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    posted a message on Scarlet Embers [Semi-Vanilla][Greylist][Dynmap][Anti-Grief][Mature]

    IGN: Miss_Toriel
    Age: Twenty-six.
    Email/Contact(Opt): You may ask for my Discord.
    Tell us about yourself: I'm Juniper and I love to dig and build!
    Will you follow the rules: Yes.
    Have any questions?: Will I get a tour~?
    Referred By(opt): Nobody, but I might seem familiar to one of the admins here... c:

    Posted in: PC Servers
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    posted a message on Scarlet Embers [Semi-Vanilla][Anti-Grief][Mature][Friendly][New Map]

    (edit: oops! I posted in the wrong thread. posting in the updated version. sorry!)

    Posted in: PC Servers
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    posted a message on WorldPainter - graphical & interactive map creator/generator
    Quote from Captain_Chaos»

    Minecraft does that, not WorldPainter. If you don't want it to do that you can turn of the "structures" option on the Export screen, but of course that will also prevent other structures such as villages from being generated. But why are you using the "ocean" biome on land?

    Actually the water temples generate regardless of biome. It's determined solely by the world seed. They're pretty annoying, too; they delete the terrain around them and replace it with a big cube of water. :[
    Posted in: Minecraft Tools
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    posted a message on WorldPainter - graphical & interactive map creator/generator
    Quote from JakBB»
    Hey. I got a problem with the custom caves, I got them on a fixed layers and I want them not to hit the surface. is there any way to avoid that?



    Also I would like to populate my terrain, but without trees, just the lava and water pools, andesite. diorite and granite pockets and stuff like that


    Er, well you'll just have to ensure that the fixed "ceiling" layer of your custom caves is lower than the surface level (i.e., if your cave ceiling is at y=40, just make sure the corresponding terrain is at least y=41). Keep in mind that if you use a large variance with the ceiling, like if you're trying to create stalactites, you'll have to raise the terrain that much more or else you'll get holes.

    Either that or use just "fixed depth" instead.


    The only way to populate your terrain without trees, that I can think of, is simply to avoid using any biomes that want trees. Meaning you can use plains, desert, ocean, etc. Either that or just MCedit out the trees after exporting (select everything and delete all variants of wood and leaves).
    Posted in: Minecraft Tools
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    posted a message on WorldPainter - graphical & interactive map creator/generator
    Quote from Jordan0Davis»

    that would be under structures not populate and i did have it unmarked at the time and thats not even the point it shouldnt spawn in the middle of the island populate has to do with grass animals and flowers and trees i think

    Yes, it is a structure. This is a feature of minecraft, not something Worldpainter can control (Except by disallowing generation of structures altogether), and the reason they appear on land is because Minecraft's terrain generation doesn't care how it will look when it places structures - water temples can be generated on land for the same reason abandoned mineshafts can spawn in ravines, dungeons can spawn underwater, etc. Their placement is determined by the world seed. Normally this isn't an issue because unmodified seeds always have a Deep Ocean biome in the same place as water temples. But you've edited the terrain, so the ocean isn't there anymore.

    There are three ways you can avoid this. Firstly you could simply turn off structure generation - but then you won't get mineshafts, dungeons, jungle or desert temples, witch huts, etc., either. Secondly you could try changing the world seed - to one that doesn't have the water temple there - although you'll still probably see one somewhere else, possibly still looking messed up. And thirdly you could edit it out with MCedit and repair the damaged terrain manually through conventional terraforming.
    Posted in: Minecraft Tools
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    posted a message on WorldPainter - graphical & interactive map creator/generator
    Quote from undefined »
    Good luck with your project by the way! I'm sure making roots will prove in the end to be worth the effort.

    Thank you. It's coming along. It's nothing special; I'm pretty good with Worldpainter but I've never made anything really polished, unlike the maps you've made. Hahah.
    Posted in: Minecraft Tools
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    posted a message on WorldPainter - graphical & interactive map creator/generator
    Yeah, I'm doing the roots thing. I really didn't feel like building any more custom tree content, but, now that I've given it some thought, I think it'll be worth it, since the huge masses of exposed roots should look pretty cool.

    Uh, needless to say, firespread is going to be off. Hahah.

    You know, Lente, I've been lurking this thread for a while, and oh man, you and Chaos must have infinite patience to deal with some of these people, I'm gonna be honest. My favorite was that one guy a few pages back who accused Chaos of "wasting everyone's time" when he obviously hadn't even read the directions in the first place. Like wow, these people know this is a free program, right? Jeez.




    Edit: Here we go. Now with semi-realism!
    Posted in: Minecraft Tools
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    posted a message on WorldPainter - graphical & interactive map creator/generator
    So, the world I'm building makes use of some really large custom trees I built, which have a very wide base (10+ blocks wide at bottom), added using a custom objects layer. Now, in the same forest, I've got fairly large caves, which are open to the surface. But of course the problem is, when the custom object layer and the caverns layer occupy the same space... the trees are floating over the caves. Or rather, not technically floating, because at least some of the base is in contact with the surface, but since the base is so wide, a lot of it hangs over the edge.

    An obvious solution, of course, would be just to disallow the caves from breaching the surface, but, well, I like them the way they are, since it's supposed to be kind of a 'primordial' landscape.

    So, barring that, can anyone think of a way around this problem?



    Edit - conceivable "solutions" I've thought about:

    - manually draw every every surface cave and then ensure the trees layer does not intersect with it (it'd be very difficult to make the caves look natural + we're talking a huge amount of terrain, also it would eliminate all the caves under those trees, even the deeper ones, which would be a problem because there'd barely be space for any underground caves at all)
    - build a gigantic root system for every one of those trees (...yikes)

    The ideal solution would be to somehow allow the custom object layer to place things inside the caves (i.e., growing off the cave floor), or, barring that, at least prevent them from being placed on broken ground.
    Posted in: Minecraft Tools
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    posted a message on WorldPainter - graphical & interactive map creator/generator
    So, just out of curiosity...

    How much do we understand about structure files in Minecraft 1.7? I know there's a separate "structures" data file for each world. Can this file be edited manually somehow? Like, for instance, could one conceivably specify an area of land to function as though it were in the boundaries of a "witch hut" or "nether fortress?"

    And if so, do you think this is something Worldpainter might eventually be able to do? Or is that totally unrealistic?
    Posted in: Minecraft Tools
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    posted a message on WorldPainter - graphical & interactive map creator/generator
    Quote from Fyrestorme

    k, I did all of that aaand - "exporting About 532 minutes remaining" :(

    Well, your resulting map must have been very large or intricate.

    It's called WorldPainter for a reason. Perhaps instead of jumping straight ahead to advanced heightmap/importing/etc. techniques, you should try simply "painting" your map within Worldpainter. See how that goes for you.

    But I have to admit, you've got me a little confused. If you've been trying to accomplish an especially unusual outcome and think you need to import an image into Worldpainter to make it work, maybe you should reveal to us exactly what you're trying to achieve. Someone around here is bound to have attempted a similar project.
    Posted in: Minecraft Tools
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    posted a message on WorldPainter - graphical & interactive map creator/generator
    Quote from Bars96

    Spruce tree trunk (my schematic) splitted with other tree trunks: http://i.imgur.com/2hXnnQk.png?1

    It was pretty hard to understand exactly what you were having a problem with. You should be more descriptive of an issue in the future: Explain what you expected to happen, and then describe what happened instead.

    It looks to me like you simply need to paint your custom schematic layer with a lower brush intensity.

    If you're using a regular pine forest layer as well, bear in mind that Worldpainter handles each layer separately and simply generates them all on top of eachother. So, if you have an intensity 10 custom forest layer overlapping an intensity 10 pine forest layer, you can imagine that's a little bit like having an "intensity 20" forest. At that thickness it becomes impossible to avoid some trees colliding with one-another.
    Posted in: Minecraft Tools
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    posted a message on WorldPainter - graphical & interactive map creator/generator
    Quote from Yourself797

    Waterfalls are not very easy to do, I can try to explain the way I do it.

    First you need to raise the ground to the waterfalls level (obviously) and make a cliff. Then lower the ground were the river will be right up until the edge of the waterfall, leave the actual waterfall are at the original height. Next use the flood tool to fill in the river. After all that use the terrain tool set to water and paint it on the cliff. Its not perfect but it works pretty well. I made a water in one of my WP videos that can kind show you the steps:

    Yeah, that's pretty much the solution I've arrived at. It's pretty cool if you put a big shallow cave behind it so there's some space between the water and the wall.

    I'm going for something smaller, though, kind of like rapids, almost? Not incredibly hard, just hard to make it look good.
    Posted in: Minecraft Tools
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    posted a message on WorldPainter - graphical & interactive map creator/generator
    Quote from Fyrestorme
    i do not know what an 8-bit grayscale heightmap is nor how to get/make one.


    Ah... that explains it. A greyscale heightmap is, well, a greyscale image that shows a map of the varying heights of a terrain. Each shade of grey indicates a particular height. To get a better idea of what one looks like, go check out some custom brushes. These are heightmaps. Zomorocks has some good ones here: http://www.planetminecraft.com/project/minecraft-worldpainter-custom-brushes-download/ . The main reason greyscale heightmaps are used is to save Worldpainted terrain as custom brushes for use in seperate maps.

    What you're describing - importing a png/bmp/etc. to determine terrain block types, is similar to what Worldpainter is already doing - generating a Minecraft map based on an image. So I guess I don't understand. Why would you want to add another step to it? It seems redundant to make an image in a regular image editor and then import it into Worldpainter when you can just make it in Worldpainter in the first place.
    Posted in: Minecraft Tools
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    posted a message on WorldPainter - graphical & interactive map creator/generator
    Quote from Fyrestorme

    will this tool ever be able to generate a world map from an image like a jpg or png?

    would like to see something like the ability to do this with a random height map (like hilly) applied as a default for it

    theoretically it would work by taking an image and assuming the image is a top-down view of the surface of the world and then generating the terrain based on that and assigning certain blocks to the colors in the image.

    Well... you can already do this, to an extent, by importing a greyscale image as a heightmap.

    As for block types, there are a few problems with this idea. Namely, not every type of terrain in real life has a perfect equivalent in Minecraft. How could it tell the difference between brown grass and dirt/sand?

    Unless you're talking about assigning specific blocks to specific color values and generating a world based on an image you've created (i.e., not a photograph), so you could "paint" the world with "block types" and then "export" your image to generate the map... you know, kind of like what Worldpainter is already doing.
    Posted in: Minecraft Tools
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    posted a message on WorldPainter - graphical & interactive map creator/generator
    Rivers with waterfalls are hard... I've been making multiple sectioned levels, damming off each one, and flooding each section, and then breaking the dams in-game. But it's hard to make it look realistic, much less attractive.

    Anyone got advice for me? o:
    Posted in: Minecraft Tools
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