Your tool is great! It works perfectly!
Now I could get rid of some swamp biomes and some litte failures when i worked on my map with mcedit
But it's a little confusing that I can't mark things when "Tool Tips" is enabled oO
I have 2 suggestions, maybe they are possilble:
- It would make some things sometimes easier if i could load a few map parts at once.
- An option to remove snow and/or trees before adding new ones if wanted
But it's a little confusing that I can't mark things when "Tool Tips" is enabled oO
You're saying left or right clicking on the image with tool tips enabled doesn't draw on the image? Hmmm... Do you know what operating system you are using?
- An option to remove snow and/or trees before adding new ones if wanted
Maybe, though this program really isn't designed to edit blocks. For the moment I'd recommend a program like MCEdit for replacing logs/leaves/snow with air.
Changes are: Two rings of read-only chunks from adjacent regions are displayed around the currently loaded one. After opening a world, you can switch to viewing a list of regions from the Nether or End from the file menu. And now biomes are read in from a file, Biomes.txt. For more details on that, please view the changelog. And thank you.
Awesome new update! Love the fact we can change colors, some of the greens used look very similar on my system for some reason.
FYI for all you do-it-yourself customizers out there, colorpicker.com is an easy way to select colors visually and grab the hex number to plug into the config file.
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D_B
To tell them how to live is to prevent them living.
You're saying left or right clicking on the image with tool tips enabled doesn't draw on the image? Hmmm... Do you know what operating system you are using?
Yeah, I can't use the brush with too tips on. I have WinXP SP3
Maybe, though this program really isn't designed to edit blocks. For the moment I'd recommend a program like MCEdit for replacing logs/leaves/snow with air.
An update: I fixed the thing with tooltips getting in the way on Windows XP, it'll be in the next version.
Being able to globally apply or replace a biome or biome scheme like in Minecraft Retro Biomes, except not just Beta 1.7 biomes, is a good idea. Not sure how to handle the ui for that though. Maybe only through command line options, and then no gui whatsoever, just text output? It'd make implementing it simpler. I'll think about it.
I'll look at adding more selection options (dragging a rectangle, bucket fill).
I'll also look at improving the terrain map with transparent water and glass. With all of this, no promises, of course, sorry.
Caching images of regions to improve load times and support showing wider areas of a world is brilliant, I wouldn't have thought of that, but unfortunately it's unlikely I'll get to that.
I found the problem with damage values, I never would have noticed if you hadn't pointed that out, thank you.
I'm not good at coming up with creative names for things, and since that other project hasn't been updated in a couple of years, I guess I'll stick with Topographer until someone complains.
I downloaded this today, and tried it. I selected my level.dat file, and I got nothing. nada. just a white screen where the world should be loading up (as i can see in some of the screen shots). I don't know if I'm doing something wrong or what...
I downloaded this today, and tried it. I selected my level.dat file, and I got nothing. nada. just a white screen where the world should be loading up (as i can see in some of the screen shots). I don't know if I'm doing something wrong or what...
Then you need to select a region from the list on the left to load it. If that list is empty, you need to convert your world to the new Anvil format by opening it in Minecraft 1.2 or later.
I know, it's not something that the program should really make you worry about, but it was a tradeoff I made in order to make the program simpler in order to finish it.
According to the Minecraft wiki, maps from before the Halloween update were then considered to be all shrubland. Shrubland doesn't exist in the current version of Minecraft, though the closest existing biome would be forest.
As for having terrain with the super bright green grass from back then, Minecraft 1.2 doesn't support that, only the biomes listed here. Biome Painter only edits Minecraft save files, unfortunately there's nothing it can do about biomes Minecraft isn't programmed to support, sorry.
Added your additional colors (thanks!), fixed the data values thing, all transparent blocks get rendered now including torches and glass, added support for transparency (mainly for glass and water, a few other things like buttons, levers, and ladders), and the ability to limit how high of an area is rendered (so you can get a lower slice of the nether, for example).
srry, i'm a principiant with minecraft tools, how do i install and use the biome painter? i dont know how to use the winrar folder i download
If you unzip the folder there should be a program, BiomePainter.exe, and several dlls inside. As long as you have the .NET Framework installed, you should be able to just double click the exe.
Some little annoyances and a couple of suggestions.
Copying & Pasting
This doesn't quite work how I expected. I thought you'd be able to have two instances of Biome Painter open and copy and paste between them, but this doesn't work. Opening and closing different maps in the same instance works fine but is a little tedious.
Region sorting
I was copying between two versions of the same map (one with wrong biomes I had altered by adding portals which I didn't want to redo). One was local (Windows 7) and one was on a network share (Ubuntu 11.04 Natty Narwhal). Both had been used with craftbukkit-1.2.5-R1.0. The local copy had the regions sorted but in the network copy the regions weren't sorted at all in Biome Painter. Perhaps this is a Windows bug - it has all the hallmarks of MS IdiocyTM - but it made the job very tedious having to scroll through 144 regions to find the one I wanted to paste into.
Edit: I've tested this some more now and it looks specific to Windows accessing a SAMBA share.
The local folder shared and mapped to a drive is still sorted.
A folder shared on a WinXP machine is still sorted.
Output from dir on the problem region folder is the same as the listing in Biome Painter.
Think I might need to look at my SAMBA configuration.
Tool tips
I keep switching these on and off. For me, at least, it would be simpler to have them disappear when you click the mouse button (i.e. when you're actually using a brush).
Brush visibility
Sometimes when you're filling an area it gets quite hard to see where the brush is - it seems to be 'under' the selection colour. Would be better if it was on top.
According to the Minecraft wiki, maps from before the Halloween update were then considered to be all shrubland. Shrubland doesn't exist in the current version of Minecraft, though the closest existing biome would be forest.
As for having terrain with the super bright green grass from back then, Minecraft 1.2 doesn't support that, only the biomes listed here. Biome Painter only edits Minecraft save files, unfortunately there's nothing it can do about biomes Minecraft isn't programmed to support, sorry.
Hi Jango40, if you want to especially have very green grass, you could fill all biomes with either jungle or mushroom island biome.
Additionally, monsters don't spawn in mushroom biomes.
I know, I frequently use them as replacement. Those grass colors are beautiful.
Do you think you could add a configuration file to let people add other biomes to your tool?
I'm looking for ExtraBiomesXL (+ the RPG addon) compatibility specifically although a few other mods add biomes as well. EBXL adds thirtysomething biomes to the game. Right now, the EBXL biomes actually show up, but tooltips just give their index number (e.g. 32, 44, 57). And they're inaccessible from the dropdown lists so you can't paint them.
Adding some sort of config would let your biome painter instantly become compatible with any mod that modifies biomes, since people could just edit a file. (They would become responsible for knowing the numbers and such, but at least the possibility would be there
Thanks for making the tool in the first place as well! Vanilla biomes become harder to find with EBXL installed and I was quite happy to find this at all. =)
How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
Hi, Do you think you could add a configuration file to let people add other biomes to your tool? I'm looking for ExtraBiomesXL (+ the RPG addon) compatibility specifically although a few other mods add biomes as well. EBXL adds thirtysomething biomes to the game. Right now, the EBXL biomes actually show up, but tooltips just give their index number (e.g. 32, 44, 57). And they're inaccessible from the dropdown lists so you can't paint them. Adding some sort of config would let your biome painter instantly become compatible with any mod that modifies biomes, since people could just edit a file. (They would become responsible for knowing the numbers and such, but at least the possibility would be there Thanks for making the tool in the first place as well! Vanilla biomes become harder to find with EBXL installed and I was quite happy to find this at all. =)
You should be able to edit the Biomes.txt file wherever BiomePainter.exe is. The format for each line is id,name,color.
You should be able to edit the Biomes.txt file wherever BiomePainter.exe is. The format for each line is id,name,color.
THANK YOU!!! I didn't know whether or not the tool would take any edits into configuration or if it would mess anything up that I couldn't fix. Thanks for the confirmation!! =D
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How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
Question. Can this be used to:
-Select everything outside my base
-delete the map so it can be re-generated in game, preserving the aforementioned base?
Now I could get rid of some swamp biomes and some litte failures when i worked on my map with mcedit
But it's a little confusing that I can't mark things when "Tool Tips" is enabled oO
I have 2 suggestions, maybe they are possilble:
- It would make some things sometimes easier if i could load a few map parts at once.
- An option to remove snow and/or trees before adding new ones if wanted
You're saying left or right clicking on the image with tool tips enabled doesn't draw on the image? Hmmm... Do you know what operating system you are using?
Maybe, though this program really isn't designed to edit blocks. For the moment I'd recommend a program like MCEdit for replacing logs/leaves/snow with air.
________________________________________________
New version, download link in op, full changelog at https://github.com/m...r/CHANGELOG.txt.
Changes are: Two rings of read-only chunks from adjacent regions are displayed around the currently loaded one. After opening a world, you can switch to viewing a list of regions from the Nether or End from the file menu. And now biomes are read in from a file, Biomes.txt. For more details on that, please view the changelog. And thank you.
FYI for all you do-it-yourself customizers out there, colorpicker.com is an easy way to select colors visually and grab the hex number to plug into the config file.
D_B
To tell them how to live is to prevent them living.
Yeah, I can't use the brush with too tips on. I have WinXP SP3
Ok
Being able to globally apply or replace a biome or biome scheme like in Minecraft Retro Biomes, except not just Beta 1.7 biomes, is a good idea. Not sure how to handle the ui for that though. Maybe only through command line options, and then no gui whatsoever, just text output? It'd make implementing it simpler. I'll think about it.
I'll look at adding more selection options (dragging a rectangle, bucket fill).
I'll also look at improving the terrain map with transparent water and glass. With all of this, no promises, of course, sorry.
Caching images of regions to improve load times and support showing wider areas of a world is brilliant, I wouldn't have thought of that, but unfortunately it's unlikely I'll get to that.
As for an overhead mapping tool, I put together a little program that just goes over all the regions in a world and spits out a png, using the same code Biome Painter uses for the terrain map. It's not very well polished, but you can give it a try: https://github.com/downloads/mblaine/Topographer/Topographer-0.1pre-bin.zip (source code available at: https://github.com/mblaine/Topographer).
I found the problem with damage values, I never would have noticed if you hadn't pointed that out, thank you.
I'm not good at coming up with creative names for things, and since that other project hasn't been updated in a couple of years, I guess I'll stick with Topographer until someone complains.
I'll release an updated version with some nicer features in the next few days. However, I would point out a version of PixelMap that seems to work with Anvil worlds, or it at least works for the worlds I tried it on. http://www.minecraftforum.net/topic/69883-pixelmap/page__st__240__p__14259502#entry14259502
I downloaded this today, and tried it. I selected my level.dat file, and I got nothing. nada. just a white screen where the world should be loading up (as i can see in some of the screen shots). I don't know if I'm doing something wrong or what...
Then you need to select a region from the list on the left to load it. If that list is empty, you need to convert your world to the new Anvil format by opening it in Minecraft 1.2 or later.
I know, it's not something that the program should really make you worry about, but it was a tradeoff I made in order to make the program simpler in order to finish it.
According to the Minecraft wiki, maps from before the Halloween update were then considered to be all shrubland. Shrubland doesn't exist in the current version of Minecraft, though the closest existing biome would be forest.
As for having terrain with the super bright green grass from back then, Minecraft 1.2 doesn't support that, only the biomes listed here. Biome Painter only edits Minecraft save files, unfortunately there's nothing it can do about biomes Minecraft isn't programmed to support, sorry.
I posted a link to an updated build that should hopefully work in the PixelMap thread. Also I updated Topographer and made a thread for it: http://www.minecraftforum.net/topic/1165371-tool-topographer-01-map-your-minecraft-world/.
Added your additional colors (thanks!), fixed the data values thing, all transparent blocks get rendered now including torches and glass, added support for transparency (mainly for glass and water, a few other things like buttons, levers, and ladders), and the ability to limit how high of an area is rendered (so you can get a lower slice of the nether, for example).
If you unzip the folder there should be a program, BiomePainter.exe, and several dlls inside. As long as you have the .NET Framework installed, you should be able to just double click the exe.
Copying & Pasting
This doesn't quite work how I expected. I thought you'd be able to have two instances of Biome Painter open and copy and paste between them, but this doesn't work. Opening and closing different maps in the same instance works fine but is a little tedious.
Region sorting
I was copying between two versions of the same map (one with wrong biomes I had altered by adding portals which I didn't want to redo). One was local (Windows 7) and one was on a network share (Ubuntu 11.04 Natty Narwhal). Both had been used with craftbukkit-1.2.5-R1.0. The local copy had the regions sorted but in the network copy the regions weren't sorted at all in Biome Painter. Perhaps this is a Windows bug - it has all the hallmarks of MS IdiocyTM - but it made the job very tedious having to scroll through 144 regions to find the one I wanted to paste into.
Tool tips
I keep switching these on and off. For me, at least, it would be simpler to have them disappear when you click the mouse button (i.e. when you're actually using a brush).
Brush visibility
Sometimes when you're filling an area it gets quite hard to see where the brush is - it seems to be 'under' the selection colour. Would be better if it was on top.
Do you think you could add a configuration file to let people add other biomes to your tool?
I'm looking for ExtraBiomesXL (+ the RPG addon) compatibility specifically although a few other mods add biomes as well. EBXL adds thirtysomething biomes to the game. Right now, the EBXL biomes actually show up, but tooltips just give their index number (e.g. 32, 44, 57). And they're inaccessible from the dropdown lists so you can't paint them.
Adding some sort of config would let your biome painter instantly become compatible with any mod that modifies biomes, since people could just edit a file. (They would become responsible for knowing the numbers and such, but at least the possibility would be there
Thanks for making the tool in the first place as well! Vanilla biomes become harder to find with EBXL installed and I was quite happy to find this at all. =)
How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
THANK YOU!!! I didn't know whether or not the tool would take any edits into configuration or if it would mess anything up that I couldn't fix. Thanks for the confirmation!! =D
How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
I would recommend http://www.minecraftforum.net/topic/13807-mcedit-minecraft-world-editor-now-open-source/]MCEdit for that. Once you open the world, use the "Chunk Control" tool on the right of the tool bar, select chunks, and then click the delete button on the left.