Hey, just got this. I tried importing a world that was all cobble (city foundation) and it won't show the cobble. anyway, I can't really edit it because all i see are stone and dirt, not the cobble. Thanks for any help.
Wait, so there are cobble structures on the map that were built in-game? Is that what you're saying?
Worldpainter can't really edit areas that have structures in them built in-game. The "import" feature is really only useful for editing untouched geography, and even then only to an extent.
It didn't show natural or manmade cobble, like the cobble i "painted in". it just goes goes invisible as if it wasn't there. makes it a pain when i import something to change the landscape before a build.
Look in the middle of this picture. http://imgur.com/11dWLXm You will see lines on the little mountain. This is the bug that I've been talking about.
You mean the square shapes? I see them on the mountain in the middle, and larger but fainter squares all over the map. Is that what you are talking about?
I'm pretty sure those weren't introduced by WorldPainter. I can't think of any way WorldPainter could cause such regular artefacts. Is this world imported from a height map? If so, could you post the height map? Did you change the scale to something other than 100% when importing it?
Edit: lentebriesje posted his response while I was typing mine... That is another possibility of course, that it was caused either by those lines being present in the custom brush, or by trying to use a small, low resolution custom brush at too large a size.
You will see lines on the little mountain. This is the bug that I've been talking about.
At the risk of sounding like a smartass... I think Lente was right about brush resolution.
I usually see that effect when using a small brush at a very large size. I always assumed it's just pixelization. Worldedit is a heightmap editor, which is really just a specialized image editor, and the basic laws of image editing still apply. Expanding a small image to a large size while maintaining quality would require intelligently adding non-existent information. Which would be like the Philosopher's Stone of image manipulation.
I just run a low-intensity Smooth tool over it if I need to.
Yes, you can clearly see the lines/square shaped artefacts in that brush when you open it in an image viewer. Those artefacts would only be amplified when you enlarge the brush. It seems pretty clear by this point that this is not a bug in WorldPainter. Things to keep in mind for best results:
Choose good quality brushes, smooth and without visible artefacts
Don't make it larger than its native size. If you want to use large brushes in WorldPainter, make sure to use a custom brush image which is at least (close to) that size natively. Remember that the brush size reported in the status bar is the radius, not the diameter (which is twice the radius plus one).
As Winter Wind points out, if you do get artefacts like this you can smooth them out with the Smooth tool at low intensity. If you even think it's necessary, as those lines will probably not be noticeable in-game at all.
My world's population seems to be overpopulating. The density of the vanilla minecraft lakes, as well as mod generated structures are far more dense than normal. Multiple thaumic pillars being visible from the start (they should be very rare to find even one). Does anyone have any idea how this could be fixed? I'm running on 1.6.4 with MCPC+ and a few dozen mods.
My world's population seems to be overpopulating. The density of the vanilla minecraft lakes, as well as mod generated structures are far more dense than normal. Multiple thaumic pillars being visible from the start (they should be very rare to find even one). Does anyone have any idea how this could be fixed? I'm running on 1.6.4 with MCPC+ and a few dozen mods.
Additionally, this map is rather large, is there any way to pre-gen (populate only) a map?
I'm guessing you're using the "populate" layer as well as checking the "allow minecraft to populate the terrain" box. Doing so will double everything.
As for your second question, I think there's a tool for that somewhere in the forums here... can't think of what it's called, but it's probably not hard to find.
my install4j wizard can't reach my java jre7 in windowsX86, when i tell it where it is it says it is corrupted? any suggestions?
Erm, you're using 32 bit Java and downloading the 32 bit version, right? And your java is up to date? And did you try downloading the installer again on the off-chance that it's right and it's actually corrupt?
I'm not really an expert on these matters, but those would be the first three things I'd check.
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.
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 have a trouble. I'm trying to work on a map with an height over 256. I found the way to generate a 16bit png image (grey scale) and I tried to import it in worldpainter.
WorldPainter does not support 16-bit height maps yet. It will load them, but they get rounded to 8-bit. 16-bit support is coming, but you'll have to be patient for a bit. Until then it's best to work with 8-bit height maps only.
I just released version 1.6.6 of WorldPainter. This is not the Minecraft 1.7 compatibility release, but it does contain a bunch of features which will make it easier to work with importing and generating Minecraft 1.7 maps, as well as a few other changes:
Minecraft 1.7 Pain Alleviation
New feature: layer palettes! This allows you to group custom layers together on separate palettes, alleviating the problem that if you have too many custom layers they don't fit on the screen any more. To use: right-click on a layer button, choose "Move to palette", then choose the name of an existing palette or "New palette" to create a new one. In the future you will be able to hide and/or collapse these palettes, but as of now that is not yet possible
It is now possible to select custom biomes for the "only on" or "except on" brush filter settings
Added support (names, light calculation, rotation and mirroring, etc.) for new blocks in Minecraft 1.7
When importing existing Minecraft maps, as a temporary solution until full Minecraft 1.7 support arrives, WorldPainter will create custom terrain types for the new biome surface blocks (red sand, hardened clay, stained clay, permadirt and podzol) so these biomes can be more or less correctly imported and edited
Other Changes
New option: "keep steep terrain covered". It's on the Dimension Properties/Export screen next to the top layer depth settings. It is on by default for new worlds; for existing worlds it remains off. It does what it says: it makes sure that the surface layer is extended downwards on steep terrain as much as needed to prevent the subsurface material from being visible. It prevents the stone underground showing through on cliffs and steep mountain sides, for instance. If you *want* that effect you can of course turn it off
New import option: when importing an existing map there is a new setting (which is also the new default) for when to mark chunks read only: "chunks with man made blocks *above ground*". This will prevent chunks from being marked read only just because there are underground structures such as abandoned mines or strongholds. The old option of man made chunks at any level is also still available
WorldPainter will try to remove blocks that would pop off in Minecraft anyway because they are placed on invalid blocks. It already did this for some block types (for instance flowers on anything but Grass or Dirt blocks), but it has been expanded to include Snow and Wheat blocks. Other invalid configurations will be added in the future. The reason is that large areas of these invalid block configurations have been known to crash Minecraft upon loading the map or entering the area
Bug fix: make the "bottomless world" option work with the Cave/Tunnel layer
You will be offered the new version automatically when you next start WorldPainter, or you can download it from the first post. Please let me know if you encounter any difficulties, especially with the new layer palettes support, which is a major change that touched a lot of code and may yet have problems in uncommon circumstances!
I get an error whenever I try to import my world from 1.6.2.
java.lang.IllegalArgumentException: Don't know how to create custom terrain type for material Dirt (7)
at org.pepsoft.worldpainter.importing.MapImporter.createCustomTerrainType(MapImporter.java:518)
at org.pepsoft.worldpainter.importing.MapImporter.importDimension(MapImporter.java:334)
at org.pepsoft.worldpainter.importing.MapImporter.doImport(MapImporter.java:143)
at org.pepsoft.worldpainter.importing.MapImportDialog$6.execute(MapImportDialog.java:424)
at org.pepsoft.worldpainter.importing.MapImportDialog$6.execute(MapImportDialog.java:404)
WorldPainter version: 1.6.6
java.version: 1.7.0_25
java.vendor: Oracle Corporation
java.vm.version: 23.25-b01
java.vm.vendor: Oracle Corporation
java.vm.name: Java HotSpot(TM) Client VM
os.name: Windows 7
os.arch: x86
os.version: 6.1
user.home: C:\Users\Owner
user.dir: C:\Program Files (x86)\WorldPainter
user.country: US
user.language: en
Free memory: 24032992 bytes
Total memory size: 55656448 bytes
Max memory size: 1037959168 bytes
I am running Windows 7 Ultimate x64
I have Java 7.45 x64 installed
I have downloaded the x64 version of World painter and clicked to install. It hangs at about 98% on the installer wizard.
"WorldPainter is preparing the install4j Wizard which will guide you through the rest of the setup process."
I have been quick to click the UAC dialog when it appears, and I have also tried "Run as Administrator" with the same result.
[EDIT]
I noticed an error.log file in my download folder. I could not open it while the installer was open. If you want the contents of that log let me know.
Here are the first five lines:
java.lang.NullPointerException
at com.sun.java.swing.plaf.windows.XPStyle.getTypeEnumName(Unknown Source)
at com.sun.java.swing.plaf.windows.XPStyle.getBorder(Unknown Source)
at com.sun.java.swing.plaf.windows.WindowsLookAndFeel$XPBorderValue.getXPValue(Unknown Source)
at com.sun.java.swing.plaf.windows.WindowsLookAndFeel$XPValue.createValue(Unknown Source)
I get an error whenever I try to import my world from 1.6.2.
java.lang.IllegalArgumentException: Don't know how to create custom terrain type for material Dirt (7)
There seem to be non standard blocks in your map. It's choking on a block with block ID 3 (dirt) but a data value of 7, which is not a valid data value for dirt. Do you know what that block is doing there?
In the previous version of WorldPainter this block would have been imported as regular dirt. When merging the regular dirt would replace whatever this block is. I could restore that behaviour, but I'm not sure how useful that would be. I could also have it ignore the non-standard dirt block and keep going until it finds a standard block during the import. That would keep the non standard blocks intact upon merging, but might make it harder to edit the surface in WorldPainter since the top layer will be missing, or will have holes in it. What do you think would be more useful?
I have downloaded the x64 version of World painter and clicked to install. It hangs at about 98% on the installer wizard.
"WorldPainter is preparing the install4j Wizard which will guide you through the rest of the setup process."
java.lang.NullPointerException
at com.sun.java.swing.plaf.windows.XPStyle.getTypeEnumName(Unknown Source)
Could be a custom Windows theme interfering, is that possible? If so check the second bullet of this paragraph on the Troubleshooting page for some potential fixes.
Could be a custom Windows theme interfering, is that possible? If so check the second bullet of this paragraph on the Troubleshooting page for some potential fixes.
I would like to thank you very much for the swift reply, Sir.
It was indeed my custom theme that was causing the installer to hang.
I switched to a standard Windows 7 theme (nearly blinded myself switching from a black theme to a standard white) and it installed with ease.
If I have issues running the program once I switch back to my dark theme I will use the "disable visual theme" option in the compatability options.
[EDIT]
The 'disable visual theme' isn't an active option...
I guess I will have to manually switch the theme when I use WorldPainter. No big deal, worth it if I get a world exactly how I like it.
There seem to be non standard blocks in your map. It's choking on a block with block ID 3 (dirt) but a data value of 7, which is not a valid data value for dirt. Do you know what that block is doing there?
In the previous version of WorldPainter this block would have been imported as regular dirt. When merging the regular dirt would replace whatever this block is. I could restore that behaviour, but I'm not sure how useful that would be. I could also have it ignore the non-standard dirt block and keep going until it finds a standard block during the import. That would keep the non standard blocks intact upon merging, but might make it harder to edit the surface in WorldPainter since the top layer will be missing, or will have holes in it. What do you think would be more useful?
Could be a custom Windows theme interfering, is that possible? If so check the second bullet of this paragraph on the Troubleshooting page for some potential fixes.
What makes a block non-standard? Could you give me an example of how it could become nonstandard and how I can identify a nonstandard block?
EDIT: Could it be the fact we have roses and 1.7 no longer has roses?
http://imgur.com/11dWLXm
You will see lines on the little mountain. This is the bug that I've been talking about.
Hey, just got this. I tried importing a world that was all cobble (city foundation) and it won't show the cobble. anyway, I can't really edit it because all i see are stone and dirt, not the cobble. Thanks for any help.
Worldpainter can't really edit areas that have structures in them built in-game. The "import" feature is really only useful for editing untouched geography, and even then only to an extent.
It didn't show natural or manmade cobble, like the cobble i "painted in". it just goes goes invisible as if it wasn't there. makes it a pain when i import something to change the landscape before a build.
no.
You mean the square shapes? I see them on the mountain in the middle, and larger but fainter squares all over the map. Is that what you are talking about?
I'm pretty sure those weren't introduced by WorldPainter. I can't think of any way WorldPainter could cause such regular artefacts. Is this world imported from a height map? If so, could you post the height map? Did you change the scale to something other than 100% when importing it?
Edit: lentebriesje posted his response while I was typing mine... That is another possibility of course, that it was caused either by those lines being present in the custom brush, or by trying to use a small, low resolution custom brush at too large a size.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
At the risk of sounding like a smartass... I think Lente was right about brush resolution.
I usually see that effect when using a small brush at a very large size. I always assumed it's just pixelization. Worldedit is a heightmap editor, which is really just a specialized image editor, and the basic laws of image editing still apply. Expanding a small image to a large size while maintaining quality would require intelligently adding non-existent information. Which would be like the Philosopher's Stone of image manipulation.
I just run a low-intensity Smooth tool over it if I need to.
Vergissmeinnicht.
Yes, you can clearly see the lines/square shaped artefacts in that brush when you open it in an image viewer. Those artefacts would only be amplified when you enlarge the brush. It seems pretty clear by this point that this is not a bug in WorldPainter. Things to keep in mind for best results:
I created WorldPainter. For support, please visit the WorldPainter subreddit.
World map for reference
Additionally, this map is rather large, is there any way to pre-gen (populate only) a map?
I'm guessing you're using the "populate" layer as well as checking the "allow minecraft to populate the terrain" box. Doing so will double everything.
As for your second question, I think there's a tool for that somewhere in the forums here... can't think of what it's called, but it's probably not hard to find.
Vergissmeinnicht.
ACEErm, you're using 32 bit Java and downloading the 32 bit version, right? And your java is up to date? And did you try downloading the installer again on the off-chance that it's right and it's actually corrupt?
I'm not really an expert on these matters, but those would be the first three things I'd check.
Vergissmeinnicht.
Ok, ill see
What is a magic pad?
WorldPainter does not support 16-bit height maps yet. It will load them, but they get rounded to 8-bit. 16-bit support is coming, but you'll have to be patient for a bit. Until then it's best to work with 8-bit height maps only.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
I just released version 1.6.6 of WorldPainter. This is not the Minecraft 1.7 compatibility release, but it does contain a bunch of features which will make it easier to work with importing and generating Minecraft 1.7 maps, as well as a few other changes:
Minecraft 1.7 Pain Alleviation
I created WorldPainter. For support, please visit the WorldPainter subreddit.
at org.pepsoft.worldpainter.importing.MapImporter.createCustomTerrainType(MapImporter.java:518)
at org.pepsoft.worldpainter.importing.MapImporter.importDimension(MapImporter.java:334)
at org.pepsoft.worldpainter.importing.MapImporter.doImport(MapImporter.java:143)
at org.pepsoft.worldpainter.importing.MapImportDialog$6.execute(MapImportDialog.java:424)
at org.pepsoft.worldpainter.importing.MapImportDialog$6.execute(MapImportDialog.java:404)
WorldPainter version: 1.6.6
java.version: 1.7.0_25
java.vendor: Oracle Corporation
java.vm.version: 23.25-b01
java.vm.vendor: Oracle Corporation
java.vm.name: Java HotSpot(TM) Client VM
os.name: Windows 7
os.arch: x86
os.version: 6.1
user.home: C:\Users\Owner
user.dir: C:\Program Files (x86)\WorldPainter
user.country: US
user.language: en
Free memory: 24032992 bytes
Total memory size: 55656448 bytes
Max memory size: 1037959168 bytes
Operation: null
Radius: 50
Brush: Plateau Circle (radius=0, brushShape=CIRCLE, level=1.0)/Sine Circle (radius=0, brushShape=CIRCLE, level=1.0)
Level: 0.51/0.51
Zoom: 0
Hidden layers: [Biome]
I am running Windows 7 Ultimate x64
I have Java 7.45 x64 installed
I have downloaded the x64 version of World painter and clicked to install. It hangs at about 98% on the installer wizard.
"WorldPainter is preparing the install4j Wizard which will guide you through the rest of the setup process."
I have been quick to click the UAC dialog when it appears, and I have also tried "Run as Administrator" with the same result.
[EDIT]
I noticed an error.log file in my download folder. I could not open it while the installer was open. If you want the contents of that log let me know.
Here are the first five lines:
at com.sun.java.swing.plaf.windows.XPStyle.getTypeEnumName(Unknown Source)
at com.sun.java.swing.plaf.windows.XPStyle.getBorder(Unknown Source)
at com.sun.java.swing.plaf.windows.WindowsLookAndFeel$XPBorderValue.getXPValue(Unknown Source)
at com.sun.java.swing.plaf.windows.WindowsLookAndFeel$XPValue.createValue(Unknown Source)
There seem to be non standard blocks in your map. It's choking on a block with block ID 3 (dirt) but a data value of 7, which is not a valid data value for dirt. Do you know what that block is doing there?
In the previous version of WorldPainter this block would have been imported as regular dirt. When merging the regular dirt would replace whatever this block is. I could restore that behaviour, but I'm not sure how useful that would be. I could also have it ignore the non-standard dirt block and keep going until it finds a standard block during the import. That would keep the non standard blocks intact upon merging, but might make it harder to edit the surface in WorldPainter since the top layer will be missing, or will have holes in it. What do you think would be more useful?
Could be a custom Windows theme interfering, is that possible? If so check the second bullet of this paragraph on the Troubleshooting page for some potential fixes.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
I would like to thank you very much for the swift reply, Sir.
It was indeed my custom theme that was causing the installer to hang.
I switched to a standard Windows 7 theme (nearly blinded myself switching from a black theme to a standard white) and it installed with ease.
If I have issues running the program once I switch back to my dark theme I will use the "disable visual theme" option in the compatability options.
[EDIT]
The 'disable visual theme' isn't an active option...
Thanks again,
*Smiggledoink*
EDIT: Could it be the fact we have roses and 1.7 no longer has roses?