Thanks to God for landscapes, mountains, and clouds. Please let me know if there are other features you'd like or various changes or additions.
Instructions:
1. You must have Python (3.x) installed, go get it if you don't http://www.python.org/download/.
2. Save (or copy) the script and interface module to the folder where your maps are (usually .../.minecraft/saves).
3. Open the script with a text editor.
4. Change the settings at the top of the file to your liking (the file includes extensive instructions). Save it.
5. Make a backup of your world (just in case!)
6. Double click the script (for debugging open it in IDLE). Wait for it to finish (can take a while for very large mountains).
* The script does not do lighting updates. Optional: update the lighting in your favorite level editor.
7. If you had loaded the file since you started Minecraft, restart Minecraft. This prevents caching errors which could corrupt the save file!
8. Load up the map in Minecraft and and enjoy!
This script is more clever than it looks. I've spent some time developing a surface following structure that travels more slowly up and down hills, so the shape of the mountain will follow the shape of the land. I really miss the old "floating" type terrain, and this has kind of the same feel to it. It also updates the lighting, except for the zone under the mountain.
NOTE: If you want to use this script inside MCEdit, you now can! Download the MCEdit filter along with the script and the interface module (top) and place them all in the "MCEdit\MCEditData\filters" folder. You can then use WizardMountain as a filter with an interactive GUI! No more editing the script to change settings!
HAAH. Great stuff, friend! This has a very "high fantasy" feel to it. I really like how the floating pieces aren't just boring and flat at the bottom, but look like they've actually been ripped out of the earth. Another absolutely amazing script.
...I wonder what happens if you try to rip up a piece of land with a giant tree from Forester on it...?
Hmmm.. This requires research...
...I wonder what happens if you try to rip up a piece of land with a giant tree from Forester on it...?
Thanks very much! Your inquiry brings up a good point, and I've updated the script accordingly. Version 2 is up now, the only change is that it also updates the heightmap to correctly reflect the higher land.
For trees, I would actually suggest running WizardMountain first, then running Forester (with "hanging" roots) for a good effect. Like this! Enjoy!
...I wonder what happens if you try to rip up a piece of land with a giant tree from Forester on it...?
Thanks very much! Your inquiry brings up a good point, and I've updated the script accordingly. Version 2 is up now, the only change is that it also updates the heightmap to correctly reflect the higher land.
For trees, I would actually suggest running WizardMountain first, then running Forester (with "hanging" roots) for a good effect. Like this! Enjoy!
Ah, nice! :smile.gif: I'm glad I could help, in whatever small way I did. Re-downloading the new version then.
Could you provide this script as a filter for mcedit?
Indeed I can good sir! Updated to version 3 with accompanying McEdit filter module. Put them all in the filters directory and away you go!
Be sure to select both deep enough and high enough to get the whole mountain. Otherwise you'll lose the bottom or the top (respectively).
Also, added the VERBOSE option. Turn it off if you don't want all the printouts cluttering up the terminal (and for a slight speed boost).
Using build stable33 of MCEdit, put the scripts in the filters folder but there isn't any option for Wizard Mountain in the filers list when running MCEdit. My bad, forgot the third script for the GUI.
I'm having problems with it tho.
I raise my selection height to the top limit for its building space.
Height variable obviously changes how high you want to raise the land.
Depth Scale is multiplicative depth for the lower spiky bits
Max Vertical Gap; don't know what this does.
Depth Offset is some additive depth to the raised land.
Radius variable...
If I'm selecting a smaller area, the radius variable seems to make sense in that its making a circle to raise.
But once I select a large area the land that gets raised is a small sliver.
I don't really understand whats happening. Chunk boundary issue?
I raise my selection height to the top limit for its building space.
Height variable obviously changes how high you want to raise the land.
Depth Scale is multiplicative depth for the lower spiky bits
Max Vertical Gap; don't know what this does.
Depth Offset is some additive depth to the raised land.
Short answer: Set Max Vertical Gap to 3 or 4.
You've got everything exactly right! The problem is occurring with Max Vertical Gap (which I'm guessing you set to 0).
What is happening is this:
The script starts at the center location of the selection. It then attempts to grow the selection once for each "radius" value you have selected. There are various rules as to how it can grow; one rule is that it is more difficult to expand the selection up or down hill. Another rule is that it will never grow across a vertical step larger than Max Vertical Gap. Thus, if you have set Max Vertical Gap to 0, it will always make an island with a flat top; Since the mountain is made from existing terrain, this can make a strange shaped selection (as you found out).
If you want the entire surface of the mountain to be "walkable" (accessable by walking and jumping), you can guarantee this by setting Max Vertical Gap = 1. I like to use 3 (the default) because it allows mountains with some cliffs, without getting out of hand. If you want the mountain unrestricted by vertical gaps, set this to 64 (though the radius will still need to be large to cross these vertical gaps)
I moved around my selection area keeping in mind the center is where calculation starts. No matter what number I input into MVG, the only land that gets raised are blocks on the same vertical height as the middle block that also do not have more blocks above it.
I think this image shows it better than I can tell. Selection area, middle area of selection, only grass blocks of same middle block's height are used for radius calculation then raised based on that.
You are absolutely right. I should have caught that in testing. Sorry everyone.
New version 4 is up, should fix it (tested this time). Thanks for your perseverance Fase.
Turned out to be a two character fix. Floating point versus integer math. Figures.
Let me know if you run into anything else that seems odd.
I've got the script and the MCedit wrapper in my filters folder, but when I try to run it via MCedit I get this: "block() takes exactly 4 arguments (5 given)". I've not edited the scripts in any way, and I've tried it on a couple different selection sizes. Any idea what the problem might be?
I've got the script and the MCedit wrapper in my filters folder, but when I try to run it via MCedit I get this: "block() takes exactly 4 arguments (5 given)". I've not edited the scripts in any way, and I've tried it on a couple different selection sizes. Any idea what the problem might be?
open your WizardMountain.py file in a text editor like notepad
scroll down till you find this line
block_data = get_block(x,this_y,z,'BDSL')
replace it with this line
block_data = get_block(x,this_y,z)
save the file and delete WizardMountain.pyo in your filters folder
don't forget to download the mcInterface.py and copy it over the existing one aswell
Download: http://peripheralarbor.com/minecraft/WizardMountain.py (latest version, 4)
Download the interface module: http://peripheralarbor.com/minecraft/mcInterface.py (latest version, 6)
Perfect for moving your pretty house out of reach of the creepers
Thanks to God for landscapes, mountains, and clouds. Please let me know if there are other features you'd like or various changes or additions.
Instructions:
1. You must have Python (3.x) installed, go get it if you don't http://www.python.org/download/.
2. Save (or copy) the script and interface module to the folder where your maps are (usually .../.minecraft/saves).
3. Open the script with a text editor.
4. Change the settings at the top of the file to your liking (the file includes extensive instructions). Save it.
5. Make a backup of your world (just in case!)
6. Double click the script (for debugging open it in IDLE). Wait for it to finish (can take a while for very large mountains).
* The script does not do lighting updates. Optional: update the lighting in your favorite level editor.
7. If you had loaded the file since you started Minecraft, restart Minecraft. This prevents caching errors which could corrupt the save file!
8. Load up the map in Minecraft and and enjoy!
This script is more clever than it looks. I've spent some time developing a surface following structure that travels more slowly up and down hills, so the shape of the mountain will follow the shape of the land. I really miss the old "floating" type terrain, and this has kind of the same feel to it. It also updates the lighting, except for the zone under the mountain.
NOTE: If you want to use this script inside MCEdit, you now can! Download the MCEdit filter along with the script and the interface module (top) and place them all in the "MCEdit\MCEditData\filters" folder. You can then use WizardMountain as a filter with an interactive GUI! No more editing the script to change settings!
...I wonder what happens if you try to rip up a piece of land with a giant tree from Forester on it...?
Hmmm.. This requires research...
Thanks very much! Your inquiry brings up a good point, and I've updated the script accordingly. Version 2 is up now, the only change is that it also updates the heightmap to correctly reflect the higher land.
For trees, I would actually suggest running WizardMountain first, then running Forester (with "hanging" roots) for a good effect. Like this! Enjoy!
Ah, nice! :smile.gif: I'm glad I could help, in whatever small way I did. Re-downloading the new version then.
Warning... it's all in German.
Der freundliche Mogria machte, wie man Video für dieses Skript. Vielen Dank Mogria!
Indeed I can good sir! Updated to version 3 with accompanying McEdit filter module. Put them all in the filters directory and away you go!
Be sure to select both deep enough and high enough to get the whole mountain. Otherwise you'll lose the bottom or the top (respectively).
Also, added the VERBOSE option. Turn it off if you don't want all the printouts cluttering up the terminal (and for a slight speed boost).
Using build stable33 of MCEdit, put the scripts in the filters folder but there isn't any option for Wizard Mountain in the filers list when running MCEdit.My bad, forgot the third script for the GUI.I'm having problems with it tho.
I raise my selection height to the top limit for its building space.
Height variable obviously changes how high you want to raise the land.
Depth Scale is multiplicative depth for the lower spiky bits
Max Vertical Gap; don't know what this does.
Depth Offset is some additive depth to the raised land.
Radius variable...
If I'm selecting a smaller area, the radius variable seems to make sense in that its making a circle to raise.
EDIT: added spoilers on images
FASEworld | Capitalism, Hoooo! | Allods Yasker's Tower
Short answer: Set Max Vertical Gap to 3 or 4.
You've got everything exactly right! The problem is occurring with Max Vertical Gap (which I'm guessing you set to 0).
What is happening is this:
The script starts at the center location of the selection. It then attempts to grow the selection once for each "radius" value you have selected. There are various rules as to how it can grow; one rule is that it is more difficult to expand the selection up or down hill. Another rule is that it will never grow across a vertical step larger than Max Vertical Gap. Thus, if you have set Max Vertical Gap to 0, it will always make an island with a flat top; Since the mountain is made from existing terrain, this can make a strange shaped selection (as you found out).
If you want the entire surface of the mountain to be "walkable" (accessable by walking and jumping), you can guarantee this by setting Max Vertical Gap = 1. I like to use 3 (the default) because it allows mountains with some cliffs, without getting out of hand. If you want the mountain unrestricted by vertical gaps, set this to 64 (though the radius will still need to be large to cross these vertical gaps)
Hope that helps! Enjoy!
But I think Max Vertical Gap is bugged.
I moved around my selection area keeping in mind the center is where calculation starts. No matter what number I input into MVG, the only land that gets raised are blocks on the same vertical height as the middle block that also do not have more blocks above it.
I think this image shows it better than I can tell. Selection area, middle area of selection, only grass blocks of same middle block's height are used for radius calculation then raised based on that.
FASEworld | Capitalism, Hoooo! | Allods Yasker's Tower
You are absolutely right. I should have caught that in testing. Sorry everyone.
New version 4 is up, should fix it (tested this time). Thanks for your perseverance Fase.
Turned out to be a two character fix. Floating point versus integer math. Figures.
Let me know if you run into anything else that seems odd.
New version seems to also raise up some 'debris' under the island when you use the filter more than once in the same area, looks really good.
FASEworld | Capitalism, Hoooo! | Allods Yasker's Tower
mangled zombie corpsesunusual resources.open your WizardMountain.py file in a text editor like notepad
scroll down till you find this line
block_data = get_block(x,this_y,z,'BDSL')
replace it with this line
block_data = get_block(x,this_y,z)
save the file and delete WizardMountain.pyo in your filters folder
don't forget to download the mcInterface.py and copy it over the existing one aswell
Back from the End, time to rebuild.