You should add the ability to make specifically placed villages and dungeons, strongholds too, and also for the foliage and stuff add the ability to change the density of it and the ability to make only specific parts spawn them.
Hey, you should look up "World Painter FAQ" on google. And learn how to use BO2 custom objects, because what you are asking for is already possible.
I've been using this program for a few months, and I am wondering if two things could eventually be worked in:
1) Autosave (I lost a project I had been working on for a week)
2) NPC Village/Generate Structures tool
That's all. Other than that, the program is awesome.
Thanks!
Again look up the World Painter FAQ ^^ These things are already possible... as for saving...remember to save anytime you get up or turn away from the computer in all programs you will ever use. Dont rely on an autosave...your a human being you can do better than that
Hello, Captain_Chaos, I really love this mod. I will be sure to tell you of any ideas,bugs, and glitches that I find. Thank you very much for making this mod/program. I really love it, especially for an aspiring mapmaker like me. :DBTW, a tool that works on only the chunk that the cursor is on would be a nice feature.
It seems that the custom BO2 layers override the vanilla MC trees.
They don't override anything, they just cause objects to be added to the world. They don't influence the biomes or any other information that Minecraft or TerrainControl could be using to decide where to render vanilla trees. Of course it is possible that there is no room any more for vanilla trees after the bo2 custom objects have been added. I don't know whether Minecraft and/or TerrainControl check whether there is room for a tree before spawning it.
Would a .png exported out of WP work as the source image for TerrainControl?
I don't know, but I highly doubt it. It would be a great coincidence if the colours WorldPainter uses are exactly the same ones as TerrainControl expects.
Would it be useful though? Doesn't TerrainControl read the biomes from the map itself for existing chunks? Or are you talking about Minecraft 1.1 maps, which can't contain biome information? If you can describe how it would be useful I might add the possibility of exporting the biomes as an image for TerrainControl.
The pictures you posted look to me like the vegetation is correct for the biome. At least the first one, which seems to have the "plains" grass colour. If you press Shift+F3 Minecraft will tell you the biome in your current location. Are you sure it isn't "plains"? The second image might have "mushroom island" biome in that location, which would explain the giant mushrooms.
I'm sorry to hear that something isn't running. I hope you're not expecting us to read your mind to find out exactly what isn't running, what happens when you try to run it, you know, any actual information that could help us help you?
..., and also for the foliage and stuff add the ability to change the density of it and the ability to make only specific parts spawn them.
You're exactly describing the functionality of the layers on the "layers" panel. They allow you to specify where you want forest, etc. to spawn, and how dense it should be. How have you been doing it?
I've been using this program for a few months, and I am wondering if two things could eventually be worked in:
1) Autosave (I lost a project I had been working on for a week)
I'm sorry to hear that you've lost a week's worth of work. However, I would like to point out that leaving a program running without saving your work for a week could be described as foolhardy! Having said that, I may add autosave functionality in the future.
I'm working on a plugin which will add this functionality. It won't be free though, it will cost a few dollars, to try and make some money on WorldPainter so that I can work on it a lot more.
They don't override anything, they just cause objects to be added to the world. They don't influence the biomes or any other information that Minecraft or TerrainControl could be using to decide where to render vanilla trees. Of course it is possible that there is no room any more for vanilla trees after the bo2 custom objects have been added. I don't know whether Minecraft and/or TerrainControl check whether there is room for a tree before spawning it.
I don't know, but I highly doubt it. It would be a great coincidence if the colours WorldPainter uses are exactly the same ones as TerrainControl expects.
Would it be useful though? Doesn't TerrainControl read the biomes from the map itself for existing chunks? Or are you talking about Minecraft 1.1 maps, which can't contain biome information? If you can describe how it would be useful I might add the possibility of exporting the biomes as an image for TerrainControl.
The pictures you posted look to me like the vegetation is correct for the biome. At least the first one, which seems to have the "plains" grass colour. If you press Shift+F3 Minecraft will tell you the biome in your current location. Are you sure it isn't "plains"? The second image might have "mushroom island" biome in that location, which would explain the giant mushrooms.
Yeah I think TerrainControl is now counting the custom BO2 layers I painted. Since I added the BO2 ojbects to corresponding biome configs, I think TC is recognizing this. I can try to resolve this by telling TC to make more populating passes per chuck. I guess im used to WP made layers blending in with vanilla generation. I think this is an issue with biome configuration, not WorldPaint.
Biome maps are incredibly useful! The colors WP don't match up unfortunately. TerrainControl doesn't read the biomes from the map. It makes itself a biome algorithm using the input given for the world/biome configs. There is an option in TC to output this 'biome map" so it can be edited and changed. So if WP could export a biome map without the height or ground material information.
No, I dont think you got the reason why I posted the pictures. I am definitely showing you forest biomes, they are the nice green, while plains are slightly darker and less saturated. Both pictures should have only generic forest biome oaks and birch trees. In fact, plains biome are not generating any grass or flowers. I looked the original seed biome in WP and noticed that TC is looking at the default biome map given by the seed. Which really sucks, since It took me more than 8-10 Hrs to fully paint this 15k x 10k map.
In conclusion, I see that TC isnt seeing the biome information given by WP, rather it is choosing to generate biomes based on the default seed.
In conclusion, I see that TC isnt seeing the biome information given by WP, rather it is choosing to generate biomes based on the default seed.
That seems like a severe lack of functionality in TerrainControl. Biome information has been stored in the map since Minecraft 1.2. TerrainControl should support that. I would definitely take it up with the creators of TerrainControl.
However, it's relatively easy for me to add a function for exporting the biomes as an image using the correct colours for TerrainControl. I'll see if I can add that.
I would like to know if it is possible to take my custom WorldPainted biome map, and to have it used by TC. Below is a picture of what is supposed to be covered by generic MC forest.
Short answer:
Nope, because TC can't read the special textures and colours and shaders WP uses to show biome data. TC relies on seeing the exact colour you specify in that biome's config text. Without any shading, pattern overlay, or border effects (or underlying native grass colour).
Long answer:
Possibly, but only with some editing.
For instance you make a large grassy map and paint over it with biomes. You make some areas mushroom island type biome, and other areas you paint with Taiga. You export the image of the map to a file that you later drag and drop into TC's main config folder. It already looks for mushroom island biome type to have color (hex value) AA043B, but the hex value of the colours you got when you painted Mushroom Island over your grassy rolling plain are different. TC ignores the Mushroom Island entirely and renders the area according to what it would put there, for that map seed, given your biome size and land:water ratio settings.
Same for the Taiga example. Perhaps the Taiga you painted covers the far northern wastes of the map you made. But TC can't read the colour or pattern data, so it ignores this entirely and renders these areas in the default biomes of the seed you're using (or the random seed Bukkit generated when you started up your worldgen). TC will apply biomesize and land:water, but other than that, you may wind up with mushrooms growing on what are supposed to be frozen fjords, if the seed normally would put a mushroom island biome there.
In short, to export a biome map from WP to TC, you must first convert the colour areas to those strictly corresponding to the TC specified colours. For you this may mean opening it in GIMP or Paint or Photoshop first.
Alternatively you could try going into the TC biome configs and manually setting the colours to best match those on your WP map-image. (Note that shaders for mountains and elevations may still interfere with TC's reading of your map!)
EDIT: It's not necessarily a shortcoming of either WP or TC.
If you export a custom biome world from WP to Minecraft, and play that world in Bukkit + TC, you will see the WP-biomes up to the edge of the original WP map, then you will start seeing the TC-modified biomes and land masses as dictated by the seed you used when you made the WP map and exported it.
If however you export a world from WP to Minecraft without setting either "auto biomes" or "custom biomes" on before saving the worldfile, you may see your WP contours covered by vanilla default biomes for that seed.
If biome-specific WP terrain exported to Minecraft + TC is not retaining its custom biome tags, then the problem lies with WP. If however TC is failing to read the biome data of the WP-generated chunks, and is instead going by the world's seed and applying its own modifications from there, the fault is with TC.
You should be able to test this by setting biome size and land:water ratios in TC to a noticeably dramatic setting. Massive biomes, low land:water ratio or all land no water. Then export a WP map with balanced biome size (custom) and balanced land:water (custom). Drag and drop, look at what TC gives you inside the borders of the WP terrain area.
I have the problem of the worlds being exported as a .WORLD file. minecraft can't read that type of file so is there any way to convert it to a minecraft world file?
I have the problem of the worlds being exported as a .WORLD file. minecraft can't read that type of file so is there any way to convert it to a minecraft world file?
.world is WorldPainter's own native format. To export the map to Minecraft, use File -> Export -> Export as Minecraft map...
Hey there Chaos! I love the World Painter! I have 2 Ideas, though. Mayby they are in the Mod already, but I haven't found them.
What about:
1. Possibillty to Make Bedrock Walls around the Map (Walls not flat)
2. Making Glass Around the Map (Just like Rei's Planetarium Biome, or whatever it was called)
Great work!
You should be able to test this by setting biome size and land:water ratios in TC to a noticeably dramatic setting. Massive biomes, low land:water ratio or all land no water. Then export a WP map with balanced biome size (custom) and balanced land:water (custom). Drag and drop, look at what TC gives you inside the borders of the WP terrain area.
I did some testing and the problem lies in TC not being able to read WP biome data. All I can see done, like I stated before is to have to manually paint something up in photoshop, over the WP.png and then use that in the TC folder. The problem is that it will look like crap, so im avoiding this option.
It is possible to use TC on my next map if I use more planning and somehow plan out the biome meticulously in the painting stage before any actual terraforming or elevations are started. I'll add more of my trials when im feeling better...not really 100% atm
whenever i try to save a world as a .world file it gives me this error
here is the full details
java.lang.NoClassDefFoundError: Could not initialize class sun.awt.shell.Win32ShellFolder2
at sun.awt.shell.Win32ShellFolderManager2.getStandardViewButton(null:-1)
at sun.awt.shell.Win32ShellFolderManager2.get(null:-1)
at sun.awt.shell.ShellFolder.get(null:-1)
at com.sun.java.swing.plaf.windows.WindowsLookAndFeel$LazyWindowsIcon.createValue(null:-1)
at javax.swing.UIDefaults.getFromHashtable(null:-1)
WorldPainter version: 0.10.3
java.version: 1.7.0_03
java.vendor: Oracle Corporation
java.vm.version: 22.1-b02
java.vm.vendor: Oracle Corporation
java.vm.name: Java HotSpot™ 64-Bit Server VM
os.name: Windows 7
os.arch: amd64
os.version: 6.1
user.home: C:\Users\Owner
user.dir: C:\Program Files\WorldPainter
user.country: US
user.language: en
Free memory: 67128384 bytes
Total memory size: 125435904 bytes
Max memory size: 5534646272 bytes
World name: Generated World
Seed: 202961
Bounds: -2, -2 => 2, 2
Height: 256
Number of tiles: 25
Layers in use: Biome
Border: null @ 62
Sub surface material: STONE
Water height: 62
Operation: null
Radius: 50
Brush: Sine Circle (radius=0, brushShape=CIRCLE, level=1.0)/Sine Circle (radius=0, brushShape=CIRCLE, level=1.0)
Level: 0.5/0.5
Zoom: 0
Hidden layers: [Biome]
Hey there Chaos! I love the World Painter! I have 2 Ideas, though. Mayby they are in the Mod already, but I haven't found them.
1. Possibillty to Make Bedrock Walls around the Map (Walls not flat)
You can't have looked very hard then. There's an option that says "bedrock walls" right there on the Export screen.
It is possible to use TC on my next map if I use more planning and somehow plan out the biome meticulously in the painting stage before any actual terraforming or elevations are started.
I would definitely contact the creator of TerrainControl and request support for reading the biomes from the chunks. You're not the only one trying to do this and there is a definite case for TerrainControl to support it.
In the meantime for your next map you might try creating the TC biomes map first in a paint program and then loading it in WorldPainter as an overlay and tracing it to create the terrain to match it.
How do I get around this little error? What does it mean 'install more memory''? I'm sure it's something obvious, but outside of my knowledge.
It depends on your hardware and software. If you have 32-bit Windows, but you have less than 4GB of RAM, you might try installing more RAM (and reinstalling WorldPainter). If you already have 4 GB of RAM then you're out of luck. If you have 64-bit Windows, try installing 64-bit Java (from here) and then installing the 64-bit version of WorldPainter (uninstall the 32-bit version first to avoid confusion).
If you're already using the 64-bit version of WorldPainter then you really don't have enough memory to load whatever it is you're trying to load. Or if you're trying to import a height map, and you're only interested in part of it, you could try cutting out just the bit you're interested in with a paint program first. Or you could buy more memory in a shop and install it into your computer (and reinstall WorldPainter so that it will use it).
whenever i try to save a world as a .world file it gives me this error
java.lang.NoClassDefFoundError: Could not initialize class sun.awt.shell.Win32ShellFolder2
...
Errors like that are commonly triggered by using a custom Windows theme. Try disabling any custom theme you might have installed, or try opening the properties of the WorldPainter shortcut and checking "disable visual themes" on the compatibility tab. Let me know if you can get it to work.
I note that you have an old version of Java. That's dangerous, there have been some major security leaks in Java lately, so I recommend upgrading to the latest version from www.java.com. That may or may not also fix your problem.
Is there any way I could create a custom map for Terrafirmacraft using worldpainter? Perhaps by importing it's biome scheme and blocks, and creating BO2's of it's trees?
The only feature I would really need to complete this is a custom underground material layer, (Not unlike the ore pockets layer you have already). A layer that replaces the main underground block with a specified block id.
You can't have looked very hard then. There's an option that says "bedrock walls" right there on the Export screen.
Do you mean straight glass walls? And a ceiling? Or do you mean a round dome?
thanks so much for world painter!!!
btw chaos, ur gonna update world painter to 1.4 when it comes out right?
lol
sorry i just want clarifcation, plz respond to me lolz....
Hey, you should look up "World Painter FAQ" on google. And learn how to use BO2 custom objects, because what you are asking for is already possible.
Again look up the World Painter FAQ ^^ These things are already possible... as for saving...remember to save anytime you get up or turn away from the computer in all programs you will ever use. Dont rely on an autosave...your a human being you can do better than that
They don't override anything, they just cause objects to be added to the world. They don't influence the biomes or any other information that Minecraft or TerrainControl could be using to decide where to render vanilla trees. Of course it is possible that there is no room any more for vanilla trees after the bo2 custom objects have been added. I don't know whether Minecraft and/or TerrainControl check whether there is room for a tree before spawning it.
I don't know, but I highly doubt it. It would be a great coincidence if the colours WorldPainter uses are exactly the same ones as TerrainControl expects.
Would it be useful though? Doesn't TerrainControl read the biomes from the map itself for existing chunks? Or are you talking about Minecraft 1.1 maps, which can't contain biome information? If you can describe how it would be useful I might add the possibility of exporting the biomes as an image for TerrainControl.
The pictures you posted look to me like the vegetation is correct for the biome. At least the first one, which seems to have the "plains" grass colour. If you press Shift+F3 Minecraft will tell you the biome in your current location. Are you sure it isn't "plains"? The second image might have "mushroom island" biome in that location, which would explain the giant mushrooms.
I'm sorry to hear that something isn't running. I hope you're not expecting us to read your mind to find out exactly what isn't running, what happens when you try to run it, you know, any actual information that could help us help you?
You're exactly describing the functionality of the layers on the "layers" panel. They allow you to specify where you want forest, etc. to spawn, and how dense it should be. How have you been doing it?
I'm sorry to hear that you've lost a week's worth of work. However, I would like to point out that leaving a program running without saving your work for a week could be described as foolhardy! Having said that, I may add autosave functionality in the future.
I'm working on a plugin which will add this functionality. It won't be free though, it will cost a few dollars, to try and make some money on WorldPainter so that I can work on it a lot more.
What would it do?
I created WorldPainter. For support, please visit the WorldPainter subreddit.
Yeah I think TerrainControl is now counting the custom BO2 layers I painted. Since I added the BO2 ojbects to corresponding biome configs, I think TC is recognizing this. I can try to resolve this by telling TC to make more populating passes per chuck. I guess im used to WP made layers blending in with vanilla generation. I think this is an issue with biome configuration, not WorldPaint.
Biome maps are incredibly useful! The colors WP don't match up unfortunately. TerrainControl doesn't read the biomes from the map. It makes itself a biome algorithm using the input given for the world/biome configs. There is an option in TC to output this 'biome map" so it can be edited and changed. So if WP could export a biome map without the height or ground material information.
No, I dont think you got the reason why I posted the pictures. I am definitely showing you forest biomes, they are the nice green, while plains are slightly darker and less saturated. Both pictures should have only generic forest biome oaks and birch trees. In fact, plains biome are not generating any grass or flowers. I looked the original seed biome in WP and noticed that TC is looking at the default biome map given by the seed. Which really sucks, since It took me more than 8-10 Hrs to fully paint this 15k x 10k map.
In conclusion, I see that TC isnt seeing the biome information given by WP, rather it is choosing to generate biomes based on the default seed.
That seems like a severe lack of functionality in TerrainControl. Biome information has been stored in the map since Minecraft 1.2. TerrainControl should support that. I would definitely take it up with the creators of TerrainControl.
However, it's relatively easy for me to add a function for exporting the biomes as an image using the correct colours for TerrainControl. I'll see if I can add that.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
Short answer:
Nope, because TC can't read the special textures and colours and shaders WP uses to show biome data. TC relies on seeing the exact colour you specify in that biome's config text. Without any shading, pattern overlay, or border effects (or underlying native grass colour).
Long answer:
Possibly, but only with some editing.
For instance you make a large grassy map and paint over it with biomes. You make some areas mushroom island type biome, and other areas you paint with Taiga. You export the image of the map to a file that you later drag and drop into TC's main config folder. It already looks for mushroom island biome type to have color (hex value) AA043B, but the hex value of the colours you got when you painted Mushroom Island over your grassy rolling plain are different. TC ignores the Mushroom Island entirely and renders the area according to what it would put there, for that map seed, given your biome size and land:water ratio settings.
Same for the Taiga example. Perhaps the Taiga you painted covers the far northern wastes of the map you made. But TC can't read the colour or pattern data, so it ignores this entirely and renders these areas in the default biomes of the seed you're using (or the random seed Bukkit generated when you started up your worldgen). TC will apply biomesize and land:water, but other than that, you may wind up with mushrooms growing on what are supposed to be frozen fjords, if the seed normally would put a mushroom island biome there.
In short, to export a biome map from WP to TC, you must first convert the colour areas to those strictly corresponding to the TC specified colours. For you this may mean opening it in GIMP or Paint or Photoshop first.
Alternatively you could try going into the TC biome configs and manually setting the colours to best match those on your WP map-image. (Note that shaders for mountains and elevations may still interfere with TC's reading of your map!)
EDIT: It's not necessarily a shortcoming of either WP or TC.
If you export a custom biome world from WP to Minecraft, and play that world in Bukkit + TC, you will see the WP-biomes up to the edge of the original WP map, then you will start seeing the TC-modified biomes and land masses as dictated by the seed you used when you made the WP map and exported it.
If however you export a world from WP to Minecraft without setting either "auto biomes" or "custom biomes" on before saving the worldfile, you may see your WP contours covered by vanilla default biomes for that seed.
If biome-specific WP terrain exported to Minecraft + TC is not retaining its custom biome tags, then the problem lies with WP. If however TC is failing to read the biome data of the WP-generated chunks, and is instead going by the world's seed and applying its own modifications from there, the fault is with TC.
You should be able to test this by setting biome size and land:water ratios in TC to a noticeably dramatic setting. Massive biomes, low land:water ratio or all land no water. Then export a WP map with balanced biome size (custom) and balanced land:water (custom). Drag and drop, look at what TC gives you inside the borders of the WP terrain area.
Never mind got it!
.world is WorldPainter's own native format. To export the map to Minecraft, use File -> Export -> Export as Minecraft map...
I created WorldPainter. For support, please visit the WorldPainter subreddit.
What about:
1. Possibillty to Make Bedrock Walls around the Map (Walls not flat)
2. Making Glass Around the Map (Just like Rei's Planetarium Biome, or whatever it was called)
Great work!
-Tim_The_Hero
I did some testing and the problem lies in TC not being able to read WP biome data. All I can see done, like I stated before is to have to manually paint something up in photoshop, over the WP.png and then use that in the TC folder. The problem is that it will look like crap, so im avoiding this option.
It is possible to use TC on my next map if I use more planning and somehow plan out the biome meticulously in the painting stage before any actual terraforming or elevations are started. I'll add more of my trials when im feeling better...not really 100% atm
here is the full details
at sun.awt.shell.Win32ShellFolderManager2.getStandardViewButton(null:-1)
at sun.awt.shell.Win32ShellFolderManager2.get(null:-1)
at sun.awt.shell.ShellFolder.get(null:-1)
at com.sun.java.swing.plaf.windows.WindowsLookAndFeel$LazyWindowsIcon.createValue(null:-1)
at javax.swing.UIDefaults.getFromHashtable(null:-1)
WorldPainter version: 0.10.3
java.version: 1.7.0_03
java.vendor: Oracle Corporation
java.vm.version: 22.1-b02
java.vm.vendor: Oracle Corporation
java.vm.name: Java HotSpot™ 64-Bit Server VM
os.name: Windows 7
os.arch: amd64
os.version: 6.1
user.home: C:\Users\Owner
user.dir: C:\Program Files\WorldPainter
user.country: US
user.language: en
Free memory: 67128384 bytes
Total memory size: 125435904 bytes
Max memory size: 5534646272 bytes
World name: Generated World
Seed: 202961
Bounds: -2, -2 => 2, 2
Height: 256
Number of tiles: 25
Layers in use: Biome
Border: null @ 62
Sub surface material: STONE
Water height: 62
Operation: null
Radius: 50
Brush: Sine Circle (radius=0, brushShape=CIRCLE, level=1.0)/Sine Circle (radius=0, brushShape=CIRCLE, level=1.0)
Level: 0.5/0.5
Zoom: 0
Hidden layers: [Biome]
EDIT: i now own page 228
btw chaos, ur gonna update world painter to 1.4 when it comes out right?
lol
You can't have looked very hard then. There's an option that says "bedrock walls" right there on the Export screen.
Do you mean straight glass walls? And a ceiling? Or do you mean a round dome?
I created WorldPainter. For support, please visit the WorldPainter subreddit.
I would definitely contact the creator of TerrainControl and request support for reading the biomes from the chunks. You're not the only one trying to do this and there is a definite case for TerrainControl to support it.
In the meantime for your next map you might try creating the TC biomes map first in a paint program and then loading it in WorldPainter as an overlay and tracing it to create the terrain to match it.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
It depends on your hardware and software. If you have 32-bit Windows, but you have less than 4GB of RAM, you might try installing more RAM (and reinstalling WorldPainter). If you already have 4 GB of RAM then you're out of luck. If you have 64-bit Windows, try installing 64-bit Java (from here) and then installing the 64-bit version of WorldPainter (uninstall the 32-bit version first to avoid confusion).
If you're already using the 64-bit version of WorldPainter then you really don't have enough memory to load whatever it is you're trying to load. Or if you're trying to import a height map, and you're only interested in part of it, you could try cutting out just the bit you're interested in with a paint program first. Or you could buy more memory in a shop and install it into your computer (and reinstall WorldPainter so that it will use it).
I created WorldPainter. For support, please visit the WorldPainter subreddit.
Errors like that are commonly triggered by using a custom Windows theme. Try disabling any custom theme you might have installed, or try opening the properties of the WorldPainter shortcut and checking "disable visual themes" on the compatibility tab. Let me know if you can get it to work.
I note that you have an old version of Java. That's dangerous, there have been some major security leaks in Java lately, so I recommend upgrading to the latest version from www.java.com. That may or may not also fix your problem.
Congratulations!
I created WorldPainter. For support, please visit the WorldPainter subreddit.
The only feature I would really need to complete this is a custom underground material layer, (Not unlike the ore pockets layer you have already). A layer that replaces the main underground block with a specified block id.
thanks so much for world painter!!!
btw chaos, ur gonna update world painter to 1.4 when it comes out right?
lol
sorry i just want clarifcation, plz respond to me lolz....