mirror of
https://github.com/TeamMidnightDust/BetterLeavesLite.git
synced 2025-12-14 03:35:09 +01:00
299 lines
12 KiB
Python
299 lines
12 KiB
Python
#!/usr/bin/env python
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# -*- coding: utf-8 -*-
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"""This script can automatically generate blockstate and block model files, as well as textures for the Better Leaves Lite resourcepack."""
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import argparse
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import json
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import os
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import zipfile
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import shutil
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import time
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from PIL import Image
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from distutils.dir_util import copy_tree
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# Utility functions
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def printGreen(out): print("\033[92m{}\033[00m".format(out))
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def printCyan(out): print("\033[96m{}\033[00m" .format(out))
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def printOverride(out): print(" -> {}".format(out))
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# This is where the magic happens
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def autoGen(jsonData):
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notint_overrides = jsonData["noTint"]
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block_texture_overrides = jsonData["blockTextures"]
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overlay_textures = jsonData["overlayTextures"]
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block_id_overrides = jsonData["blockIds"]
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leaves_with_carpet = jsonData["leavesWithCarpet"]
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dynamictrees_namespaces = jsonData["dynamicTreesNamespaces"]
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print("Generating assets...")
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if (os.path.exists("./assets")): shutil.rmtree("./assets")
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copy_tree("./base/assets/", "./assets/")
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filecount = 0
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for root, dirs, files in os.walk("./input"):
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for infile in files:
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if infile.endswith(".png") and (len(root.split("/")) > 3):
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namespace = root.split("/")[3]
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texture_name = infile.replace(".png", "")
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block_name = texture_name
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# Handle leaf textures in subfolders
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texture_prefix = ""
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if (len(root.split("/")) > 6):
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texture_prefix = root.split("/")[6]+"/"
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if (block_name == "leaves"): # For mods that use a structure like "texture/woodtype/leaves.png"
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block_name = texture_prefix.replace("/", "_")+block_name
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printGreen(namespace+":"+block_name)
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printOverride("Auto-redirected from "+namespace+":"+texture_name)
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else: # For mods that use a structure like "texture/natural/some_leaves.png"
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printGreen(namespace+":"+block_name)
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printOverride("Prefix: "+ texture_prefix);
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else: printGreen(namespace+":"+block_name)
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# We don't want to generate assets for overlay textures
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if (namespace+":block/"+texture_prefix+texture_name) in overlay_textures.values():
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printOverride("Skipping overlay texture")
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continue
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# Generate texture
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generateTexture(root, infile)
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# Set block id and apply overrides
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block_id = namespace+":"+block_name
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if block_id in block_id_overrides:
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block_id = block_id_overrides[block_id]
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printOverride("ID Override: "+block_id)
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# Set texture id and apply overrides
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texture_id = namespace+":block/"+texture_prefix+texture_name
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has_texture_override = (block_id) in block_texture_overrides
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if has_texture_override:
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texture_id = block_texture_overrides[block_id]
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printOverride("Texture Override: "+texture_id)
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base_model = "leaves"
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# Check if the block appears in the notint overrides
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hasNoTint = block_id in notint_overrides
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if hasNoTint:
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base_model = "leaves_notint"
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printOverride("No tint")
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# Check if the block has an additional overlay texture
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overlay_texture_id = ""
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if block_id in overlay_textures:
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base_model = "leaves_overlay"
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overlay_texture_id = overlay_textures[block_id]
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printOverride("Has overlay texture: "+overlay_texture_id)
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# Check if the block has a dynamic trees addon namespace
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dynamictrees_namespace = None
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if (namespace) in dynamictrees_namespaces:
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dynamictrees_namespace = dynamictrees_namespaces[namespace]
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# Generate blockstates & models
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generateBlockstate(block_id, dynamictrees_namespace)
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generateBlockModels(block_id, base_model, texture_id, overlay_texture_id)
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generateItemModel(block_id, has_texture_override)
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# Certain mods contain leaf carpets.
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# Because we change the leaf texture, we need to fix the carpet models.
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if (block_id) in leaves_with_carpet:
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carpet_id = leaves_with_carpet[block_id]
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generateCarpetAssets(carpet_id, hasNoTint, texture_id)
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printOverride(f"Generating leaf carpet: {carpet_id}")
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filecount += 1
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# End of autoGen
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print()
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printCyan("Processed {} leaf blocks".format(filecount))
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def generateTexture(root, infile):
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outfolder = root.replace("assets", "").replace("input", "assets")
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os.makedirs(outfolder, exist_ok=True)
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outfile = os.path.splitext(os.path.join(outfolder, infile))[0] + ".png"
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if infile != outfile:
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try:
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# First, let's open the regular texture
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vanilla = Image.open(os.path.join(root, infile))
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width, height = vanilla.size
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# Second, let's generate a transparent texture that's twice the size
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transparent = Image.new("RGBA", [int(2 * s) for s in vanilla.size], (255, 255, 255, 0))
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out = transparent.copy()
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# Now we paste the regular texture in a 3x3 grid, centered in the middle
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for x in range(-1, 2):
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for y in range(-1, 2):
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out.paste(vanilla, (int(width / 2 + width * x), int(height / 2 + height * y)))
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# As the last step, we apply our custom mask to round the edges and smoothen things out
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mask = Image.open('input/mask.png').convert('L').resize(out.size)
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out = Image.composite(out, transparent, mask)
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# Finally, we save the texture to the assets folder
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out.save(outfile, vanilla.format)
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except IOError:
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print("Error while generating texture for '%s'" % infile)
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def generateBlockstate(block_id, dynamictrees_namespace):
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mod_namespace = block_id.split(":")[0]
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block_name = block_id.split(":")[1]
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# Create structure for blockstate file
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block_state_file = f"assets/{mod_namespace}/blockstates/{block_name}.json"
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block_state_data = {
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"variants": {
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"": []
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}
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}
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# Add four rotations for each of the four individual leaf models
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for i in range(1, 5):
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block_state_data["variants"][""] += { "model": f"{mod_namespace}:block/{block_name}{i}" }, { "model": f"{mod_namespace}:block/{block_name}{i}", "y": 90 }, { "model": f"{mod_namespace}:block/{block_name}{i}", "y": 180 }, { "model": f"{mod_namespace}:block/{block_name}{i}", "y": 270 },
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# Create blockstates folder if it doesn't exist already
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os.makedirs("assets/{}/blockstates/".format(mod_namespace), exist_ok=True)
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# Write blockstate file
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with open(block_state_file, "w") as f:
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json.dump(block_state_data, f, indent=4)
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# Do the same for the dynamic trees namespace
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if dynamictrees_namespace != None:
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dyntrees_block_state_file = f"assets/{dynamictrees_namespace}/blockstates/{block_name}.json"
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os.makedirs("assets/{}/blockstates/".format(dynamictrees_namespace), exist_ok=True)
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# Write blockstate file
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with open(dyntrees_block_state_file, "w") as f:
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json.dump(block_state_data, f, indent=4)
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def generateBlockModels(block_id, base_model, texture_id, overlay_texture_id):
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mod_namespace = block_id.split(":")[0]
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block_name = block_id.split(":")[1]
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# Create models folder if it doesn't exist already
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os.makedirs("assets/{}/models/block/".format(mod_namespace), exist_ok=True)
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# Create the four individual leaf models
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for i in range(1, 5):
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# Create structure for block model file
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block_model_file = f"assets/{mod_namespace}/models/block/{block_name}{i}.json"
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block_model_data = {
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"parent": f"betterleaves:block/{base_model}{i}",
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"textures": {
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"all": f"{texture_id}"
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}
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}
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# Add overlay texture on request
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if (overlay_texture_id != ""):
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block_model_data["textures"]["overlay"] = overlay_texture_id
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# Write block model file
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with open(block_model_file, "w") as f:
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json.dump(block_model_data, f, indent=4)
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def generateItemModel(block_id, override_block_texture=False):
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mod_namespace = block_id.split(":")[0]
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block_name = block_id.split(":")[1]
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# Create models folder if it doesn't exist already
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os.makedirs("assets/{}/models/item/".format(mod_namespace), exist_ok=True)
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item_model_file = f"assets/{mod_namespace}/models/item/{block_name}.json"
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if override_block_texture: # Used for items that have a different texture than the block model
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item_model_data = {
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"parent": f"{mod_namespace}:block/{block_name}1",
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"textures": {
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"all": f"{mod_namespace}:block/{block_name}"
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}
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}
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else: # By default, the regular block model is used
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item_model_data = {
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"parent": f"{mod_namespace}:block/{block_name}1"
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}
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with open(item_model_file, "w") as f:
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json.dump(item_model_data, f, indent=4)
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def generateCarpetAssets(carpet_id, notint, texture_id):
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mod_namespace = carpet_id.split(":")[0]
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block_name = carpet_id.split(":")[1]
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# Create structure for blockstate file
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block_state_file = f"assets/{mod_namespace}/blockstates/{block_name}.json"
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block_state_data = {
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"variants": {
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"": []
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}
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}
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# Add four rotations for the carpet model
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block_state_data["variants"][""] += { "model": f"{mod_namespace}:block/{block_name}" }, { "model": f"{mod_namespace}:block/{block_name}", "y": 90 }, { "model": f"{mod_namespace}:block/{block_name}", "y": 180 }, { "model": f"{mod_namespace}:block/{block_name}", "y": 270 },
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# Write blockstate file
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with open(block_state_file, "w") as f:
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json.dump(block_state_data, f, indent=4)
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base_model = "leaf_carpet"
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if (notint):
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base_model = "leaf_carpet_notint"
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# Create structure for block model file
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block_model_file = f"assets/{mod_namespace}/models/block/{block_name}.json"
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block_model_data = {
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"parent": f"betterleaves:block/{base_model}",
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"textures": {
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"wool": f"{texture_id}"
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}
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}
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# Save the carpet block model file
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with open(block_model_file, "w") as f:
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json.dump(block_model_data, f, indent=4)
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# See https://stackoverflow.com/a/1855118
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def zipdir(path, ziph):
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# ziph is zipfile handle
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for root, dirs, files in os.walk(path):
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for file in files:
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ziph.write(os.path.join(root, file),
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os.path.relpath(os.path.join(root, file),
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os.path.join(path, '..')))
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# Creates a compressed zip file
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def makeZip(version):
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with zipfile.ZipFile('Better-Leaves-Lite-'+version+".zip", 'w', zipfile.ZIP_DEFLATED) as zipf:
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zipdir('assets/', zipf)
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zipf.write('pack.mcmeta')
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zipf.write('pack.png')
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zipf.write('LICENSE')
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zipf.write('README.md')
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# This is the main entry point, executed when the script is run
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if __name__ == '__main__':
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start_time = time.perf_counter()
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parser = argparse.ArgumentParser(
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description='This script can automatically generate files for the Better Leaves Lite resourcepack.',
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epilog='Feel free to ask for help at http://discord.midnightdust.eu/')
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parser.add_argument('version', type=str)
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args = parser.parse_args()
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print(f"Arguments: {args}")
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print()
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print("Motschen's Better Leaves Lite")
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print("https://github.com/TeamMidnightDust/BetterLeavesLite")
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print()
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# Loads overrides from the json file
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f = open('./input/overrides.json')
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data = json.load(f)
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f.close()
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autoGen(data);
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print()
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print("Zipping it up...")
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makeZip(args.version);
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print("Done!")
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print("--- Finished in %s seconds ---" % (round((time.perf_counter() - start_time)*1000)/1000))
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