hey guys, I need help on opening up worlpainter 1.7, when I try to open it, it says "world painter could not fine a java runtime system". how do I fix this, I want to open the world painter
You DO have the most recent version of Java installed, right?
java.lang.ArrayIndexOutOfBoundsException: 6
at ajf.a(SourceFile:151)
at bmf.a(SourceFile:3258)
at bmf.b(SourceFile:142)
at bmh.a(SourceFile:163)
at bmt.a(SourceFile:1263)
at bmm.a(SourceFile:958)
at bmm.b(SourceFile:814)
at azi.ah(SourceFile:787)
at azi.f(SourceFile:711)
at net.minecraft.client.main.Main.main(SourceFile:152)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at ajf.a(SourceFile:151)
at bmf.a(SourceFile:3258)
at bmf.b(SourceFile:142)
at bmh.a(SourceFile:163)
at bmt.a(SourceFile:1263)
at bmm.a(SourceFile:958)
-- System Details --
Details:
Minecraft Version: 1.7.4
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0, Oracle Corporation
Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 110533440 bytes (105 MB) / 239267840 bytes (228 MB) up to 1037959168 bytes (989 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G
AABB Pool Size: 17299 (968744 bytes; 0 MB) allocated, 162 (9072 bytes; 0 MB) used
IntCache: cache: 1, tcache: 1, allocated: 12, tallocated: 102
Launched Version: 1.7.4
LWJGL: 2.9.1
OpenGL: Parallels using Intel HD Graphics 4000 OpenGL Engine GL version 2.1 INTEL-8.10.44, Parallels and Intel Inc.
GL Caps: Using GL 1.3 multitexturing.
Using framebuffer objects because ARB_framebuffer_object is supported and separate blending is supported.
Anisotropic filtering is supported and maximum anisotropy is 16.
Shaders are available because OpenGL 2.1 is supported.
Is Modded: Probably not. Jar signature remains and client brand is untouched.
Type: Client (map_client.txt)
Resource Packs: []
Current Language: Canadian English (CA)
Profiler Position: N/A (disabled)
Vec3 Pool Size: 63 (3528 bytes; 0 MB) allocated, 63 (3528 bytes; 0 MB) used
Anisotropic Filtering: Off (1)
So ... You used WorldPainter on a Minecraft map, and now that map won't play?
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1/12/2012
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Explosionguy
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Would it be possible for there to be a feature to export a section of a WP map to another WP map? I'd like to be able to merge 2 maps together like that because I'd like to import some work I did on a previous version of my map to the newer version.
Would it be possible for there to be a feature to export a section of a WP map to another WP map? I'd like to be able to merge 2 maps together like that because I'd like to import some work I did on a previous version of my map to the newer version.
MCEdit already has such a feature. Export part of the map as a .schematic file and import it into another map, among other things. See link in my sig, below.
Hey, me and a couple of friends are working on a fairly large map (~10k Diameter). And we want to put in some custom biomes and have the world design fairly customized. I was wondering if anyone would be willing to put together a map according to some of our requests? We're really not too competent in World Painter, and someone with a lot of talent would be useful.
MCEdit already has such a feature. Export part of the map as a .schematic file and import it into another map, among other things. See link in my sig, below.
Well, yeah. But that's not what i'm talking about at all. I mean selecting a part of a WP map in the program itself and putting that selection strait into a WP map. It would be really useful.
Well, yeah. But that's not what i'm talking about at all. I mean selecting a part of a WP map in the program itself and putting that selection strait into a WP map. It would be really useful.
The end result once you get into Minecraft is the same, even if the means to that end are different.
The end result once you get into Minecraft is the same, even if the means to that end are different.
Yes, but the point is to be saving a TON of time. I don't mind being patient, but being patient and wasting time are 2 different things. I don't like to waste time unless I at least enjoy what I'm doing. With the feature that I'm talking about, a lot of time can be saved during projects.
(if it's as simple as putting two maps next to eachother, and you don't use much fancy layers that would be a pain to recreate, you could always just export both maps as a heightmap and put them next to eachother in an image editor)
This is possibly better than my suggestion, depending upon how it's implemented, but it is a bit more work. At least with the MCEdit option, you're ready to go as soon as you save - no extra editing required - thus saving you a ton of time.
Plus - MCEdit, being written in Python, runs considerably faster on my machine than the Java-based WorldPainter.
Has anyone had any luck using this with terrafirmacraft? When I export a map it removes all the material except the water and lava, and when I merge it says that it's merging but there's no effect on login....
Export a tile selection, the tile selection you want to have from one map. You either don't export or simply copy + paste overwrite the files in the map you want to paste the tiles on. if the tiles don't line up, there's a script on sourceforge somewhere to change tile coordinates. But i quite like evilsupahfly's suggestion aswell, that's what i personally would do. Maximum control over that what you try to change.
Just crudelly throwing two worlds together, I'm quite confident it will be absolutelly horrible, the edges, it will just be horrible. Rather then taking part of one map, repaint it all on one worldpainter map. And should you want to reimport the map to fix the horrible edges in a pasted map in worldpainter, and you applied any type of vegetation, you're going to have a very bad time anyway.
Either way, however you're going to turn it, even if chaos implements it (which i personally don't see why, seems like a very niche feature), updates don't come out that quickly. so let's say it's going to take two months for this thing to be implemented, are you going to wait that long? I would suggest you just start working on a solution.... Because the question whether you can merge two worlds has a simple no to it, and the question whether it could be implemented (soon), i'm rather confident is a no aswell.
(if it's as simple as putting two maps next to eachother, and you don't use much fancy layers that would be a pain to recreate, you could always just export both maps as a heightmap and put them next to eachother in an image editor)
All of this is just an idea that came from what I was doing. It's pointless to add if i'm "willing to wait for it" just because it will take time to implement. It's an idea that could be added in future updates. Back to the main point, everything I mentioned could be added as a copy and paste feature, and I think we can all agree that it's practically a must have in virtually everything. Would it not be useful to have a simple copy and paste feature in WP? It could make it a lot easier to do a lot of things and it could have a clipboard with it that isn't limited to the WP map itself, but the program entirely so you can transfer copied selection onto different maps.
This is possibly better than my suggestion, depending upon how it's implemented, but it is a bit more work. At least with the MCEdit option, you're ready to go as soon as you save - no extra editing required - thus saving you a ton of time.
Plus - MCEdit, being written in Python, runs considerably faster on my machine than the Java-based WorldPainter.
It is better in my opinion, but aside from that, I use MCEdit on a normal basis. I'd just like the idea to be implemented.
... snip ...
Would it not be useful to have a simple copy and paste feature in WP? It could make it a lot easier to do a lot of things and it could have a clipboard with it that isn't limited to the WP map itself, but the program entirely so you can transfer copied selection onto different maps.
I'm not so sure. I've never needed a copy/paste feature in WP, but I don't spend much time using it either. I'm more of a casual user.
I've had a problem with world painter. When I destroy a custom tree in survival the leaves do not decay and then I tried a regular tree from vanilla and it decayed. Is this fixable?
Probably by making models of different spawners and use custom object layers to paint them on. Though i question whether it was done using worldpainter. I know NBT data of chest contents and commandblock commands isn't stored because they aren't treated as entities. It could be worldpainter does handle spawner properly, but if not, all spawners would become the default entity spawner (pigs?). You should try it, it would be interesting to see whether it works or not.
Most likely the spawners were placed and edited using MCEdit or a similar tool, something I've actually done. WorldPainter is mostly terrain-oriented. In MCEdit, this would be a simple copy-paste job (or import a .schematic): place the spawner-caverns where you want them, then set the spawner cube to spawn whatever you want. I could do 20 like that in less than half an hour.
You DO have the most recent version of Java installed, right?
So ... You used WorldPainter on a Minecraft map, and now that map won't play?
MCEdit already has such a feature. Export part of the map as a .schematic file and import it into another map, among other things. See link in my sig, below.
Did you export the WorldPainter world to a Minecraft map? If possible, can you post the error log?
Well, yeah. But that's not what i'm talking about at all. I mean selecting a part of a WP map in the program itself and putting that selection strait into a WP map. It would be really useful.
The end result once you get into Minecraft is the same, even if the means to that end are different.
Yes, but the point is to be saving a TON of time. I don't mind being patient, but being patient and wasting time are 2 different things. I don't like to waste time unless I at least enjoy what I'm doing. With the feature that I'm talking about, a lot of time can be saved during projects.
This is possibly better than my suggestion, depending upon how it's implemented, but it is a bit more work. At least with the MCEdit option, you're ready to go as soon as you save - no extra editing required - thus saving you a ton of time.
Plus - MCEdit, being written in Python, runs considerably faster on my machine than the Java-based WorldPainter.
I'm pretty sure that it removes all the blocks because water and lava are the only vanilla blocks in TFC, all the stone, dirt, sand, etc are TFC only.
All of this is just an idea that came from what I was doing. It's pointless to add if i'm "willing to wait for it" just because it will take time to implement. It's an idea that could be added in future updates. Back to the main point, everything I mentioned could be added as a copy and paste feature, and I think we can all agree that it's practically a must have in virtually everything. Would it not be useful to have a simple copy and paste feature in WP? It could make it a lot easier to do a lot of things and it could have a clipboard with it that isn't limited to the WP map itself, but the program entirely so you can transfer copied selection onto different maps.
It is better in my opinion, but aside from that, I use MCEdit on a normal basis. I'd just like the idea to be implemented.
I'm not so sure. I've never needed a copy/paste feature in WP, but I don't spend much time using it either. I'm more of a casual user.
Question: does WP generate caves and structures under the ground?
Most likely the spawners were placed and edited using MCEdit or a similar tool, something I've actually done. WorldPainter is mostly terrain-oriented. In MCEdit, this would be a simple copy-paste job (or import a .schematic): place the spawner-caverns where you want them, then set the spawner cube to spawn whatever you want. I could do 20 like that in less than half an hour.