You're right of course, I was changing some settings in OptiFine... I must've upped the chunk render distance.
I'm glad you were able to import the map again. However I don't think the chunk render distance in OptiFine was the problem, unless you set it to seven hundred thousand chunks. If it happens again you should investigate other possibilities.
I have made 4 separate maps that are 5120 x 5120 and now want to combine them as the 4 quadrants of a larger world. I cannot for the life of me figure out a way to do so.
As you indicate that these four maps are using the same coordinates, unfortunately there is currently no way to combine them into one using WorldPainter. You can do this, but you have to create each map in the correct final location to begin with (by creating each map by selecting tiles in the Biomes viewer, or by starting with one tile and extending it in different directions with Add/remove tiles). You can then merge them by exporting the first one, and merging the others, selecting "replace chunks". It's too late for that now though.
I have vague plans for some kind of high level map editing tool that would allow you to selectively combine and move around maps, but that won't happen for a while, if at all.
The latest update fixed it. Now the water is not lumpy.
Nothing functional changed in the latest update, and nothing relating to water smoothness has changed in many months. If it's fixed it's because of something you did yourself.
One more question though, whats the best way to make land height similar to that in vanilla minecraft, since I started with a flat area, it is hard to make it the right hilliness.
Using the Noise brush in combination with the Height tool is probably your best bet. Set it to a medium size and left click and hold a short while to raise the land in overlapping areas. If you want the land to be mostly hilly it's probably easier to create the world hilly to begin with. You can change the size and height of the hills on the New World screen. You won't be able to get it to look exactly like in Minecraft though, at least not without a huge amount of work. If that's what you want it might make more sense to import a Minecraft-generated map instead of starting from scratch.
and can you add villages temples witch hut and make it so that you can choose where will they spawn?
The only way to add villages, etc. is to enable "allow Minecraft to populate the entire terrain" and "structures" on the Export screen. WorldPainter has no control over where they will spawn though. And I don't recommend doing this, as it will also add trees, other vegetation, many water and lava lakes, underground resources, etc. to the map which you might not want and will double the amount of trees if you also use the WorldPainter tree layers.
As you indicate that these four maps are using the same coordinates, unfortunately there is currently no way to combine them into one using WorldPainter. You can do this, but you have to create each map in the correct final location to begin with (by creating each map by selecting tiles in the Biomes viewer, or by starting with one tile and extending it in different directions with Add/remove tiles). You can then merge them by exporting the first one, and merging the others, selecting "replace chunks". It's too late for that now though.
I have vague plans for some kind of high level map editing tool that would allow you to selectively combine and move around maps, but that won't happen for a while, if at all.
I say this of course without having ANY knowledge of what i'm talking about so please excuse my presumption. It would seem that while working with a .world format file that it wouldn't be impossible or all that difficult for you to add a button which would allow the user to set the origin in a new position similar to the spawn point. Am I incorrect?
As a 'jury rigged' method I have exported the height map of each map then imported that height map into inkscape then copied and pasted it three times to create 4 'quadrants' with that map. I then exported it to png format then imported that into WorldPainter. This reset the origin and preserved the heights accurately. Of course now I have to redo all of the biome and surface material work again. If I can do this manually using the height maps then it stands to reason that it would be quite simple to reset the origin. I would assume that when merging maps it uses the origin location as the reference point to join maps. Is that correct?
For some reason importing a height map into GIMP and then exporting it as a PNG with as little compression as possible skews the heights tremendously. I had assumed that it was due to GIMP's inability to preserve the grey scale levels accurately. I haven't verified this but when I started working with inkscape I removed all of the water from one of the maps which was quite deep. Since I removed the water it seems that the height is being translated more accurately. I would assume that water level would be ignored in a height map. Is that not correct?
I thought you might be interested in some statistics about the usage of WorldPainter:
Total number of installations so far: 106,299(not counting upgrades)
Number of countries where WorldPainter is used: 163
Total number of times WorldPainter has been started up so far: 1,285,898
I thought you might be interested in some statistics about the usage of WorldPainter:
Total number of installations so far: 106,299(not counting upgrades)
Number of countries where WorldPainter is used: 163
Total number of times WorldPainter has been started up so far: 1,285,898
I want to make some custom stuffs for my map, so I went in and saved some schematics on WorldEdit. I used them on World Painter, but I was questioning from the point I put them on whether it would somehow magically cover the roots underground.
I want to make some custom stuffs for my map, so I went in and saved some schematics on WorldEdit. I used them on World Painter, but I was questioning from the point I put them on whether it would somehow magically cover the roots underground. It didn't. Help?
Schematics aren't suited for this. You need to use bo2 objects. They can have blocks at negative levels, so that they are placed underground, which you could use for root systems.
Schematics aren't suited for this. You need to use bo2 objects. They can have blocks at negative levels, so that they are placed underground, which you could use for root systems.
I can't use BO2s because Terrain Control requires you to set up a whole bukkit server just to use it, Pheonix Terrain mod has been discontinued, and all schematic to BO2 file converters I've found are discontinued as well. Do you have a program in mind?
May be i did'nt understand well, but the "structures" checkbox may not allow Minecraft generate villages, shatfs, dungeons on the populate layer ?
I'm not quite sure what you mean by that, but the structures checkbox just sets Minecraft's "generate structures" setting. If it is on, and you use Populate, Minecraft will generate structures such as villages, abandoned mines, etc.. There could be many reasons why you are not seeing structures. Perhaps they are just far apart and you haven't found any yet. Maybe you are using Minecraft 1.3 or older (this only works for Minecraft 1.4). Perhaps the biomes are wrong, Minecraft only generates structures in the right biomes.
As I have said before, there is no way for WorldPainter to influence where or how many structures Minecraft generates, other than using the correct biomes, and the use of the Populate layer.
And for the caves, i don't understand the way it works, exactly. i obtain huge and long caves, some are just under my rivers (it's a bit surprising to have a river on the ceilling of a cave). Some of these caves go very deep, from the surface.
Yes, that is what the Caverns layer does. What don't you understand about it?
Are these rivers generated with bo2 custom objects? The Caverns layer doesn't understand those, so I can see that it might sometimes break through the floor of such rivers. I'm afraid there isn't much that can be done about that. For now, you will have to repair such places manually. In the future perhaps I will add a setting to set a minimum and maximum level for the caverns so you can keep them away from the surface.
I can't use BO2s because Terrain Control requires you to set up a whole bukkit server just to use it, Pheonix Terrain mod has been discontinued, and all schematic to BO2 file converters I've found are discontinued as well. Do you have a program in mind?
You don't need Terrain Control or Phoenix Terrain Mod to use bo2 objects with WorldPainter. I know the schematic to bo2 converters that are out there are hard to use, but I don't think they are discontinued. There are also tools with which you can create bo2 objects from scratch, such as Better BOB (which can also import schematics if I am not mistaken).
You don't need Terrain Control or Phoenix Terrain Mod to use bo2 objects with WorldPainter. I know the schematic to bo2 converters that are out there are hard to use, but I don't think they are discontinued. There are also tools with which you can create bo2 objects from scratch, such as Better BOB (which can also import schematics if I am not mistaken).
I looked at Better BOB- last post was middle of last year. Same for Pheonix Terrain Mod. Is it actually possible to set up Terrain Control without having to use the bukkit? I've been looking for more BO2 converters but I just can't find any....
It would seem that while working with a .world format file that it wouldn't be impossible or all that difficult for you to add a button which would allow the user to set the origin in a new position similar to the spawn point. Am I incorrect?
It's not impossible of course, but it isn't quite as simple as you make it out to be either. It's not just one set of coordinates which needs to be changed. Seeing as this is quite advanced usage which would only be used by very few people, there is a huge list of other features people want, and I do this in my spare time, I wouldn't count on it any time soon. Sorry!
As a 'jury rigged' method I have exported the height map of each map then imported that height map into inkscape then copied and pasted it three times to create 4 'quadrants' with that map.
Inkscape is a vector graphics program, not bit mapped graphics. I wouldn't recommend it for things like this, especially if you want to be pixel perfect.
For some reason importing a height map into GIMP and then exporting it as a PNG with as little compression as possible skews the heights tremendously. I had assumed that it was due to GIMP's inability to preserve the grey scale levels accurately.
GIMP can preserve the grey scale levels perfectly. I tested it. I'm not sure what happened in your case, but I wonder if some kind of colour space conversion, levels or curves, gamma correction or automatic contrast and brightness settings got applied. You have to be careful to open, edit and export the file in grey scale mode throughout, don't change the colour mode or remap the colours, and don't rescale the image. As long as you do that GIMP will preserve the grey scale levels perfectly and the resulting heights after a height map import in WorldPainter will be an exact 1:1 copy of the map from which the height map was exported.
If you save it as PNG the compression level has no bearing on the result, as PNG is a lossless format. JPEG would be another story, don't use that for height maps!
I haven't verified this but when I started working with inkscape I removed all of the water from one of the maps which was quite deep. Since I removed the water it seems that the height is being translated more accurately. I would assume that water level would be ignored in a height map. Is that not correct?
It is ignored in the sense that there is no such thing as a "water level" in a height map. The height map records the level of the solid surface, irrespective of the absense or presence of water above it. When exporting a height map, water is entirely ignored. When importing a height map, you set the default water level on the Import screen, which is applied after the surface height has been determined from the height map.
If the presence or absence of water in the map you were exporting made a difference to the end result something very strange is going on. In that case you need to give more details about the exact steps you were performing.
Yes, i use my bo2 river object. What i don't understand it's the purpose of the caves parameters. especially the cursor. What is it supposed to do ? Change size or frequency of caves ? May be the two of this. I suppose if i paint a cave layer, MC will be able to generate his own caves, no ? If yes, i will paint one on the rivers to avoid huge caves just beneath rivers. Or Cave Layer make a cave ?...
You're using some inaccurate words. It may seem silly, and I'm sorry to be pedantic about it, but it is important to be accurate and use the right words, because otherwise confusion can arise very quickly. The layer is called the Caverns layer. And by "cursor" I'm assuming you mean the brush.
I would think that it is pretty obvious what the Caverns layer does: it creates caverns where you paint it. I call them "caverns" instead of "caves" on purpose, because they are very different to the caves that Minecraft generates; they are large and smooth open spaces instead of worm-like tunnels.
The intensity of the layer determines the size of the caverns (not the frequency): at full intensity you will get very large interconnected open spaces. At the lowest intensity you will get very small, isolated spaces. The size of the brush just determines where the layer is painted, it has no direct influence on the size or frequency of the caverns. The caverns always can occur from just below the surface all the way down to bedrock, although as I said in the future I will probably add a setting for that.
The Caverns layer does not cause Minecraft to generate caves. There is no way for WorldPainter to tell Minecraft to generate caves. If you don't want caverns below your rivers you should remove the layer there, not add it, but of course that will mean there is a solid wall beneath the river with no way to cross from caverns on one side to caverns on the other side.
One day, i've tried to generate a map with this checkbox unchecked and i get no caves/caverns at all, on the whole map.
That makes sense. Checking "caverns everywhere" is exactly the same as painting the entire map with the Caverns layer. So if you turn it off, and don't use the Caverns layer, there will be no caverns anywhere.
The slider sets the intensity of the layer (and therefore the size of the caverns). You can use both, if you want small caverns everywhere but bigger caverns in some places: check "caverns everywhere" and set the slider at a low intensity, and then paint the Caverns layer (at a higher intensity) where you want bigger caverns.
so i just wonder how to let MC generate his own caves (especially in spotted/unspotted chunks).
Just to be clear: this is not possible (not with just WorldPainter and Minecraft, perhaps it is possible using mods or other tools, but I can't help you with that).
What setting in export should I use to make the resources and caves similar to those in a vanilla map?
The default settings for the Resources layer are already as close to the Minecraft defaults as possible. As Zerkhan points out, you can't make caves that are similar to vanilla caves with just WorldPainter.
Hey, so i really wanna try this, but it keeps on giving error messages even after i re-installed Java it still gave me a window to find the Java file. Also after that error i get another one.
Here are the errors i get:
I'm glad you were able to import the map again. However I don't think the chunk render distance in OptiFine was the problem, unless you set it to seven hundred thousand chunks. If it happens again you should investigate other possibilities.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
As you indicate that these four maps are using the same coordinates, unfortunately there is currently no way to combine them into one using WorldPainter. You can do this, but you have to create each map in the correct final location to begin with (by creating each map by selecting tiles in the Biomes viewer, or by starting with one tile and extending it in different directions with Add/remove tiles). You can then merge them by exporting the first one, and merging the others, selecting "replace chunks". It's too late for that now though.
I have vague plans for some kind of high level map editing tool that would allow you to selectively combine and move around maps, but that won't happen for a while, if at all.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
Nothing functional changed in the latest update, and nothing relating to water smoothness has changed in many months. If it's fixed it's because of something you did yourself.
Using the Noise brush in combination with the Height tool is probably your best bet. Set it to a medium size and left click and hold a short while to raise the land in overlapping areas. If you want the land to be mostly hilly it's probably easier to create the world hilly to begin with. You can change the size and height of the hills on the New World screen. You won't be able to get it to look exactly like in Minecraft though, at least not without a huge amount of work. If that's what you want it might make more sense to import a Minecraft-generated map instead of starting from scratch.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
I answered that on the same page you asked your question on...
The only way to add villages, etc. is to enable "allow Minecraft to populate the entire terrain" and "structures" on the Export screen. WorldPainter has no control over where they will spawn though. And I don't recommend doing this, as it will also add trees, other vegetation, many water and lava lakes, underground resources, etc. to the map which you might not want and will double the amount of trees if you also use the WorldPainter tree layers.
Come on, do a little investigation yourself before asking questions...
I created WorldPainter. For support, please visit the WorldPainter subreddit.
I say this of course without having ANY knowledge of what i'm talking about so please excuse my presumption. It would seem that while working with a .world format file that it wouldn't be impossible or all that difficult for you to add a button which would allow the user to set the origin in a new position similar to the spawn point. Am I incorrect?
As a 'jury rigged' method I have exported the height map of each map then imported that height map into inkscape then copied and pasted it three times to create 4 'quadrants' with that map. I then exported it to png format then imported that into WorldPainter. This reset the origin and preserved the heights accurately. Of course now I have to redo all of the biome and surface material work again. If I can do this manually using the height maps then it stands to reason that it would be quite simple to reset the origin. I would assume that when merging maps it uses the origin location as the reference point to join maps. Is that correct?
For some reason importing a height map into GIMP and then exporting it as a PNG with as little compression as possible skews the heights tremendously. I had assumed that it was due to GIMP's inability to preserve the grey scale levels accurately. I haven't verified this but when I started working with inkscape I removed all of the water from one of the maps which was quite deep. Since I removed the water it seems that the height is being translated more accurately. I would assume that water level would be ignored in a height map. Is that not correct?
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Total number of installations so far: 106,299 (not counting upgrades)
Number of countries where WorldPainter is used: 163
Total number of times WorldPainter has been started up so far: 1,285,898
I created WorldPainter. For support, please visit the WorldPainter subreddit.
Awesome.
I want to make some custom stuffs for my map, so I went in and saved some schematics on WorldEdit. I used them on World Painter, but I was questioning from the point I put them on whether it would somehow magically cover the roots underground.
It didn't. Help?
Schematics aren't suited for this. You need to use bo2 objects. They can have blocks at negative levels, so that they are placed underground, which you could use for root systems.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
I can't use BO2s because Terrain Control requires you to set up a whole bukkit server just to use it, Pheonix Terrain mod has been discontinued, and all schematic to BO2 file converters I've found are discontinued as well. Do you have a program in mind?
I'm not quite sure what you mean by that, but the structures checkbox just sets Minecraft's "generate structures" setting. If it is on, and you use Populate, Minecraft will generate structures such as villages, abandoned mines, etc.. There could be many reasons why you are not seeing structures. Perhaps they are just far apart and you haven't found any yet. Maybe you are using Minecraft 1.3 or older (this only works for Minecraft 1.4). Perhaps the biomes are wrong, Minecraft only generates structures in the right biomes.
As I have said before, there is no way for WorldPainter to influence where or how many structures Minecraft generates, other than using the correct biomes, and the use of the Populate layer.
Yes, that is what the Caverns layer does. What don't you understand about it?
Are these rivers generated with bo2 custom objects? The Caverns layer doesn't understand those, so I can see that it might sometimes break through the floor of such rivers. I'm afraid there isn't much that can be done about that. For now, you will have to repair such places manually. In the future perhaps I will add a setting to set a minimum and maximum level for the caverns so you can keep them away from the surface.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
You don't need Terrain Control or Phoenix Terrain Mod to use bo2 objects with WorldPainter. I know the schematic to bo2 converters that are out there are hard to use, but I don't think they are discontinued. There are also tools with which you can create bo2 objects from scratch, such as Better BOB (which can also import schematics if I am not mistaken).
I created WorldPainter. For support, please visit the WorldPainter subreddit.
I looked at Better BOB- last post was middle of last year. Same for Pheonix Terrain Mod. Is it actually possible to set up Terrain Control without having to use the bukkit? I've been looking for more BO2 converters but I just can't find any....
It's not impossible of course, but it isn't quite as simple as you make it out to be either. It's not just one set of coordinates which needs to be changed. Seeing as this is quite advanced usage which would only be used by very few people, there is a huge list of other features people want, and I do this in my spare time, I wouldn't count on it any time soon. Sorry!
Inkscape is a vector graphics program, not bit mapped graphics. I wouldn't recommend it for things like this, especially if you want to be pixel perfect.
Yes.
GIMP can preserve the grey scale levels perfectly. I tested it. I'm not sure what happened in your case, but I wonder if some kind of colour space conversion, levels or curves, gamma correction or automatic contrast and brightness settings got applied. You have to be careful to open, edit and export the file in grey scale mode throughout, don't change the colour mode or remap the colours, and don't rescale the image. As long as you do that GIMP will preserve the grey scale levels perfectly and the resulting heights after a height map import in WorldPainter will be an exact 1:1 copy of the map from which the height map was exported.
If you save it as PNG the compression level has no bearing on the result, as PNG is a lossless format. JPEG would be another story, don't use that for height maps!
It is ignored in the sense that there is no such thing as a "water level" in a height map. The height map records the level of the solid surface, irrespective of the absense or presence of water above it. When exporting a height map, water is entirely ignored. When importing a height map, you set the default water level on the Import screen, which is applied after the surface height has been determined from the height map.
If the presence or absence of water in the map you were exporting made a difference to the end result something very strange is going on. In that case you need to give more details about the exact steps you were performing.
So? It still works, as far as I can tell!
I don't know, but it's irrelevant, because again: you don't need Terrain Control to use bo2 objects with WorldPainter!
I created WorldPainter. For support, please visit the WorldPainter subreddit.
Yes, that would explain it.
I don't know. Have you tried minecraftwiki.net?
You're using some inaccurate words. It may seem silly, and I'm sorry to be pedantic about it, but it is important to be accurate and use the right words, because otherwise confusion can arise very quickly. The layer is called the Caverns layer. And by "cursor" I'm assuming you mean the brush.
I would think that it is pretty obvious what the Caverns layer does: it creates caverns where you paint it. I call them "caverns" instead of "caves" on purpose, because they are very different to the caves that Minecraft generates; they are large and smooth open spaces instead of worm-like tunnels.
The intensity of the layer determines the size of the caverns (not the frequency): at full intensity you will get very large interconnected open spaces. At the lowest intensity you will get very small, isolated spaces. The size of the brush just determines where the layer is painted, it has no direct influence on the size or frequency of the caverns. The caverns always can occur from just below the surface all the way down to bedrock, although as I said in the future I will probably add a setting for that.
The Caverns layer does not cause Minecraft to generate caves. There is no way for WorldPainter to tell Minecraft to generate caves. If you don't want caverns below your rivers you should remove the layer there, not add it, but of course that will mean there is a solid wall beneath the river with no way to cross from caverns on one side to caverns on the other side.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
Aha. That is called a slider.
That makes sense. Checking "caverns everywhere" is exactly the same as painting the entire map with the Caverns layer. So if you turn it off, and don't use the Caverns layer, there will be no caverns anywhere.
The slider sets the intensity of the layer (and therefore the size of the caverns). You can use both, if you want small caverns everywhere but bigger caverns in some places: check "caverns everywhere" and set the slider at a low intensity, and then paint the Caverns layer (at a higher intensity) where you want bigger caverns.
Just to be clear: this is not possible (not with just WorldPainter and Minecraft, perhaps it is possible using mods or other tools, but I can't help you with that).
I created WorldPainter. For support, please visit the WorldPainter subreddit.
The default settings for the Resources layer are already as close to the Minecraft defaults as possible. As Zerkhan points out, you can't make caves that are similar to vanilla caves with just WorldPainter.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
I'm not sure why that would be. It sounds like you're doing everything right. Could you send me the .world file?
Note that you don't need to give WorldPainter the minecraft.jar file. That's only needed for displaying the biomes with the biomes tool.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
Here are the errors i get: