Links you posted work, so got it and its running nice. Actually seeing an improvement on performance over the last version (about a 0.2gb memory reduction on average.) The new biome feature is brilliant, possibly the best feature of the program. I'm happy to say that I've been using this program since the very first version (downloaded it when there were only two posts!) and has become an irriplacable part of my minecraft routine. Ive used this to create 4 maps now, with a total area of over 120,000x120,000 blocks, ****ing brilliant.
With all that being said, I do have some things that I strongly wish were included in this program.
1. Ability to switch view on 3D map to any angle
2. Ability to output a .png or .bmp map straight from within the program rather than having to export it to map it
3. Ability to turn on or off the 3D shading that goes into the 2D map (aka the lighter areas on the west(?) facing slopes and shadow on the other) and changing to a more heighmap visual style for more clarity of block type in shadowed slopes (always bugs me)
4. Ability to add custom factors into export, for example:
---- Custom underground resources, allowing the input of a block ID (written preferably, since there are now some 4k of them) , size and rarity of the vein, as well as possibly a feature to change the shape of the vein? maybe allowing us to chose longer narrow veins for gold and chunk veins (current style) for diamond or coal.
---- Custom underground features, for example underground lakes, with ability to change the block ID the lake consists of (im thinking of the possible use for the TEKKIT mod, being able to create reservoirs of oil under the surface), the size and maybe even the density of caves connecting to it
---- Export to other formats, such as for 3D modelling programs and the like, many people do some great machinima in mc and this tool could be pretty useful to a lot of them
5. Ability to change the thickness of the grass/dirt in the grass brush, currently set to 1 grass and 2 dirt deep, many of my maps I go through and remove the bottom two laters of dirt to make more interesting and realistic mountains, would save lots of time
6. Automatic beach tool, creates beaches a set distance inland from a body of water, allow to select block ID for the beach as well as depth and its extent into the water, allow us to select the body of water we want to add beaches to rather than add them everywhere
7. Erode brushes, styles like water erode (creation of canyons and valleys along the path water flows), wind erode (height based, strip the tops of mountains, and maybe even a glacial erode though I'm not sure how it would work
8. Ability for the program to look in AppData/roaming/minecraft/bin for all .JAR files and display them to you along with the ability to do a custom open of your .jar for ease of use and speed each time you load a map
9. When using the zoom keys it zooms to the center of the image, rather than to seemingly random corners of your map, a zoom brush allowing you to select the area you want to zoom in on much like older photoshops
10. Right click movement on map
11. Remove the block changing propertys of the mountain brush, its the only brush that behaves in this way and its a little silly, never really found a use for the arbitrary height in which it changes blocks at, and if anyone was to ever leave it this way it creates some of the ugliest mountains ever, lol.
12. Ability to custom set spawn point
13. Jungle trees layer!
Know its a big list, but this program is great. I always start a map with it but get frustrated when I cant get everything I want done within it, which in my opinion is what this program is, a one stop shop for all map makers. Anyway, keep up the good work, love the program and hope it never dies!
Oh, and I'm not sure if there is any interest, but I'm using a lot of NASA/Satellite heightmap data to create maps, not sure what other people use to gather heightmap or real world data, but I could prolly throw together a tutorial on getting this data into worldpainter.
The auto texture for mountains or anything based on the ehight uses cobblestone and stone rather than just stone, I dont think that should be the default option.
Why would you think that's a bug? That's just how it works. I will add the possibility to configure it in the near future though.
The mac installer won't work. Any help? I have java (actually i don't, but minecraft still works magically) and it looks like it's a java installer.
It is my understanding that Java comes with Mac OS X, so you always have Java. But if you really don't have it, then yes, WorldPainter needs it so you should install it first. If that doesn't help then you'll have to be a bit more specific. I can't read minds or look on your screen. In what way does it not work? Do you get an error message? If so what does it say?
It is my understanding that Java comes with Mac OS X, so you always have Java. But if you really don't have it, then yes, WorldPainter needs it so you should install it first. If that doesn't help then you'll have to be a bit more specific. I can't read minds or look on your screen. In what way does it not work? Do you get an error message? If so what does it say?
I believe (not sure) that on a mac its possible for the default program to change pretty randomly on many java files (opening in pages, photoshop etc) check to make sure its loading the right program.
Awesome on the merge-only-biomes. This makes for some super possibilities. Two ideas/suggestions:
1) Add color-fill or copy/paste to biomes/other tools for the editor? This would probably take some work to implement, though.
2) I love the %-based scale of resources. Any way you can add infinite sliding scales to this? So I could create something like:
Gold: 4% from layers 1-31
Gold: 1% from layers 32-45
Gold: 0.25% from layers 46-255
Thanks again for this! You could possibly get a lot more traffic if you put "Biome Editing" in the title of this post, i.e.: WORLDPAINTER, MAP CREATOR/GENERATOR and BIOME-EDITING W/ GUI
The new biome feature is brilliant, possibly the best feature of the program. I'm happy to say that I've been using this program since the very first version (downloaded it when there were only two posts!) and has become an irriplacable part of my minecraft routine. Ive used this to create 4 maps now, with a total area of over 120,000x120,000 blocks, ****ing brilliant.
Thanks! I'm glad you like it so much and it's working well for you.
With all that being said, I do have some things that I strongly wish were included in this program.
Thanks for that comprehensive list. Some good suggestion and I will definitely take them into account! A few things I thought might already exist though, if I understood your meaning correctly:
You'll never be able to view from an arbitrary angle (45 degree angle isometric views are easy and fast to do, arbitrary angles are neither), but you can rotate the view 90 degrees clockwise by pressing r or anticlockwise by pressing l.
---- Custom underground features, for example underground lakes, with ability to change the block ID the lake consists of (im thinking of the possible use for the TEKKIT mod, being able to create reservoirs of oil under the surface), the size and maybe even the density of caves connecting to it
I may or may not add something like this, but I think this is already a good candidate to do with other tools. You could pretty quickly and easily create an underground void using WorldEdit or VoxelSniper (or use WorldPainter caverns) and then select a box around the lower half and turn all the air blocks in the selection to your block of choice.
8. Ability for the program to look in AppData/roaming/minecraft/bin for all .JAR files and display them to you along with the ability to do a custom open of your .jar for ease of use and speed each time you load a map
The program already remembers the last jar you used separately for each biome scheme, so once you've used them all and provided the jars stay in place unchanged, you shouldn't have to select jars very often. Let me know if this is not working right (I have heard reports from people having to select the same jar over and over again, but I've never been able to reproduce that myself).
Not gunna bother quoting you, would get a little long, will just address each as it comes up.
About the 3D map, never knew that, thats exactly what I wanted, no idea how that possibly could have evaded me (although documentation is a little scarce :P, in this case, maybe I should have asked for a hotkey tab under the help dropdown (also applies to what I said about movement, never knew it!)) As for the underground caverns, part of building a map for use later as a real world is the randomness of it, if I was to go around creating massive lakes of oil it would kinda ruin the hunt for it, which is why I love the randomly generated aspect of this. If its a feature that it remembers your Jar file then it is deffinatly not working as intended, I have to load it up every single time I reload a map, create a heightmap, biomes, pretty much anything, maybe the program should create a backup .jar inside the directory? When I use the spawn point tool I often notice that when I output the map the chunk where the spawn was placed has been deleted, in truth I havent tried this on the new Anvil format, so not sure if this has been fixed.
That's a bit brief. Some people appear to be experiencing connection problems to the download site (although the site appears to be fine and most people can connect without problems). If that is what you are experiencing, I posted alternate download links for the Windows versions of WorldPainter on the previous page of this thread. If you have a different problem you're going to have to elaborate if you want me to help.
If its a feature that it remembers your Jar file then it is deffinatly not working as intended, I have to load it up every single time I reload a map, create a heightmap, biomes, pretty much anything, maybe the program should create a backup .jar inside the directory?
Hmmm, then I'll have to look into that. I may need your help for that, since I can't reproduce this problem myself.
When I use the spawn point tool I often notice that when I output the map the chunk where the spawn was placed has been deleted, in truth I havent tried this on the new Anvil format, so not sure if this has been fixed.
That must have been a coincidence and/or caused by a mod you were using or something like that. I'm not aware of any bugs like that related to changing the spawn point (or even any chunk-deleting bugs at all), and it's such a simple operation that it seems very unlikely to be able to cause problems like that. As far as I know in vanilla Minecraft chunk errors are a thing of the distant past, I haven't seen them for many months.
Are you gonna adda jungle tree option? I'm REALLY hopeing for that
At some point, yes. However, with the biome painting option the priority has decreased somewhat because you can let Minecraft generate jungle wherever you want. Set the biome scheme to "Custom biomes", click on the Biomes button and paint jungle where you want it. Then either paint those areas with the Populate layer, or check "allow Minecraft to populate the entire terrain" on the Export screen, and Minecraft will generate jungle in those areas when you first open the map. You can use this technique with any other biome as well of course.
Why would you think that's a bug? That's just how it works. I will add the possibility to configure it in the near future though.
Cobblestone isnt exactly a natural looking base material.
Any chance the light calulations can be changed, I am just guessing that every block is getting the calulation? any chance some of this can be passed off on the first minecraft load.
Downloaded the installer for mac, but all I get is this window full of code in something called Unitron, which I'm guessing is a pre-installed code-writing application. I've tried this with all three files available for download (what the difference is between them is beyond my limited understanding). The third one, the "deb" package or whatever, can't even open, as my computer has no idea what program to use.
So... what am I doing wrong? I'm running Mac Os Lion (10.7.3), and I downloaded from Google Chrome. More importantly, can I fix it? I'd really like to give this thing a try; I've actually been looking for something like this for a long time, but as you may have guessed, I hardly have the knowledge to make any sort of application on my own.
dear captain chaos: i am having a very intricate problem with your worlpainter. it is very complicated but if you want to see the bug/problem then i would like you to join me on skype so i can show you my screen. i think you did a great job and i compliment you on your creation. my skype name is sprtna15. please join me so we can work this problem out of your system.
Chaos, my map seems to have a problem. My mountain biome contains a LOT of trees plus it has most of it shaded with the freeze tool. There is a mountain there as well that is pretty big but whenever I go in that area it will randomly go from really smooth to 1 frame per second and eventually disconnect me from the local host. It also crashes in MCedit. I dont think it's the mountain because I have a similar one in the desert that doesnt cause any frame rate issues. Thanks.
Actually seeing an improvement on performance over the last version.
As am I, the biggest being when painting the whole map with the read-only brush before making changes is MUCH faster and smoother. (On that note, is there a quick way to mark the whole map read only with like a keyboard shortcut?)
3. Ability to turn on or off the 3D shading that goes into the 2D map (aka the lighter areas on the west(?) facing slopes and shadow on the other) and changing to a more heighmap visual style for more clarity of block type in shadowed slopes (always bugs me)
I ran into this issue today, while createing a very deep and very long ravine and I wanted to place obsidian in just the bottom. The shading made it difficult to tell what was shadow, and what was obsidian.
8. Ability for the program to look in AppData/roaming/minecraft/bin for all .JAR files and display them to you along with the ability to do a custom open of your .jar for ease of use and speed each time you load a map
Until recently I had to as well, im not sure what changed, but all of a sudden it stoped asking me. It honestly never even occured to me that it was asking each time, untill it stopped asking. Between the plugin dev for bukkit I do, and the mods from magic launcher, I guess I just got used to being for jars
9. When using the zoom keys it zooms to the center of the image, rather than to seemingly random corners of your map, a zoom brush allowing you to select the area you want to zoom in on much like older photoshops
Personaly i've not use the keys, but I use the ctrl+mousewheel to zoom in and out, and something that bugs me is that when zooming out it jumps to the top-left corner of the map. Scroll bars are about 10% down and to the right.
Cobblestone isnt exactly a natural looking base material.
In the default texture pack it looks natural enough. It looks like loose rocks. It's just that in vanilla Minecraft it's always associated with artificial structures because it only occurs in the walls of dungeons. But as I said, I will add the possibility to change it.
Any chance the light calulations can be changed, I am just guessing that every block is getting the calulation? any chance some of this can be passed off on the first minecraft load.
I tried that, but it doesn't work very well. Everything is pitch black to begin with, causing monsters to spawn everywhere immediately. Minecraft does slowly update the lighting, but for some reason not completely, it leaves black patches and stripes everywhere that look ugly and continue to spawn monsters. I'm afraid there's not much choice but to make sure the lighting is correct before it loads.
It already tries to be as efficient as possible, but as I'm sure you can appreciate if you think about it for a moment the calculations are very complex and will always take a significant amount of time. Minecraft takes a lot of time to do it too, only you don't notice it because it can do it in the background, chunk by chunk, and WorldPainter has to do it for the entire map at once, while you're waiting for it...
With all that being said, I do have some things that I strongly wish were included in this program.
1. Ability to switch view on 3D map to any angle
2. Ability to output a .png or .bmp map straight from within the program rather than having to export it to map it
3. Ability to turn on or off the 3D shading that goes into the 2D map (aka the lighter areas on the west(?) facing slopes and shadow on the other) and changing to a more heighmap visual style for more clarity of block type in shadowed slopes (always bugs me)
4. Ability to add custom factors into export, for example:
---- Custom underground resources, allowing the input of a block ID (written preferably, since there are now some 4k of them) , size and rarity of the vein, as well as possibly a feature to change the shape of the vein? maybe allowing us to chose longer narrow veins for gold and chunk veins (current style) for diamond or coal.
---- Custom underground features, for example underground lakes, with ability to change the block ID the lake consists of (im thinking of the possible use for the TEKKIT mod, being able to create reservoirs of oil under the surface), the size and maybe even the density of caves connecting to it
---- Export to other formats, such as for 3D modelling programs and the like, many people do some great machinima in mc and this tool could be pretty useful to a lot of them
5. Ability to change the thickness of the grass/dirt in the grass brush, currently set to 1 grass and 2 dirt deep, many of my maps I go through and remove the bottom two laters of dirt to make more interesting and realistic mountains, would save lots of time
6. Automatic beach tool, creates beaches a set distance inland from a body of water, allow to select block ID for the beach as well as depth and its extent into the water, allow us to select the body of water we want to add beaches to rather than add them everywhere
7. Erode brushes, styles like water erode (creation of canyons and valleys along the path water flows), wind erode (height based, strip the tops of mountains, and maybe even a glacial erode though I'm not sure how it would work
8. Ability for the program to look in AppData/roaming/minecraft/bin for all .JAR files and display them to you along with the ability to do a custom open of your .jar for ease of use and speed each time you load a map
9. When using the zoom keys it zooms to the center of the image, rather than to seemingly random corners of your map, a zoom brush allowing you to select the area you want to zoom in on much like older photoshops
10. Right click movement on map
11. Remove the block changing propertys of the mountain brush, its the only brush that behaves in this way and its a little silly, never really found a use for the arbitrary height in which it changes blocks at, and if anyone was to ever leave it this way it creates some of the ugliest mountains ever, lol.
12. Ability to custom set spawn point
13. Jungle trees layer!
Know its a big list, but this program is great. I always start a map with it but get frustrated when I cant get everything I want done within it, which in my opinion is what this program is, a one stop shop for all map makers. Anyway, keep up the good work, love the program and hope it never dies!
Oh, and I'm not sure if there is any interest, but I'm using a lot of NASA/Satellite heightmap data to create maps, not sure what other people use to gather heightmap or real world data, but I could prolly throw together a tutorial on getting this data into worldpainter.
Why would you think that's a bug? That's just how it works. I will add the possibility to configure it in the near future though.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
It is my understanding that Java comes with Mac OS X, so you always have Java. But if you really don't have it, then yes, WorldPainter needs it so you should install it first. If that doesn't help then you'll have to be a bit more specific. I can't read minds or look on your screen. In what way does it not work? Do you get an error message? If so what does it say?
I created WorldPainter. For support, please visit the WorldPainter subreddit.
I believe (not sure) that on a mac its possible for the default program to change pretty randomly on many java files (opening in pages, photoshop etc) check to make sure its loading the right program.
Awesome on the merge-only-biomes. This makes for some super possibilities. Two ideas/suggestions:
1) Add color-fill or copy/paste to biomes/other tools for the editor? This would probably take some work to implement, though.
2) I love the %-based scale of resources. Any way you can add infinite sliding scales to this? So I could create something like:
Gold: 4% from layers 1-31
Gold: 1% from layers 32-45
Gold: 0.25% from layers 46-255
Thanks again for this! You could possibly get a lot more traffic if you put "Biome Editing" in the title of this post, i.e.: WORLDPAINTER, MAP CREATOR/GENERATOR and BIOME-EDITING W/ GUI
Thanks! I'm glad you like it so much and it's working well for you.
Thanks for that comprehensive list. Some good suggestion and I will definitely take them into account! A few things I thought might already exist though, if I understood your meaning correctly:
You'll never be able to view from an arbitrary angle (45 degree angle isometric views are easy and fast to do, arbitrary angles are neither), but you can rotate the view 90 degrees clockwise by pressing r or anticlockwise by pressing l.
I may or may not add something like this, but I think this is already a good candidate to do with other tools. You could pretty quickly and easily create an underground void using WorldEdit or VoxelSniper (or use WorldPainter caverns) and then select a box around the lower half and turn all the air blocks in the selection to your block of choice.
The program already remembers the last jar you used separately for each biome scheme, so once you've used them all and provided the jars stay in place unchanged, you shouldn't have to select jars very often. Let me know if this is not working right (I have heard reports from people having to select the same jar over and over again, but I've never been able to reproduce that myself).
By this do you mean the ability to drag the map? Because you can already do that by dragging with the middle mouse button.
This is what the Spawn tool is for... Although it's hard to imagine you never noticed that, so perhaps you mean something different?
I hope so too! That will depend partly on the generosity of my users, hint hint...
I created WorldPainter. For support, please visit the WorldPainter subreddit.
About the 3D map, never knew that, thats exactly what I wanted, no idea how that possibly could have evaded me (although documentation is a little scarce :P, in this case, maybe I should have asked for a hotkey tab under the help dropdown (also applies to what I said about movement, never knew it!)) As for the underground caverns, part of building a map for use later as a real world is the randomness of it, if I was to go around creating massive lakes of oil it would kinda ruin the hunt for it, which is why I love the randomly generated aspect of this. If its a feature that it remembers your Jar file then it is deffinatly not working as intended, I have to load it up every single time I reload a map, create a heightmap, biomes, pretty much anything, maybe the program should create a backup .jar inside the directory? When I use the spawn point tool I often notice that when I output the map the chunk where the spawn was placed has been deleted, in truth I havent tried this on the new Anvil format, so not sure if this has been fixed.
Thanks for the reply.
That's a bit brief. Some people appear to be experiencing connection problems to the download site (although the site appears to be fine and most people can connect without problems). If that is what you are experiencing, I posted alternate download links for the Windows versions of WorldPainter on the previous page of this thread. If you have a different problem you're going to have to elaborate if you want me to help.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
Hmmm, then I'll have to look into that. I may need your help for that, since I can't reproduce this problem myself.
That must have been a coincidence and/or caused by a mod you were using or something like that. I'm not aware of any bugs like that related to changing the spawn point (or even any chunk-deleting bugs at all), and it's such a simple operation that it seems very unlikely to be able to cause problems like that. As far as I know in vanilla Minecraft chunk errors are a thing of the distant past, I haven't seen them for many months.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
At some point, yes. However, with the biome painting option the priority has decreased somewhat because you can let Minecraft generate jungle wherever you want. Set the biome scheme to "Custom biomes", click on the Biomes button and paint jungle where you want it. Then either paint those areas with the Populate layer, or check "allow Minecraft to populate the entire terrain" on the Export screen, and Minecraft will generate jungle in those areas when you first open the map. You can use this technique with any other biome as well of course.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
Cobblestone isnt exactly a natural looking base material.
Any chance the light calulations can be changed, I am just guessing that every block is getting the calulation? any chance some of this can be passed off on the first minecraft load.
So... what am I doing wrong? I'm running Mac Os Lion (10.7.3), and I downloaded from Google Chrome. More importantly, can I fix it? I'd really like to give this thing a try; I've actually been looking for something like this for a long time, but as you may have guessed, I hardly have the knowledge to make any sort of application on my own.
As am I, the biggest being when painting the whole map with the read-only brush before making changes is MUCH faster and smoother. (On that note, is there a quick way to mark the whole map read only with like a keyboard shortcut?)
I ran into this issue today, while createing a very deep and very long ravine and I wanted to place obsidian in just the bottom. The shading made it difficult to tell what was shadow, and what was obsidian.
Until recently I had to as well, im not sure what changed, but all of a sudden it stoped asking me. It honestly never even occured to me that it was asking each time, untill it stopped asking. Between the plugin dev for bukkit I do, and the mods from magic launcher, I guess I just got used to being for jars
Personaly i've not use the keys, but I use the ctrl+mousewheel to zoom in and out, and something that bugs me is that when zooming out it jumps to the top-left corner of the map. Scroll bars are about 10% down and to the right.
You are my hero!
@Captain_Chaos you continue to impress me with this program, you can definitely expect to see a donation from me
In the default texture pack it looks natural enough. It looks like loose rocks. It's just that in vanilla Minecraft it's always associated with artificial structures because it only occurs in the walls of dungeons. But as I said, I will add the possibility to change it.
I tried that, but it doesn't work very well. Everything is pitch black to begin with, causing monsters to spawn everywhere immediately. Minecraft does slowly update the lighting, but for some reason not completely, it leaves black patches and stripes everywhere that look ugly and continue to spawn monsters. I'm afraid there's not much choice but to make sure the lighting is correct before it loads.
It already tries to be as efficient as possible, but as I'm sure you can appreciate if you think about it for a moment the calculations are very complex and will always take a significant amount of time. Minecraft takes a lot of time to do it too, only you don't notice it because it can do it in the background, chunk by chunk, and WorldPainter has to do it for the entire map at once, while you're waiting for it...
I created WorldPainter. For support, please visit the WorldPainter subreddit.