I think the feature Original_Bluegoblin suggested above would be an amazing addition to World Painter. In essence it would work just like layers in Photoshop, where each layer was a different height map. The layers would probably need to be viewed/edited only 1 at time of course as editing a large cavern from above is a bit impossible, but no biggie. This allows all layers to be edited, positive or negative (top or bottom) and then each layer simply needs a checkbox/toggle to set if it should be flipped/rotated upon export to MC world. Each layer would also need (as he already mentioned) a height offset and thickness to mark the start and end of the layer and it's position. Please at least consider this feature, even if it wouldn't be added until some version in the distant future. I'm sure it seems like a lot of work to add such a feature, but I believe it would vastly improve the map making experience as well as the quality of maps being created with the program. Personally, I don't care much about making cave worlds, but this feature could also be very useful for making cliffs with overhangs, natural archways, and floating islands. Thanks again for all your hard work on this amazing program!
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Instant customizable buildings, to fill your empty world.
I think the feature Original_Bluegoblin suggested above would be an amazing addition to World Painter. In essence it would work just like layers in Photoshop, where each layer was a different height map .... Personally, I don't care much about making cave worlds, but this feature could also be very useful for making cliffs with overhangs, natural archways, and floating islands. Thanks again for all your hard work on this amazing program!
It has it's downsides though.
For example: you cannot have crossover between layers. Though this might be possible to implement as well, it becomes a lot more complicated from a programming standpoint due to a great deal of exceptions that might occur (such as two layers interfering with one another, which has priority?). I don't know how that might be solved so I am not suggesting it - just the simpler version would be so amazing.
I made another image to explain what I mean by crossover.
Currently, because WorldPainter only uses height mapping to generate the terrain, it cannot do upside down terrain in the same "world" file. Since the two layers in the above image are essentially separate "worlds", or layers, the highlighted blue sections would not exist due to their not being a simple vertical terrain piece - instead they are "floating" bits.
This is also easy to envision if you simply imaging a floating island next to a mountain. The mountains tallest peak cannot be higher than the lowest point of the floating mountains "belly". If the mountain is to go higher, then it would be pushing into an upside down layer where the terrain cannot any longer slope that way. I have no idea how one might get around that.
Also, I want to apologize for the size of that post above, it's friggin huge... O.o Sorry!
Holy crap man, AMAZING work. i love the flood tool. ive always wanted something like it. perfect for making those mountaintop lakes and interesting ocean floors. i pulled up a pretty good sized mountain and filled it full of water and made a house in the bottom. looks like a crater lake. its great. Thanks for the great program. i really hope you read the forums.
For example: you cannot have crossover between layers. Though this might be possible to implement as well, it becomes a lot more complicated from a programming standpoint due to a great deal of exceptions that might occur (such as two layers interfering with one another, which has priority?). I don't know how that might be solved so I am not suggesting it - just the simpler version would be so amazing.
I made another image to explain what I mean by crossover.
-snip-
Well, I don't think that there would be a huge problem with crossover, if the layer system was added properly. Using the height offset and layer thickness values you could overlap 2 layers simply by adjusting the offsets. So if layer 1 is on the bottom and goes from Y 0 - Y 20, then layer 2 could be set to start at Y 16, giving 4 blocks overlap on each layer. This overlap/crossover method would work, the program just needs look at the block ID at the shared coordinates. If there are 2 air blocks, then leave the block as air. If there are 2 blocks sharing the same coordinates and one is not air, then use the non-air block ID for that location. Then to handle 2 non-air blocks sharing the same coords, you have a layer stack which sets priority for "Shared space" by moving layers up/down (above/below) in a list just as they are in Photoshop. Say you set layer 2 to have priority over layer 1, then any shared-space non-air blocks from layer 2 would be used when exporting to MC World.
Is there a way to use this to remove underground structures and caves?
Remove? No. Not have? Yes. Dimension properties. You won't be getting Minecraft Vanilla Terrain though.
Chaos! I just realized a whole world of things that could be done by allowing users to bind both a ground cover tool and height map tool to a brush in tandem (i.e. making cracks in the ground and automatically changing the ground cover to stone, among others). Think of the border and background color settings in Illustrator, but with ground cover, height map, and other layer editors as the selectable items instead of colors.
ran into a very strange issue after rendering a world, the water is a solid wall in some areas, the world painter does not show the water at that height. Other than the water in some of the oceans being 255 blocks in height, the world map render took 12.5 hours. Water is one of the few things that makes working with the painter at times difficult, a way to set the worlds water level so it never ever can go above the default water level would be really handy. I don't think there is a way to recover the map generated, since the height of the water is millions of blocks that would need to be replaced. If you have any suggestions or questions, I can come back and answer them.
I would make sure you have java installed, and also make sure you have the correct version of the program. to see what version of java you have if you open a comand prompt, search for CMD or run CMD and then in the black box type java -version, it will tell you what version of java you have.
Hey, would it be possible to import a map into world painter, change the biomes, & allow Minecraft to populate the map? Would it be possible to do this without having any caves? I'm trying to put ores, lakes, trees, mushrooms, everything except caves into a floating island map.
Is there a chance a a "real" merge feature? Overlaying one world over a different one?
Would be such a great program if it worked.
I got it to work fine a couple times before but now there's no luck at all.
Can't properly merge worlds.
I import the world. I edit something. I export it.
None of the changes actually get applied. I can login into the world and see it like it was before editing.
If I re-import it into worldpainter, it shows the original.
I've redone it all over and over and I get the same results everytime. I always make sure I'm accessing the exact same file.
I've changed directories and filenames and deleted backups. Still doesn't work.
I've tried all the export options.
Nope.
Happens on any world.
Restarting computer didn't do anything.
Reinstalled. Nope.
This is seriously frustrating. I get it's buggy and all that, but you should at least be able to save the work you do in the program..
Edit:
Okay. Tried doing more than what I was doing. The program seems to like not be exporting everything properly.. Some stuff will be changed when some wont.
Was too good to be true I guess. xD
Back to VoxelSniper it is.
I think something is wrong with the void tool. I tried using it to cut out some unwanted land and all it did was remove the grass...
Two maps it did this on. One on the land around my crystal caverns map.. then another on some random map.
The chunks didn't have read only applied to them. I painted the void tool and told it to merge all.
I know it's a complicated feature request, but I think it would open up a whole huge world of WorldPainter possibilities if we had this type of layering. Custom caves, upside down mountains, crazy stuff! But even natural stuff like overhangs (3 layers, terrain, upside down terrain for the overhang, and terrain again for on top of the overhang).
It's an interesting proposal. You're right though, it's very complicated so it would be a lot of work to implement, and it would sort of create a full 3D editor, only a very hard to use one, through the back door, with all the problems of data size and therefore limited world size that would entail. This together with the fact that the audience for such a feature would be relatively small means that I don't think it would be worthwhile for me in the foreseeable future.
Having said that, I may add some elements of it to WorldPainter, such as perhaps some settings on the Merge screen to flip and/or shift the world vertically before merging it, so that you could do the kinds of things you describe manually with a bit more planning.
I made a village on flat but i want to add terrain around it is there anyway to do that?
Of course, what do you think the Import and Merge functions are for. Import the map, add the terrain you want around your village and Merge it with the original map. Don't forget to remove the read-only layer from any areas you have changed (and add it everywhere else if you want to speed up the merge).
Have an entire option to edit the world in 3D so that you can make cliffs and overhangs. Those kind of things. That way we won't have to use an alternate program to create the stuff and can just create them within World Paint.
This will never happen. The fact that WorldPainter is not a full 3D editor is a fundamental design choice. It would be a huge amount of work to change, and I don't want to. The reason that WorldPainter can make such large worlds is because it works the way it does, having to store only very little information instead of data on every block in the map (which could be many billions).
Also, it is meant to be part of an ecosystem of tools. I made it on purpose so that it only provides the tools to create a basic landscape and not finer details, because other tools such as MCEdit, WorldEdit and VoxelSniper are much better at doing the details.
Chaos! I just realized a whole world of things that could be done by allowing users to bind both a ground cover tool and height map tool to a brush in tandem (i.e. making cracks in the ground and automatically changing the ground cover to stone, among others).
That's a very interesting idea! I may implement that in the near future. Perhaps with something like holding Ctrl while clicking on a new tool, which would select the new tool in addition to the already selected one.
For example: you cannot have crossover between layers. Though this might be possible to implement as well, it becomes a lot more complicated from a programming standpoint due to a great deal of exceptions that might occur (such as two layers interfering with one another, which has priority?). I don't know how that might be solved so I am not suggesting it - just the simpler version would be so amazing.
I made another image to explain what I mean by crossover.
Currently, because WorldPainter only uses height mapping to generate the terrain, it cannot do upside down terrain in the same "world" file. Since the two layers in the above image are essentially separate "worlds", or layers, the highlighted blue sections would not exist due to their not being a simple vertical terrain piece - instead they are "floating" bits.
This is also easy to envision if you simply imaging a floating island next to a mountain. The mountains tallest peak cannot be higher than the lowest point of the floating mountains "belly". If the mountain is to go higher, then it would be pushing into an upside down layer where the terrain cannot any longer slope that way. I have no idea how one might get around that.
Also, I want to apologize for the size of that post above, it's friggin huge... O.o Sorry!
Well, I don't think that there would be a huge problem with crossover, if the layer system was added properly. Using the height offset and layer thickness values you could overlap 2 layers simply by adjusting the offsets. So if layer 1 is on the bottom and goes from Y 0 - Y 20, then layer 2 could be set to start at Y 16, giving 4 blocks overlap on each layer. This overlap/crossover method would work, the program just needs look at the block ID at the shared coordinates. If there are 2 air blocks, then leave the block as air. If there are 2 blocks sharing the same coordinates and one is not air, then use the non-air block ID for that location. Then to handle 2 non-air blocks sharing the same coords, you have a layer stack which sets priority for "Shared space" by moving layers up/down (above/below) in a list just as they are in Photoshop. Say you set layer 2 to have priority over layer 1, then any shared-space non-air blocks from layer 2 would be used when exporting to MC World.
Remove? No. Not have? Yes. Dimension properties. You won't be getting Minecraft Vanilla Terrain though.
Chaos! I just realized a whole world of things that could be done by allowing users to bind both a ground cover tool and height map tool to a brush in tandem (i.e. making cracks in the ground and automatically changing the ground cover to stone, among others). Think of the border and background color settings in Illustrator, but with ground cover, height map, and other layer editors as the selectable items instead of colors.
Is there a chance a a "real" merge feature? Overlaying one world over a different one?
I got it to work fine a couple times before but now there's no luck at all.
Can't properly merge worlds.
I import the world. I edit something. I export it.
None of the changes actually get applied. I can login into the world and see it like it was before editing.
If I re-import it into worldpainter, it shows the original.
I've redone it all over and over and I get the same results everytime. I always make sure I'm accessing the exact same file.
I've changed directories and filenames and deleted backups. Still doesn't work.
I've tried all the export options.
Nope.
Happens on any world.
Restarting computer didn't do anything.
Reinstalled. Nope.
This is seriously frustrating. I get it's buggy and all that, but you should at least be able to save the work you do in the program..
Edit:
Okay. Tried doing more than what I was doing. The program seems to like not be exporting everything properly.. Some stuff will be changed when some wont.
Was too good to be true I guess. xD
Back to VoxelSniper it is.
The chunks didn't have read only applied to them. I painted the void tool and told it to merge all.
If you can please put thin in the next update
It's an interesting proposal. You're right though, it's very complicated so it would be a lot of work to implement, and it would sort of create a full 3D editor, only a very hard to use one, through the back door, with all the problems of data size and therefore limited world size that would entail. This together with the fact that the audience for such a feature would be relatively small means that I don't think it would be worthwhile for me in the foreseeable future.
Having said that, I may add some elements of it to WorldPainter, such as perhaps some settings on the Merge screen to flip and/or shift the world vertically before merging it, so that you could do the kinds of things you describe manually with a bit more planning.
No you can't make mob spawners (in any useful way) and no it's not just terrain.
Of course, what do you think the Import and Merge functions are for. Import the map, add the terrain you want around your village and Merge it with the original map. Don't forget to remove the read-only layer from any areas you have changed (and add it everywhere else if you want to speed up the merge).
I created WorldPainter. For support, please visit the WorldPainter subreddit.
That is an excellent idea. It will be in the next version.
I'm working on that. It will be a plugin for which you will have to pay a couple of bucks.
This will never happen. The fact that WorldPainter is not a full 3D editor is a fundamental design choice. It would be a huge amount of work to change, and I don't want to. The reason that WorldPainter can make such large worlds is because it works the way it does, having to store only very little information instead of data on every block in the map (which could be many billions).
Also, it is meant to be part of an ecosystem of tools. I made it on purpose so that it only provides the tools to create a basic landscape and not finer details, because other tools such as MCEdit, WorldEdit and VoxelSniper are much better at doing the details.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
The whole point of world painter is to PAINT THE WORLD. Then go back in once finished and build out everything yourself.
If you want villages go save one as a BO2 file and use that in a custom layer. Worldedit in SPC now lets you if I recall right.
You can't have looked for it for much longer than five seconds... Just set the Surface Material to Gravel on the Create New World screen.
That's a very interesting idea! I may implement that in the near future. Perhaps with something like holding Ctrl while clicking on a new tool, which would select the new tool in addition to the already selected one.
I created WorldPainter. For support, please visit the WorldPainter subreddit.