Hi, I represent PotensGaming. We're looking for people who are extraordinarily skilled with WorldPainter to join our staff. You will receive compensation. Contact mnapoli94 on skype if interested.
You should add a tool that allows you to have the program use a tool along a arc/line/spline of some sort.You should also be able to select it to use it more at certine points (also determined by a spline). Like if using the mountain tool you could select areas along that arc that would have peaks and increasing or decreasing ridges. You could also make both the base for fractal arcs to add randomness and make it look more realistic.
****ing LOVE IT!!! Its so easy to find your way around the tools and make your self familar with them. I look forward to see what other features you add to the progam
Whenever I create caverns on a map with this tool, instead of generating normal caverns, it generates a sphere hole underground including many mobs and little resources.
It's not a spherical hole, but the caverns are much larger (at the highest setting) and smoother than the ones Minecraft generates, this is true. That there are resources and mobs makes sense, and is also the case in Minecraft.
Also, there rarily is an entrance on the surface. Does anyone know if, and how, it is possible to make normal caverns with this tool?
No, currently there is no way to create Minecraft-like caves with WorldPainter. If you really want them you could copy and paste the underground portion from a Minecraft-generated map (after generating the map, and using different tools than WorldPainter, such as MCEdit). I have no experience with that myself though, so I can't help you with the details.
Would it be possible to add custom fields to the resources section to create generation of certain block ID's so that we can line up those with mod generated ores like tin/copper?
You already answered yourself, but I just wanted to point out that you can also do this by creating a custom underground pockets layer, which lets you select arbitrary block ID's and data values.
Are you saying that after exporting the same world again, just with a different Minecraft seed, the pyramid was gone? That would mean that Minecraft generated the pyramid, but I have no idea why it would do that (and especially how it could be covered with dirt). Are you sure you didn't create the pyramid yourself in WorldPainter with the Pyramid tool, and then changed the terrain type to Dirt?
You should add a tool that allows you to have the program use a tool along a arc/line/spline of some sort.
I agree some kind of tool that lets you apply operations along lines would be nice, and it will probably happen. It would be pretty complicated though, especially if the line should be persistent and editable, so I wouldn't count on it any time soon (unless you want to sponsor it... ;))
If so, then no. And not even because it would be too large, since in theory if you had enough RAM and storage both WorldPainter and Minecraft could do it, but because Minecraft maps are flat, and the Earth is a sphere.
But you can certainly create a scale model of a flat projection of the Earth, and many people have already done so, ususally using a height map.
Edit: just for fun, I did some calculations:
The surface area of the Earth is about 5.1×1014 m2, while one WorldPainter tile is 16,384 m2, so that's about 3.1×1010 tiles. Each tile takes about 80 KB of RAM, so you would need about 2,319 TB of RAM. That's a lot, but it fits comfortably inside the 64-bit address space (16,777,216 TB) so it's possible in theory with present day hard- and software.
After generating it as a Minecraft map, a tile takes about 263 KB. The entire surface of the Earth as a Minecraft map would therefore be about 7,459 TB. A lot, sure, but again theoretically possible with a 64-bit filesystem and lots of network attached storage.
Exporting one tile takes about half a second on a four core, 3 GHz machine with plenty of RAM, so exporting a map the size of the Earth would take about 116 years. Of course a machine with specs like I calculated above would probably have significantly more cores and be able to export it much faster.
I click the Biome button on the left and all the biomes are greyed out and the only one I can set is Plains.
There are various reasons why this could be. Custom biomes are only supported for maps that are 256 high (the default), and custom biomes has to be enabled in the Edit menu (under Biome schemes). If your world is 256 high and custom biomes are enabled, let me know, it might be a genuine bug.
i have a quick question, i spent about 4-6 hours on a map i wanted to replicat, i got flawless results but i made the dimensions to small, is there a way i can remake the dimension size so that the island is larger in the game, but with much the same detail and proportions, or must i remake the island with new dimensions, if i must remake it, i don't mind, but (as it is a work in progress open to critisizem for the better,) this would be a lovely feature to add, thanks!
also, if there is a way to creat a tool (similar to the magic wand tool of Paint.net (if you know of it) that could be used to select land to make a border, or just a tool to outline the border, this would be great, because say i had a shape down, but wanted to add more mountains, or valleys, then i would have to go with raising the ground, and flooding an area, what i'm saying is, can you possibly add a tool that could outline a specific area and only effect it, without altering the unselected area?
So I played with this in Tekkit and found a real neat way to generate realistic-looking worlds.
Using the shareware fractal-based 3D terrain generator L3DT, you can generate a heightmap from your favorite type of landscape and import it into WorldPainter:
The starting landscape terrain for a section of minecraft map, as shown in L3DT.
The heightmap (scaled to 0-256) for the same swatch of terrain:
Import into WorldPainter, setting sea level at or above the minimum gray value in your heightmap. WorldPainter then generates a fresh world using the imported heightmap to set altitudes. You can then choose a seed or paint on your own biomes and resources:
Export to Minecraft, setting "Allow Minecraft to populate the entire map" to true, and then move the map folder from your vanilla Minecraft saves directory to your Tekkit saves directory.
Open the map in Tekkit and enjoy!
A few stray Swampland pixels caused the rolling plains around Spawn to grow a small forest of jungle rubber trees.
Double volcano and an oil gusher 100 m away
The mountains shown in the 3-D viewer turned out to be over 200 m tall
The final map is 6144 x 6144 and took me 3 weeks of work from blank heightmap to playable server map.
One thing I'd love to see after working on this, is a mask tool. I wanted to paint in biomes right up to the edge of the water, but not have grass overwrite the Beaches textures along the shore or on the seafloor. It would be helpful to have a Mask tool to paint ONLY areas above or below a certain y-value, or ONLY areas that do not have a "masked" terrain texture or biome type.
Much of the time I spent repainting beaches could have been saved with a mask tool.
But I still have a question:
Why do painted biomes vanish once you use the terrain tools or the tree layers over it? As far as I have understood it the biomes are independend from the actual vegetation there unless you mark the area as to be populated.
I have painted all my mountain range with "Ice Mountains biome" and when I decided to smooth it out a bit, the biome was away and took me a long time to repaint.
And: In the beginning, all terrain does not have a biome, or at least it seems like it.
Can I somehow erase all biomes painted? I tried to by righclicking, but it only changed to the biome that was there before.
So I played with this in Tekkit and found a real neat way to generate realistic-looking worlds.
Using the shareware fractal-based 3D terrain generator L3DT, you can generate a heightmap from your favorite type of landscape and import it into WorldPainter:
Import into WorldPainter, setting sea level at or above the minimum gray value in your heightmap. WorldPainter then generates a fresh world using the imported heightmap to set altitudes. You can then choose a seed or paint on your own biomes and resources:
That's a really neat tool! Thanks man, I will use this!
But I still have a question:
Why do painted biomes vanish once you use the terrain tools or the tree layers over it? As far as I have understood it the biomes are independend from the actual vegetation there unless you mark the area as to be populated.
I have painted all my mountain range with "Ice Mountains biome" and when I decided to smooth it out a bit, the biome was away and took me a long time to repaint.
And: In the beginning, all terrain does not have a biome, or at least it seems like it.
Can I somehow erase all biomes painted? I tried to by righclicking, but it only changed to the biome that was there before.
The layer button "Biomes" must be active to display biomes. Working in another layer, will toggle Biomes off. To view Biomes again, simply tick the Biomes layer display box. To summon the palette for Biomes, click on the layer button.
Any changes to map contours, materials, or resources (or any other layer) will toggle off your Biome layer. You do not need to repaint it! However, if you have Edit>World biomes>Auto biomes set to True, adding resources or materials may change the biome to a different biome; e.g. adding Beaches textures to a patch of ground may change that area's biome to Beach or Ocean.
It is best to paint on your resources and materials FIRST, then paint on the final Biomes these chunks will have. Or, set Auto Biomes to False.
Hello Captain Chaos, once I get some extra cash im planning on sending you some donations :DD
So I one little problem with my non-auto biome/custom biome map. It is set to 1.3.2 normal biomes. Here is the question. I have laid down a frost layer over forest biomes. I just wanted snow to cover over the forest biome. I let minecraft generate all check on. So my question is, does the frost layer supplant the biome which is underneath it? How can I get snow covered generic forest?
Why do painted biomes vanish once you use the terrain tools or the tree layers over it?
This happens when automatic biomes is enabled. Whenever you change something about the terrain (elevation, terrain type, layers, etc.) the biome is reset to the automatic default. If you want to use automatic biomes it's best to do any biome customisation last, so your modifications won't get overwritten by other changes. You can also turn off automatic biomes and do them manually.
Is there any way to resize the brush toolbar? I have 40 custom brushes, and I can't see them all.
No, unfortunately not. You could try dragging it off the window to put it in its own window, perhaps that would give it the extra room to be able to show all the buttons. And also you can then move the window using the keyboard so you can move the lower portion into view. I'll see if I can come up with some way of solving this problem more elegantly.
So I one little problem with my non-auto biome/custom biome map. It is set to 1.3.2 normal biomes. Here is the question. I have laid down a frost layer over forest biomes. I just wanted snow to cover over the forest biome. I let minecraft generate all check on. So my question is, does the frost layer supplant the biome which is underneath it? How can I get snow covered generic forest?
If by "generic forest" you mean Minecraft-generated forest, you can't this way. If you disable both auto and custom biomes, the biomes will be generated by Minecraft according to its own default algorithm and will ignore anything you do with WorldPainter, including using the Frost layer.
Of course you could just use the Frost layer and the Deciduous layer and let WorldPainter generate the forest, in which case it will be snow-covered. You would still get random biomes though.
Free + Crabs + Ability to trample/suffocate opponents in Cortex Command = Free Bombs.
Some suggestions:
- Add biome support(To change biomes)
- More shapes
Mainly i just commented to change the biomes etc etc but If the features are already implemented tell me!
Love this Application!!!
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It's not a spherical hole, but the caverns are much larger (at the highest setting) and smoother than the ones Minecraft generates, this is true. That there are resources and mobs makes sense, and is also the case in Minecraft.
No, currently there is no way to create Minecraft-like caves with WorldPainter. If you really want them you could copy and paste the underground portion from a Minecraft-generated map (after generating the map, and using different tools than WorldPainter, such as MCEdit). I have no experience with that myself though, so I can't help you with the details.
You already answered yourself, but I just wanted to point out that you can also do this by creating a custom underground pockets layer, which lets you select arbitrary block ID's and data values.
Good question. I have no idea.
Not with WorldPainter.
Are you saying that after exporting the same world again, just with a different Minecraft seed, the pyramid was gone? That would mean that Minecraft generated the pyramid, but I have no idea why it would do that (and especially how it could be covered with dirt). Are you sure you didn't create the pyramid yourself in WorldPainter with the Pyramid tool, and then changed the terrain type to Dirt?
I created WorldPainter. For support, please visit the WorldPainter subreddit.
I agree some kind of tool that lets you apply operations along lines would be nice, and it will probably happen. It would be pretty complicated though, especially if the line should be persistent and editable, so I wouldn't count on it any time soon (unless you want to sponsor it... ;))
You can't have looked very hard. There's a big button labelled "Biomes" on the layers panel that lets you change the biomes.
You can add shapes using the custom brush support. See this page for details.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
That depends on whether you mean a 1:1 replica...
If so, then no. And not even because it would be too large, since in theory if you had enough RAM and storage both WorldPainter and Minecraft could do it, but because Minecraft maps are flat, and the Earth is a sphere.
But you can certainly create a scale model of a flat projection of the Earth, and many people have already done so, ususally using a height map.
Edit: just for fun, I did some calculations:
The surface area of the Earth is about 5.1×1014 m2, while one WorldPainter tile is 16,384 m2, so that's about 3.1×1010 tiles. Each tile takes about 80 KB of RAM, so you would need about 2,319 TB of RAM. That's a lot, but it fits comfortably inside the 64-bit address space (16,777,216 TB) so it's possible in theory with present day hard- and software.
After generating it as a Minecraft map, a tile takes about 263 KB. The entire surface of the Earth as a Minecraft map would therefore be about 7,459 TB. A lot, sure, but again theoretically possible with a 64-bit filesystem and lots of network attached storage.
Exporting one tile takes about half a second on a four core, 3 GHz machine with plenty of RAM, so exporting a map the size of the Earth would take about 116 years. Of course a machine with specs like I calculated above would probably have significantly more cores and be able to export it much faster.
So yeah. Perhaps not very practical...
I created WorldPainter. For support, please visit the WorldPainter subreddit.
There are various reasons why this could be. Custom biomes are only supported for maps that are 256 high (the default), and custom biomes has to be enabled in the Edit menu (under Biome schemes). If your world is 256 high and custom biomes are enabled, let me know, it might be a genuine bug.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
also, if there is a way to creat a tool (similar to the magic wand tool of Paint.net (if you know of it) that could be used to select land to make a border, or just a tool to outline the border, this would be great, because say i had a shape down, but wanted to add more mountains, or valleys, then i would have to go with raising the ground, and flooding an area, what i'm saying is, can you possibly add a tool that could outline a specific area and only effect it, without altering the unselected area?
Using the shareware fractal-based 3D terrain generator L3DT, you can generate a heightmap from your favorite type of landscape and import it into WorldPainter:
The starting landscape terrain for a section of minecraft map, as shown in L3DT.
The heightmap (scaled to 0-256) for the same swatch of terrain:
Import into WorldPainter, setting sea level at or above the minimum gray value in your heightmap. WorldPainter then generates a fresh world using the imported heightmap to set altitudes. You can then choose a seed or paint on your own biomes and resources:
Export to Minecraft, setting "Allow Minecraft to populate the entire map" to true, and then move the map folder from your vanilla Minecraft saves directory to your Tekkit saves directory.
Open the map in Tekkit and enjoy!
A few stray Swampland pixels caused the rolling plains around Spawn to grow a small forest of jungle rubber trees.
Double volcano and an oil gusher 100 m away
The mountains shown in the 3-D viewer turned out to be over 200 m tall
The final map is 6144 x 6144 and took me 3 weeks of work from blank heightmap to playable server map.
One thing I'd love to see after working on this, is a mask tool. I wanted to paint in biomes right up to the edge of the water, but not have grass overwrite the Beaches textures along the shore or on the seafloor. It would be helpful to have a Mask tool to paint ONLY areas above or below a certain y-value, or ONLY areas that do not have a "masked" terrain texture or biome type.
Much of the time I spent repainting beaches could have been saved with a mask tool.
But I still have a question:
Why do painted biomes vanish once you use the terrain tools or the tree layers over it? As far as I have understood it the biomes are independend from the actual vegetation there unless you mark the area as to be populated.
I have painted all my mountain range with "Ice Mountains biome" and when I decided to smooth it out a bit, the biome was away and took me a long time to repaint.
And: In the beginning, all terrain does not have a biome, or at least it seems like it.
Can I somehow erase all biomes painted? I tried to by righclicking, but it only changed to the biome that was there before.
That's a really neat tool! Thanks man, I will use this!
If anyone wants to port/remake this, feel free to do that! Or don't. It's up to you, really.
The layer button "Biomes" must be active to display biomes. Working in another layer, will toggle Biomes off. To view Biomes again, simply tick the Biomes layer display box. To summon the palette for Biomes, click on the layer button.
Any changes to map contours, materials, or resources (or any other layer) will toggle off your Biome layer. You do not need to repaint it! However, if you have Edit>World biomes>Auto biomes set to True, adding resources or materials may change the biome to a different biome; e.g. adding Beaches textures to a patch of ground may change that area's biome to Beach or Ocean.
It is best to paint on your resources and materials FIRST, then paint on the final Biomes these chunks will have. Or, set Auto Biomes to False.
So I one little problem with my non-auto biome/custom biome map. It is set to 1.3.2 normal biomes. Here is the question. I have laid down a frost layer over forest biomes. I just wanted snow to cover over the forest biome. I let minecraft generate all check on. So my question is, does the frost layer supplant the biome which is underneath it? How can I get snow covered generic forest?
This happens when automatic biomes is enabled. Whenever you change something about the terrain (elevation, terrain type, layers, etc.) the biome is reset to the automatic default. If you want to use automatic biomes it's best to do any biome customisation last, so your modifications won't get overwritten by other changes. You can also turn off automatic biomes and do them manually.
No, unfortunately not. You could try dragging it off the window to put it in its own window, perhaps that would give it the extra room to be able to show all the buttons. And also you can then move the window using the keyboard so you can move the lower portion into view. I'll see if I can come up with some way of solving this problem more elegantly.
If by "generic forest" you mean Minecraft-generated forest, you can't this way. If you disable both auto and custom biomes, the biomes will be generated by Minecraft according to its own default algorithm and will ignore anything you do with WorldPainter, including using the Frost layer.
Of course you could just use the Frost layer and the Deciduous layer and let WorldPainter generate the forest, in which case it will be snow-covered. You would still get random biomes though.
Well then it appears you have indeed found a bug. Could you send me your .world file?
I created WorldPainter. For support, please visit the WorldPainter subreddit.
I had that bug too, but I already deleted my world file.