I do run other programs at the same time - the biggest offender being my browser, and I'm not about to close that down every time I want to do some tweaking in WorldPainter;
Well, WorldPainter would only actually use the memory when exporting. The amount of RAM you configure is the maximum, it only uses what it needs of that. So for doing some tweaking you wouldn't have to close your browser.
However, you're right, it really shouldn't need that amount of memory. I'm running a test now with 6 GB, and I can create a new world with that amount, and am now exporting it, which seems to work fine so far. I'll let you know how far I get.
WorldPainter itself doesn't seem to be sufficiently fine-grained (and/or to provide a sufficiently convenient UI) for the type of work I need.
I'm sorry to hear that! It's my goal to make WorldPainter flexible and powerful enough that it is sufficient for creating huge continents (and many people are already doing so). What could I add to WorldPainter so that it would be sufficiently fine-grained and convenient for you to consider using it for more of the work?
It's very hard to imagine that it would really be more work to create for instance the land masses and oceans in WorldPainter than doing it with other tools. Just digging out the ocean basins and filling them with water would be a staggering amount of work using something like WorldEdit or VoxelSniper, as would creating smooth looking land masses and mountains.
Have you considered creating a height map and importing that in WorldPainter to create the world? At least that would allow you to use a tool of your choice to create the basic landscape, land masses, oceans, mountains and all and then export it to Minecraft in one go.
I was hoping to be able to at least paint in the biomes in WorldPainter, but when I tried, it would only let me paint by clicking one tile at a time rather than by click-and-drag (much less by "outline the desired area, then autofill it with whatever you want"); the tedium involved in doing it that way with that many tiles is enough that it doesn't seem worth it when I'm going to have to redo the fine details afterwards in another tool anyway.
As far as I'm aware WorldPainter is the only tool which allows you to change the biomes, so which other tool do you mean? Unfortunately I think, tedious as it may be, that you're going to have to use WorldPainter. I don't know what you mean with only letting you paint by "clicking one tile at a time", but that is definitely not how the Biomes tool works. It works just like the other terrain painting or layer painting tools, and does indeed allow you to click and drag. Don't forget to use a solid brush and set the intensity slider all the way to the right though.
I don't believe the two requests for a select tool for copy & pasting was addressed.
Your request has been noted. It's on the list, but it is complex functionality and doesn't have a high priority, so I wouldn't count on it any time soon.
Your request has been noted. It's on the list, but it is complex functionality and doesn't have a high priority, so I wouldn't count on it any time soon.
Request, can you add something that generates a npc village.... so you can make it a specifice size at a specifice spot. if posable, maby be able to use a brush were you want it to generate. Please Reply
Well, WorldPainter would only actually use the memory when exporting. The amount of RAM you configure is the maximum, it only uses what it needs of that. So for doing some tweaking you wouldn't have to close your browser.
True, but I would probably need to close it for actually exporting/merging, whenever I wanted to actually test the current state of the work... and the idea of having to shut down the browser for anything short of shutting down the computer, aside from maybe a browser update, just grates on my nerves. (And I don't shut down the computer for anything short of a kernel upgrade or a power outage.)
However, you're right, it really shouldn't need that amount of memory. I'm running a test now with 6 GB, and I can create a new world with that amount, and am now exporting it, which seems to work fine so far. I'll let you know how far I get.
I did watch memory usage for the WorldPainter Java process as the export got started, and I seem to recall that it got to that level of active usage (5.6GB or so) and hovered there for a while; I thought that would end up being all it needed in the end. I was rather surprised to see it fail later on.
I'm sorry to hear that! It's my goal to make WorldPainter flexible and powerful enough that it is sufficient for creating huge continents (and many people are already doing so). What could I add to WorldPainter so that it would be sufficiently fine-grained and convenient for you to consider using it for more of the work?
As to the "fine-grained" - that may actually be the result of a misinterpretation on my part.
I know that WorldPainter generates its worlds in tiles of 128x128 blocks. I also know that it doesn't let you paint in units as small as one block. From that and from what I saw in the editor UI of the world I was trying to work with, I inferred that it only lets you paint in units of one tile; now that I look back and think about it again, it seems possible that it actually lets you paint in units of one chunk, which while still not fine-grained enough for everything I'd need is vastly closer.
If that's correct, then I think the main practical problem is that WorldPainter seems designed around creating specific landscape features, such as "a mountain" or "a forest", whereas the project I'm working on doesn't actually use those - or rather it does, but in a very different way. Unfortunately, I'm not sure I could describe the differences well enough to make it clear why WorldPainter doesn't seem well suited to making it easy to implement them without going into some detail about the project I'm working on, and I don't know if that would be appropriate for this thread.
As to convenience:
The number-one convenience factor I can think of offhand would be a coordinate display, e.g. in a status bar, indicating which chunk the mouse pointer is currently pointing at. Without that, being sufficiently certain that where I'm placing something is where it actually needs to go would be more or less impossible. (I actually thought this was in there already, but I looked multiple times and couldn't find it anywhere.)
The number-two convenience factor would be to have the display rotated so that north is to the top of the monitor again. I know you've said that would be a major job to implement, requiring you to redo a lot of the code, but it would make the process of mapping the specifications I'm working from onto the map displayed in WorldPainter (without losing the necessary exact positioning and orientation of each detail in relation to the others) vastly less of a chore.
For working with biomes (which I think are almost inherently 2D), an image-editor-style "bucket fill" tool would be very nice, so that I could just designate the edges of one biome and then "fill" the rest of the chunks inside with one click - or one per already-present contiguous biome, anyway. For a full 3D-landscape-sculpting approach, or for that matter for anything other than just biomes, I don't know how useful that would be.
I could probably identify more, but not without WorldPainter open in front of me, and I don't have that here at the moment. (Unfortunately, I've been reading this thread during downtime at work, and the 24GB-scale computer is at home.)
It's very hard to imagine that it would really be more work to create for instance the land masses and oceans in WorldPainter than doing it with other tools. Just digging out the ocean basins and filling them with water would be a staggering amount of work using something like WorldEdit or VoxelSniper, as would creating smooth looking land masses and mountains.
Oh, it would almost certainly be huge amounts of work to create them all using WorldEdit, et al.; however, it would be far easier (at least with the WorldPainter UI as I saw it) to keep precise track of exactly what needs to go where, which is absolutely critical for this project.
The difficulty comes in making sure that everything actually goes where it's supposed to, including the manmade structures (which are extremely precisely detailed, and have to be placed in exactly the right locations). With e.g. WorldEdit, I could keep track of this by placing signs in each section as I go, identifying what it is and what needs to be there; with WorldPainter, that's not an option.
This is made harder by the fact that there are actually only a few places on the map I'm trying to reproduce where it's practical to get started - and none of them are near either the corners or the exact center. I can calculate where I need to put something in block offsets, and count chunks on that basis, but especially without a coordinate display it's still a very awkward process.
To go into any more detail, I'd probably need to describe my project itself in some degree of detail, and as I said I'm not sure if that's appropriate for this thread.
Have you considered creating a height map and importing that in WorldPainter to create the world? At least that would allow you to use a tool of your choice to create the basic landscape, land masses, oceans, mountains and all and then export it to Minecraft in one go.
Yes, I have, and that might work out well; I just haven't actually tried it yet.
Identifying and designating the correct chunks would be very tedious with that as well, but from what I can tell, it lets you specify biomes on a chunk-by-chunk basis (including specifying chunk ranges instead of single chunks) instead of with the less fine-grained precision which I understood WorldPainter to provide. If I was wrong about WorldPainter not providing that chunk-by-chunk precision, then it might be worthwhile to do this in WorldPainter; if not, then since I'm almost certainly going to need that degree of detail for some parts of this continent, I might as well do the entire thing there.
Unfortunately I think, tedious as it may be, that you're going to have to use WorldPainter. I don't know what you mean with only letting you paint by "clicking one tile at a time", but that is definitely not how the Biomes tool works. It works just like the other terrain painting or layer painting tools, and does indeed allow you to click and drag. Don't forget to use a solid brush and set the intensity slider all the way to the right though.
If memory serves, I was indeed using a solid brush; I don't remember if I adjusted the intensity slider, but I think so.
I also adjusted the brush size down to the point where it was only one "pixel" in size, for the most precise control possible.
I then zoomed in to the point where I could see the "pixel"s I was working with, scrolled over to one edge near the corner where I knew the ocean would have to be, clicked on one "pixel", and tried to drag to keep painting in a continuous line.
The single "pixel" I had clicked on turned blue, and none of the others were affected. I tried again a few times, with the same result.
After designating a half-dozen or so "pixel"s this way, and realizing that I wasn't even sure I was designating them in the right locations (due to the lack of a visible coordinate display), I gave up and exported the world to see how long it would take, with the results I've already reported.
I'll go back and try it again in the morning (I have the day off tomorrow), and I'll keep you posted about the results.
Request, can you add something that generates a npc village.... so you can make it a specifice size at a specifice spot. if posable, maby be able to use a brush were you want it to generate. Please Reply
Request, can you add something that generates a npc village.... so you can make it a specifice size at a specifice spot. if posable, maby be able to use a brush were you want it to generate. Please Reply
version without raging:
you can't select the jar, because its (probely) a 1.2.4 jar. worldedit is only up to 1.2.3, so it doesn't recongise the 1.2.4 jar. and when you update, the old jar is deleted, unless you change the name of .minecraft (to minecraft123 for example) (then it will download the .minecraft folder again, if you didn't know) anyway, you can't save and export worlds, because worldedit doesn't know where to put the world, because it can't find a 1.2.3 minecraft. am i right? (and sorry for the other thing, i was REALY mad that my world was gone, i spend hourse on making it)
I have a request. Could you make a Jungle forest thing like you have done with Pine and Oak/Birch forest generation, as I want to have a jungle on my map but placing saplings doesn't seem to work and jungle saplings don't grow the 'bushes' or 'mega trees'.
Thanks
I have a request. Could you make a Jungle forest thing like you have done with Pine and Oak/Birch forest generation, as I want to have a jungle on my map but placing saplings doesn't seem to work and jungle saplings don't grow the 'bushes' or 'mega trees'.
Thanks
draw a Jungle biome and the put a populate layer on the biome. Thats how i get a Jungle Biome with trees in my maps
Updated fine automatically. Seems I can connect to the server again. With new update can't seen to get the custom biome brushes to show up. Have custom biomes selected, any other setting I've overlooked? This is a new world not an imported one btw.
Also, just a nice render for people wondering whats possible.
I need much more information: Are you not getting any error message? No
Is this when creating a new world, or loading an existing world? Or both? Both.I managed to make 40x by 30x and have it show the world image but after loading the same map it does not show. EDIT: Scratch that,only when loading an existing world.The creation of it is smooth and the world image is displayed.
Does it not display at all, or only at certain zoom levels? Try zooming in or out a few steps. Nothing displays ,already tried zooming.
Have you installed the latest driver for you graphics card from the manufacturer's website? I have the latest now,still no help.
I used a Bukkit plugin called Terrain Control to generate an endless ocean for me, but when I import the map to WorldPainter, it only keeps ocean in the chunks that have been generated (the others are displayed as land with an X on them). Is there a way I can get WorldPainter to generate more chunks?
If not, it's not a serious problem, I think there's a plugin somewhere that'll let me generate every chunk within some distance.
thx
im going to try bedrock wall in minecraft 1.2.4 and see if they fixed it yet
edit YAY bedrock walls works again
Well, WorldPainter would only actually use the memory when exporting. The amount of RAM you configure is the maximum, it only uses what it needs of that. So for doing some tweaking you wouldn't have to close your browser.
However, you're right, it really shouldn't need that amount of memory. I'm running a test now with 6 GB, and I can create a new world with that amount, and am now exporting it, which seems to work fine so far. I'll let you know how far I get.
I'm sorry to hear that! It's my goal to make WorldPainter flexible and powerful enough that it is sufficient for creating huge continents (and many people are already doing so). What could I add to WorldPainter so that it would be sufficiently fine-grained and convenient for you to consider using it for more of the work?
It's very hard to imagine that it would really be more work to create for instance the land masses and oceans in WorldPainter than doing it with other tools. Just digging out the ocean basins and filling them with water would be a staggering amount of work using something like WorldEdit or VoxelSniper, as would creating smooth looking land masses and mountains.
Have you considered creating a height map and importing that in WorldPainter to create the world? At least that would allow you to use a tool of your choice to create the basic landscape, land masses, oceans, mountains and all and then export it to Minecraft in one go.
As far as I'm aware WorldPainter is the only tool which allows you to change the biomes, so which other tool do you mean? Unfortunately I think, tedious as it may be, that you're going to have to use WorldPainter. I don't know what you mean with only letting you paint by "clicking one tile at a time", but that is definitely not how the Biomes tool works. It works just like the other terrain painting or layer painting tools, and does indeed allow you to click and drag. Don't forget to use a solid brush and set the intensity slider all the way to the right though.
Your request has been noted. It's on the list, but it is complex functionality and doesn't have a high priority, so I wouldn't count on it any time soon.
That's a great idea, thanks. In the mean time, are you aware that you can scroll the map by clicking and dragging it with the middle mouse button?
I created WorldPainter. For support, please visit the WorldPainter subreddit.
Thanks.
True, but I would probably need to close it for actually exporting/merging, whenever I wanted to actually test the current state of the work... and the idea of having to shut down the browser for anything short of shutting down the computer, aside from maybe a browser update, just grates on my nerves. (And I don't shut down the computer for anything short of a kernel upgrade or a power outage.)
I did watch memory usage for the WorldPainter Java process as the export got started, and I seem to recall that it got to that level of active usage (5.6GB or so) and hovered there for a while; I thought that would end up being all it needed in the end. I was rather surprised to see it fail later on.
As to the "fine-grained" - that may actually be the result of a misinterpretation on my part.
I know that WorldPainter generates its worlds in tiles of 128x128 blocks. I also know that it doesn't let you paint in units as small as one block. From that and from what I saw in the editor UI of the world I was trying to work with, I inferred that it only lets you paint in units of one tile; now that I look back and think about it again, it seems possible that it actually lets you paint in units of one chunk, which while still not fine-grained enough for everything I'd need is vastly closer.
If that's correct, then I think the main practical problem is that WorldPainter seems designed around creating specific landscape features, such as "a mountain" or "a forest", whereas the project I'm working on doesn't actually use those - or rather it does, but in a very different way. Unfortunately, I'm not sure I could describe the differences well enough to make it clear why WorldPainter doesn't seem well suited to making it easy to implement them without going into some detail about the project I'm working on, and I don't know if that would be appropriate for this thread.
As to convenience:
The number-one convenience factor I can think of offhand would be a coordinate display, e.g. in a status bar, indicating which chunk the mouse pointer is currently pointing at. Without that, being sufficiently certain that where I'm placing something is where it actually needs to go would be more or less impossible. (I actually thought this was in there already, but I looked multiple times and couldn't find it anywhere.)
The number-two convenience factor would be to have the display rotated so that north is to the top of the monitor again. I know you've said that would be a major job to implement, requiring you to redo a lot of the code, but it would make the process of mapping the specifications I'm working from onto the map displayed in WorldPainter (without losing the necessary exact positioning and orientation of each detail in relation to the others) vastly less of a chore.
For working with biomes (which I think are almost inherently 2D), an image-editor-style "bucket fill" tool would be very nice, so that I could just designate the edges of one biome and then "fill" the rest of the chunks inside with one click - or one per already-present contiguous biome, anyway. For a full 3D-landscape-sculpting approach, or for that matter for anything other than just biomes, I don't know how useful that would be.
I could probably identify more, but not without WorldPainter open in front of me, and I don't have that here at the moment. (Unfortunately, I've been reading this thread during downtime at work, and the 24GB-scale computer is at home.)
Oh, it would almost certainly be huge amounts of work to create them all using WorldEdit, et al.; however, it would be far easier (at least with the WorldPainter UI as I saw it) to keep precise track of exactly what needs to go where, which is absolutely critical for this project.
The difficulty comes in making sure that everything actually goes where it's supposed to, including the manmade structures (which are extremely precisely detailed, and have to be placed in exactly the right locations). With e.g. WorldEdit, I could keep track of this by placing signs in each section as I go, identifying what it is and what needs to be there; with WorldPainter, that's not an option.
This is made harder by the fact that there are actually only a few places on the map I'm trying to reproduce where it's practical to get started - and none of them are near either the corners or the exact center. I can calculate where I need to put something in block offsets, and count chunks on that basis, but especially without a coordinate display it's still a very awkward process.
To go into any more detail, I'd probably need to describe my project itself in some degree of detail, and as I said I'm not sure if that's appropriate for this thread.
Yes, I have, and that might work out well; I just haven't actually tried it yet.
BiomeEdit:
http://www.minecraft...t-retro-biomes/
Identifying and designating the correct chunks would be very tedious with that as well, but from what I can tell, it lets you specify biomes on a chunk-by-chunk basis (including specifying chunk ranges instead of single chunks) instead of with the less fine-grained precision which I understood WorldPainter to provide. If I was wrong about WorldPainter not providing that chunk-by-chunk precision, then it might be worthwhile to do this in WorldPainter; if not, then since I'm almost certainly going to need that degree of detail for some parts of this continent, I might as well do the entire thing there.
If memory serves, I was indeed using a solid brush; I don't remember if I adjusted the intensity slider, but I think so.
I also adjusted the brush size down to the point where it was only one "pixel" in size, for the most precise control possible.
I then zoomed in to the point where I could see the "pixel"s I was working with, scrolled over to one edge near the corner where I knew the ocean would have to be, clicked on one "pixel", and tried to drag to keep painting in a continuous line.
The single "pixel" I had clicked on turned blue, and none of the others were affected. I tried again a few times, with the same result.
After designating a half-dozen or so "pixel"s this way, and realizing that I wasn't even sure I was designating them in the right locations (due to the lack of a visible coordinate display), I gave up and exported the world to see how long it would take, with the results I've already reported.
I'll go back and try it again in the morning (I have the day off tomorrow), and I'll keep you posted about the results.
I would also like this.
i second that ^.^
you can't select the jar, because its (probely) a 1.2.4 jar. worldedit is only up to 1.2.3, so it doesn't recongise the 1.2.4 jar. and when you update, the old jar is deleted, unless you change the name of .minecraft (to minecraft123 for example) (then it will download the .minecraft folder again, if you didn't know) anyway, you can't save and export worlds, because worldedit doesn't know where to put the world, because it can't find a 1.2.3 minecraft. am i right? (and sorry for the other thing, i was REALY mad that my world was gone, i spend hourse on making it)
Thanks
draw a Jungle biome and the put a populate layer on the biome. Thats how i get a Jungle Biome with trees in my maps
oh right thanks, didn't realise it was that easy
Type: java.lang.ArrayIndexOutOfBoundsException
Message: 33023
Please help debug the problem by using the button below to email the details of this error to the creator of this program.
The program may now be in an unstable state. It is recommended to restart it as soon as possible.
I emailed the crash report to you using the button. I'm using the 64 bit version.
Also, why does it need a clean .jar to load Biome data?
Also, just a nice render for people wondering whats possible.
Are you not getting any error message? No
Is this when creating a new world, or loading an existing world? Or both? Both.I managed to make 40x by 30x and have it show the world image but after loading the same map it does not show.
EDIT: Scratch that,only when loading an existing world.The creation of it is smooth and the world image is displayed.
Does it not display at all, or only at certain zoom levels? Try zooming in or out a few steps. Nothing displays ,already tried zooming.
Have you installed the latest driver for you graphics card from the manufacturer's website? I have the latest now,still no help.
I used a Bukkit plugin called Terrain Control to generate an endless ocean for me, but when I import the map to WorldPainter, it only keeps ocean in the chunks that have been generated (the others are displayed as land with an X on them). Is there a way I can get WorldPainter to generate more chunks?
If not, it's not a serious problem, I think there's a plugin somewhere that'll let me generate every chunk within some distance.
Flatland Biome, Everything comes under the plains biome.
Also a biome painter tool.
Heres some links on things for changing biomes if it helps:
http://www.minecraftforum.net/topic/1042149-minecraft-retro-biomes/
http://www.minecraftforum.net/topic/1072652-biomeedit-forked-from-minecraft-retro-biomes/
Cheers