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Restructure the code (modular bash or python) #29

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ensonic opened this issue Aug 7, 2017 · 4 comments
Open

Restructure the code (modular bash or python) #29

ensonic opened this issue Aug 7, 2017 · 4 comments

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@ensonic
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ensonic commented Aug 7, 2017

With more and more coverage it is not easy to keep track of what is being converted already. Two proposals:

  1. modularize the shell script. Here I would split it into a main script, a script with common conversion helpers and one script per mod (e.g. one script that converts all boat related textures). The main script will source the mod scripts and run them.
  2. convert to python. Same kind of modularisation. Could use python-wand (http://docs.wand-py.org/en/0.4.4/) for imagemagick support.

WDYT? I could start this in my fork in a branch.

@sofar
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sofar commented Nov 25, 2017

bash is already hard enough, I would actually prefer to go to golang instead, especially if we can get a nice simple cross platform UI that will work on windows, linux etc..

Python really sucks. Installing it and forcing players to pip install shit to get this to work is an insult to players. The target user can't even find cmd.exe, so we need to avoid as many dependencies as possible. Only golang would suffice, imho.

@ensonic
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ensonic commented Nov 26, 2017

go is fine for me (found e.g. https://github.com/gographics/imagick). FYI, there are ways to bundle pyhon modules into a standalone 'binary' (subpar), but people would still need the python runtime.
Ideally the converter is part of minetest so that people can simply 'import' a texturepack.

@rykerplayz
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How do I do this?

@sofar
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sofar commented Mar 23, 2020

Do what?

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