue though.


texture packs aren't large enough for this to be a problem. So yes.
 

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Re: Convert MC resource/texture packs to Minetest!

by Wuzzy » Wed Jul 12, 2017 11:21

You should clarify that this script only works for Minetest Game.

I hope someone will make a conversion script which works for MineClone 2.
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Re: Convert MC resource/texture packs to Minetest!

by sofar » Wed Jul 12, 2017 16:49

Wuzzy wrote:I hope someone will make a conversion script which works for MineClone 2.


That should be fairly easy, at least for most of the simple nodes. There is just a simple conversion table for 90% of the nodes.

Why maintain 2 scripts if it can just be part of this project?

I'll take patches that make the script also output textures for mineclone in the same folder in addition to the default node names. No reason to keep them in separate folders anyway.
 

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Re: Convert MC resource/texture packs to Minetest!

by texmex » Wed Jul 12, 2017 16:57

sofar wrote:make the script also output textures for mineclone in the same folder

Make that an opt-in or opt-out if so, please. :)

Btw, do you have a good method for quickly mapping the right textures to the right new names? Mac's Finder is… dull. Any power user ideas? I'm a friend of terminals too.
 

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Re: Convert MC resource/texture packs to Minetest!

by sofar » Wed Jul 12, 2017 17:34

texmex wrote:
sofar wrote:make the script also output textures for mineclone in the same folder

Make that an opt-in or opt-out if so, please. :)


Why? Are you really afraid of a few 100kb of extra files?
 

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