I love this editor, but I have a potential issue. I cannot figure out how to adjust the height of the underwater level. I am making an island-based adventure map, and I need the level of the seafloor to be low enough for ships and large boats.
50x50 pixel brush. With a radius of 25 I get the picture in the bottom corner, very smashed. At radius 50 I get random blocks on the edges and where transparency is supposed to be (Between the bottom of s and t there's a random pixel) I wanted it to be a sharp edge like the brush, but I cant seem to get it.
If you want the edge to be sharp, make sure that it is actually sharp in the brush image. That text probably has antialiased edges which will result in fuzzy edges in game. You should also know that the diameter of the brush is actually twice the radius plus one. In other words when the radius is 25 the size of the brush is 51 by 51 pixels, so if you want a one to one correspondence of the pixels that's the size you should make the brush image.
Another thing to keep in mind is that if the brush image is too small WorldPainter will have to scale it up, and it uses bicubic interpolation to do that, which will also make the edges fuzzy, so if you want to avoid that make sure the image is large enough.
A custom brush is just a png image which you can create with a paint program or download off the Internet. It should be grey scale, and be white on black (in other words white means full intensity, black means no effect, with shades of grey meaning intensities in between none and full). If you want to use an image that is black on white you'll have to invert it first using a paint program. The image should also be square, and of a decent size (if it's too small WorldPainter has to blow it up, which won't look as good as if it was big enough to begin with).
Place the image in the custom brushes folder to use it as a custom brush. You can open this folder from the Tools menu. You'll have to restart WorldPainter for the new custom brush to show up. You can create the image yourself in a paint program such as Gimp, which has many filters you can use to create interesting patterns, or you can find images online. Height maps of mountains make good custom brushes, for instance.
Why does light calculation for the nether take so long!
Because the Nether is filled from top to bottom with large and complex caves with glowstone and lava everywhere. The light is much more complex than the surface world which is pretty much fully lit above ground and black below.
First thanks for this tool! I just discovered it yesterday, and I have no clue why I didn't heard of it before! This is THE tool I was waiting for Minecraft and It's amazing. I'm really looking forward the future released. I instantly rewarded you to support this project!
Regarding the map borders, I don't know if that could be possible to generate terrain with the minecraft.jar, to get the actual terrain that Minecraft would generate, to make a smoother transition with our painted map.
While that's possible in theory, I'm afraid that in practice it is not feasible. It would be far too much work to try and piece together how to call the minecraft.jar to do that, especially since the code is obfuscated, and I'd have to repeat it every time a new version is released.
One technique to get a better match between your world and its surroundings is to create the world from the Biomes Viewer tool and place it in an ocean (and surround your world with ocean as well). The ocean floors still won't match up, but the transition will still look much better than if it were land.
I'm sure someone has already said this, but I really think you should add the ability for us to upload an image onto here, and have it generate the world from the image.
You're right, it has been said before, and my answer is still the same: that would be completely besides the point of WorldPainter! The whole idea of WorldPainter is to paint the world inside WorldPainter, not to use a paint program and import that. That would make WorldPainter no more than a dumb tool for converting images to Minecraft maps. Not that there would be anything wrong with such a tool, but that's not what I want WorldPainter to be.
If there are things you are missing, or you think are inconvenient, for you to use WorldPainter to paint the world in, please let me know!
Reminder: please don't quote the entire post when you reply!
Some people (you know who you are, please go back and edit your posts) keep quoting the entire post when they reply to me, even if my post was in answer to many different people. This clutters up the thread and makes it more difficult to follow. Please don't do that! Trim the quoted text to the relevant portion. This is good netiquette, not just for this thread, but on every Internet forum.
But (there's always a but) it could really benefit from a 'heightmap' color scheme. White - 255, Black - 0, everything else varying shades in between. It would make seeing the terrain elevation you're currently working with a whole lot easier.
Still can't use World Painter cause of that stupid JVM bs...I can't find anything on how to raise it, or fix it. Can you just link older versions or something? Or make it clearer how to lower it. No one i ask knows how and I'd really like to have World Painter back..
Still can't use World Painter cause of that stupid JVM bs...I can't find anything on how to raise it, or fix it. Can you just link older versions or something? Or make it clearer how to lower it. No one i ask knows how and I'd really like to have World Painter back..
Since 0.7.3 i can't open worldpainter, it gives this error: The JVM could not be started. The maximum heap size (-Xmx) might be too large or firewall tool could block the execution.
I could open it before 0.7.3.
I asked for more information and gave some suggestions at the top of the previous page, but nobody got back to me...
Please read my post at the top of page 156. Try the suggested actions, and please let me know if you were able to fix the problem (and what value you had to use)!
But (there's always a but) it could really benefit from a 'heightmap' color scheme. White - 255, Black - 0, everything else varying shades in between. It would make seeing the terrain elevation you're currently working with a whole lot easier.
I'm not sure that would be practical. The difference between the shades of grey would be very subtle. Have you tried the 3D view? That's a good way to judge relative heights. And I'm sure you know that the height beneath the cursor is shown in the status bar.
Having said that, I am looking into adding some sort of contour lines (not easy), and the next release will have the ability to export the map as a height map.
would it be posible to import custom biomes to world painter? trees?
for use with Extra Biomes XL mod, or a similar mod for that matter?
I'm not sure that you mean with "custom biomes", but you can import custom objects in the bo2 format (as used by the Terrain Control mod). Press the plus button on the Layers panel to define a new custom layer which contains one or more custom objects (which could be trees, or anything else).
I think the shade of grey would be a great idea for the more general first editing and to have more ability to see what is at the same level far easier than the actual render.
Adding contour lines turned out to be easier than I thought (although they don't work perfectly, they disappear if the slope is steeper than 45 degrees where the line should be), so the next release will have them. Let's wait and see if that might be enough.
Is it possible to find out how to control what Minecraft would generate naturally and have options of what exactly to generate, like mineshaft, ravine... etc but not the lava and water pool on the surface?
No, unfortunately that is not possible. WorldPainter has no control over that. I just added this question to the FAQ.
I have another question. Is it possible to paint material, biomes, frost... etc only in a certain level or in a level range? That could be a very useful option to the tools if that doesn't exist yet
Not yet, but that is requested regularly and I will probably add options like that in the near future.
I asked for more information and gave some suggestions at the top of the previous page, but nobody got back to me...
Please read my post at the top of page 156. Try the suggested actions, and please let me know if you were able to fix the problem (and what value you had to use)!
I don't know how to find whatever files your asking for...You pretty much said, HEY I EXPECT YOU TO KNOW, NOW GO FIND IT AND SEND IT PLEASE!
No one I asked even knows how to find the XMx or JVM files. They don't even know what they are. You need to say how to find them, not everyone w ill know how. I searched the world painter files but they are empty, theres nothing in t hem.
I don't know how to find whatever files your asking for...You pretty much said, HEY I EXPECT YOU TO KNOW, NOW GO FIND IT AND SEND IT PLEASE!
No one I asked even knows how to find the XMx or JVM files. They don't even know what they are. You need to say how to find them, not everyone w ill know how. I searched the world painter files but they are empty, theres nothing in t hem.
Where did I mention a an "XMx file" or a "JVM file"? And I don't know in which files you looked, but WorldPainter does not come with any empty files. The post is pretty short and tells you exactly where the file is, exactly which program to use and exactly how to start it. I don't know how to make it more clear, I'm sorry. Other people (like NovaStorm1) seem to be able to follow the instructions.
It may not be necessary any more though, since the test version I posted above (under "Testers wanted!") may fix this problem, so I would try installing that. The download links are in that post.
Edit: the post about the test version is now on the next page!
I was wondering, how do I remove biomes i've placed? I have accidently placed a few forests over my desert D:
You can't remove biomes (except by completely disabling them), but you can replace them. Just paint over the forest biome with desert biome (or whichever biome you want there). If you have automatic biomes enabled you can also right-click (with any biome selected) to reset the biomes to the default.
Left click didn't work for me with 0.7.3 but now that works in 0.8. You can still paint back the desert biome on you desert, anyway
Huh? I'm not aware of this. What do you mean exactly with "left click didn't work"? Left-clicking where, with which tool selected? What were you expecting it to do, and what happened instead?
The trees are still there, I used Deciduous button on the left side.
This is making me thing that you are not actually talking about biomes, but about layers. You can remove layers by right-clicking (with the layer you want to remove selected). It works best if you select a solid brush.
That's not good. What do you mean exactly with "trying left click" (which tool, and where are you left clicking) and what is the error you get? Can you use the buttons on the error popup to send me the details?
Oops sorry, I meant RIGHT click didn't work in 0.7.3
EDIT: (For removing biomes)
Ah ok. That's strange, nothing has changed in that functionality in version 0.8. Are you sure it didn't work? Like I told Babadoc above (although it turned out he wasn't actually talking about biomes), you can't remove biomes, just replace them with different ones. Right-clicking with a biome selected replaces the biomes with the defaults (either the automatic biome determined by the terrain and any layers in use, or the biome which would be there in Minecraft as calculated by the minecraft.jar). It only works if you actually have a biome scheme selected, otherwise there is no default to change it to.
Use the Height tool.
If you want the edge to be sharp, make sure that it is actually sharp in the brush image. That text probably has antialiased edges which will result in fuzzy edges in game. You should also know that the diameter of the brush is actually twice the radius plus one. In other words when the radius is 25 the size of the brush is 51 by 51 pixels, so if you want a one to one correspondence of the pixels that's the size you should make the brush image.
Another thing to keep in mind is that if the brush image is too small WorldPainter will have to scale it up, and it uses bicubic interpolation to do that, which will also make the edges fuzzy, so if you want to avoid that make sure the image is large enough.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
A custom brush is just a png image which you can create with a paint program or download off the Internet. It should be grey scale, and be white on black (in other words white means full intensity, black means no effect, with shades of grey meaning intensities in between none and full). If you want to use an image that is black on white you'll have to invert it first using a paint program. The image should also be square, and of a decent size (if it's too small WorldPainter has to blow it up, which won't look as good as if it was big enough to begin with).
Place the image in the custom brushes folder to use it as a custom brush. You can open this folder from the Tools menu. You'll have to restart WorldPainter for the new custom brush to show up. You can create the image yourself in a paint program such as Gimp, which has many filters you can use to create interesting patterns, or you can find images online. Height maps of mountains make good custom brushes, for instance.
Because the Nether is filled from top to bottom with large and complex caves with glowstone and lava everywhere. The light is much more complex than the surface world which is pretty much fully lit above ground and black below.
Not yet, but that makes sense so I'll put it on the list.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
You should also make a base image for custom brushes so we know what to go off of, and we have an idea of what it looks like.
Thank you very much, it is much appreciated!
While that's possible in theory, I'm afraid that in practice it is not feasible. It would be far too much work to try and piece together how to call the minecraft.jar to do that, especially since the code is obfuscated, and I'd have to repeat it every time a new version is released.
One technique to get a better match between your world and its surroundings is to create the world from the Biomes Viewer tool and place it in an ocean (and surround your world with ocean as well). The ocean floors still won't match up, but the transition will still look much better than if it were land.
You're right, it has been said before, and my answer is still the same: that would be completely besides the point of WorldPainter! The whole idea of WorldPainter is to paint the world inside WorldPainter, not to use a paint program and import that. That would make WorldPainter no more than a dumb tool for converting images to Minecraft maps. Not that there would be anything wrong with such a tool, but that's not what I want WorldPainter to be.
If there are things you are missing, or you think are inconvenient, for you to use WorldPainter to paint the world in, please let me know!
I created WorldPainter. For support, please visit the WorldPainter subreddit.
Some people (you know who you are, please go back and edit your posts) keep quoting the entire post when they reply to me, even if my post was in answer to many different people. This clutters up the thread and makes it more difficult to follow. Please don't do that! Trim the quoted text to the relevant portion. This is good netiquette, not just for this thread, but on every Internet forum.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
Edit: I fixed my post. You were probably talking to me at the most! lol
Sorry...
Also, just barely noticed that your avatar has both eyes the same way!
I don't think that's necessary. It would be ridiculously simple (a square). Plus there is no standard size for a brush image.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
But (there's always a but) it could really benefit from a 'heightmap' color scheme. White - 255, Black - 0, everything else varying shades in between. It would make seeing the terrain elevation you're currently working with a whole lot easier.
for use with Extra Biomes XL mod, or a similar mod for that matter?
I asked for more information and gave some suggestions at the top of the previous page, but nobody got back to me...
Please read my post at the top of page 156. Try the suggested actions, and please let me know if you were able to fix the problem (and what value you had to use)!
I created WorldPainter. For support, please visit the WorldPainter subreddit.
Thanks!
I'm not sure that would be practical. The difference between the shades of grey would be very subtle. Have you tried the 3D view? That's a good way to judge relative heights. And I'm sure you know that the height beneath the cursor is shown in the status bar.
Having said that, I am looking into adding some sort of contour lines (not easy), and the next release will have the ability to export the map as a height map.
I'm not sure that you mean with "custom biomes", but you can import custom objects in the bo2 format (as used by the Terrain Control mod). Press the plus button on the Layers panel to define a new custom layer which contains one or more custom objects (which could be trees, or anything else).
I created WorldPainter. For support, please visit the WorldPainter subreddit.
Adding contour lines turned out to be easier than I thought (although they don't work perfectly, they disappear if the slope is steeper than 45 degrees where the line should be), so the next release will have them. Let's wait and see if that might be enough.
You can rotate it by pressing l or r on your keyboard.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
No, unfortunately that is not possible. WorldPainter has no control over that. I just added this question to the FAQ.
Thanks!
Not yet, but that is requested regularly and I will probably add options like that in the near future.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
I don't know how to find whatever files your asking for...You pretty much said, HEY I EXPECT YOU TO KNOW, NOW GO FIND IT AND SEND IT PLEASE!
No one I asked even knows how to find the XMx or JVM files. They don't even know what they are. You need to say how to find them, not everyone w ill know how. I searched the world painter files but they are empty, theres nothing in t hem.
Where did I mention a an "XMx file" or a "JVM file"? And I don't know in which files you looked, but WorldPainter does not come with any empty files. The post is pretty short and tells you exactly where the file is, exactly which program to use and exactly how to start it. I don't know how to make it more clear, I'm sorry. Other people (like NovaStorm1) seem to be able to follow the instructions.
It may not be necessary any more though, since the test version I posted above (under "Testers wanted!") may fix this problem, so I would try installing that. The download links are in that post.
Edit: the post about the test version is now on the next page!
I created WorldPainter. For support, please visit the WorldPainter subreddit.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
You can't remove biomes (except by completely disabling them), but you can replace them. Just paint over the forest biome with desert biome (or whichever biome you want there). If you have automatic biomes enabled you can also right-click (with any biome selected) to reset the biomes to the default.
Huh? I'm not aware of this. What do you mean exactly with "left click didn't work"? Left-clicking where, with which tool selected? What were you expecting it to do, and what happened instead?
This is making me thing that you are not actually talking about biomes, but about layers. You can remove layers by right-clicking (with the layer you want to remove selected). It works best if you select a solid brush.
That's not good. What do you mean exactly with "trying left click" (which tool, and where are you left clicking) and what is the error you get? Can you use the buttons on the error popup to send me the details?
I created WorldPainter. For support, please visit the WorldPainter subreddit.
Ah ok. That's strange, nothing has changed in that functionality in version 0.8. Are you sure it didn't work? Like I told Babadoc above (although it turned out he wasn't actually talking about biomes), you can't remove biomes, just replace them with different ones. Right-clicking with a biome selected replaces the biomes with the defaults (either the automatic biome determined by the terrain and any layers in use, or the biome which would be there in Minecraft as calculated by the minecraft.jar). It only works if you actually have a biome scheme selected, otherwise there is no default to change it to.
I created WorldPainter. For support, please visit the WorldPainter subreddit.