Is there anyway I can make these caves look more minecraft-isitc? These caves are so freakin' huge and wide they don't seem like minecraft at all. Can someone please help?
I think a very useful tool would be a testificate village toolbrush, helpful for if you were making an adventure map and you needed a giant city that burned in the storyline, cause you don't wanna spend like 2 days makin something you're gonna burn anyway.
Just a suggestion!
Been a big fan of WorldPainter, good job man, love it!
Rollback Post to RevisionRollBack
This Centipede Is A Predator...
Anyone here likes Knife Party will know what i'm talking bout.
*sigh* Can we PLEASE (1)allow the void tool to truly turn land into void instead of just removing the top layer? I'm trying to fix my one map, as well as a friends map that he used the old skylands map to build his own (and we want to remove the rest of the skylands) Come on man please. When I paint the void (2)I expect there to be a hole to the void there.(3)That is what the void is for isn't it?
imported his map. We want to remove all the extra bits of land. a.k.a use the void tool to remove them. not just remove the top layer.
(1). The void tool does not turn land into the void, it acts as a "messenger" to the void you could say. by creating a hole all the way down to the bottom of the map.
(2). Unless you're doing something wrong, there should be a hole to the void there, when I tested your problem for myself, and used the void tool, it worked as you wanted it to.
(3) That's not what the void tool is intended to do, the void is kinda like the end, it's only in one spot, it never moves, the void is always under bedrock, and nowhere else, it's immovable, and unplaceable.
I'd like to follow up a bit on the information that PicSoul quoted about bo2 files:
As described, bo2 objects were originally designed in the Terrain Control mod to add things like custom trees and mushrooms to your world, but they can be used (or perhaps abused) in World Painter to do far more.
In principle, what bo2 objects allow you to do is to add arbitrary three-dimensional patterns of blocks to your world. Each x-y position of a WorldPainter map painted with a bo2 layer will have a certain probability derived from the intensity of the layer to have a bo2 object placed at that location. When a bo2 object is placed at a location, the pattern of blocks contained in the bo2 object will be randomly rotated and mirrored, and then whatever blocks were previously there will be replaced with the blocks in the bo2 object. The block coordinates in the bo2 object are relative to the surface of the ground at the x-y position where the bo2 object is being placed. Therefore, positive (and zero) z coordinates refer to block locations above the surface of the ground, while negative z coordinates refer to block locations below the surface of the ground. Therefore, if a bo2 object consists of an air block at coordinates (0,0,-1), it will replace the block just below the surface of the ground with air. If I paint this bo2 object in a maximum intensity layer in WorldPainter and export the world, about 16% or the surface will be covered with one-block-deep pits.
Now, suppose instead of a one-block-deep 1x1 pit, my bo2 object makes a two-block-deep 5x5 pit. When I paint this bo2 object at maximum intensity over an area, the bo2 objects overlap, most of the blocks in the first two layers of ground are replaced with air, and I get a big two-block-deep pit in the shape in which I painted the layer. There will be occasional stacks of two blocks left behind in the pit that were missed by the randomly placed bo2 objects.
So far, this isn't anything that we couldn't have done without bo2 objects, but now suppose that I change the z coordinates in my bo2 object so that instead of replacing the 1st and 2nd layers below the ground, it replaces the 10th and 11th layer. Then, when I paint with this bo2 object, it will create a two-block-high cave 10 blocks below the ground in the shape of the painted region. The occasional blocks that were missed by the bo2 objects will form pillar-like obstacles in the cave. This is the basic idea behind the cave bo2 objects that I have been posting. The top, bottom, and edges of the bo2 object can be roughened to give more realistic cave ceilings, floors, and walls, and layers of bo2 objects at different depths can be stacked to create multilevel cave systems.
Rivers can be created using a similar approach, in which the bo2 objects are kept at the surface, but the lower blocks are replaced with water instead of air. For some examples of rivers and caves created using bo2 objects, please see the WorldPainter User Creations forum.
Dude, can you shorten your comments a tiny bit? Made my eyes hurt reading all that...
Rollback Post to RevisionRollBack
This Centipede Is A Predator...
Anyone here likes Knife Party will know what i'm talking bout.
What's the max size this program can handle of a map? Because I'm seeing;
"This map is too large to be displayed by WorldPainter!"
"It is 41563392 by 3328 blocks (2597712 by 208 chunks)."
Hello i just wanted to know if i could use this to generate a map that works with TerraFirmaCraft because this has diferent ores and stones and trees and uses various biomes can i make world painter work with all that???
Probably, up to a point. You can define your own terrain types, ground cover layers and underground pocket layers with arbitrary block types, which you could use to add materials that vanilla Minecraft doesn't have. You could also try enabling "allow Minecraft to populate the entire terrain", which might or might not trigger TerraFirmCraft to generate its own resources and vegetation. The best way to find out is to try it and experiment.
i've loaded a world and changed one biome from taiga to forrest but all the snow and the redwood trees are still there. i couldn't find any brush who wipes the stuff away. am i doing something wrong or ist this kind of brush missing?
Well I wouldn't say it's "missing" but you are right that there is no brush that removes existing vegetation, snow, etc.. That would be a useful thing to have though, so I'll probably add something like that in the near future.
Firstly, this is an old .world from before the 256m height limit, so I began by raising the whole map 48 meters. Then I painted in your new swamp layer onto areas that were originally supposed to be swamps. ... The only layer that worked was the swamp layer. Deciduous and Pine trees did not appear where I had painted their layers.
That is very strange. Yes, if it still happens, send me the .world file (preferably both the previous, old version and the new version).
I haven't seen this reported, but this won't work in Java 7 in Linux.
Caused by: java.awt.HeadlessException
at sun.awt.HeadlessToolkit.getMenuShortcutKeyMask(HeadlessToolkit.java:237)
at org.pepsoft.worldpainter.App.<clinit>(App.java:4119)
... 15 more
This exception indicates that the JRE can't connect to the X Window server. This can be either because the DISPLAY variable isn't set (which seems unlikely, assuming you're starting it in the same way as when you're using Java 6 and it does work), or because you only have the headless version of the JRE installed, which is lacking the X11 libraries, and is meant for running server software which requires no GUI. It's possible that the OpenJDK 7 JDK package depends on the headless JRE, not the full JRE. Try installing the full JRE package explicitly.
Ok so I recently asked about why dungeons and villages dont spawn with world painter. However I found this dungeon in my world with noclip on.
That is weird. I can't explain it. You see things like this around the edges of the map, where it abuts Minecraft-generated chunks and Minecraft will generate structures that extend into the WorldPainter-generated part. But this doesn't appear to be near the edge, judging from the mini map. Also from the same mini map it doesn't look like this entire chunk was generated by Minecraft for some reason. Perhaps dungeons are just extremely rare, but still generate now and again.
Now I can do EVERYTHING I wanted to with my server dungeons, including having them reset automatically (or die trying), have scripted events, and story driven interactive npcs....(OR DIE TRYING)
That is what I was thinking. I'm glad you like it and see the potential! I want to address your points, but I'd like to stay on topic in this thread, so would you mind reposting this on the BukkitScript forum? Thanks!
*sigh* Can we PLEASE allow the void tool to truly turn land into void instead of just removing the top layer?
I will. But you have to understand that you're not the only one who wants things from me, there is a very long list of requests and I don't have that much time to spend on WorldPainter.
What's the max size this program can handle of a map? Because I'm seeing;
"This map is too large to be displayed by WorldPainter!"
"It is 41563392 by 3328 blocks (2597712 by 208 chunks)."
The total area in blocks can't exceed 2³¹-1 (2,147,483,647), which those dimensions do by far. That width is incredibly huge. I'm not even sure you can travel that far in Minecraft any more. Why do want it to be so enormously wide (and have such a tiny length in comparison)?
I just released version 0.9.2 of WorldPainter, a minor functional update. The main change is that WorldPainter now creates backups of existing .world files whenever you save them (using Save or Save As) by default. The complete list of changes is as follows:
Create backups of existing files when saving .world files. The backups have a number appended to the file name, in front of the .world extension. WorldPainter automatically renumbers the backups and deletes the oldest one whenever you overwrite an existing .world file, so that 1 is always the most recent backup, 2 the next recent one, etc.. The number of backups to keep can be configured on the Preferences screen. The default is three. If you do not want WorldPainter to create backups, set it to zero.
When merging, remove land entirely wherever the Void layer is used (an exception to the standard behaviour of not making any changes to the existing map below the surface)
Assigned short-cut Alt+w to Swamp layer
Made error reporting work correctly on Java 7
You will be offered the update automatically when you next start WorldPainter, or you can download it from the first post. Let me know what you think, or if you encounter any problems!
The total area in blocks can't exceed 2³¹-1 (2,147,483,647), which those dimensions do by far. That width is incredibly huge. I'm not even sure you can travel that far in Minecraft any more. Why do want it to be so enormously wide (and have such a tiny length in comparison)?
Benie's map is a huge transit system. He wants to flatten some areas and change the biomes. I told him this program could help (by the way, I love this program ). Do you think it's possible to make it possible to allow bigger maps? Or is that not even possible to add to your program?
Benie's map is a huge transit system. He wants to flatten some areas and change the biomes. I told him this program could help (by the way, I love this program ). Do you think it's possible to make it possible to allow bigger maps? Or is that not even possible to add to your program?
....I really don't think you grasp the scale of such sized map. It would take you over 820 REAL LIFE HOURS to span that, a.k.a over a month of -non stop- 24 hour travel. No that is insainly huge and there is no point or reason to make one that big for a large transit system.
Minecraft isn't able to handle that. Look at the Farlands. Really that is stupidly insainly huge and no player in their life would span something like that in normal game play plus the file size for a map that size would end up in the MANY gigs.
....I really don't think you grasp the scale of such sized map. It would take you over 820 REAL LIFE HOURS to span that, a.k.a over a month of -non stop- 24 hour travel. No that is insainly huge and there is no point or reason to make one that big for a large transit system.
Minecraft isn't able to handle that. Look at the Farlands. Really that is stupidly insainly huge and no player in their life would span something like that in normal game play plus the file size for a map that size would end up in the MANY gigs.
I will wait for the creators reply. Not yours. A transit system can get big. And he has been working on it for a while. This transit system is very big. You can't just say that it's stupidly insane without even knowing how much work went into it. It is a great, and big map. I know this because I have seen it. Please don't judge so fast.
I will wait for the creators reply. Not yours. A transit system can get big. And he has been working on it for a while. This transit system is very big. You can't just say that it's stupidly insane without even knowing how much work went into it. It is a great, and big map. I know this because I have seen it. Please don't judge so fast.
He will say the same thing. trust me, he has to other people making maps insainly big like that, though none being to that huge scale. Really what is the point of making a map that would take over a month of real life days non stop 24 hour sprinting (at the fastest) to make it from one end to the other with the ends being badly buggy due to minecraft limites and the old 'farlands' issue?
I don't care how much work went into it. There really is NO reason or need for a map of that insain scale that it would take you a MONTH, get it? a MONTH of REAL LIFE time if you ran it -NON STOP- 24/7 to get to one end or the other. And even if you get to the ends you'll experience so much lag, frame rate drops and high CPU until MC crashes.Despite the say if 'infinite; terrain.. it really isn't so.. You go far enough out and MC goes into spaz mode reguardless of your system.
Hi, I have been away for ages and I have found the problem to huge world sizes having incorrect displayed images.
The system I am running requires more memory to process the map files that I am trying to create "128gb isn't enough.."
Could we see the main world render as a tiled image?
I've found another use for bo2 objects: to roughen vertical cliff faces. It is easy to make cliffs in WorldPainter by using the flatten tool above and below the cliff, but the resulting vertical cliff faces are too smooth and don't look right to me. Painting these bo2 objects at the base of the cliff adds realistic randomness. The results look like:
Here is a Perl script that generates a set of these bo2 objects:
Do you think it's possible to make it possible to allow bigger maps? Or is that not even possible to add to your program?
Not without some major architectural changes to the program. It's a fundamental limitation of the programming language. I may make those changes at some point, but it won't be any time soon.
You should listen to Taiine though. That size is insane. No server hoster will allow it. Like I said, I'm not even sure you can travel that far in Minecraft without major issues or even at all, and if you could, it would take months (real life months, if all you did was play Minecraft). What possible practical purpose could a map that huge serve? You should also realise that it would take ages to export. A rough calculation tells me it would take about 120 days... I don't think you really grasp the scale of what you are trying to do.
Edit: I just realised something. How are you creating this world? Is it an import of an existing Minecraft map? If so, are you sure that it really is that large? Isn't the size being artificially inflated because of some rogue chunks that exist at a huge distance from the map proper, caused by mods or people experimenting or something?
I've noticed world painter take a little more time to generate the world if you chose a big empty border, but could it just paste a generic empty region file saved in the installation folder ?
No. You forget that while the chunks may be empty, the region file isn't. Those chunks all exist, they just have every block set to "air". If they didn't exist Minecraft would generate them once you get near. And since the absolute chunk coordinates are stored in the chunk, the region files are different from each other even if they only contain empty chunks.
In addition, region files are much larger than WorldPainter tiles. It would be a big coincidence if the border happened to consist exactly of whole regions.
Hi, I have been away for ages and I have found the problem to huge world sizes having incorrect displayed images.
I assume you mean the problem where the lower half is displayed like garbage? You're still the only one who has ever reported this problem. I don't doubt that it happens, but the cause must be some very specific set of circumstances of your situation.
The system I am running requires more memory to process the map files that I am trying to create "128gb isn't enough.."
How do you know that that's the problem? It's very unlikely. Either the creation of the image succeeds, in which case it should be complete, or it doesn't due to lack of memory, in which case nothing will be displayed at all.
Thank you so much for making this mod, this literally saved me from quitting my legit world I have been on for several years. You see I started the world before 1.8 and when the snow update came, it turned my world into a snow biome. I have been annoyed for a while now with the ice and I was just about to quit... But thanks to your mod, I changed the biome to Forest and I have used MC edit to get rid of the ice. For good. Once again, thank you, you have really saved my life here! Continue with the good work!
What's the max size this program can handle of a map? Because I'm seeing;
"This map is too large to be displayed by WorldPainter!"
"It is 41563392 by 3328 blocks (2597712 by 208 chunks)."
I'm using the latest 64 bit installer.
No. Stop it. Bad.
1 Block = 1 Meter
1 Meter >~ 1 Yard (3 Feet)
1,000 Meters = 1 Kilometer (Km)
1,600 Meters = 1 Mile
41.5 Million Meters
~26,000 Miles
Diameter (Thickness, from surface, through core, to surface) ~8000 Miles
Earth from side:
--------
Your map from side:
--------------------------
If you can walk outside and honestly tell me that there is a sign that reads "Cern" on the building you are currently in, you may actually have a computer capable of rendering something a couple thousand miles of terrain.
The largest map I have made, (being one of the bigger dreamers hanging about) is only 8 miles in diameter, and it has taken me months to shape, and is still not finished.
(Chaos, a graphical scale display, basically just showing or displaying text relating an object, place, or whatever to the size selected for the map might stop the need for the same explanation in the thread every two pages, mine was rushed, no comments XD)
JavaScript please. Do not confuse Java with JavaScript in the face of a Java developer if you do not want to incur his wrath.
JavaScript is an entirely different, slightly unfortunately named, programming language from Java.
That is what I was thinking. I'm glad you like it and see the potential! I want to address your points, but I'd like to stay on topic in this thread, so would you mind reposting this on the BukkitScript forum? Thanks!
I was simply trying to be concise. I am learning both, as well as multiple other programming languages, although I am mainly focusing on Java and JavaScript. Gotta be universal. XD
I've found another use for bo2 objects: to roughen vertical cliff faces. It is easy to make cliffs in WorldPainter by using the flatten tool above and below the cliff, but the resulting vertical cliff faces are too smooth and don't look right to me. Painting these bo2 objects at the base of the cliff adds realistic randomness. The results look like:
Here is a Perl script that generates a set of these bo2 objects:
for ($replica = 0; $replica < $n_replicas; $replica ++) {
$flip_x = 1;
$flip_y = 1;
$exchange_xy = 1;
open BO2, ">cliff_h${level_height}_r${replica}.bo2" or die $!;
print BO2 $header;
for ($depth = $level; $depth <= $level + $level_height; $depth ++) {
if (rand() < $flip_probability) {
$flip_x = -$flip_x;
}
if (rand() < $flip_probability) {
$flip_y = -$flip_y;
}
if (rand() < $flip_probability) {
$exchange_xy = -$exchange_xy;
}
$layer = $main_layer;
$layer =~ s/\$depth/$depth/g;
if ($flip_x < 0.0) {
$layer =~ s/^(.*,)/-$1/mg;
}
if ($flip_y < 0.0) {
$layer =~ s/,(.*,)/,-$1/mg;
}
$layer =~ s/--//mg;
$layer =~ s/-0/0/mg;
if ($exchange_xy < 0.0) {
$layer =~ s/^(.*),(.*),/$2,$1,/mg;
}
print BO2 $layer;
}
close BO2;
}
I paint all 5 objects in a single layer in order to get more randomness and avoid repeating patterns.
Using a level tool at the upper height also helps to make the base of the canyon look less chiseled, more like rocks have been falling and pile against the walls, more natural. Make sure to use a noise brush, multiple sizes, and at smaller ones for the stronger strokes.
People don't like taking me serious when I say there maps to big apparently given by that guys rude attitude. But thanks Chaos, and thanks Ardly for again showing that yes I know what I am talking about
Just guess of 184 days also was just going by the farlands page on the wiki that stated it would take that long to get there (approximately) though I think now that that is an error as I recall it being more properly calculated as 9 YEARS of non stop MC play to reach the far lands with out cheats.
A.k.a it would take about that long for him to reach the end of a 41.5 mill meter map. There is no point in making a transit system that insainly huge.
http://imgur.com/Jv6R6,cKOPy,ShVQx
I just want the caves to look more realisitc, please help!
Just a suggestion!
Been a big fan of WorldPainter, good job man, love it!
Anyone here likes Knife Party will know what i'm talking bout.
(1). The void tool does not turn land into the void, it acts as a "messenger" to the void you could say. by creating a hole all the way down to the bottom of the map.
(2). Unless you're doing something wrong, there should be a hole to the void there, when I tested your problem for myself, and used the void tool, it worked as you wanted it to.
(3) That's not what the void tool is intended to do, the void is kinda like the end, it's only in one spot, it never moves, the void is always under bedrock, and nowhere else, it's immovable, and unplaceable.
Dude, can you shorten your comments a tiny bit? Made my eyes hurt reading all that...
Anyone here likes Knife Party will know what i'm talking bout.
"This map is too large to be displayed by WorldPainter!"
"It is 41563392 by 3328 blocks (2597712 by 208 chunks)."
I'm using the latest 64 bit installer.
Probably, up to a point. You can define your own terrain types, ground cover layers and underground pocket layers with arbitrary block types, which you could use to add materials that vanilla Minecraft doesn't have. You could also try enabling "allow Minecraft to populate the entire terrain", which might or might not trigger TerraFirmCraft to generate its own resources and vegetation. The best way to find out is to try it and experiment.
Well I wouldn't say it's "missing" but you are right that there is no brush that removes existing vegetation, snow, etc.. That would be a useful thing to have though, so I'll probably add something like that in the near future.
what?
That is very strange. Yes, if it still happens, send me the .world file (preferably both the previous, old version and the new version).
I created WorldPainter. For support, please visit the WorldPainter subreddit.
This exception indicates that the JRE can't connect to the X Window server. This can be either because the DISPLAY variable isn't set (which seems unlikely, assuming you're starting it in the same way as when you're using Java 6 and it does work), or because you only have the headless version of the JRE installed, which is lacking the X11 libraries, and is meant for running server software which requires no GUI. It's possible that the OpenJDK 7 JDK package depends on the headless JRE, not the full JRE. Try installing the full JRE package explicitly.
That is weird. I can't explain it. You see things like this around the edges of the map, where it abuts Minecraft-generated chunks and Minecraft will generate structures that extend into the WorldPainter-generated part. But this doesn't appear to be near the edge, judging from the mini map. Also from the same mini map it doesn't look like this entire chunk was generated by Minecraft for some reason. Perhaps dungeons are just extremely rare, but still generate now and again.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
JavaScript please. Do not confuse Java with JavaScript in the face of a Java developer if you do not want to incur his wrath.
JavaScript is an entirely different, slightly unfortunately named, programming language from Java.
That is what I was thinking. I'm glad you like it and see the potential! I want to address your points, but I'd like to stay on topic in this thread, so would you mind reposting this on the BukkitScript forum? Thanks!
I will. But you have to understand that you're not the only one who wants things from me, there is a very long list of requests and I don't have that much time to spend on WorldPainter.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
The total area in blocks can't exceed 2³¹-1 (2,147,483,647), which those dimensions do by far. That width is incredibly huge. I'm not even sure you can travel that far in Minecraft any more. Why do want it to be so enormously wide (and have such a tiny length in comparison)?
I created WorldPainter. For support, please visit the WorldPainter subreddit.
I just released version 0.9.2 of WorldPainter, a minor functional update. The main change is that WorldPainter now creates backups of existing .world files whenever you save them (using Save or Save As) by default. The complete list of changes is as follows:
I created WorldPainter. For support, please visit the WorldPainter subreddit.
....I really don't think you grasp the scale of such sized map. It would take you over 820 REAL LIFE HOURS to span that, a.k.a over a month of -non stop- 24 hour travel. No that is insainly huge and there is no point or reason to make one that big for a large transit system.
Minecraft isn't able to handle that. Look at the Farlands. Really that is stupidly insainly huge and no player in their life would span something like that in normal game play plus the file size for a map that size would end up in the MANY gigs.
He will say the same thing. trust me, he has to other people making maps insainly big like that, though none being to that huge scale. Really what is the point of making a map that would take over a month of real life days non stop 24 hour sprinting (at the fastest) to make it from one end to the other with the ends being badly buggy due to minecraft limites and the old 'farlands' issue?
I don't care how much work went into it. There really is NO reason or need for a map of that insain scale that it would take you a MONTH, get it? a MONTH of REAL LIFE time if you ran it -NON STOP- 24/7 to get to one end or the other. And even if you get to the ends you'll experience so much lag, frame rate drops and high CPU until MC crashes.Despite the say if 'infinite; terrain.. it really isn't so.. You go far enough out and MC goes into spaz mode reguardless of your system.
So yes, that size, is INSAIN.
The system I am running requires more memory to process the map files that I am trying to create "128gb isn't enough.."
Could we see the main world render as a tiled image?
Here is a Perl script that generates a set of these bo2 objects:
$n_replicas = 5;
$level = 0;
$level_height = 30;
$flip_probability = 0.2;
$header = <<'HEADER_END';
[META]
version=2.0
spawnOnBlockType=2
spawnSunlight=True
spawnDarkness=True
spawnWater=False
spawnLava=False
underFill=False
randomRotation=True
dig=True
tree=false
branch=False
needsFoundation=True
rarity=100
collisionPercentage=100
spawnElevationMin=0
spawnElevationMax=256
spawnInBiome=All
[DATA]
HEADER_END
$main_layer = <<'MAIN_END';
-3,0,$depth:0
-2,-1,$depth:0
-2,0,$depth:0
-2,1,$depth:0
-1,-2,$depth:0
-1,-1,$depth:0
-1,0,$depth:0
-1,1,$depth:0
-1,2,$depth:0
0,-3,$depth:0
0,-2,$depth:0
0,-1,$depth:0
0,0,$depth:0
0,1,$depth:0
0,2,$depth:0
1,-3,$depth:0
1,-2,$depth:0
1,-1,$depth:0
1,0,$depth:0
1,1,$depth:0
1,2,$depth:0
2,-2,$depth:0
2,-1,$depth:0
2,0,$depth:0
2,1,$depth:0
2,2,$depth:0
MAIN_END
for ($replica = 0; $replica < $n_replicas; $replica ++) {
$flip_x = 1;
$flip_y = 1;
$exchange_xy = 1;
open BO2, ">cliff_h${level_height}_r${replica}.bo2" or die $!;
print BO2 $header;
for ($depth = $level; $depth <= $level + $level_height; $depth ++) {
if (rand() < $flip_probability) {
$flip_x = -$flip_x;
}
if (rand() < $flip_probability) {
$flip_y = -$flip_y;
}
if (rand() < $flip_probability) {
$exchange_xy = -$exchange_xy;
}
$layer = $main_layer;
$layer =~ s/\$depth/$depth/g;
if ($flip_x < 0.0) {
$layer =~ s/^(.*,)/-$1/mg;
}
if ($flip_y < 0.0) {
$layer =~ s/,(.*,)/,-$1/mg;
}
$layer =~ s/--//mg;
$layer =~ s/-0/0/mg;
if ($exchange_xy < 0.0) {
$layer =~ s/^(.*),(.*),/$2,$1,/mg;
}
print BO2 $layer;
}
close BO2;
}
I paint all 5 objects in a single layer in order to get more randomness and avoid repeating patterns.
Not without some major architectural changes to the program. It's a fundamental limitation of the programming language. I may make those changes at some point, but it won't be any time soon.
You should listen to Taiine though. That size is insane. No server hoster will allow it. Like I said, I'm not even sure you can travel that far in Minecraft without major issues or even at all, and if you could, it would take months (real life months, if all you did was play Minecraft). What possible practical purpose could a map that huge serve? You should also realise that it would take ages to export. A rough calculation tells me it would take about 120 days... I don't think you really grasp the scale of what you are trying to do.
Edit: I just realised something. How are you creating this world? Is it an import of an existing Minecraft map? If so, are you sure that it really is that large? Isn't the size being artificially inflated because of some rogue chunks that exist at a huge distance from the map proper, caused by mods or people experimenting or something?
No. You forget that while the chunks may be empty, the region file isn't. Those chunks all exist, they just have every block set to "air". If they didn't exist Minecraft would generate them once you get near. And since the absolute chunk coordinates are stored in the chunk, the region files are different from each other even if they only contain empty chunks.
In addition, region files are much larger than WorldPainter tiles. It would be a big coincidence if the border happened to consist exactly of whole regions.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
I assume you mean the problem where the lower half is displayed like garbage? You're still the only one who has ever reported this problem. I don't doubt that it happens, but the cause must be some very specific set of circumstances of your situation.
How do you know that that's the problem? It's very unlikely. Either the creation of the image succeeds, in which case it should be complete, or it doesn't due to lack of memory, in which case nothing will be displayed at all.
At some point maybe. It's not trivial.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
-Lavaskyie(z)
No. Stop it. Bad.
1 Block = 1 Meter
1 Meter >~ 1 Yard (3 Feet)
1,000 Meters = 1 Kilometer (Km)
1,600 Meters = 1 Mile
41.5 Million Meters
~26,000 Miles
Diameter (Thickness, from surface, through core, to surface) ~8000 Miles
Earth from side:
--------
Your map from side:
--------------------------
If you can walk outside and honestly tell me that there is a sign that reads "Cern" on the building you are currently in, you may actually have a computer capable of rendering something a couple thousand miles of terrain.
The largest map I have made, (being one of the bigger dreamers hanging about) is only 8 miles in diameter, and it has taken me months to shape, and is still not finished.
(Chaos, a graphical scale display, basically just showing or displaying text relating an object, place, or whatever to the size selected for the map might stop the need for the same explanation in the thread every two pages, mine was rushed, no comments XD)
I was simply trying to be concise. I am learning both, as well as multiple other programming languages, although I am mainly focusing on Java and JavaScript. Gotta be universal. XD
Gladly.
(THANK YOU FOR TEH ROUND MAPZ)
Using a level tool at the upper height also helps to make the base of the canyon look less chiseled, more like rocks have been falling and pile against the walls, more natural. Make sure to use a noise brush, multiple sizes, and at smaller ones for the stronger strokes.
Just guess of 184 days also was just going by the farlands page on the wiki that stated it would take that long to get there (approximately) though I think now that that is an error as I recall it being more properly calculated as 9 YEARS of non stop MC play to reach the far lands with out cheats.
A.k.a it would take about that long for him to reach the end of a 41.5 mill meter map. There is no point in making a transit system that insainly huge.