I added a FAQ to the first post! Please check it out if you have any questions. Let me know if you think anything is missing. Feel free to refer people to the FAQ if they ask questions that are in it, and I haven't seen the post yet.
The FAQ was largely written by Sinister Brain. I don't know whether he has migrated his account to the new forum yet. If you read this, thank you very much!
I added a FAQ to the first post! Please check it out if you have any questions. Let me know if you think anything is missing. Feel free to refer people to the FAQ if they ask questions that are in it, and I haven't seen the post yet.
The FAQ was largely written by SinisterBrain. I don't know whether he has migrated his account to the new forum yet. If you read this, thank you very much!
Yay the FAQ! Ya I migrated over and even posted earlier in the thread about the faq.
Now lets hope people read it.
I dont know about everyone else, but when i tried to use in it was very slow and slightly unresponsive... other then that it was great :biggrin.gif: keep up the good work!
I have made a world and did then export. When i played it there was water on spots i diden't even put water ( i diden't do the let minecraft populate and i diden't do caverns ). Also in my forest there are lava pools. Also no caverns. You know why this is, or this is a bug and I'm just unlucky? :tongue.gif:
:biggrin.gif: . check the box next to the button "populate" to see the layer, if you see any squares, right click on the area to remove them (even if you have the "populate" unchecked in the export settings, the populate layer in the editor overrides that).
Great program.
My os: Windows 7
no particular bugs,
you might want to add a way to add tall grass and ores.
I have made a world and did then export. When i played it there was water on spots i diden't even put water ( i diden't do the let minecraft populate and i diden't do caverns ). Also in my forest there are lava pools. Also no caverns. You know why this is, or this is a bug and I'm just unlucky? :tongue.gif:
Yeah this is adding a LOT I mean -A LOT- of above ground mini lakes and lava pools.
Massive forest files ho!
Like Ssslouter says, this can only happen if you 1) selected the "allow Minecraft to populate the terrain" checkbox when you export the world, or 2) used the Populate layer to paint the terrain. The Populate layer is shown as green squares. Again like Ssslouter says, make sure the checkbox next to the Populate button is checked, as otherwise the layer is not displayed.
When you do either of these things, Minecraft will populate the terrain, and I have no control over what it does. It will place water and lava lakes, plant trees and vegetation, create caves and dungeons, and generate snow and ice. Lava lakes are only generated at low altitudes, but if you have a low terrain height there might still be many of them on the surface.
Let me know if you are sure you have not selected the "allow Minecraft to populate the terrain" checkbox, and not used the Populate layer, but Minecraft is still generating trees, lakes, etc.! That would be a bug.
you might want to add a way to add tall grass and ores.
Ores are already in! You can generate them by selecting "resources" as the underground material when exporting the world. Tall grass is coming in the next release.
Finally, a new release of WorldPainter... :smile.gif: New features:
Import and Merge of existing maps!
Existing maps are backed up when exporting or merging.
The "grass" terrain now generates tall grass and ferns, and the "desert" terrain generates dead shrubs.
Optional automatic sand and gravel beaches added.
A scale bar has been added to indicate the current scale of the view.
Erasing a layer now always works at full intensity.
The "flatten" tool remembers the height where you first clicked.
More details below. Download it here, or from the top post. Please let me know what you think of these new features! Don't hesitate to point out bugs or ask for changes or additions!
Import and Merge of existing maps
This is experimental and unfinished! Use at your own risk! But please do use it, and tell me what you think and about any problems you encounter!
Import
The Import operation will import the landscape from an existing Minecraft map. Note that only the landscape (terrain height and type, and whether there is snow or ice) is imported! No trees, caves or any man-made constructs are imported. This tool is only meant to be able to make changes to the landscape of an existing map, WorldPainter is still not, and never will be, a map editor!
Any chunks that contain man-made constructs are marked read-only when the map is imported. This is shown in the editor as a diagonal black cross over the chunk. Those chunks will be left alone when you merge the world back with the existing map (see below), to protect any man-made constructs within them.
You can remove the read-only flag (in the usual way; by selecting the Read Only layer and right-clicking), but be aware that this may severely mangle or destroy any man-made constructs in those chunks!
Please note that the result of the import may look odd, because WorldPainter works in tiles (which are larger than chunks), so it must create entire tiles even for the areas around the edges of the map that are not completely filled with chunks. This will result in tiles around the edges of the world that are partly generated and partly imported. All the generated areas will be marked as read-only however, so they will not be exported when the world is merged back and they will therefore not interfere with the existing map.
Merge
The Merge operation will merge the edited landscape back with the existing map. It will raise or lower the terrain and change the terrain type of the top layer as appropriate. Anything above ground level will be raised or lowered along with the terrain. Anything below ground level will remain at the same level.
This means that if you change the slope of the terrain, and there are already trees there, the canopies of those trees will become skewed and look strange. It would be very hard to prevent that, so this will probably never be fixed. It also means that any cavern entrances that connect with the surface may become blocked and will have to be manually excavated afterwards.
If the terrain is raised, the space between the new and old surface levels is filled with whatever would be there if this was a regular export, depending on the "underground material" setting, and any caverns you may have painted. If the terrain is lowered anything between the old and new surface levels is excavated and destroyed.
Note that some things are not yet copied from the existing world, including any in-game maps you have created, and player information for multiplayer maps. Note also that the locations of players, mobs and items are not adapted to any changes in terrain height, so if you're unlucky you may be buried in a mountain, or floating in the air!
Existing maps are backed up when exporting or merging.
Whenever you export a map and there was already a map with the same name there, or when you merge a map, the existing map will be backed up to a directory called "backups", which will be in the same directory as your "saves" directory (or the directory in which you exported the map, if you exported it to a different directory than your Minecraft saves directory).
These backups are not cleaned up by WorldPainter, so you should periodically purge them so that your harddisk does not fill up.
Optional automatic sand and gravel beaches added.
You can now indicate on the New World screen whether you would like to have beaches automatically generated for you. If you do, the terrain from two levels below to two levels above the water level will be set to "beaches", which consists of large swathes of sand or gravel, with some grass in between.
Note that if you change the terrain height and thereby create new lakes and ponds they won't automatically get beaches. To add beaches, choose any terrain type and then right-click around the perimeter of the water. Right-clicking reverts the terrain to the height-based default terrain. This only works if you created the world with "beaches" enabled!
Erasing a layer now always works at full intensity.
I decided that the current behaviour when right-clicking with a terrain type or layer selected is too confusing, now that the default intensity is set to 50%. It makes it look like nothing is happening. So now right-clicking resets the terrain type, or removes the layer, at full intensity, regardless of the current setting of the intensity slider.
The "flatten" tool remembers the height where you first clicked.
The flatten tool now remembers the terrain height where you first clicked, even when you then drag away. It used to take the current terrain height at each point while dragging, which would lead to undesirable results when dragging quickly, especially with a small brush, as you would drag into areas where the height was still lower or higher and then that would become the new height.
This change makes it a lot easier to create areas that are the same height, no matter the size of the brush or how fast your are dragging.
An idea I had for this program: In creating large maps, I've found that everything goes reasonably quickly except creating mountain ranges. Would be cool if you implemented a mountain brush that would create random peaks elevated depending on brush intensity. :smile.gif:
Also, I do like the cavern style as I said before, and would be dissapointed to see it dissapear for another style. Perhaps you could retain the current style but add variables that would let the user control the average cavern diameter or something. One neat effect I've found is to create a cavern system in a map 1x7 or something similar, and then use MCedit to roll the cavern on it's side.
I like the import feature, and LOVE the scale bar in the corner. Man what a handy tool! The other patches seem like good additions, like the beaches (though would be nice to add clay) and the flatten/erase upgrades.
I finally managed to dedicate more RAM to the program after some tweaking and pounding of fists. RAM is cheap, is there a limit on how much I could add to the program? It only lets me add about 1Gig right now on a 4 GB system. If I bought 16GB, could I dedicate the whole bundle? >:smile.gif:
I finally managed to dedicate more RAM to the program after some tweaking and pounding of fists. RAM is cheap, is there a limit on how much I could add to the program? It only lets me add about 1Gig right now on a 4 GB system. If I bought 16GB, could I dedicate the whole bundle? >:smile.gif:
It depends on your CPU and operating system. If you have a 64-bit CPU, 64-bit operating system and install the 64-bit version of Java, then you could definitely get 16 GB and give almost all of that to Java!
If you're on 32-bit, the theoretical limit is 4 GB, but on Windows in practice it's only around 1.5 GB.
I love WorldPainter but would like to dedicate some RAM to it. However, I have no idea how because of my unfamiliarity with both Command Prompt and Java. I looked in your FAQ and typed in java -Xmx1G -jar WorldPainter.jar but it came up with "Unable to access jarfile WorldPainter.jar.
Could somebody break it down for a complete noob? Haha.
P.S. On a unrelated note, can I do this with other programs like MCEdit and Minecraft? I apologize for such stupid questions. :/
request: some sort of river tool, right now i try to lower the terrain height and put water in the hole but it only fills the bottom with water.
Well isn't that what you want? Do you mean that you want the water to be higher? You can raise the water level by left-clicking multiple times. Or did you mean you want the water to pour down the landscape and form a river automatically? I have actually thought about that. But it would be very complex, so I wouldn't count on it any time soon.
The flatten tool is good for creating rivers (especially after the latest changes). Just lower the terrain to the depth you want the river to be, and then use the flatten tool and a small brush size to extend the bottom of the hole in a meandering line across the map. Then use the flood tool to fill it with water.
An alternative way to create rivers is to paint the landscape with the "water" terrain. using the "constant" falloff (the third one). This makes the water follow the height of the landscape, which may or may not be what you want.
I think I will modify the "water" and "lava" terrains so that they are one block lower than the surrounding terrain. That would make it a bit more useful for painting rivers, I think.
I love WorldPainter but would like to dedicate some RAM to it. However, I have no idea how because of my unfamiliarity with both Command Prompt and Java. I looked in your FAQ and typed in java -Xmx1G -jar WorldPainter.jar but it came up with "Unable to access jarfile WorldPainter.jar.
You need to run it inside the directory where the WorldPainter.jar file is located. Which directory that is and how you get to it depends on your operating system, and where you downloaded the file. When you figure out in which directory the file is you can either:
1) Change the current directory of the command prompt to that directory using the cd command, and then execute java -Xmx1G -jar WorldPainter.jar
or:
2) Use the complete path to the WorldPainter.jar file in the Java command. For instance, if you're on Windows and the file is in your Downloads directory, it would be something like: java -Xmx1G -jar C:\Users\Albatrossy\Downloads\WorldPainter.jar
P.S. On a unrelated note, can I do this with other programs like MCEdit and Minecraft? I apologize for such stupid questions. :/
Can you do what with MCEdit and Minecraft? Give them more memory? For Minecraft you could, but it's not necessary. For MCEdit, I don't know. That's not written in Java, it's written in Python, and I'm no expert on that.
I love WorldPainter but would like to dedicate some RAM to it. However, I have no idea how because of my unfamiliarity with both Command Prompt and Java. I looked in your FAQ and typed in java -Xmx1G -jar WorldPainter.jar but it came up with "Unable to access jarfile WorldPainter.jar.
Could somebody break it down for a complete noob? Haha.
P.S. On a unrelated note, can I do this with other programs like MCEdit and Minecraft? I apologize for such stupid questions. :/
put worldpainter.jar on your desktop, not a shortcut, the actual thing
Rollback Post to RevisionRollBack
Quote from freakstritch »
I hope you are joking as this is quite possibly the dumbest idea ever in the history of mankind.
The FAQ was largely written by Sinister Brain. I don't know whether he has migrated his account to the new forum yet. If you read this, thank you very much!
I created WorldPainter. For support, please visit the WorldPainter subreddit.
Yay the FAQ! Ya I migrated over and even posted earlier in the thread about the faq.
Now lets hope people read it.
Ah, I thought that was pre-migration. Anyway, good to see you here. :wink.gif:
I created WorldPainter. For support, please visit the WorldPainter subreddit.
Massive forest files ho!
:biggrin.gif: . check the box next to the button "populate" to see the layer, if you see any squares, right click on the area to remove them (even if you have the "populate" unchecked in the export settings, the populate layer in the editor overrides that).
Great program.
My os: Windows 7
no particular bugs,
you might want to add a way to add tall grass and ores.
for you:
If I helped you in any way (or you just think I'm awesome) click these.
Like Ssslouter says, this can only happen if you 1) selected the "allow Minecraft to populate the terrain" checkbox when you export the world, or 2) used the Populate layer to paint the terrain. The Populate layer is shown as green squares. Again like Ssslouter says, make sure the checkbox next to the Populate button is checked, as otherwise the layer is not displayed.
When you do either of these things, Minecraft will populate the terrain, and I have no control over what it does. It will place water and lava lakes, plant trees and vegetation, create caves and dungeons, and generate snow and ice. Lava lakes are only generated at low altitudes, but if you have a low terrain height there might still be many of them on the surface.
Let me know if you are sure you have not selected the "allow Minecraft to populate the terrain" checkbox, and not used the Populate layer, but Minecraft is still generating trees, lakes, etc.! That would be a bug.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
Ores are already in! You can generate them by selecting "resources" as the underground material when exporting the world. Tall grass is coming in the next release.
Thank you! :smile.gif:
I created WorldPainter. For support, please visit the WorldPainter subreddit.
Finally, a new release of WorldPainter... :smile.gif: New features:
Import and Merge of existing maps
This is experimental and unfinished! Use at your own risk! But please do use it, and tell me what you think and about any problems you encounter!
Import
The Import operation will import the landscape from an existing Minecraft map. Note that only the landscape (terrain height and type, and whether there is snow or ice) is imported! No trees, caves or any man-made constructs are imported. This tool is only meant to be able to make changes to the landscape of an existing map, WorldPainter is still not, and never will be, a map editor!
Any chunks that contain man-made constructs are marked read-only when the map is imported. This is shown in the editor as a diagonal black cross over the chunk. Those chunks will be left alone when you merge the world back with the existing map (see below), to protect any man-made constructs within them.
You can remove the read-only flag (in the usual way; by selecting the Read Only layer and right-clicking), but be aware that this may severely mangle or destroy any man-made constructs in those chunks!
Please note that the result of the import may look odd, because WorldPainter works in tiles (which are larger than chunks), so it must create entire tiles even for the areas around the edges of the map that are not completely filled with chunks. This will result in tiles around the edges of the world that are partly generated and partly imported. All the generated areas will be marked as read-only however, so they will not be exported when the world is merged back and they will therefore not interfere with the existing map.
Merge
The Merge operation will merge the edited landscape back with the existing map. It will raise or lower the terrain and change the terrain type of the top layer as appropriate. Anything above ground level will be raised or lowered along with the terrain. Anything below ground level will remain at the same level.
This means that if you change the slope of the terrain, and there are already trees there, the canopies of those trees will become skewed and look strange. It would be very hard to prevent that, so this will probably never be fixed. It also means that any cavern entrances that connect with the surface may become blocked and will have to be manually excavated afterwards.
If the terrain is raised, the space between the new and old surface levels is filled with whatever would be there if this was a regular export, depending on the "underground material" setting, and any caverns you may have painted. If the terrain is lowered anything between the old and new surface levels is excavated and destroyed.
Note that some things are not yet copied from the existing world, including any in-game maps you have created, and player information for multiplayer maps. Note also that the locations of players, mobs and items are not adapted to any changes in terrain height, so if you're unlucky you may be buried in a mountain, or floating in the air!
Existing maps are backed up when exporting or merging.
Whenever you export a map and there was already a map with the same name there, or when you merge a map, the existing map will be backed up to a directory called "backups", which will be in the same directory as your "saves" directory (or the directory in which you exported the map, if you exported it to a different directory than your Minecraft saves directory).
These backups are not cleaned up by WorldPainter, so you should periodically purge them so that your harddisk does not fill up.
Optional automatic sand and gravel beaches added.
You can now indicate on the New World screen whether you would like to have beaches automatically generated for you. If you do, the terrain from two levels below to two levels above the water level will be set to "beaches", which consists of large swathes of sand or gravel, with some grass in between.
Note that if you change the terrain height and thereby create new lakes and ponds they won't automatically get beaches. To add beaches, choose any terrain type and then right-click around the perimeter of the water. Right-clicking reverts the terrain to the height-based default terrain. This only works if you created the world with "beaches" enabled!
Erasing a layer now always works at full intensity.
I decided that the current behaviour when right-clicking with a terrain type or layer selected is too confusing, now that the default intensity is set to 50%. It makes it look like nothing is happening. So now right-clicking resets the terrain type, or removes the layer, at full intensity, regardless of the current setting of the intensity slider.
The "flatten" tool remembers the height where you first clicked.
The flatten tool now remembers the terrain height where you first clicked, even when you then drag away. It used to take the current terrain height at each point while dragging, which would lead to undesirable results when dragging quickly, especially with a small brush, as you would drag into areas where the height was still lower or higher and then that would become the new height.
This change makes it a lot easier to create areas that are the same height, no matter the size of the brush or how fast your are dragging.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
I just released a new version which fixes a bug when exporting a world with a border. Please re-download!
I created WorldPainter. For support, please visit the WorldPainter subreddit.
An idea I had for this program: In creating large maps, I've found that everything goes reasonably quickly except creating mountain ranges. Would be cool if you implemented a mountain brush that would create random peaks elevated depending on brush intensity. :smile.gif:
Also, I do like the cavern style as I said before, and would be dissapointed to see it dissapear for another style. Perhaps you could retain the current style but add variables that would let the user control the average cavern diameter or something. One neat effect I've found is to create a cavern system in a map 1x7 or something similar, and then use MCedit to roll the cavern on it's side.
I finally managed to dedicate more RAM to the program after some tweaking and pounding of fists. RAM is cheap, is there a limit on how much I could add to the program? It only lets me add about 1Gig right now on a 4 GB system. If I bought 16GB, could I dedicate the whole bundle? >:smile.gif:
It depends on your CPU and operating system. If you have a 64-bit CPU, 64-bit operating system and install the 64-bit version of Java, then you could definitely get 16 GB and give almost all of that to Java!
If you're on 32-bit, the theoretical limit is 4 GB, but on Windows in practice it's only around 1.5 GB.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
Could somebody break it down for a complete noob? Haha.
P.S. On a unrelated note, can I do this with other programs like MCEdit and Minecraft? I apologize for such stupid questions. :/
Well isn't that what you want? Do you mean that you want the water to be higher? You can raise the water level by left-clicking multiple times. Or did you mean you want the water to pour down the landscape and form a river automatically? I have actually thought about that. But it would be very complex, so I wouldn't count on it any time soon.
The flatten tool is good for creating rivers (especially after the latest changes). Just lower the terrain to the depth you want the river to be, and then use the flatten tool and a small brush size to extend the bottom of the hole in a meandering line across the map. Then use the flood tool to fill it with water.
An alternative way to create rivers is to paint the landscape with the "water" terrain. using the "constant" falloff (the third one). This makes the water follow the height of the landscape, which may or may not be what you want.
I think I will modify the "water" and "lava" terrains so that they are one block lower than the surrounding terrain. That would make it a bit more useful for painting rivers, I think.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
You need to run it inside the directory where the WorldPainter.jar file is located. Which directory that is and how you get to it depends on your operating system, and where you downloaded the file. When you figure out in which directory the file is you can either:
1) Change the current directory of the command prompt to that directory using the cd command, and then execute java -Xmx1G -jar WorldPainter.jar
or:
2) Use the complete path to the WorldPainter.jar file in the Java command. For instance, if you're on Windows and the file is in your Downloads directory, it would be something like: java -Xmx1G -jar C:\Users\Albatrossy\Downloads\WorldPainter.jar
Can you do what with MCEdit and Minecraft? Give them more memory? For Minecraft you could, but it's not necessary. For MCEdit, I don't know. That's not written in Java, it's written in Python, and I'm no expert on that.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
put worldpainter.jar on your desktop, not a shortcut, the actual thing
what is this? i don't even...