Hello, I'm having issues with your program. I'm trying to load a world that already has some structures built on it, however, the various colors of hardened clay will not load, nor will coal blocks. There are a few others, but those are what I'll keep it to, to make this easier for you to understand.
There's screenshots of the world before WorldPainter, and then the world in WorldPainter attached. In the screenshot of the world before it's put into WorldPainter, the blue is just edited on in because that's where we want to cut off the map to make it an island. If you look at the bottom closely with the image expanded, you can see a part of the highway. In the attachment with the world in WorldPainter you can see it's just become dirt.
I'm trying to load a world that already has some structures built on it, however, the various colors of hardened clay will not load, nor will coal blocks.
To avoid confusion I like to call Minecraft maps "maps" and WorldPainter .world files "worlds". From your description I understand that you are not loading a world, but rather importing a map, correct? It is important to realise that WorldPainter is a map generator, not a map editor. It has limited support to import only the landscape from an existing map, and to merge any changes you make back to the existing map.
It does not and cannot import structures such as trees, roads or buildings. Only blocks that can occur naturally as part of the terrain count as "landscape", so e.g. coal blocks do not. By default chunks containing such structures are protected with the read only layer so that they are not merged, since the merge process can be destructive. However in principle such structures are merged back in from the existing map so it should not be a problem, as long as you don't interfere with the terrain that was underneath them.
Having said that, coloured clays should have been imported as the corresponding terrain types. If WP really failed to import those that would be a bug. It only should have done so if they were the top-most solid and non man-made block though. Was that the case? If so then please send me the map so I can investigate.
Aw, darn it! We built the city first hoping we could landscape the beaches afterward, we'll just have to use WorldEdit then. And the clay was man-made, which was probably the issue. Thank you for your time, though!
Aw, darn it! Thank you, though! We built the city first hoping we could do the beaches afterward. We'll just have to use WorldEdit then. The clay was man-made so that's probably why. Thank you for your time!
I just released version 2.3.3 of WorldPainter, which adds "in selection" and "outside selection" options to the Brush Settings panel, and also fixes a nasty bug which prevented Export and Merge operations from working on Windows versions older than Windows 7 (such as Vista):
The Brush Settings panel now has "in selection" and "outside selection" options to apply operations only inside or outside the selection. This also applies to the Global Operations tool
Bug fix: don't crash when trying to Export or Merge on Windows versions older than Windows 7
Bug fix: don't allow the Copy Selection tool to be selected when there is no selection
You will be offered the new version automatically when you next start WorldPainter, or you can download it from the first post. Let me know if you encounter any problems, and please enjoy.
I just released version 2.3.4 of WorldPainter, which fixes a nasty bug that was introduced in version 2.3.3 and made it impossible to Merge worlds with existing maps. Sorry about that!
PLEASE NOTE: if you have encountered this bug then the existing map will now be corrupt. You will have to restore it from the backup made by WorldPainter. Say the existing map is in:
<minecraft dir>\saves\<MapName>
...then the backup will be in:
<minecraft dir>\backups\<MapName>.<timestamp>
Just copy the full contents of the most recent backup of the map over the contents of the current map.
You will be offered the new version automatically when you next start WorldPainter, or you can download it from the first post. Let me know if you encounter any problems and please enjoy!
Hello, I am currently helping paint and detail the vegetation and geology for the server Ardacraft's worldpainter map. With rock types, I've been using the underground pockets layer since I want to both have a rock type with grass on it AND just the rock type itself, rather than the normal 'cover steep terrain' option. However, even when I have the density/occurence at max, there are still random 'regular stone' pockets. Is there any way to fix this? Or will that need to be updated within the program itself?
Ok I've used windows to go back to an older version of the file but when I open it in World painter and edit it and then try and rmerge I get this error
That's due to a bug in WorldPainter that was introduced in 2.3.3 and I have just fixed in 2.3.4. Merging should work again, but you will have to restore the existing map from a backup as the current version will now be corrupt. You say you know where they are; restoring them is a simple matter of copying the full contents of the map's backup directory under backups into the map's current directory under saves (or wherever) and overwriting what's there.
I tried to import a 51200*51200 heightmap. It created an error message: <snip> I also tried the script route. Same error of course. What's the max size, if it's not going to accept 51k?
The width × height cannot be more than 2,147,483,647 (the max. value of a two's complement 32 bit signed integer, in other words 231-1).
No. I do however prefer solutions that are not a lot of work and are generally applicable and useful to many users over features that are very complex and a lot of work to implement, just so one person can fix their mistakes. I think you need to remember that I do this for free and in my spare time. Also, your solution might work in your specific example, but it would not work in many other cases, where the areas you want to fix are no longer distinguishable in any way from areas you don't want to affect, so it would not even be that useful. And in addition there is an undo function, so if you make a mistake you can just undo it.
I just released version 2.3.4 of WorldPainter, which fixes a nasty bug that was introduced in version 2.3.3 and made it impossible to Merge worlds with existing maps. Sorry about that!
PLEASE NOTE: if you have encountered this bug then the existing map will now be corrupt. You will have to restore it from the backup made by WorldPainter. Say the existing map is in:
<minecraft dir>\saves\<MapName>
...then the backup will be in:
<minecraft dir>\backups\<MapName>.<timestamp>
Just copy the full contents of the most recent backup of the map over the contents of the current map.
You will be offered the new version automatically when you next start WorldPainter, or you can download it from the first post. Let me know if you encounter any problems and please enjoy!
With rock types, I've been using the underground pockets layer since I want to both have a rock type with grass on it AND just the rock type itself, rather than the normal 'cover steep terrain' option. However, even when I have the density/occurence at max, there are still random 'regular stone' pockets.
I think that is a bug. I did some tests and that layer seems to be behaving weirdly, almost as if it is doing the reverse of what it should be. In my test it placed solid stone where I painted it at the lowest intensity, so you might try that as a workaround while I fix the bug, although of course once I do that will result in entirely the wrong outcome.
That world probably got corrupted by the earlier bug having to do with saving and loading of combined layers with custom terrains. Is that possible?
If you send me the .world file I can probably fix it so that it will load and export again, but I'm afraid the custom terrains in question will probably be gone and you'll have to re-add those.
I tried to import a 51200*51200 heightmap. It created an error message:
By the way, you should be able to import it piecemeal, now that you can import height maps into existing dimensions (you knew you could do that right?). If you divide the height map in half you should be able to create a new map based on it, and then import the other half using Edit -> Import -> Height map into current dimension..., using suitable offsets in both cases. You could use the same technique to apply masks that would be too large to apply as a single image.
In other words: the restriction is on the size of image file WorldPainter can load, not on the size of the world, which can be much larger, as long as you have the memory and patience...
The only correlation I can think of is that this, too, is a world where I imported layers into a 2.3 version from a 2.2 version.
Well could the world you imported the layers from have been affected? I hope it's something like that, otherwise it would mean there is still a bug in the combined layers/custom terrain support, and probably nastier and harder to find. So please keep an eye on whether this was an incident related to earlier bugs, or whether there is still a problem (including importing combined layers with custom terrains from old worlds; that should work in principle).
Okay I don't know where else to ask for assistance but I've got something seriously weird going on. I just got into large scale creations and I thought this would be awesome, so I downloaded and tried to make an island. The program was easy enough to figure out and use, I made the island, exported it, and opened it up in game. The attached screenshot is what I got. If you can't see it, every other stripe of blocks all the way north and south are gone. All the way to the void, there's just nothing there. The entire world is striped like this, even the ocean around the island. I have absolutely no idea how to fix this so if anyone can help that would be amazing, thank you.
I just have a quick question, if anyone can answer this for me. How does Worldpainter bode with non-biome-changing mods, but those that spawn plants and such on the surface of grass, such as Pam's harvest craft?
Also, is there any significant lag associated with loading a world made with Worldpainter? On client or a server?
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In the feature for image overlay, do you think you could add a feature that can stretch the image vertically and horizontally, or possibly even rotate?
I was using a heightmap for Puerto Rico and then used a regular map (so I could see where cities would be), but found that the scale didn't match. So I end up having to use ms paint to change it.. would be much easier if I could just do that in worldpainter.
Hello, I'm having issues with your program. I'm trying to load a world that already has some structures built on it, however, the various colors of hardened clay will not load, nor will coal blocks. There are a few others, but those are what I'll keep it to, to make this easier for you to understand.
There's screenshots of the world before WorldPainter, and then the world in WorldPainter attached. In the screenshot of the world before it's put into WorldPainter, the blue is just edited on in because that's where we want to cut off the map to make it an island. If you look at the bottom closely with the image expanded, you can see a part of the highway. In the attachment with the world in WorldPainter you can see it's just become dirt.
Some of the bulidings have also been damaged.
To avoid confusion I like to call Minecraft maps "maps" and WorldPainter .world files "worlds". From your description I understand that you are not loading a world, but rather importing a map, correct? It is important to realise that WorldPainter is a map generator, not a map editor. It has limited support to import only the landscape from an existing map, and to merge any changes you make back to the existing map.
It does not and cannot import structures such as trees, roads or buildings. Only blocks that can occur naturally as part of the terrain count as "landscape", so e.g. coal blocks do not. By default chunks containing such structures are protected with the read only layer so that they are not merged, since the merge process can be destructive. However in principle such structures are merged back in from the existing map so it should not be a problem, as long as you don't interfere with the terrain that was underneath them.
Having said that, coloured clays should have been imported as the corresponding terrain types. If WP really failed to import those that would be a bug. It only should have done so if they were the top-most solid and non man-made block though. Was that the case? If so then please send me the map so I can investigate.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
Aw, darn it! We built the city first hoping we could landscape the beaches afterward, we'll just have to use WorldEdit then. And the clay was man-made, which was probably the issue. Thank you for your time, though!
Aw, darn it! Thank you, though! We built the city first hoping we could do the beaches afterward. We'll just have to use WorldEdit then. The clay was man-made so that's probably why. Thank you for your time!
New release!
I just released version 2.3.3 of WorldPainter, which adds "in selection" and "outside selection" options to the Brush Settings panel, and also fixes a nasty bug which prevented Export and Merge operations from working on Windows versions older than Windows 7 (such as Vista):
You will be offered the new version automatically when you next start WorldPainter, or you can download it from the first post. Let me know if you encounter any problems, and please enjoy.
Happy holidays!
I created WorldPainter. For support, please visit the WorldPainter subreddit.
Merry XMAS Lentebresje! Ik hou van je werk!
Bug fix release!
I just released version 2.3.4 of WorldPainter, which fixes a nasty bug that was introduced in version 2.3.3 and made it impossible to Merge worlds with existing maps. Sorry about that!
PLEASE NOTE: if you have encountered this bug then the existing map will now be corrupt. You will have to restore it from the backup made by WorldPainter. Say the existing map is in:
<minecraft dir>\saves\<MapName>
...then the backup will be in:
<minecraft dir>\backups\<MapName>.<timestamp>
Just copy the full contents of the most recent backup of the map over the contents of the current map.
You will be offered the new version automatically when you next start WorldPainter, or you can download it from the first post. Let me know if you encounter any problems and please enjoy!
I created WorldPainter. For support, please visit the WorldPainter subreddit.
Hello, I am currently helping paint and detail the vegetation and geology for the server Ardacraft's worldpainter map. With rock types, I've been using the underground pockets layer since I want to both have a rock type with grass on it AND just the rock type itself, rather than the normal 'cover steep terrain' option. However, even when I have the density/occurence at max, there are still random 'regular stone' pockets. Is there any way to fix this? Or will that need to be updated within the program itself?
For Example, I want this:
https://gyazo.com/e751bd28225adfc65913d74ea837d39e.png
But instead I get this:
https://gyazo.com/3dc40edb8527eceddf9d03ee7a4de57d.png
That's due to a bug in WorldPainter that was introduced in 2.3.3 and I have just fixed in 2.3.4. Merging should work again, but you will have to restore the existing map from a backup as the current version will now be corrupt. You say you know where they are; restoring them is a simple matter of copying the full contents of the map's backup directory under backups into the map's current directory under saves (or wherever) and overwriting what's there.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
The width × height cannot be more than 2,147,483,647 (the max. value of a two's complement 32 bit signed integer, in other words 231-1).
I created WorldPainter. For support, please visit the WorldPainter subreddit.
No. I do however prefer solutions that are not a lot of work and are generally applicable and useful to many users over features that are very complex and a lot of work to implement, just so one person can fix their mistakes. I think you need to remember that I do this for free and in my spare time. Also, your solution might work in your specific example, but it would not work in many other cases, where the areas you want to fix are no longer distinguishable in any way from areas you don't want to affect, so it would not even be that useful. And in addition there is an undo function, so if you make a mistake you can just undo it.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
(Reposting for visibility...)
Bug fix release!
I just released version 2.3.4 of WorldPainter, which fixes a nasty bug that was introduced in version 2.3.3 and made it impossible to Merge worlds with existing maps. Sorry about that!
PLEASE NOTE: if you have encountered this bug then the existing map will now be corrupt. You will have to restore it from the backup made by WorldPainter. Say the existing map is in:
<minecraft dir>\saves\<MapName>
...then the backup will be in:
<minecraft dir>\backups\<MapName>.<timestamp>
Just copy the full contents of the most recent backup of the map over the contents of the current map.
You will be offered the new version automatically when you next start WorldPainter, or you can download it from the first post. Let me know if you encounter any problems and please enjoy!
I created WorldPainter. For support, please visit the WorldPainter subreddit.
I think that is a bug. I did some tests and that layer seems to be behaving weirdly, almost as if it is doing the reverse of what it should be. In my test it placed solid stone where I painted it at the lowest intensity, so you might try that as a workaround while I fix the bug, although of course once I do that will result in entirely the wrong outcome.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
That world probably got corrupted by the earlier bug having to do with saving and loading of combined layers with custom terrains. Is that possible?
If you send me the .world file I can probably fix it so that it will load and export again, but I'm afraid the custom terrains in question will probably be gone and you'll have to re-add those.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
I found a bug with custom object layers.
https://github.com/Captain-Chaos/WorldPainter/issues/46
By the way, you should be able to import it piecemeal, now that you can import height maps into existing dimensions (you knew you could do that right?). If you divide the height map in half you should be able to create a new map based on it, and then import the other half using Edit -> Import -> Height map into current dimension..., using suitable offsets in both cases. You could use the same technique to apply masks that would be too large to apply as a single image.
In other words: the restriction is on the size of image file WorldPainter can load, not on the size of the world, which can be much larger, as long as you have the memory and patience...
I created WorldPainter. For support, please visit the WorldPainter subreddit.
Well could the world you imported the layers from have been affected? I hope it's something like that, otherwise it would mean there is still a bug in the combined layers/custom terrain support, and probably nastier and harder to find. So please keep an eye on whether this was an incident related to earlier bugs, or whether there is still a problem (including importing combined layers with custom terrains from old worlds; that should work in principle).
I created WorldPainter. For support, please visit the WorldPainter subreddit.
Okay I don't know where else to ask for assistance but I've got something seriously weird going on. I just got into large scale creations and I thought this would be awesome, so I downloaded and tried to make an island. The program was easy enough to figure out and use, I made the island, exported it, and opened it up in game. The attached screenshot is what I got. If you can't see it, every other stripe of blocks all the way north and south are gone. All the way to the void, there's just nothing there. The entire world is striped like this, even the ocean around the island. I have absolutely no idea how to fix this so if anyone can help that would be amazing, thank you.
I just have a quick question, if anyone can answer this for me. How does Worldpainter bode with non-biome-changing mods, but those that spawn plants and such on the surface of grass, such as Pam's harvest craft?
Also, is there any significant lag associated with loading a world made with Worldpainter? On client or a server?
In the feature for image overlay, do you think you could add a feature that can stretch the image vertically and horizontally, or possibly even rotate?
I was using a heightmap for Puerto Rico and then used a regular map (so I could see where cities would be), but found that the scale didn't match. So I end up having to use ms paint to change it.. would be much easier if I could just do that in worldpainter.