I have modded minecraft, which adds ores and other stuff. So when I populate or add resources, do those ores and trees from mod be added to world too? And if not, is there way to add them?
Definitely not when WorldPainter generates the resources (how would it know?), but you can use a custom underground pockets layer to add pockets of an arbitrary block ID underground. If you use Populate it depends on the mod, you'd have to try it out.
How do you lower the terrain of a height map, By this i mean the entire map.
As PicSoul points out, you can shift the entire map up or down with Edit -> Change height.... Leave the map height the same, but check the "shift" checkbox and specify how many blocks you want to shift the map. You can then reset the water height with the Sponge tool, or the Global Operations tool.
But it's probably better to import the height map at the correct height to begin with. The Import Height Map screen has controls allowing you to specify exactly which value from the height map image should map to which height in-game. Use them to import everything at the desired height and vertical scale.
Is there any way to change the ocean/river floor?, I mean, without touching the terrain that is out the water.
It depends on exactly what you mean. One thing you could do is set the desired terrain type you want under water on the Default Terrain tab of the Dimension Properties, and then either paint the new terrain in manually by right-clicking with a Terrain selected, or by using "reset terrain type to default" on the Global Operations tool. Otherwise, you'll have to make your changes manually and be very careful with the brush...
i made an huge map for an big adventuremap and im on windows one day i tried to open it and this came java.lang.RuntimeException:
Root cause:
java.io.EOFException: Unexpected end of ZLIB input stream
...
i spent like 12 hours on this and it was on 0.8.9 so now i can't open it help me plz!
If you send me the .world file I'll take a look, but I'm afraid you should prepare yourself for the fact that the file is broken and your work is lost. That error message means that the file has been corrupted somehow, possibly cut off or something. WorldPainter would not have done that. Either there was an error when saving it (in which case you would have gotten an error message), or something must have happened to it afterwards.
If you exported the world to a Minecraft map you could import that map so that you don't have to start over completely...
There should be more custom material brushes instead of just 5, and in the input box for selecting the block ID for the brush, it should be like the data value input box. I'm trying to make a map with new blocks that don't use the 1-255 IDs.
I think that what you're asking for is support for 12-bit block ID's (block ID's that go from 0 to 4095). That would be quite a lot of work to add, and there is not a lot of demand (you're the first to ask), so I don't think this will happen any time soon, or at all. Not unless more people ask for it. I think most mods that use custom blocks use ID's in the 0-255 range, and you can already add those.
This may not be necessary, but could you add the ability to have decimals in the image overlay scaling?
It would help a lot for the people who want to make maps based on game terrain and need a perfect scale.
I was wondering if anyone could tell me how much strain it would put on my computer to make and continually save a 15000x15000 (approx.) map using the height limit of 255? And what kind of time I'm looking at when it comes to exporting said map?
Rollback Post to RevisionRollBack
Cats in space. Cats in space.
Cats on cats on cats in space.
I was wondering if anyone could tell me how much strain it would put on my computer to make and continually save a 15000x15000 (approx.) map using the height limit of 255? And what kind of time I'm looking at when it comes to exporting said map?
I don't believe just saving the map uses many resources. Exporting on the other hand is... VERY Demanding on a larger map like that.
Even if we know your PC's spec we would really have no clue how long it would take to render because there would be so many variables that giving a export time would be almost impossible i would think. Maybe someone that has created a LARGE map can chime in with the export times they have experienced.
This may not be necessary, but could you add the ability to have decimals in the image overlay scaling?
It would help a lot for the people who want to make maps based on game terrain and need a perfect scale.
I might, but I think it would be better for people with such exacting requirements to manually rescale the height map in an image editor before importing it. That would give you much better control, for more than I could ever build into WorldPainter.
Secondly, I would love if we chose precisely what we let minecraft generate, because I, for example, use biomes to make jungle trees, but I have to allow minecraft to populate the terrain, and it keeps creating wheals, cacti, lake, and stuff.
This is in the FAQ. Since it's Minecraft doing the populating, not WorldPainter, I have no control over what it does. All I can do is tell it whether or not to populate a chunk.
P.S. : the bo2 support is awesome, but does the settings we put in the betterbob editor have any influence on the way world painter use them ?
No, WorldPainter ignores most of them. In particular, WorldPainter does not support groups or branches. If there is a strong demand for it I might add support, but so far people don't seem to miss it much. The only settings WorldPainter does support are spawnWater, spawnLava and needsFoundation.
I was wondering if anyone could tell me how much strain it would put on my computer to make and continually save a 15000x15000 (approx.) map using the height limit of 255? And what kind of time I'm looking at when it comes to exporting said map?
It's impossible to say because it depends a lot on the capabilities of your computer. The export process is almost entirely CPU bound though, so the more cores and the faster your processor, the better. But if you want to know for sure, you'll have to test it.
To all Minecraft server admins and world operators:
This is to announce a new Bukkit plugin that I have created which may interest you. It has nothing to do with WorldPainter, I just want to plug it here once since many of you might be interested in it. It is called BukkitScript, and it allows you to run JavaScript scripts on the server, binding them to in-game events or commands and allowing you to influence the world and the players in it in various ways.
The idea is to be able to implement complex game mechanics without having to write an entire custom plugin for it or having to build complex redstone contraptions (if what you want is even possible with redstone). It is not meant for use by regular players, this is a plugin for the admins or operators to customise the gameplay of their worlds.
I am using it myself to reset the mc.pepsoft.org server (my demo Minecraft server for the PorteCoulissante and RetractableBridge Bukkit plugins) after the last player logs out, so that it is fresh and correctly configured (all gates closed, all doors, fence gates and trap doors closed, chests stocked, etc.) when someone logs in again. This is the kind of thing I envision people using it for, but of course you can be as creative as you want.
The kind of events you can currently bind scripts to are some particular time of day, a player interacting with a block, a command, the world becoming idle (the last player logging out), etc. The script can detect the presence or absence of redstone power, whether a block is present at some location, the contents of player inventories or chests, whether levers are on or off, etc., and actions it can perform include throwing switches and pushing buttons, opening or closing doors, fence gates and trap doors, editing inventories, sending messages, etc., both for individual blocks or players and for all blocks of a certain type in an area, or all players.
It is still in alpha stage; i plan to expand it with more events, properties and actions based on user feedback. If you are interested, take a look at the plugin at http://dev.bukkit.or...s/bukkitscript/. If you think it would be useful to you if only it had some event, property or action that it is currently missing, post it in the forum on that site (with a short motivation).
We now return you to your regular scheduled programming...
Hello i just wanted to know if i could use this to generate a map that works with TerraFirmaCraft because this has diferent ores and stones and trees and uses various biomes can i make world painter work with all that???
World Painter is amazing! It would be excellent if there were a selection tool to deactivate water and lava pools and beaches while populating the entire world or even bits of it.
I would be so happy if this were implemented, it would save me a lot of time, I really, really appreciate your work so far and this is just a suggestion.
Edit- just saw this in the FAQ.
I have some more questions and it seems like most people here know how to do this, but I am having problems understanding how to use bo2 files...
so my questions are:
what are bo2 files and what are they good for?
how do you make them?
it would be amazing if someone could answer the above questions
works great on mac. I would love to see some custom trees or objects already in there, and a more comprehensive viewing tool. maybe make it so you can create arches and floating stuff too. thanks for the awesome map creater, i used it for creating my servers spawn
World Painter is amazing! It would be excellent if there were a selection tool to deactivate water and lava pools and beaches while populating the entire world or even bits of it.
I would be so happy if this were implemented, it would save me a lot of time, I really, really appreciate your work so far and this is just a suggestion.
Edit- just saw this in the FAQ.
I have some more questions and it seems like most people here know how to do this, but I am having problems understanding how to use bo2 files...
so my questions are:
what are bo2 files and what are they good for?
how do you make them?
it would be amazing if someone could answer the above questions
(Reposting because it was pushed off the last page and I want more people to see it...)
Custom bo2 object layers
You can now create custom layers from bo2 object files as used by the Terrain Control mod. The layers work the same as the tree layers: they randomly add objects to the world, with the density controlled by the intensity of the layer. A layer can paint one object (randomly mirrored and rotated to add variety), or it can be a "tube" containing multiple different objects, which will be mixed randomly (for instance different kinds of trees and other vegetation or objects you might find in a forest).
You create custom layers by pressing the + button at the bottom of the Layers panel. It will ask you to specify the bo2 file or files to use (you can select multiple files by holding down Ctrl while you click on them), specify a name (keep it short, as it will be put on the layer button) and pick a colour for the layer in the editor. A button will be added to the Layers panel allowing you to paint with the layer just like any other layer.
Instead of one or more bo2 files you can also select a directory containing bo2 files, in which case it will use all those files. If you want a particular object type to be more prevalent in the layer you can make copies of the file so that the object is represented multiple times when you select all the files, or the directory.
Note: WorldPainter does not currently take the properties of the bo2 files into account, such as which block types they can spawn on, and does not support the concepts of groups or branches. The only current exception are the properties that indicate whether the object can spawn in water or lava, those are taken into account. Let me know if this is a problem in practice and I will look into expanding the bo2 object properties support. (Reposting because it was pushed off the last page and I want more people to see it...)
Hope that clears it up a little. Finding bo2 is the easy part i have a few thousand now and have made a few also. Just Google for them or search "bo2" in this thread and you will find a few links to them.
I'd like to follow up a bit on the information that PicSoul quoted about bo2 files:
As described, bo2 objects were originally designed in the Terrain Control mod to add things like custom trees and mushrooms to your world, but they can be used (or perhaps abused) in World Painter to do far more.
In principle, what bo2 objects allow you to do is to add arbitrary three-dimensional patterns of blocks to your world. Each x-y position of a WorldPainter map painted with a bo2 layer will have a certain probability derived from the intensity of the layer to have a bo2 object placed at that location. When a bo2 object is placed at a location, the pattern of blocks contained in the bo2 object will be randomly rotated and mirrored, and then whatever blocks were previously there will be replaced with the blocks in the bo2 object. The block coordinates in the bo2 object are relative to the surface of the ground at the x-y position where the bo2 object is being placed. Therefore, positive (and zero) z coordinates refer to block locations above the surface of the ground, while negative z coordinates refer to block locations below the surface of the ground. Therefore, if a bo2 object consists of an air block at coordinates (0,0,-1), it will replace the block just below the surface of the ground with air. If I paint this bo2 object in a maximum intensity layer in WorldPainter and export the world, about 16% or the surface will be covered with one-block-deep pits.
Now, suppose instead of a one-block-deep 1x1 pit, my bo2 object makes a two-block-deep 5x5 pit. When I paint this bo2 object at maximum intensity over an area, the bo2 objects overlap, most of the blocks in the first two layers of ground are replaced with air, and I get a big two-block-deep pit in the shape in which I painted the layer. There will be occasional stacks of two blocks left behind in the pit that were missed by the randomly placed bo2 objects.
So far, this isn't anything that we couldn't have done without bo2 objects, but now suppose that I change the z coordinates in my bo2 object so that instead of replacing the 1st and 2nd layers below the ground, it replaces the 10th and 11th layer. Then, when I paint with this bo2 object, it will create a two-block-high cave 10 blocks below the ground in the shape of the painted region. The occasional blocks that were missed by the bo2 objects will form pillar-like obstacles in the cave. This is the basic idea behind the cave bo2 objects that I have been posting. The top, bottom, and edges of the bo2 object can be roughened to give more realistic cave ceilings, floors, and walls, and layers of bo2 objects at different depths can be stacked to create multilevel cave systems.
Rivers can be created using a similar approach, in which the bo2 objects are kept at the surface, but the lower blocks are replaced with water instead of air. For some examples of rivers and caves created using bo2 objects, please see the WorldPainter User Creations forum.
Hey This Is Great, I Tried It Out And It Was Hell Easy To Use. Thanks For Creating This, I Was Waiting For Someone To Because I'm Not Really A Software Developer So I Suck At These Things.
You Should Consider Adding The Ability Of Creating FLOATING ISLANDS Or Some Sky Dimension To Create Islands With.
I haven't seen this reported, but this won't work in Java 7 in Linux.
I'm using Ubuntu 11, and it works great in java-6-sun, but java-7-opensdk gives an error.
[2012-07-09 17:45:35.296] {INFO } ( org.pepsoft.worldpainter.Main) Starting WorldPainter 0.9.1
[2012-07-09 17:45:35.316] {INFO } (oft.worldpainter.Configuration) Loading configuration from /home/rat/.worldpainter/
config
[2012-07-09 17:45:35.648] {INFO } (org.pepsoft.util.PluginManager) Loading plugins
[2012-07-09 17:45:35.654] {INFO } (dpainter.plugins.PluginManager) Loaded plugin: Default (version 0.9.1)
[2012-07-09 17:45:35.687] {INFO } ( org.pepsoft.worldpainter.Main) Checking for updates
java.lang.ExceptionInInitializerError
at org.pepsoft.worldpainter.Main$5.run(Main.java:287)
at java.awt.event.InvocationEvent.dispatch(InvocationEvent.java:251)
at java.awt.EventQueue.dispatchEventImpl(EventQueue.java:705)
at java.awt.EventQueue.access$000(EventQueue.java:101)
at java.awt.EventQueue$3.run(EventQueue.java:666)
at java.awt.EventQueue$3.run(EventQueue.java:664)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.ProtectionDomain$1.doIntersectionPrivilege(ProtectionDomain.java:76)
at java.awt.EventQueue.dispatchEvent(EventQueue.java:675)
at java.awt.EventDispatchThread.pumpOneEventForFilters(EventDispatchThread.java:211)
at java.awt.EventDispatchThread.pumpEventsForFilter(EventDispatchThread.java:128)
at java.awt.EventDispatchThread.pumpEventsForHierarchy(EventDispatchThread.java:117)
at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:113)
at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:105)
at java.awt.EventDispatchThread.run(EventDispatchThread.java:90)
Caused by: java.awt.HeadlessException
at sun.awt.HeadlessToolkit.getMenuShortcutKeyMask(HeadlessToolkit.java:237)
at org.pepsoft.worldpainter.App.<clinit>(App.java:4119)
... 15 more
[2012-07-09 17:45:38.793] {INFO } (oft.worldpainter.Configuration) Saving configuration to /home/rat/.worldpainter/con
fig
[2012-07-09 17:45:38.800] {INFO } ( org.pepsoft.worldpainter.Main) Shutting down WorldPainter
The Meaning of Life, the Universe, and Everything.
Join Date:
4/21/2011
Posts:
200
Minecraft:
Trevady
Member Details
Ok so I recently asked about why dungeons and villages dont spawn with world painter. However I found this dungeon in my world with noclip on. Its the only one I have found.
I used the populate with minecraft terrain. Just seemed weird to find.
Now I can do EVERYTHING I wanted to with my server dungeons, including having them reset automatically (or die trying), have scripted events, and story driven interactive npcs....(OR DIE TRYING)
So yeah, thoughts (based on what you've got so far according to bukkitdev):
Named Blocks -> Named Regions
modify world data, change blocks -> paste from MC Edit schematics at coordinates
Apply redstone power to coordinates/direction (opens and closes doors, powers wireless mechanisms, etc)
Spawn itemid at coordinates (rewards, power ups, exp for quest completion, the possibilities are immense)
modify container contents/inventory
Player control (lock player into cut scenes, change camera, forced travel from point to point)
Mob spawn control (turn off hostile spawning, etc) -> at coordinates (spawn mob at coordinates) -> areas (spawn rates, variety, conditions)
NPC Control
- Going to have to be able to set mob name variables...
- Programmable Dialouge (print conversation to chat, have mobs/programming wait for responses ie. y/n 1,2,3, etc)
- toggle to let mobs mill about with villager/whatever ai
- give mobs commands (travel to this point, wait for player, attack this entity, follow, etc)
It's a mouthful, but it's all just ideas (ideas with very applicable, planned, and intended uses even XD).
If you've already implemented something I said, then good on ya, because dragons, and you are one.
I might not have said it all the best way, I'm in a hurry. Kudos bro.
*sigh* Can we PLEASE allow the void tool to truly turn land into void instead of just removing the top layer? I'm trying to fix my one map, as well as a friends map that he used the old skylands map to build his own (and we want to remove the rest of the skylands) Come on man please. When I paint the void I exspect there to be a hole to the void there.That is what the void is for isn't it?
imported his map. We want to remove all the extra bits of land. a.k.a use the void tool to remove them. not just remove the top layer.
I would use MCEDIT but gods it crashes left and right most the time and takes freaking forever to remove even a small area and saving each time in fear of a crash.
Definitely not when WorldPainter generates the resources (how would it know?), but you can use a custom underground pockets layer to add pockets of an arbitrary block ID underground. If you use Populate it depends on the mod, you'd have to try it out.
What would it do?
As PicSoul points out, you can shift the entire map up or down with Edit -> Change height.... Leave the map height the same, but check the "shift" checkbox and specify how many blocks you want to shift the map. You can then reset the water height with the Sponge tool, or the Global Operations tool.
But it's probably better to import the height map at the correct height to begin with. The Import Height Map screen has controls allowing you to specify exactly which value from the height map image should map to which height in-game. Use them to import everything at the desired height and vertical scale.
It depends on exactly what you mean. One thing you could do is set the desired terrain type you want under water on the Default Terrain tab of the Dimension Properties, and then either paint the new terrain in manually by right-clicking with a Terrain selected, or by using "reset terrain type to default" on the Global Operations tool. Otherwise, you'll have to make your changes manually and be very careful with the brush...
You could not paint any caverns underneath the water. But of course then there would be no caverns underneath the water...
In the future I will probably add a setting making breaking of the surface under water optional.
If you send me the .world file I'll take a look, but I'm afraid you should prepare yourself for the fact that the file is broken and your work is lost. That error message means that the file has been corrupted somehow, possibly cut off or something. WorldPainter would not have done that. Either there was an error when saving it (in which case you would have gotten an error message), or something must have happened to it afterwards.
If you exported the world to a Minecraft map you could import that map so that you don't have to start over completely...
I created WorldPainter. For support, please visit the WorldPainter subreddit.
I think that what you're asking for is support for 12-bit block ID's (block ID's that go from 0 to 4095). That would be quite a lot of work to add, and there is not a lot of demand (you're the first to ask), so I don't think this will happen any time soon, or at all. Not unless more people ask for it. I think most mods that use custom blocks use ID's in the 0-255 range, and you can already add those.
I don't know, it depends on the mods. Try it out (you would need to enable "allow Minecraft to populate the entire terrain" for sure).
I created WorldPainter. For support, please visit the WorldPainter subreddit.
It would help a lot for the people who want to make maps based on game terrain and need a perfect scale.
Cats on cats on cats in space.
I don't believe just saving the map uses many resources. Exporting on the other hand is... VERY Demanding on a larger map like that.
Even if we know your PC's spec we would really have no clue how long it would take to render because there would be so many variables that giving a export time would be almost impossible i would think. Maybe someone that has created a LARGE map can chime in with the export times they have experienced.
I might, but I think it would be better for people with such exacting requirements to manually rescale the height map in an image editor before importing it. That would give you much better control, for more than I could ever build into WorldPainter.
This is in the FAQ. Since it's Minecraft doing the populating, not WorldPainter, I have no control over what it does. All I can do is tell it whether or not to populate a chunk.
No, WorldPainter ignores most of them. In particular, WorldPainter does not support groups or branches. If there is a strong demand for it I might add support, but so far people don't seem to miss it much. The only settings WorldPainter does support are spawnWater, spawnLava and needsFoundation.
It's impossible to say because it depends a lot on the capabilities of your computer. The export process is almost entirely CPU bound though, so the more cores and the faster your processor, the better. But if you want to know for sure, you'll have to test it.
Yes, and send me the link in a private message. But don't get your hopes up; like I said: the map is probably corrupted beyond repair.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
This is to announce a new Bukkit plugin that I have created which may interest you. It has nothing to do with WorldPainter, I just want to plug it here once since many of you might be interested in it. It is called BukkitScript, and it allows you to run JavaScript scripts on the server, binding them to in-game events or commands and allowing you to influence the world and the players in it in various ways.
The idea is to be able to implement complex game mechanics without having to write an entire custom plugin for it or having to build complex redstone contraptions (if what you want is even possible with redstone). It is not meant for use by regular players, this is a plugin for the admins or operators to customise the gameplay of their worlds.
I am using it myself to reset the mc.pepsoft.org server (my demo Minecraft server for the PorteCoulissante and RetractableBridge Bukkit plugins) after the last player logs out, so that it is fresh and correctly configured (all gates closed, all doors, fence gates and trap doors closed, chests stocked, etc.) when someone logs in again. This is the kind of thing I envision people using it for, but of course you can be as creative as you want.
The kind of events you can currently bind scripts to are some particular time of day, a player interacting with a block, a command, the world becoming idle (the last player logging out), etc. The script can detect the presence or absence of redstone power, whether a block is present at some location, the contents of player inventories or chests, whether levers are on or off, etc., and actions it can perform include throwing switches and pushing buttons, opening or closing doors, fence gates and trap doors, editing inventories, sending messages, etc., both for individual blocks or players and for all blocks of a certain type in an area, or all players.
It is still in alpha stage; i plan to expand it with more events, properties and actions based on user feedback. If you are interested, take a look at the plugin at http://dev.bukkit.or...s/bukkitscript/. If you think it would be useful to you if only it had some event, property or action that it is currently missing, post it in the forum on that site (with a short motivation).
We now return you to your regular scheduled programming...
I created WorldPainter. For support, please visit the WorldPainter subreddit.
It would be excellent if there were a selection tool to deactivate water and lava pools and beaches while populating the entire world or even bits of it.I would be so happy if this were implemented, it would save me a lot of time, I really, really appreciate your work so far and this is just a suggestion.
Edit- just saw this in the FAQ.
I have some more questions and it seems like most people here know how to do this, but I am having problems understanding how to use bo2 files...
so my questions are:
what are bo2 files and what are they good for?
how do you make them?
it would be amazing if someone could answer the above questions
Hope that clears it up a little. Finding bo2 is the easy part i have a few thousand now and have made a few also. Just Google for them or search "bo2" in this thread and you will find a few links to them.
As described, bo2 objects were originally designed in the Terrain Control mod to add things like custom trees and mushrooms to your world, but they can be used (or perhaps abused) in World Painter to do far more.
In principle, what bo2 objects allow you to do is to add arbitrary three-dimensional patterns of blocks to your world. Each x-y position of a WorldPainter map painted with a bo2 layer will have a certain probability derived from the intensity of the layer to have a bo2 object placed at that location. When a bo2 object is placed at a location, the pattern of blocks contained in the bo2 object will be randomly rotated and mirrored, and then whatever blocks were previously there will be replaced with the blocks in the bo2 object. The block coordinates in the bo2 object are relative to the surface of the ground at the x-y position where the bo2 object is being placed. Therefore, positive (and zero) z coordinates refer to block locations above the surface of the ground, while negative z coordinates refer to block locations below the surface of the ground. Therefore, if a bo2 object consists of an air block at coordinates (0,0,-1), it will replace the block just below the surface of the ground with air. If I paint this bo2 object in a maximum intensity layer in WorldPainter and export the world, about 16% or the surface will be covered with one-block-deep pits.
Now, suppose instead of a one-block-deep 1x1 pit, my bo2 object makes a two-block-deep 5x5 pit. When I paint this bo2 object at maximum intensity over an area, the bo2 objects overlap, most of the blocks in the first two layers of ground are replaced with air, and I get a big two-block-deep pit in the shape in which I painted the layer. There will be occasional stacks of two blocks left behind in the pit that were missed by the randomly placed bo2 objects.
So far, this isn't anything that we couldn't have done without bo2 objects, but now suppose that I change the z coordinates in my bo2 object so that instead of replacing the 1st and 2nd layers below the ground, it replaces the 10th and 11th layer. Then, when I paint with this bo2 object, it will create a two-block-high cave 10 blocks below the ground in the shape of the painted region. The occasional blocks that were missed by the bo2 objects will form pillar-like obstacles in the cave. This is the basic idea behind the cave bo2 objects that I have been posting. The top, bottom, and edges of the bo2 object can be roughened to give more realistic cave ceilings, floors, and walls, and layers of bo2 objects at different depths can be stacked to create multilevel cave systems.
Rivers can be created using a similar approach, in which the bo2 objects are kept at the surface, but the lower blocks are replaced with water instead of air. For some examples of rivers and caves created using bo2 objects, please see the WorldPainter User Creations forum.
You Should Consider Adding The Ability Of Creating FLOATING ISLANDS Or Some Sky Dimension To Create Islands With.
100 DIAMONDS For You
I'm using Ubuntu 11, and it works great in java-6-sun, but java-7-opensdk gives an error.
[2012-07-09 17:45:35.296] {INFO } ( org.pepsoft.worldpainter.Main) Starting WorldPainter 0.9.1
[2012-07-09 17:45:35.316] {INFO } (oft.worldpainter.Configuration) Loading configuration from /home/rat/.worldpainter/
config
[2012-07-09 17:45:35.648] {INFO } (org.pepsoft.util.PluginManager) Loading plugins
[2012-07-09 17:45:35.654] {INFO } (dpainter.plugins.PluginManager) Loaded plugin: Default (version 0.9.1)
[2012-07-09 17:45:35.687] {INFO } ( org.pepsoft.worldpainter.Main) Checking for updates
java.lang.ExceptionInInitializerError
at org.pepsoft.worldpainter.Main$5.run(Main.java:287)
at java.awt.event.InvocationEvent.dispatch(InvocationEvent.java:251)
at java.awt.EventQueue.dispatchEventImpl(EventQueue.java:705)
at java.awt.EventQueue.access$000(EventQueue.java:101)
at java.awt.EventQueue$3.run(EventQueue.java:666)
at java.awt.EventQueue$3.run(EventQueue.java:664)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.ProtectionDomain$1.doIntersectionPrivilege(ProtectionDomain.java:76)
at java.awt.EventQueue.dispatchEvent(EventQueue.java:675)
at java.awt.EventDispatchThread.pumpOneEventForFilters(EventDispatchThread.java:211)
at java.awt.EventDispatchThread.pumpEventsForFilter(EventDispatchThread.java:128)
at java.awt.EventDispatchThread.pumpEventsForHierarchy(EventDispatchThread.java:117)
at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:113)
at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:105)
at java.awt.EventDispatchThread.run(EventDispatchThread.java:90)
Caused by: java.awt.HeadlessException
at sun.awt.HeadlessToolkit.getMenuShortcutKeyMask(HeadlessToolkit.java:237)
at org.pepsoft.worldpainter.App.<clinit>(App.java:4119)
... 15 more
[2012-07-09 17:45:38.793] {INFO } (oft.worldpainter.Configuration) Saving configuration to /home/rat/.worldpainter/con
fig
[2012-07-09 17:45:38.800] {INFO } ( org.pepsoft.worldpainter.Main) Shutting down WorldPainter
output of "update-alternatives --config java"
Selection Path Priority Status
------------------------------------------------------------
0 /usr/lib/jvm/java-6-openjdk/jre/bin/java 1061 auto mode
1 /usr/lib/jvm/java-6-openjdk/jre/bin/java 1061 manual mode
2 /usr/lib/jvm/java-6-sun/jre/bin/java 63 manual mode
* 3 /usr/lib/jvm/java-7-openjdk-amd64/jre/bin/java 1051 manual mode
If I choose 2 (java-6-sun) it works great.
I'm perfectly happy to work around this problem, but I figured I should report it.
I used the populate with minecraft terrain. Just seemed weird to find.
I picked the right time to learn Java.
Now I can do EVERYTHING I wanted to with my server dungeons, including having them reset automatically (or die trying), have scripted events, and story driven interactive npcs....(OR DIE TRYING)
So yeah, thoughts (based on what you've got so far according to bukkitdev):
Named Blocks -> Named Regions
modify world data, change blocks -> paste from MC Edit schematics at coordinates
Apply redstone power to coordinates/direction (opens and closes doors, powers wireless mechanisms, etc)
Spawn itemid at coordinates (rewards, power ups, exp for quest completion, the possibilities are immense)
modify container contents/inventory
Player control (lock player into cut scenes, change camera, forced travel from point to point)
Mob spawn control (turn off hostile spawning, etc) -> at coordinates (spawn mob at coordinates) -> areas (spawn rates, variety, conditions)
NPC Control
- Going to have to be able to set mob name variables...
- Programmable Dialouge (print conversation to chat, have mobs/programming wait for responses ie. y/n 1,2,3, etc)
- toggle to let mobs mill about with villager/whatever ai
- give mobs commands (travel to this point, wait for player, attack this entity, follow, etc)
It's a mouthful, but it's all just ideas (ideas with very applicable, planned, and intended uses even XD).
If you've already implemented something I said, then good on ya, because dragons, and you are one.
I might not have said it all the best way, I'm in a hurry. Kudos bro.
XD....XD XD
see?
http://images.devs-on.net/Image/1DDvKI8lV7RNcgcl-Region.png
imported his map. We want to remove all the extra bits of land. a.k.a use the void tool to remove them. not just remove the top layer.
I would use MCEDIT but gods it crashes left and right most the time and takes freaking forever to remove even a small area and saving each time in fear of a crash.