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    posted a message on WorldPainter v2.3.6 - graphical & interactive map creator/generator
    Quote from Cyberpeli»

    And I can make do without combined layers for now,


    I'm not sure you've understood. All bugs with combined layer and custom terrains should be fixed now, so there is no reason not to use them. If you still encounter problems (and it's not with worlds, terrains or layers created in versions 2.3.0 through 2.3.3), please let me know!
    I never really got them to work as I wanted anyway.

    If you think there are bugs with them, please report them! Regarding multiple layers: they are still applied one at a time; could it be that earlier layers are placing so many objects that there is no more room for later layers to place any?
    Posted in: Minecraft Tools
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    posted a message on WorldPainter v2.3.6 - graphical & interactive map creator/generator
    Quote from Fuzzybat23»

    For circular maps, how about we get rid of that annoying void that's around the circular island? Even if you have the circular map surrounded by water, that annoyingly unsightly void is still present around the circular map.


    The circular world feature is meant for creating worlds surrounded by void, not surrounded by water. However you can remedy the situation by removing the Void layer (using the Global Operations tool) and then lowering the land around the edges to create a circular coast line manually.
    Posted in: Minecraft Tools
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    posted a message on WorldPainter v2.3.6 - graphical & interactive map creator/generator

    Bug fix release!


    I just released version 2.3.6 of WorldPainter, in which yet more nasty bugs are fixed. My apologies for all these bugs lately! WorldPainter is becoming so complex that it is getting hard to test well, but I will try to do better.


    • Bug fix: make working with Combined Layers work again without crashing WorldPainter. It should once again be possible to export and otherwise work with worlds containing Combined Layers without crashing.
    • Bug fix: since version 2.3.0, when editing multiple Custom Objects at once, WorldPainter has been resetting the offsets to zero. This has now been fixed.

    PLEASE NOTE: if you have:

    • used WorldPainter 2.3.0 or later to edit worlds and
    • edited multiple objects in a Custom Objects layer at once (by selecting more than one and clicking the edit button, which looks like a Lego brick with a pencil) and
    • those custom objects had non-zero offsets, then

    ... WorldPainter will have reset those offsets to zero. Sorry about that! You will have to reload them from disk. If the original custom object files are still in the same location as you loaded them from this is simply a matter of selecting those objects and clicking the Reload button (a green circular arrow). Otherwise you will have to manually fix the offsets. Start by selecting the objects, editing them and hitting the Auto button, which will guestimate the correct offsets. Then adjust them manually if necessary.


    You will be offered the new version automatically when you next start WorldPainter, or you can download it from the first post. Please let me know if you encounter any further problems and please enjoy!

    Posted in: Minecraft Tools
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    posted a message on WorldPainter v2.3.6 - graphical & interactive map creator/generator
    Quote from Cyberpeli»

    By the way, I was able to reproduce and identify the problem with the earlier exporting error. It seems to all stem from "combined" layers. I did a lot of trial and error, until I figured out that once all combined layers were removed from the world then it would work again.

    Did you happen to re-write or edit how combined layers work in the 2.3 update?


    Starting with 2.3 you add custom terrains by pressing a + button, instead of having a gigantic list of ? buttons. The associated changes introduced a few bugs. I think those bugs are now fixed, but worlds and/or layers created during that time could have been affected by those bugs and still cause trouble if you try to load or import them now.

    As I said, those bugs should all be fixed, so please let me know if you encounter new cases of problems with custom terrains (including combined layers which contain custom terrains). Also, you should at least be able to load and export affected worlds and layers without crashing WorldPainter now (as soon as I fix that new bug, see below), although as I said it could be that some custom terrains are lost and have to be re-added.

    Unfortunately, as you found, a new bug has been introduced in the latest version which prevents any combined layer from working. I'll fix that as quickly as possible. That's an unrelated bug to the earlier problems though.
    Posted in: Minecraft Tools
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    posted a message on WorldPainter v2.3.6 - graphical & interactive map creator/generator
    Quote from wheellee»

    However, even when I have the density/occurence at max, there are still random 'regular stone' pockets.


    This should now be fixed in version 2.3.5. Could you try it out?
    Posted in: Minecraft Tools
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    posted a message on WorldPainter v2.3.6 - graphical & interactive map creator/generator
    Quote from Cyberpeli»

    I'll try to recreate it somewhere soon, using the method you described. If I don't get it to work, I'm afraid it may be a nastier bug.


    Could you try whether you can load and export that world now using version 2.3.5? It should not crash, but it may tell you that one or more combined layers are missing their custom terrains. If so then I'm afraid you'll have to reconfigure those manually.
    Posted in: Minecraft Tools
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    posted a message on WorldPainter v2.3.6 - graphical & interactive map creator/generator

    Bug fix release!


    I just released version 2.3.5 of WorldPainter, in which a bug is fixed concerning Custom Underground Pockets layers, which as it turns out have never worked right (apparently not many people use them!):


    • Should be more robust at loading combined layers that had previously been affected by a custom terrain related bug. Such layers, and worlds containing them, should now load without crashing WorldPainter, but the custom terrains from them might be lost. WorldPainter will inform you if that happens
    • Bug fix: correctly interpret the layer intensities for Custom Underground Pockets layers. The intention, and how they now work, is: at 50% intensity the blocks are as frequent as you specified in the layer settings; at 1% intensity they are half as frequent and at 100% they are twice as frequent. If you set the frequency to 1000‰ it will be completely solid anywhere it is painted at 50% intensity (the default) or higher

    PLEASE NOTE: check your maps in which you use Custom Underground Pockets layers! They have been incorrectly mapping layer intensity to block frequency. If you have been counting on how they previously worked you may have adjust them.


    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!

    Posted in: Minecraft Tools
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    posted a message on WorldPainter v2.3.6 - graphical & interactive map creator/generator
    Quote from Pig_slayer1234»

    I'm creating a map, and need a way to be able to place things like grass/saplings onto things like stone and certain dirts from other mods that can't usually have things planted on them..


    There is an advanced setting for that, which will cause WorldPainter not to perform the post processing step which normally enforces the Minecraft block rules:

    -Dorg.pepsoft.worldpainter.enforceBlockRules=false

    Add it as a new line to the worldpainter.vmoptions or vmoptions.txt file in the WorldPainter installation directory. See here for details. Be careful though; it's possible to hang or crash Minecraft if you create large areas or volumes of illegal block configurations!

    Note that you may have to do this again each time after upgrading WorldPainter to a new version.
    Posted in: Minecraft Tools
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    posted a message on WorldPainter v2.3.6 - graphical & interactive map creator/generator
    Quote from CyberRocky»

    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?


    You can stretch the image; that is what the Scale setting is for. Rotation sounds like something that is too specific to be done in WorldPainter.


    Note that there are settings for the overlay image on the Performance tab of the Preferences screen, in case you encounter any performance problems. And even though WorldPainter can scale the overlay image, it is possible that the performance might be better if you scale it outside of WorldPainter and leave the scale in WorldPainter at 100%.

    Posted in: Minecraft Tools
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    posted a message on WorldPainter v2.3.6 - graphical & interactive map creator/generator
    Also, is there any significant lag associated with loading a world made with Worldpainter? On client or a server?

    Not more than a vanilla Minecraft map. If the map has been marked for population by Minecraft it will take a bit longer to load the first time, as Minecraft is populating the loaded chunks.
    Posted in: Minecraft Tools
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    posted a message on WorldPainter v2.3.6 - graphical & interactive map creator/generator
    Quote from J3EL»

    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 already replied on reddit, but for the benefit of others I will reply here as well: this happens when you export a map with a height that Minecraft doesn't support. All versions of Minecraft after 1.1 (in other words all versions using the Anvil map format) only support maps with a height of 256 blocks. WorldPainter allows you to create maps with different heights, because Minecraft 1.1 maps are only 128 blocks high, and because there are mature mods for Minecraft 1.1 which allow different heights. Such maps won't work in Minecraft 1.2 and later though (as WorldPainter warns you when you create them).

    There are experimental mods for Anvil maps with heights other than 256, but they are not mature enough for WorldPainter to support. If and when they mature enough, I will add support for them to WorldPainter.

    To fix your world, you'll have to change its height to 256 by using Edit -> Change height.... You can optionally use the Scale and/or Shift options to adjust the terrein, if necessary, to fit in the new height. Otherwise parts that are too high will just be cut off and you'll have to manually reshape them.
    Posted in: Minecraft Tools
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    posted a message on WorldPainter v2.3.6 - graphical & interactive map creator/generator
    Quote from Cyberpeli»
    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).
    Posted in: Minecraft Tools
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    posted a message on WorldPainter v2.3.6 - graphical & interactive map creator/generator
    Quote from lentebriesje»
    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...

    Posted in: Minecraft Tools
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    posted a message on WorldPainter v2.3.6 - graphical & interactive map creator/generator
    Quote from Cyberpeli»

    I just got another error, this time in 2.3.4


    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.

    Posted in: Minecraft Tools
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    posted a message on WorldPainter v2.3.6 - graphical & interactive map creator/generator
    Quote from wheellee»

    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.
    Posted in: Minecraft Tools
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