A utility for updating BTA texturepacks easily!
- Select Pack Button
- The select pack button lets you select one or more packs that you want to run through the converter
- It only supports selecting directories and zip files
- Convert Button
- When pressed the convert button begins conversion of all selected packs to the selected version simultaneously
- Conversion progress, warnings, and errors are logged to the console output on the GUI and saved to
/Logs/
- Version Select
- Version select is a drop down menu that lets you select any one of the defined versions from
/Configuration/versions.json
- Version select is a drop down menu that lets you select any one of the defined versions from
nogui- Disables the GUI startup process
- If left unspecified it will launch the jar with the GUI
- Example
java -jar Converter.jar nogui
texture-pack- Allows you to specify a specific texturepack from directory
/Input/to use - If left unspecified it will default to converting all texturepacks in the
/Input/directory - Example
java -jar Converter.jar texture-pack=TemplatePack.zip
- Allows you to specify a specific texturepack from directory
target-version- Allows you to set the specific version for the program to attempt to convert the texture packs to
- If left unspecified it defaults to the version in
/Configuration/versions.jsonwith the highest compareVal - Example
java -jar Converter.jar target-version=7.2
There are three types of configuration formats the Texture Pack Converter program uses to define conversion behavior
- Version Manifest
- The version manifest found at
/Configuration/versions.jsonis a map of version identifiers toVersionobjects - Version Objects are layed out as such
next- Is the version id for the next texture pack version
map- Is the name of the
Conversion Command Mapto be used to convert a pack from this version to the next
- Is the name of the
compareVal- Is a number used for comparisons, the
compareValof a newer pack version should always be higher then an older version
- Is a number used for comparisons, the
- The version manifest found at
- Conversion Command Map
- This map is a list of
Commandsto be performed to the texture pack in order from top to bottom - The Command Map supports the use of
#and//for comments - Each
Commandstarts with a command symbol, being a single case-insensitive character, with the remaining section of the line being passed into the command as its arguments CommandsRRemove Files- Completely deletes a specified file or directory
- Examples
R pack.txtR gui
MMove Files- Moves file or directory, by default 0 files are moved into the updated texture pack unless specified
- Special character
*for specifying that you want to transfer all files - Examples:
M armor assets/minecraft/textures/armorRelocated the armor directory into one inside ofassets/minecraft/textures/armor, the files after this point will no longer be accessible from the originalarmordirectoryM *Copies all files from the source pack into the temporary pack folder
SSplit Atlas- Splits a sprite sheet atlas into individual smaller texture files
- Split takes in 4 seperate arguments
<atlasImageLocation> <outputDirectoryForImages> <atlasSplitterMapLocation> <numberOfTilesWide> - Example:
S terrain.png assets/minecraft/textures/block/ legacyBTA/blocks.txt 32
GGenerate Manifest- Generates/Updates manifest file to the version identifier specified
- If a pack is missing an existing
manifest.jsonfile it will generate a new one using the texture pack folder/file name as the name given to the manifest and the contents ofpack.txt(if present) as theline1 - The command always generates a manifest with a
packVersionset the provided version identifier - Example:
G 7.1
- This map is a list of
- Atlas Splitter Map
- This map is a list of individual textures to be created from the current atlas image
- The Atlas Splitter Map supports the use of
#and//for comments - Each line of the map consists of 3 arguments
<tileX,tileY> - <name> - <tilesWide,tilesTall>, each argument is seperated by the sperater sequence of-<tileX,tileY>is the position (in tile widths) of the texture on the atlas<name>is the name the generate image will be given<tilesWide,tilesTall>is an optional argument that specifies how many talls across or tall a given texture is
- Examples:
0,0 - grass_top4,7 - tool_axe_gold4,11 - donkey_kong - 4,3