What if you added an option that everytime you click, it randomly rotates the brush every time?
Hmmm, I don't know, that's kind of specific. I like to keep things as general and flexible as possible, to avoid cluttering up the program with options (which is already a problem on some screens). Maybe if a lot of people ask for it.
You know you can rotate the brush with the mouse wheel while painting, right? Just press and hold Alt while painting (or raising or whatever) and scroll the mouse wheel to rotate the brush. I'm not sure if this will work on a Mac, since I believe a Mac will try to emulate a right mouse click when you click while holding Alt. I'm not sure about that though, and maybe you can turn it off.
I have a question. I was messin around with world painter, but i cant seem to lower the terrain. I tried right clicking on the raise/lower icon (control+trackpad) but it still wouldnt lower the terrain. How can i lower terrain?
I have a question. I was messin around with world painter, but i cant seem to lower the terrain. I tried right clicking on the raise/lower icon (control+trackpad) but it still wouldnt lower the terrain. How can i lower terrain?
When you import a map you should "merge" rather then export.... You don't get the export menu... you don't get to change the top layer depth
Yes, you merge rather than export. I can read, and did just that. And I'm telling you that it works in the current version of WorldPainter as I've described. You can change your top-layer depth from the Edit tab of the top-menu, under Dimension Properties. I've not done enough experimentation to see if this is applied as you work, but your conviction that it's impossible to change this setting leads me to believe it's only possible to change the setting between... drafts... of a world - thus you set up the world as it normally is, save it, import it (again) to make a portion a different depth, and merge. Trust me, it is possible.
Hmmm, I don't know, that's kind of specific. I like to keep things as general and flexible as possible, to avoid cluttering up the program with options (which is already a problem on some screens). Maybe if a lot of people ask for it. You know you can rotate the brush with the mouse wheel while painting, right?
I didn't know about the mousewheel bit, but rotating tools is actually a pretty new feature (which I like). Sadly, it's a bit awkward with my touchpad's lack of a proper mousewheel, but that's on me. Generally, WorldPainter is intuitive enough that I don't feel the need to reference the documentation - which I think is great.
I've noticed the repetition of the templates quite a bit myself. I tried to a do a cracked and mangled landscape, and the fact that I was essentially always using the same couple of shapes made it seem far too regular. I ended up cranking up the caves/caverns and setting them to break the surface to get a more-random effect. I really like the cracks brush, but it only does one pattern - which can become familiiar if you use it too much. Personally, I'd prefer to see some sort of 'static' option which would maybe choose a random portion of the brush to not apply. If you wanted to go completely crazy with it, here's how it would be awesome:
After selecting your brush, you may choose a static brush. This brush is inverted at half the size of the normal brush, placed at a random location upon the brush each time you click.
So let's say I select cracks as my brush. If I took the constant square as my static, a random portion 1/2 of the size of the brush would be missing each time I clicked. If I hold down the button to really pronounce the cracks, I'd get a consistant set missing that portion, but if I clicked again I'd get a different set of cracks missing a different portion. If I'd chosen the linear square, instead of the cracks abruptly ending at where the 'static' began, they'd slowly fade to an uncracked portion near the middle of the 'static' brush's area.
The reason this is far better than just using one brush and then the other is the idea of applying one brush only to the other. Getting a large area of random-seeming cracks right now requires a ton of custom brushes or a lot of sideways approach to it in my experience. If I could have the cracks template randomly removed from a portion of the cracks template every time I clicked, that's like handing me a ton more brushes by having the program build them on the fly.
Anywhere I can go to find a guide on how to use this to make a floating islands map?
I believe the norm is to simply devise a map that is the reflection of what you'd like your floating islands' bottoms to look like, and then set up a custom cave/tunnel layer to mirror that (with a high ceiling - like ~110), toying with the smoothness settings for the floor (set at ~63) to get some gentle hills instead of a flat plain (and setting the floor material to grass so it's not a dead expanse) - painting the custom layer everywhere. You can then go back into the map after the cavern layer has run and reshape the tops of your floating islands as desired, merging in the new topography whilst keeping the mountain-like undersides.
You don't understand. He doesn't really have a left click and a right click. He has to press down on the trackpad to click. But here, on my Magic Pad thing I think its called, you have to click with two fingers on the trackpad. That should right click for you. But I wold recommend getting a mouse, Dzubur.
I noticed that the new update of WorldPainter doesn't support all the new biomes, like DEEP OCEAN, so when I want to convert one biome to another, I still have to use the 1.6.4 biomes. I have a huge (older map) that is almost entirely ocean that I regenerated in 1.7.2 using the new Amplified option, and wanted to dry up all the oceans and convert the OCEAN and DEEP OCEAN biomes to GRASSLAND.
Drying up all the water was no problem, and converting OCEAN to GRASSLAND was OK, but WorldPainter doesn't recognize DEEP OCEAN. It just says "BIOME 24" and MCDungeon - the utility I will be using on this map to create dungeons for exploration, reads the BIOME ID and not the actual "physical surroundings" when examining chunks for dungeon placement.
So - even if I dry up the water, as long as the biome is still marked 24: DEEP OCEAN, it won't place any dungeons in that area because they could technically be under water, which wrecks the redstone mechanisms and traps it creates in these dungeons.
I can paint over 24 with something else, but it's less precise and makes for messier looking maps when viewed with Overviewer because of the overlap where non-24 is also converted.
Is there another update coming that will implement all the new biomes, or do I just do it all by hand and hope for the best?
Since you can't use custom biomes -which the number would imply at the moment- as filter settings, there's no quick foolproof fix as far as i can tell. There's one thing i find odd though, as you mention drying up the terrain was no problem, i assume you just sponged ALL (?) the water, because the sponge selection is not biome specific either and the annoyance you mention is exactly the same drying it up as painting over the terrain... You should've just been more creative with the order in which you did it.. Focus on the common denominator, create a new temporary zone and apply the effects you want to this zone.
If you want to do it perfect, you will have to manually paint all the deep oceans into plains biome. Assuming deep ocean is always surrounded by normal ocean, there is a ring around the deep ocean parts which means you can paint over quite rougly, since there's this graceline of the former ocean biome. If you exagurated the size of your world a bit, this would be the best option in my opinion. If you haven't done it yet, in the preferences tab you can set your maximum brush size, so you can increase the surface a brush covers. Giant oceans could be colored in with a few clicks.
Should it be a really really huge world though, and are you looking for a "less dirty" way. Assuming you just sponged all the terrain to get rid of the water. Undo, we need the water! I suggest you do the following through global operations (if possible):
step 1:
Replace all the blocks for an unnatural occuring block, for example glowstone (89)
Filter settings:
- At or below 62 (assuming water level in applified biomes is 62)
- Only on water
Step 2:
Sponge all the water
Filter settings
- Only on glowstone
Step 3:
Set biome to plains
Filter settings
- Only on glowstone
Step 4:
Replace glowstone for grass
Filter settings:
- Only on glowstone
Those are the best options i can think of in the current worldpainter version, i hope it helped. Additionally, i'd like to point out that worldpainter doesn't deal with overhangs, and as far as i can tell they're very common in amplified biomes. Drying up terrain will be far from perfect i'm afraid. I would suggest maybe checking and replacing for strange water pockets under overhangs in MCedit or another stable environment without any block updates.
Deep Ocean isn't always surrounded by "Normal" Ocean, but I see where you're going with this. Thanks for the pointers!
If I import a world where blocks of a mod are placed, are they going to be deleted?
Shouldn't be, although I'm not sure what they'll look like in the interface. Just try it and see for yourself. It won't actually affect your savegame unless you merge or overwrite it.
A word of warning, though, you can't really edit terrain that's already had blocks placed on it.
I would suggest you just go in your saves folder, make a back-up of the moded world map and incase the end results aren't like you pictured, you just put your backup back.
You don't have to do that, WorldPainter already makes a backup every time your Export or Merge a map!
If I import a world where blocks of a mod are placed, are they going to be deleted?
It's important to understand that WorldPainter doesn't import any blocks when you import a map, mod or no. It only imports the height and type of the terrain.
When you Merge the map, it will leave all blocks from the existing map alone, including mod blocks (unless you've raised or lowered the terrain of course, in which case it will move the blocks up or down (if they were above ground) or remove them (if they were below ground and you lowered the terrain past them). So the answer to your question is: no, they will not be deleted, except in the very specific circumstances you would expect them to be.
WorldPainter won't recognise mod blocks as terrain, so it will pick the first block beneath it which it does recognise. This might create "holes" in the terrain if you have mod blocks on the surface, but as long as you leave those holes alone and don't fill them in or smooth them out, they will be filled back in with the mod blocks from the existing map when you Merge the map and everything will be fine.
Some kind of bug:
Everything works fine inside of WorldPainter. Then I export. I go into the world and I fly into the void, as I surrounded what I made with void, and it crashes. I suspect it is the void causing this. Is anyone else having this issue? I am using latest version.
Everything works fine inside of WorldPainter. Then I export. I go into the world and I fly into the void, as I surrounded what I made with void, and it crashes. I suspect it is the void causing this.
Is there lots of water along the world edge? I've seen this happen myself, and I have the impression that Minecraft 1.7.2 can't cope with large amounts of dropping water (which 1.6.4 has no problem with).
This is the weird border thing with custom layers. Made on 1.6.5. I can still send you the .world, but if so then I'd have to do it personally.
I think this probably can't be helped; it's a consequence of the parallel exporting of the regions. The effect is a lot less pronounced than it was (you'll notice that there are some trees straddling the region borders). It's noticeable on a map view, but probably not in-game if you don't go looking for it, so my advice is to just accept and ignore it. If you really think it's problematic, send me the .world file and I'll see if I can tweak the algorithm, but I can't make any promises!
Hmmm, I don't know, that's kind of specific. I like to keep things as general and flexible as possible, to avoid cluttering up the program with options (which is already a problem on some screens). Maybe if a lot of people ask for it.
You know you can rotate the brush with the mouse wheel while painting, right? Just press and hold Alt while painting (or raising or whatever) and scroll the mouse wheel to rotate the brush. I'm not sure if this will work on a Mac, since I believe a Mac will try to emulate a right mouse click when you click while holding Alt. I'm not sure about that though, and maybe you can turn it off.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
why not just use custom ground layers to do it?
right click
Yes, you merge rather than export. I can read, and did just that. And I'm telling you that it works in the current version of WorldPainter as I've described. You can change your top-layer depth from the Edit tab of the top-menu, under Dimension Properties. I've not done enough experimentation to see if this is applied as you work, but your conviction that it's impossible to change this setting leads me to believe it's only possible to change the setting between... drafts... of a world - thus you set up the world as it normally is, save it, import it (again) to make a portion a different depth, and merge. Trust me, it is possible.
I didn't know about the mousewheel bit, but rotating tools is actually a pretty new feature (which I like). Sadly, it's a bit awkward with my touchpad's lack of a proper mousewheel, but that's on me. Generally, WorldPainter is intuitive enough that I don't feel the need to reference the documentation - which I think is great.
I've noticed the repetition of the templates quite a bit myself. I tried to a do a cracked and mangled landscape, and the fact that I was essentially always using the same couple of shapes made it seem far too regular. I ended up cranking up the caves/caverns and setting them to break the surface to get a more-random effect. I really like the cracks brush, but it only does one pattern - which can become familiiar if you use it too much. Personally, I'd prefer to see some sort of 'static' option which would maybe choose a random portion of the brush to not apply. If you wanted to go completely crazy with it, here's how it would be awesome:
After selecting your brush, you may choose a static brush. This brush is inverted at half the size of the normal brush, placed at a random location upon the brush each time you click.
So let's say I select cracks as my brush. If I took the constant square as my static, a random portion 1/2 of the size of the brush would be missing each time I clicked. If I hold down the button to really pronounce the cracks, I'd get a consistant set missing that portion, but if I clicked again I'd get a different set of cracks missing a different portion. If I'd chosen the linear square, instead of the cracks abruptly ending at where the 'static' began, they'd slowly fade to an uncracked portion near the middle of the 'static' brush's area.
The reason this is far better than just using one brush and then the other is the idea of applying one brush only to the other. Getting a large area of random-seeming cracks right now requires a ton of custom brushes or a lot of sideways approach to it in my experience. If I could have the cracks template randomly removed from a portion of the cracks template every time I clicked, that's like handing me a ton more brushes by having the program build them on the fly.
I believe the norm is to simply devise a map that is the reflection of what you'd like your floating islands' bottoms to look like, and then set up a custom cave/tunnel layer to mirror that (with a high ceiling - like ~110), toying with the smoothness settings for the floor (set at ~63) to get some gentle hills instead of a flat plain (and setting the floor material to grass so it's not a dead expanse) - painting the custom layer everywhere. You can then go back into the map after the cavern layer has run and reshape the tops of your floating islands as desired, merging in the new topography whilst keeping the mountain-like undersides.
http://imgur.com/G9cD8gs
I may just be more irritating to look at than really showing in the map itself when playing, but I still think its a bug.
Drying up all the water was no problem, and converting OCEAN to GRASSLAND was OK, but WorldPainter doesn't recognize DEEP OCEAN. It just says "BIOME 24" and MCDungeon - the utility I will be using on this map to create dungeons for exploration, reads the BIOME ID and not the actual "physical surroundings" when examining chunks for dungeon placement.
So - even if I dry up the water, as long as the biome is still marked 24: DEEP OCEAN, it won't place any dungeons in that area because they could technically be under water, which wrecks the redstone mechanisms and traps it creates in these dungeons.
I can paint over 24 with something else, but it's less precise and makes for messier looking maps when viewed with Overviewer because of the overlap where non-24 is also converted.
Is there another update coming that will implement all the new biomes, or do I just do it all by hand and hope for the best?
Deep Ocean isn't always surrounded by "Normal" Ocean, but I see where you're going with this. Thanks for the pointers!
Shouldn't be, although I'm not sure what they'll look like in the interface. Just try it and see for yourself. It won't actually affect your savegame unless you merge or overwrite it.
A word of warning, though, you can't really edit terrain that's already had blocks placed on it.
Vergissmeinnicht.
You don't have to do that, WorldPainter already makes a backup every time your Export or Merge a map!
I created WorldPainter. For support, please visit the WorldPainter subreddit.
It's important to understand that WorldPainter doesn't import any blocks when you import a map, mod or no. It only imports the height and type of the terrain.
When you Merge the map, it will leave all blocks from the existing map alone, including mod blocks (unless you've raised or lowered the terrain of course, in which case it will move the blocks up or down (if they were above ground) or remove them (if they were below ground and you lowered the terrain past them). So the answer to your question is: no, they will not be deleted, except in the very specific circumstances you would expect them to be.
WorldPainter won't recognise mod blocks as terrain, so it will pick the first block beneath it which it does recognise. This might create "holes" in the terrain if you have mod blocks on the surface, but as long as you leave those holes alone and don't fill them in or smooth them out, they will be filled back in with the mod blocks from the existing map when you Merge the map and everything will be fine.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
Everything works fine inside of WorldPainter. Then I export. I go into the world and I fly into the void, as I surrounded what I made with void, and it crashes. I suspect it is the void causing this. Is anyone else having this issue? I am using latest version.
http://gyazo.com/0b5ea774e404e1962c440b4f3b6982ed
This is the weird border thing with custom layers. Made on 1.6.5. I can still send you the .world, but if so then I'd have to do it personally.
Is there lots of water along the world edge? I've seen this happen myself, and I have the impression that Minecraft 1.7.2 can't cope with large amounts of dropping water (which 1.6.4 has no problem with).
I created WorldPainter. For support, please visit the WorldPainter subreddit.
I think this probably can't be helped; it's a consequence of the parallel exporting of the regions. The effect is a lot less pronounced than it was (you'll notice that there are some trees straddling the region borders). It's noticeable on a map view, but probably not in-game if you don't go looking for it, so my advice is to just accept and ignore it. If you really think it's problematic, send me the .world file and I'll see if I can tweak the algorithm, but I can't make any promises!
I created WorldPainter. For support, please visit the WorldPainter subreddit.