Lately, I've found my search for good worldpainter volunteers to be fruitless, so I figure I'll have to learn myself. So far, I'm finding make natural looking terrain really hard, I'm thinking it may be the brushes I'm using. Does anyone have any suggestions for brushes for things such as woodland, desert, swamp biomes etc?
Here's a little tutorial on how the superflat presets work, and how they work with world painter as I found the wiki to be a little hard to grasp for the new, and theres nothing really on how they interact with what you make in world painter.
Lets take a look at the one I've been using, this makes a ocean biome with water level at the default 62 height, perfect for custom maps that are islands.
2;7,39x1,10x12,13x8;0;decoration
Here's the break down:
Worlds are built from the bottom up. from layer 0 that in default is the bedrock layer, and building up with each new 'layer' you add.
Using the above for an example:
2; - This is the version number, it needs to be used for all presets, so LEAVE IT. This segment is split using a ;
Now onto 'layers' or the blocks that make up the world. Remember we are working from the bottom up.
7, - the first 'bottom' layer, each layer separated with a comma, 7 is bedrock. 39x1,, - next layer, this is saying we want 39 layers of block 1, a.k.a stone. 10x12, same thing, just a diff block, this time we want 10 layers of block 12, sand. 13x8 yep again, we want 13 of block 8, water!
So for the layers, you can either put in just the block, ID, like 7 for bedrock, and it will only gen one layer of that block. Or tell it how many layers of that block you want to fill the world with.
layersxblock
The layers can be any block you want, You could have sponge for the bottom layer if you so wanted ;3
How do you know how tall the world is?
Add em up.
We have 1 layer of bedrock, 39 of stone, 10 of sand, and 13 of water.
1+39+10+13 = 63
But the world starts at layer 0, then 1, 2, etc, so subtract 1, and that makes it 62.
So the top of our world generation will be at layer 62 (yes that's also the default water level in normal minecraft :3), the rest is automatically filled with air.
Now we are done with the layers section (add as many as you want, go nutz!) so we split it with another ;
Next part we have a simple 0
That part is the biome your map will use. 0 is Ocean, 1 is Plains, 2 is Desert, 3 Extreme Hills, etc etc etc. So the preset above is making one large world of an ocean biome. Now this is the 'default' biome the world will generate. As far as I have seen, you can only put in one biome for this. (correct me if wrong)
But world painter makes custom worlds? We don't want just one biome!
Yes that is correct, don't worry.. this is just the 'default' biomes minecraft will generate outside of your creations. You're custom biomes set for your map will be set as whatever you made them be.
So biome is set, now split again with a ; and go onto the next part that is object generation.
For world painter, you NEED to add decoration to the mix. This is saying yes, allow ores and trees and plants to generate based on what you have set in world painter. With out this, even if you use the populate tool, or the option to allow minecraft to populate it instead, it will not, as you didn't tell the superflat preset to allow it. Thus with out, none of your areas you painted with trees will form, no ores, tall grass, flowers, sugercane, cacti, mushrooms.. nada..
Note: Even with it world painter will still pop up the same warning telling you that you're using a super flat preset and thus things wont gen right.. ignore it if you have decoration added to the preset.
So decoration allows for trees and ores and plants, but you can also tell it other things, like adding village to it will allow villages to spawn (make sure to split it all with a comma!)
For some you can also set how many of something will spawn, or what size. Example
stronghold(count=9)
will generate 9 of them in the world. The Wiki can tell you more on that.
After that, you are done. So with this some of the default presets may make some extra sense.
Here's how that preset looks in Minecraft: (the preset window will only show the layers, none of the other info)
Lets take a look at one of the default presets: Tunnelers Dream
Lot of stuff going on, but now you should be able to understand it.
So we have 2; that's the version, that's needed. we have 7, a.k.a 1 layer of bedrock at the bottom of the world. 230x1, that's 230 layers of stone, 5x3, that's 5 layers of dirt, and a single 2 that's 1 layer of grass. Now we have for the biome ;3; that's Extreme Hills, stronghold so we have those generating. biome_1 Means biome-specific features can be generated. We are in a Extreme Hills, that means EMERALDS! decoration so we have ores and fun stuff. dungeon, so we have those fun little places to run into. mineshaft, so those generate.
So that generates a tall word of stone filled in with caves and world generation that will also surprise us with nasty silverfish blocks.
So there you have it. You now can make your own custom world generation that fits your maps need. The wiki (look up superflat) can still give you more info on each of the generation codes and what they mean, as well as the biome id's.
So now you know how to make a world generation for your own custom maps. Ab ocean that reaches near the top of the world? Masive cave networks? A large wold of lava, or even a world of void!
One thing I would recommend with this, is to fix the 'edges' of your custom map so thet blend in with the generation you slected. Is to first expoert the map to minecraft, then roam around the whole edge.. yes you'll see the clear edge where your custom world ends and minecrafts generation starts.
After that import the map back to worldpainter and smooth all the edges, then merge. Bam done. :3 Minecraft will handle the rest of the worlds gen, and you can enjoy your bit of custom land, with smooth nedd between them.
I have recently been having an issue with WorldPainter. When I use the sand terrain paint to create my beaches, and then export it into Minecraft, it seems to create the beachs with sandstone instead of sand.
Could you please tell me why this is happening, and possibly a solution to the problem?
I keep hearing some people need brushes. So I decided to upload mine :). Some I got off the internet, some I made myself. http://imgur.com/a/485O0
(to save them just right click image> save as in to your brushes folder)
I've been trying to export a 20,000x20,000 map and I don't quite have the memory for it. I do notice that when WP fails it still manages to produce a map minus about 1.5 G of regions. So I was thinking... if WP could be programed to split the operation into multiple sessions a map of any size could be exported regardless of the users RAM size.
I got introduced to World Painter about a week ago after looking for good mods and such to help me work on an Adventure map. After using it for many hours straight, I can honestly say that I'm absolutely impressed and love this map creation tool. World Painter saves me hours of work and allows me to accomplish stuff that Voxel Sniper and World Edit can't even do.
Just out of curiosity though, is the current version of World Painter compatible with 1.5.2? I would love to update but, I don't want to update if it breaks something in World Painter and ruins the world exporting features.
I made 31 custom Mountain brushes. Some are modified heightmaps from google, but alot are handmade in Worldpainter and Gimp 2 they are free to use get them here: http://www.planetmin...ainter-brush
nevermind i got a temp ban, and it got removed because they say i stole them...
I got introduced to World Painter about a week ago after looking for good mods and such to help me work on an Adventure map. After using it for many hours straight, I can honestly say that I'm absolutely impressed and love this map creation tool. World Painter saves me hours of work and allows me to accomplish stuff that Voxel Sniper and World Edit can't even do.
Just out of curiosity though, is the current version of World Painter compatible with 1.5.2? I would love to update but, I don't want to update if it breaks something in World Painter and ruins the world exporting features.
Yes, world painter is not version specific and only uses the level format, which doesn't change unless Mojang adds new ores,structures,biomes,etc.
I made 31 custom Mountain brushes. Some are modified heightmaps from google, but alot are handmade in Worldpainter and Gimp 2 they are free to use get them here: http://www.planetmin...ainter-brush
nevermind i got a temp ban, and it got removed because they say i stole them...
I made 31 custom Mountain brushes. Some are modified heightmaps from google, but alot are handmade in Worldpainter and Gimp 2 they are free to use get them here: http://www.planetmin...ainter-brush
nevermind i got a temp ban, and it got removed because they say i stole them...
What i'm concerned with actually is whether or not the custom tree schematics I use in the Custom Objects layers will be recognized as trees even though they are player-built objects.
Currently in vanilla minecraft leaves that aren't part of a naturally spawned tree never decay, and I don't want the players of my maps having to deal with floating leaf clusters when they harvest the trees on my maps.
I know Chaos responded to this by saying it wasn't an issue, but it is. None of the leaves of trees created in world painter, using a custom brush, will decay. It's rather annoying. Is there any way to fix this?
I know Chaos responded to this by saying it wasn't an issue, but it is. None of the leaves of trees created in world painter, using a custom brush, will decay. It's rather annoying. Is there any way to fix this?
I've had it work so that the leafs act like normal leaves, not player placed ones... I'm not sure how I did it, but it worked.
I know Chaos responded to this by saying it wasn't an issue, but it is. None of the leaves of trees created in world painter, using a custom brush, will decay. It's rather annoying. Is there any way to fix this?
I've had it work so that the leafs act like normal leaves, not player placed ones... I'm not sure how I did it, but it worked.
You know what, I apologize. I figured out the solution. The tree schematics I was using had leaves which used a certain data value representing that the leaves had been placed by the player. By using WorldEdit to change the data values to the decaying values and then re-save the schematics, I was able to use the custom brush to create forests with leaves that decayed.
OK, so it's true that player-placed leaf blocks are treated differently than "naturally grown" ones. I didn't know that. I'm pretty sure it didn't use to be the case, but maybe it was changed at some point.
So according to the Minecraft wiki, bit 2 of the data value indicates whether the leaf block should decay. If it is set (which is apparently the case for leaf blocks placed manually in-game), the leaves won't decay, if it is not set, they will decay (when triggered by an adjacent block update). Bit 0 and 1 determine the species of tree. So you should use the following data values:
Will decay:
0 - Oak
1 - Pine
2 - Birch
3 - Jungle
Will NOT decay:
4 - Oak
5 - Pine
6 - Birch
7 - Jungle
(I haven't tested this, but it should be right.)
This means that if you create your trees by manually building them in-game and then exporting them with WorldEdit or MCEdit, they will have bit 2 set and won't decay. If you want to prevent non-decaying leaf blocks, you could place the leaf blocks using some other means (WorldEdit?) so you can make sure the data value is between 0 and 3, or you could create them as bo2 objects in a tool such as Better BOB.
Brush the two layers in the same chunks and only ONE (tall grass :0 or :1) will be in the chunks! I just tried it a second ago in the last version, you can't mix same block id's in the same chunk as a custom groundcover layer.
Alright, I found and fixed the bug. Actually it is not the block ID's being equal that is the problem, it is the names of the layers being equal. If a tile contains two custom layers with the same name, only one of them will be applied in that tile. Very obscure bug, thanks for helping me find and fix it!
The fix will be in the next release. In the mean time, you can work around it by making sure every layer has a unique name (a good idea anyway of course).
I've been trying to export a 20,000x20,000 map and I don't quite have the memory for it. I do notice that when WP fails it still manages to produce a map minus about 1.5 G of regions. So I was thinking... if WP could be programed to split the operation into multiple sessions a map of any size could be exported regardless of the users RAM size.
You can already do that. The export screen has an "export selected tiles" option, which allows you to select part of the map to export. You could for instance export it in four quadrants (everything north east of the origin (0,0), everything south east, everything south west and everything north west; those are easy tile selections to make). If you do that you can just put the resulting region files together in the region directory of one of the maps and you have one big integrated map.
But the amount of memory needed for the export shouldn't really depend on the map size, so even if it is very large it shouldn't be running out of memory half way through (at the beginning maybe, but not once it's well underway). I wonder if something else is going on. Or maybe there's a memory leak.
Are you using 64-bit Java? How much memory is allocated to WorldPainter? How many CPU cores do you have?
Q_Q I feel sad for not noticing
Happens to me too.
these are some good ones
you will have to edit them out manually, though.
Here's a little tutorial on how the superflat presets work, and how they work with world painter as I found the wiki to be a little hard to grasp for the new, and theres nothing really on how they interact with what you make in world painter.
Lets take a look at the one I've been using, this makes a ocean biome with water level at the default 62 height, perfect for custom maps that are islands.
2;7,39x1,10x12,13x8;0;decoration
Here's the break down:
Worlds are built from the bottom up. from layer 0 that in default is the bedrock layer, and building up with each new 'layer' you add.
Using the above for an example:
2; - This is the version number, it needs to be used for all presets, so LEAVE IT. This segment is split using a ;
Now onto 'layers' or the blocks that make up the world. Remember we are working from the bottom up.
7, - the first 'bottom' layer, each layer separated with a comma, 7 is bedrock.
39x1,, - next layer, this is saying we want 39 layers of block 1, a.k.a stone.
10x12, same thing, just a diff block, this time we want 10 layers of block 12, sand.
13x8 yep again, we want 13 of block 8, water!
So for the layers, you can either put in just the block, ID, like 7 for bedrock, and it will only gen one layer of that block. Or tell it how many layers of that block you want to fill the world with.
layersxblock
The layers can be any block you want, You could have sponge for the bottom layer if you so wanted ;3
How do you know how tall the world is?
Add em up.
We have 1 layer of bedrock, 39 of stone, 10 of sand, and 13 of water.
1+39+10+13 = 63
But the world starts at layer 0, then 1, 2, etc, so subtract 1, and that makes it 62.
So the top of our world generation will be at layer 62 (yes that's also the default water level in normal minecraft :3), the rest is automatically filled with air.
Now we are done with the layers section (add as many as you want, go nutz!) so we split it with another ;
Next part we have a simple
0
That part is the biome your map will use. 0 is Ocean, 1 is Plains, 2 is Desert, 3 Extreme Hills, etc etc etc. So the preset above is making one large world of an ocean biome. Now this is the 'default' biome the world will generate. As far as I have seen, you can only put in one biome for this. (correct me if wrong)
But world painter makes custom worlds? We don't want just one biome!
Yes that is correct, don't worry.. this is just the 'default' biomes minecraft will generate outside of your creations. You're custom biomes set for your map will be set as whatever you made them be.
So biome is set, now split again with a ; and go onto the next part that is object generation.
For world painter, you NEED to add decoration to the mix. This is saying yes, allow ores and trees and plants to generate based on what you have set in world painter. With out this, even if you use the populate tool, or the option to allow minecraft to populate it instead, it will not, as you didn't tell the superflat preset to allow it. Thus with out, none of your areas you painted with trees will form, no ores, tall grass, flowers, sugercane, cacti, mushrooms.. nada..
Note: Even with it world painter will still pop up the same warning telling you that you're using a super flat preset and thus things wont gen right.. ignore it if you have decoration added to the preset.
So decoration allows for trees and ores and plants, but you can also tell it other things, like adding village to it will allow villages to spawn (make sure to split it all with a comma!)
For some you can also set how many of something will spawn, or what size.
Example
stronghold(count=9)
will generate 9 of them in the world. The Wiki can tell you more on that.
After that, you are done. So with this some of the default presets may make some extra sense.
Here's how that preset looks in Minecraft: (the preset window will only show the layers, none of the other info)
Lets take a look at one of the default presets: Tunnelers Dream
2;7,230x1,5x3,2;3;stronghold,biome_1,decoration,dungeon,mineshaft
Lot of stuff going on, but now you should be able to understand it.
So we have 2; that's the version, that's needed.
we have 7, a.k.a 1 layer of bedrock at the bottom of the world.
230x1, that's 230 layers of stone,
5x3, that's 5 layers of dirt,
and a single 2 that's 1 layer of grass.
Now we have for the biome ;3; that's Extreme Hills,
stronghold so we have those generating.
biome_1 Means biome-specific features can be generated. We are in a Extreme Hills, that means EMERALDS!
decoration so we have ores and fun stuff.
dungeon, so we have those fun little places to run into.
mineshaft, so those generate.
So that generates a tall word of stone filled in with caves and world generation that will also surprise us with nasty silverfish blocks.
So there you have it. You now can make your own custom world generation that fits your maps need. The wiki (look up superflat) can still give you more info on each of the generation codes and what they mean, as well as the biome id's.
So now you know how to make a world generation for your own custom maps. Ab ocean that reaches near the top of the world? Masive cave networks? A large wold of lava, or even a world of void!
One thing I would recommend with this, is to fix the 'edges' of your custom map so thet blend in with the generation you slected. Is to first expoert the map to minecraft, then roam around the whole edge.. yes you'll see the clear edge where your custom world ends and minecrafts generation starts.
After that import the map back to worldpainter and smooth all the edges, then merge. Bam done. :3 Minecraft will handle the rest of the worlds gen, and you can enjoy your bit of custom land, with smooth nedd between them.
I have recently been having an issue with WorldPainter. When I use the sand terrain paint to create my beaches, and then export it into Minecraft, it seems to create the beachs with sandstone instead of sand.
Could you please tell me why this is happening, and possibly a solution to the problem?
Thanks! I love WorldPainter by the way.
(to save them just right click image> save as in to your brushes folder)
Just out of curiosity though, is the current version of World Painter compatible with 1.5.2? I would love to update but, I don't want to update if it breaks something in World Painter and ruins the world exporting features.
http://www.planetmin...ainter-brushnevermind i got a temp ban, and it got removed because they say i stole them...
here's a direct link..
http://www.mediafire.com/?0dvk1n2c596odzd
i hope the mods here realize that i made them...
Yes, world painter is not version specific and only uses the level format, which doesn't change unless Mojang adds new ores,structures,biomes,etc.
Nice brushes :).
Thank you sir! Although I'm only using 6 of those brushes.... xD
but never mind that, kudos to you
I know Chaos responded to this by saying it wasn't an issue, but it is. None of the leaves of trees created in world painter, using a custom brush, will decay. It's rather annoying. Is there any way to fix this?
I've had it work so that the leafs act like normal leaves, not player placed ones... I'm not sure how I did it, but it worked.
You know what, I apologize. I figured out the solution. The tree schematics I was using had leaves which used a certain data value representing that the leaves had been placed by the player. By using WorldEdit to change the data values to the decaying values and then re-save the schematics, I was able to use the custom brush to create forests with leaves that decayed.
So according to the Minecraft wiki, bit 2 of the data value indicates whether the leaf block should decay. If it is set (which is apparently the case for leaf blocks placed manually in-game), the leaves won't decay, if it is not set, they will decay (when triggered by an adjacent block update). Bit 0 and 1 determine the species of tree. So you should use the following data values:
Will decay:
0 - Oak
1 - Pine
2 - Birch
3 - Jungle
Will NOT decay:
4 - Oak
5 - Pine
6 - Birch
7 - Jungle
(I haven't tested this, but it should be right.)
This means that if you create your trees by manually building them in-game and then exporting them with WorldEdit or MCEdit, they will have bit 2 set and won't decay. If you want to prevent non-decaying leaf blocks, you could place the leaf blocks using some other means (WorldEdit?) so you can make sure the data value is between 0 and 3, or you could create them as bo2 objects in a tool such as Better BOB.
I haven't had time to look into it yet, sorry. I'm extremely busy. But I will!
I created WorldPainter. For support, please visit the WorldPainter subreddit.
Alright, I found and fixed the bug. Actually it is not the block ID's being equal that is the problem, it is the names of the layers being equal. If a tile contains two custom layers with the same name, only one of them will be applied in that tile. Very obscure bug, thanks for helping me find and fix it!
The fix will be in the next release. In the mean time, you can work around it by making sure every layer has a unique name (a good idea anyway of course).
I created WorldPainter. For support, please visit the WorldPainter subreddit.
You can already do that. The export screen has an "export selected tiles" option, which allows you to select part of the map to export. You could for instance export it in four quadrants (everything north east of the origin (0,0), everything south east, everything south west and everything north west; those are easy tile selections to make). If you do that you can just put the resulting region files together in the region directory of one of the maps and you have one big integrated map.
But the amount of memory needed for the export shouldn't really depend on the map size, so even if it is very large it shouldn't be running out of memory half way through (at the beginning maybe, but not once it's well underway). I wonder if something else is going on. Or maybe there's a memory leak.
Are you using 64-bit Java? How much memory is allocated to WorldPainter? How many CPU cores do you have?
I created WorldPainter. For support, please visit the WorldPainter subreddit.