ResourcepackManager is an application developed to assist resourcepack creators in managing multiple resource packs. With an implemented script system, ResourcepackManager can select a folder or file to execute user-defined actions.
The instruction system works with a file containing a list of commands that point to a file and tell the program what to do with it. It accepts 2 resourceapcks to be called, with '>' on the instructions it will look for the target in the main folder, typing '<' it's going to look for the target in the secondary folder.
The current version (1.0) of ResourcepackManager has the following actions:
- The program selects the target file/folder and moves/copies it to the destination path.
- The program automatically creates folders in the specified path if they do not exist.
- If the path includes a file name, the program automatically updates the file name to match the path.
Examples:
> "pack/pack 1.21.4.mcmeta"
copy "pack.mcmeta";
> "blockstates/"
copy "assets/minecraft/";
- The program selects the target file/folder and deletes it.
Examples:
> "minecraft:models/item/sweet_berries.json"
remove;
> "minecraft:textures/entity/equipment/"
remove;
This function contains a set of sub-actions related to the file:
- "name": changes the file name.
> "minecraft:models/item/potion.json"
edit name "bottle_drinkable.json";
- "display" / "texture_path": updates the respective model member to the value provided in the script.
> "tools/fishing_rod_cast.json"
edit texture_path set {
"0": "item/fishing_rod",
"particle": "item/fishing_rod"
};
- "dimensions": resizes images to the specified dimensions.
> "armors/iron_layer_1.png"
edit dimensions 64x32;
- The program creates a file that reflects the folders in the resourcepack to be loaded by the atlas logger.
Example:
> "minecraft:atlases/custom.json"
autofill;
- The program selects the target file and extracts the groups into their own file models. Example:
> "tools/bow.json"
disassemble "minecraft:models/item/";
- The program takes the texture and paints it according to the specified palette.
- Add "./" prefix to point to the target folder, by defualt it's going to look in the assets folder. Example:
> "tools/bow.png"
paint "./materials/wood_map.png" "./materials/wood_material.png";
- The program takes the texture and a list of palettes to paint the duplicates.
- Add "./" prefix to point to the target folder, by defualt it's going to look in the assets folder. Example:
> "bricks.png"
permutate_texture "snowstone_map.png" {"yellow_stone.png", "pink_stone.png", "brown_stone.png", "burgundy.png", "limestone.png", "blue_stone.png", "green_stone.png"};
- The duplicate will be saved in the same location as the target file, using the palette name as a prefix.
- With the change in the overrides system, this action translates the bow pull, compass and clock time/angle, and
custom_model_datainto their own file.
Example:
> "minecraft:models/item/bow.json"
convert_overrides;
- (There are no intentions to add support for other predicates).