Recently, however, a client of mine has encountered water temples in a map where I explicitly did not use an ocean seed.
do you have any idea how this could have happened?
As far as I'm aware, Minecraft places water temples wherever there would be ocean if it had created the chunks, regardless of whether there is actually water there. There are no "non-ocean seeds", just seeds with oceans in different places. Perhaps the seed you used has ocean in the area where your client encountered the water temple?
The only reliable way I know of to prevent water temples is to uncheck "Structures". Another might be to use the Superflat world type, although I haven't extensively tested that.
Is it a good idea to reuse part of this program to achieve this?
Whether it's a good idea is not something I can judge, but it is certainly possible and reasonably easy to do. You would only need the WPCore module and its dependencies, not WPGUI (which contains the WorldPainter program itself and is much larger). You could fork WorldPainter on github, or even use the WPCore module as-is as a dependency.
There are several ways to approach it. At the lower end there is the WorldRegion class, which allows you to create exactly one MCRegion or Anvil region file. Slightly more involved is MinecraftWorldImpl, which allows you to create an entire Minecraft map, caching chunks and managing the region files for you. There are some more things WorldPainter can do for you, such as calculating the lighting (LichtingCalculator) or enforcing Minecraft block placement rules (PostProcessor). To see how they are used, take a look at the WorldExporter class. All of these are in the org.pepsoft.worldpainter.exporting package.
It is also possible to go even more basic and use the RegionFile and ChunkImpl (for MCRegion) or ChunkImpl2 (for Anvil) classes manually, from the org.pepsoft.minecraft package. For generating the level.dat file which a Minecraft map also needs, take a look at the Level class from the same package.
By the way, I should point out that the Anvil map format has not changed for years, and even code which is only listed as supporting older Minecraft versions is probably perfectly capable of creating maps for the latest version of Minecraft. It's just a matter of using the right block IDs and data values, which are separate from the map format. So this alone is no reason to prefer WorldPainter over other programs or libraries.
If yes - do you have any requests beyond requirements of GPLv3?
As you point out your program would have to be open source too, using the GLP v3 or later. Giving me credit would be nice, but is not a requirement. I would also ask you not to use the name WorldPainter in any names or blurbs, to avoid creating confusion.
And is there some documentation of code structure or some other help to locate code generating a Minecraft file?
Not beyond the pointers I gave above I'm afraid, but feel free to ask questions!
Also, it is quite interesting that GPLv3 does not require software to be open source - it is only required if software is distributed.
You are correct of course; if you are going to use this software only privately then you are under no obligation whatsoever. I assumed this was something you would be distributing. The GPL is a copyright license, not a EULA, it has no say about how you use the software, only about how you distribute it.
I have an issue that I don't think is with Worldpainter, but it makes it unusable. I've seen this is MCreator as well, which is another Java-based program, and I thought it was specific to MCreator, but it just happened in WP. After being in the program for a few minutes of use, the interface seems to streak/stutter when I move over a control. I can't then see the buttons unless I move the interface to another monitor at which point it's fine again till I hover over a control, and it does it again. I've got the most current Java JRE and JDK installed from their website. Other MCreator users have seen this, but no one has a solution. Have you seen this and can you offer any advice?
After being in the program for a few minutes of use, the interface seems to streak/stutter when I move over a control. I can't then see the buttons unless I move the interface to another monitor at which point it's fine again till I hover over a control, and it does it again.
This is a known problem. I think it's a bug in Java and/or interaction with a particular video driver. Try to select different acceleration methods on the Performance tab of the Preferences screen.
Unfortunately selecting a different acceleration method sometimes triggers another display driver bug for some people, which turns all screens white, preventing you from changing it back. If that happens, delete the config file (%APPDATA%\WorldPainter\config) to reset the configuration to the default, and try another setting.
Apparently in WP 2.3.6 selection editing does not obey tool masks (above/below, only on ect) I dont know if this is a bug or a feature but this severely hiders what I can do with selections
Selection editing has never obeyed the brush settings. That was for performance and efficiency reasons, but things have progressed in the mean time so perhaps it will be feasible to make selection editing obey the brush settings. What will definitely be in the next release are "add to selection" and "remove from selection" operations on the Global Operations screen, which will obey the brush settings on that screen, that should already allow more fine grained control over the selection mask.
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Sometimes gets stuck and remains unresponsive to actions when you open the export menu. Does nothing unless you force close it. Would be nice to have automatic save feature in that occasional unexpected shutdown. Thought I'd give my 2 cents since I just lost 2-3 hours of work because of that.
I just released version 2.4.0 of WorldPainter. It has some small but juicy new features:
There are two new selection modification operations on the Global Operations tool screen: "add to selection" and "remove from selection" which together with the filter settings allows you to sculpt complex and intricate selections based on the contents of the world
It is now possible to hide the terrain type and the fluids (water and lava), or show just the terrain, hiding all layers. This is done with the new checkboxes on the Terrain panel. Deselecting "Show Terrain" will turn the surface entirely grey, hiding the terrain type and making layers easier to see. Selecting "Solo Terrain" will hide all layers. And deselecting "Show Water/Lava" will remove all water and lava from view, making it easier to see river, lake and ocean beds. Just as with the other "show" checkboxes: whenever the corresponding tool or paint is selected the layer will be shown, regardless of the checkbox setting. In other words: when you have the Flood or Lava tools selected the fluids will always be shown, and whenever you have any terrain type selected the terrain will always be shown
The four terrain shaping operations (Height, Flatten, Smooth and Raise Mountain) now have an option on the Tool Settings panel: "Apply theme". When enabled (which is the default only for Raise Mountain), applying the operation will also reset the terrain type to the theme (the default terrain settings), as well as apply or remove any layers contained in the theme (such as the Frost layer by default)
Applying the theme now will also remove layers, where it would previously only add them. This only applies to the layers actually contained in the theme (by default this is only the Frost layer). Applying the theme happens when the new "Apply theme" tool setting is active, or the "reset terrain and layers to theme" operation on the Global Operations screen is used, or when right-clicking with a painting tool selected and a terrain type as the active paint
Export and Merge operations are now done with low priority threads, reducing the impact on the responsiveness of the rest of the system. Please note: this does mean that if you start other resource intensive programs while WorldPainter is Exporting or Merging, those programs will take precedence and delay the Export or Merge operation!
Directional lighting can now be turned off. This has been implemented by adding a fifth direction: "from above", which you can select by pressing "rotate left" once when the light direction is "north west" (the default), or "rotate right" when the direction is "south west"
High resolution display support on Windows. WorldPainter now should use the full resolution of your high resolution (more than 120 dpi) display instead of scaling everything up two times on Windows. It's not perfect yet, so please let us know of any visual problems on high resolution displays. Note that as a result, visual themes are unfortunately no longer supported for high resolution displays on Windows
The high resolution display support is still experimental. Please let me know if you encounter any problems with it and I'll try to fix them as quickly as possible!
Coming in the near future are:
A new Caves layer which will be more similar to Minecraft's own cave systems
Brush filter support for the Edit Selection tool
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!
Sometimes gets stuck and remains unresponsive to actions when you open the export menu. Does nothing unless you force close it. Would be nice to have automatic save feature in that occasional unexpected shutdown. Thought I'd give my 2 cents since I just lost 2-3 hours of work because of that.
I'm sorry to hear that! I'd prefer to fix the original problem though. You say it hangs when you select Export from the menu? So even before you actually start the export? How often does it do that? Have you noticed any pattern?
In the mean time, you can quickly save the file by pressing Ctrl+S, so I suggest you get into the habit of doing that regularly, or at least just prior to trying to start an export.
I just released version 2.4.0 of WorldPainter. It has some small but juicy new features:
There are two new selection modification operations on the Global Operations tool screen: "add to selection" and "remove from selection" which together with the filter settings allows you to sculpt complex and intricate selections based on the contents of the world
It is now possible to hide the terrain type and the fluids (water and lava), or show just the terrain, hiding all layers. This is done with the new checkboxes on the Terrain panel. Deselecting "Show Terrain" will turn the surface entirely grey, hiding the terrain type and making layers easier to see. Selecting "Solo Terrain" will hide all layers. And deselecting "Show Water/Lava" will remove all water and lava from view, making it easier to see river, lake and ocean beds. Just as with the other "show" checkboxes: whenever the corresponding tool or paint is selected the
layer will be shown, regardless of the checkbox setting. In other words: when you have the Flood or Lava tools selected the fluids will always be shown, and whenever you have any terrain type selected the terrain will always be shown
The four terrain shaping operations (Height, Flatten, Smooth and Raise Mountain) now have an option on the Tool Settings panel: "Apply theme". When enabled (which is the default only for Raise Mountain), applying the operation will also reset the terrain type to the theme (the default terrain settings), as well as apply or remove any layers contained in the theme (such as the Frost layer by default)
Applying the theme now will also remove layers, where it would previously only add them. This only applies to the layers actually contained in the theme (by default this is only the Frost layer). Applying the theme happens when the new "Apply theme" tool setting is active, or the "reset terrain and layers to theme" operation on the Global Operations screen is used, or when right-clicking with a painting tool selected and a terrain type as the active paint
Export and Merge operations are now done with low priority threads, reducing the impact on the responsiveness of the rest of the system. Please note: this does mean that if you start other resource intensive programs while WorldPainter is Exporting or Merging, those programs will take precedence and delay the Export or Merge operation!
Directional lighting can now be turned off. This has been implemented by adding a fifth direction: "from above", which you can select by pressing "rotate left" once when the light direction is "north west" (the default), or "rotate right" when the direction is "south west"
High resolution display support on Windows. WorldPainter now should use the full resolution of your high resolution (more than 120 dpi) display instead of scaling everything up two times on Windows. It's not perfect yet, so please let us know of any visual problems on high resolution displays. Note that as a result, visual themes are unfortunately no longer supported for high resolution displays on Windows
The high resolution display support is still experimental. Please let me know if you encounter any problems with it and I'll try to fix them as quickly as possible!
Coming in the near future are:
A new Caves layer which will be more similar to Minecraft's own cave systems
Brush filter support for the Edit Selection tool
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!
The 32 bit download works fine, but I just can't run it and my antivirus says it's safe. When I try to run the 64 bit version, I get an error message on the line of "The program can't find the program or path for whatever" and my antivirus promptly deletes it.
When I try to run the 64 bit version, I get an error message on the line of "The program can't find the program or path for whatever" and my antivirus promptly deletes it.
Well then get a better virus scanner. There is no virus in WorldPainter. I recommend you read the information on the page I linked you to.
i just updated to 2.4 and can't import from minecraft maps anymore. The import seems to work at first but the maps don't get displayed. When i klick on the 'enable grid' button or try to activate 3d view i get an error message.
Version 2.4.0 had a bug which prevented importing Minecraft maps from working, which I have just fixed in version 2.4.1. Sorry about that! Thanks to apodiktisch for pointing it out.
Just curious what the logic behind the UI change of the non-custom terrain tab is, all the individual buttons now seem illogically tiny. Not quite sure if it's a feature or a bug, but it's the sort of mild annoyance that becomes incredibly frustrating in the long term. The other changes (the option to view or not view terrain, for instance) are welcome additions, but this small UI change is really irritating.
I think you're exaggerating slightly, but it was an inadvertent change resulting from adding the Show and Solo Terrain checkboxes to that panel. I'll see if I can restore the old behaviour.
As far as I'm aware, Minecraft places water temples wherever there would be ocean if it had created the chunks, regardless of whether there is actually water there. There are no "non-ocean seeds", just seeds with oceans in different places. Perhaps the seed you used has ocean in the area where your client encountered the water temple?
The only reliable way I know of to prevent water temples is to uncheck "Structures". Another might be to use the Superflat world type, although I haven't extensively tested that.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
Whether it's a good idea is not something I can judge, but it is certainly possible and reasonably easy to do. You would only need the WPCore module and its dependencies, not WPGUI (which contains the WorldPainter program itself and is much larger). You could fork WorldPainter on github, or even use the WPCore module as-is as a dependency.
There are several ways to approach it. At the lower end there is the WorldRegion class, which allows you to create exactly one MCRegion or Anvil region file. Slightly more involved is MinecraftWorldImpl, which allows you to create an entire Minecraft map, caching chunks and managing the region files for you. There are some more things WorldPainter can do for you, such as calculating the lighting (LichtingCalculator) or enforcing Minecraft block placement rules (PostProcessor). To see how they are used, take a look at the WorldExporter class. All of these are in the org.pepsoft.worldpainter.exporting package.
It is also possible to go even more basic and use the RegionFile and ChunkImpl (for MCRegion) or ChunkImpl2 (for Anvil) classes manually, from the org.pepsoft.minecraft package. For generating the level.dat file which a Minecraft map also needs, take a look at the Level class from the same package.
By the way, I should point out that the Anvil map format has not changed for years, and even code which is only listed as supporting older Minecraft versions is probably perfectly capable of creating maps for the latest version of Minecraft. It's just a matter of using the right block IDs and data values, which are separate from the map format. So this alone is no reason to prefer WorldPainter over other programs or libraries.
As you point out your program would have to be open source too, using the GLP v3 or later. Giving me credit would be nice, but is not a requirement. I would also ask you not to use the name WorldPainter in any names or blurbs, to avoid creating confusion.
Not beyond the pointers I gave above I'm afraid, but feel free to ask questions!
I created WorldPainter. For support, please visit the WorldPainter subreddit.
You are correct of course; if you are going to use this software only privately then you are under no obligation whatsoever. I assumed this was something you would be distributing. The GPL is a copyright license, not a EULA, it has no say about how you use the software, only about how you distribute it.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
I have an issue that I don't think is with Worldpainter, but it makes it unusable. I've seen this is MCreator as well, which is another Java-based program, and I thought it was specific to MCreator, but it just happened in WP. After being in the program for a few minutes of use, the interface seems to streak/stutter when I move over a control. I can't then see the buttons unless I move the interface to another monitor at which point it's fine again till I hover over a control, and it does it again. I've got the most current Java JRE and JDK installed from their website. Other MCreator users have seen this, but no one has a solution. Have you seen this and can you offer any advice?
Thank you,
Tem
This is a known problem. I think it's a bug in Java and/or interaction with a particular video driver. Try to select different acceleration methods on the Performance tab of the Preferences screen.
Unfortunately selecting a different acceleration method sometimes triggers another display driver bug for some people, which turns all screens white, preventing you from changing it back. If that happens, delete the config file (%APPDATA%\WorldPainter\config) to reset the configuration to the default, and try another setting.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
Selection editing has never obeyed the brush settings. That was for performance and efficiency reasons, but things have progressed in the mean time so perhaps it will be feasible to make selection editing obey the brush settings. What will definitely be in the next release are "add to selection" and "remove from selection" operations on the Global Operations screen, which will obey the brush settings on that screen, that should already allow more fine grained control over the selection mask.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
Sometimes gets stuck and remains unresponsive to actions when you open the export menu. Does nothing unless you force close it. Would be nice to have automatic save feature in that occasional unexpected shutdown. Thought I'd give my 2 cents since I just lost 2-3 hours of work because of that.
Check out my ongoing project: https://github.com/srQianna/Adventure
It won't let me use the 32 bit version because I have a 64 bit system and the 64 bit version is a virus. It actually comes with an error message.
New Release!
I just released version 2.4.0 of WorldPainter. It has some small but juicy new features:
The high resolution display support is still experimental. Please let me know if you encounter any problems with it and I'll try to fix them as quickly as possible!
Coming in the near future are:
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'm sorry to hear that! I'd prefer to fix the original problem though. You say it hangs when you select Export from the menu? So even before you actually start the export? How often does it do that? Have you noticed any pattern?
In the mean time, you can quickly save the file by pressing Ctrl+S, so I suggest you get into the habit of doing that regularly, or at least just prior to trying to start an export.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
Read this.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
(Repost for visibility)
New Release!
I just released version 2.4.0 of WorldPainter. It has some small but juicy new features:
The high resolution display support is still experimental. Please let me know if you encounter any problems with it and I'll try to fix them as quickly as possible!
Coming in the near future are:
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.
The 32 bit download works fine, but I just can't run it and my antivirus says it's safe. When I try to run the 64 bit version, I get an error message on the line of "The program can't find the program or path for whatever" and my antivirus promptly deletes it.
Well then get a better virus scanner. There is no virus in WorldPainter. I recommend you read the information on the page I linked you to.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
I got version 2.4 to work.
Hi,
i just updated to 2.4 and can't import from minecraft maps anymore. The import seems to work at first but the maps don't get displayed. When i klick on the 'enable grid' button or try to activate 3d view i get an error message.
Bug fix release!
Version 2.4.0 had a bug which prevented importing Minecraft maps from working, which I have just fixed in version 2.4.1. Sorry about that! Thanks to apodiktisch for pointing it out.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
Very nice. Thank you, Captain!
How do I reset chunks?
I think you're exaggerating slightly, but it was an inadvertent change resulting from adding the Show and Solo Terrain checkboxes to that panel. I'll see if I can restore the old behaviour.
I created WorldPainter. For support, please visit the WorldPainter subreddit.