Furthermore, I specified that the world have a void border along with a bedrock wall. Neither are present, and when I go beyond the border - new world starts generating.
I looked into it, and this appears to have broken. Couldn't this also explain the "cutaway chunks"? Perhaps those are exactly where the border was supposed to be?
Also, in some areas of the ocean, the water has the same 'broken chunk' effect. In some cases, the chunk errors are actually on the landmasses.
Can you give me some coordinates where you see these chunk errors? You can see the coordinates of your current location by pressing Shift+F3. I need the x and z coordinates.
I just released version 0.8.3 of WorldPainter, in which a bug is fixed which prevented borders and bedrock walls from being exported. Some related fixes were also made to the lighting calculations.
Note that there is a bug in Minecraft which is triggered by using a lava border without a bedrock wall. If the lava abuts large amounts of water on the outside, Minecraft may crash.
Also note that borders and bedrock walls are not exported if you make a tile selection on the Export screen (even if you select all tiles)! This is by design.
The update will be offered automatically when you next start WorldPainter, or you can download it from the first post. Let me know if you encounter any problems!
I'm not sure if it's a bug or just my incompetence. but whenever i export as a minecraft world, and i only export selected tiles, it renders instantly, but never actually renders what i select. it just does a default world.
I'm not sure if it's a bug or just my incompetence. but whenever i export as a minecraft world, and i only export selected tiles, it renders instantly, but never actually renders what i select. it just does a default world.
I can't import my world (which is big at over 4200 x 4200 blocks, not enough memory it says, but I have 3 gigs on windows XP pro. I tried giving it 2.5 gigs, same thing.
Further more, all I really want to do is fix the biomes on my 1.0 map. But I don't think I can do that. Which sucks because the biome painting system is perfect and it doesn't exist in any editors that I know of.
I just released version 0.8.4 of WorldPainter, in which a bug has been fixed that prevented all selected tiles from being exported if you selected a subset of tiles on the Export screen! You will be offered it automatically when you next start WorldPainter, or you can download it from the first post. Let me know if you encounter any more problems!
whenever i export as a minecraft world, and i only export selected tiles, it renders instantly, but never actually renders what i select. it just does a default world.
It did indeed turn out to be a bug. The latest release should fix it. Let me know if you still encounter problems, and thanks for helping out!
By the way, don't forget that if you only export a subset of tiles, and your spawn point is not on one of those tiles, you will spawn in Minecraft-generated land, and you will have to find your tiles by travelling there. It's best to make sure the spawn point is located inside the area you want to export before you export it.
I can't import my world (which is big at over 4200 x 4200 blocks, not enough memory it says, but I have 3 gigs on windows XP pro. I tried giving it 2.5 gigs, same thing.
I'm sorry to hear that, but there's nothing I can do about it. You'll need to get more memory. It's pretty cheap these days!
Further more, all I really want to do is fix the biomes on my 1.0 map. But I don't think I can do that. Which sucks because the biome painting system is perfect and it doesn't exist in any editors that I know of.
Assuming you mean Minecraft 1.0 then no, you can't edit the biomes, since Minecraft 1.0 is pre-Anvil and doesn't support custom biomes. You could convert it to Minecraft 1.2 of course, and then you can edit the biomes, provided you have enough memory.
Assuming you mean Minecraft 1.0 then no, you can't edit the biomes, since Minecraft 1.0 is pre-Anvil and doesn't support custom biomes. You could convert it to Minecraft 1.2 of course, and then you can edit the biomes, provided you have enough memory.
yeah sorry, that is what I meant. And I have converted it to 1.2's Anvil. It was originally made in 1.0 which is why the biomes are crazy and I need to fix them. But it seems like existing structures won't remain anyways and that will make things tough. But, even still, I will find a way to implement this awesome program.
But it seems like existing structures won't remain anyways and that will make things tough.
By WorldPainter you mean? No, WorldPainter will leave existing structures alone, especially if you're only changing the biomes (and you select that option when merging the world).
By WorldPainter you mean? No, WorldPainter will leave existing structures alone, especially if you're only changing the biomes (and you select that option when merging the world).
*spark of hope with a smile*
Sounds like I need to find a friend with a good computer with enough RAM.
What if I edit something in a remote area that nobody has built in? I'd like to add a jungle somewhere and make an epic snowcap mountain range if possible. All this... would complete me. lol
What if I edit something in a remote area that nobody has built in? I'd like to add a jungle somewhere and make an epic snowcap mountain range if possible. All this... would complete me. lol
Remember that changing the biomes doesn't change the actual vegetation for existing land. It just changes the colours of the greenery and water, where it will rain or snow and where water will freeze.
If you want to change the vegetation you have to use the regular merge process and actually add trees using the tree layers, or the populate layer. I recommend creating a small world to experiment on and try out various techniques on it. There are many ways to do it.
If you want to change the vegetation you have to use the regular merge process and actually add trees using the tree layers, or the populate layer. I recommend creating a small world to experiment on and try out various techniques on it. There are many ways to do it.
Good idea, I see many hours of playing around with World Painter in the near future.
This is pretty legit. Kudos to you sir. I also like how you're opening it for all OS from the get go. Excellent tool, which I'm sure you'll touch up and flush out in the future.
Sense the coords are screwed up with them, what about adding a conversion for such maps?
Think of it like resaving a copy.
You import a map, it can't be merged as the coords wont match up, But perhaps instead of trying to 'merge' it with the exising map, it saves it as a copy, using what was already imported and saving it as a fresh copy of the world, using only the chunks loaded in world painter. It would be a fresh new map with new coords using the land from the old worlds,.
I thought of this when clearing out some of my old backups worldpainter created every time I did an import then export... if it could make a back up save, could it not also take what you import and just re-save it all onto a fresh new map to fix the coords?
You import a map, it can't be merged as the coords wont match up,
That's not true. If you Import a map with 0.8, it will merge fine. It's only maps that were previously imported with version 0.7.3 or before that can't be merged using version 0.8 or later.
But perhaps instead of trying to 'merge' it with the exising map, it saves it as a copy, using what was already imported and saving it as a fresh copy of the world, using only the chunks loaded in world painter. It would be a fresh new map with new coords using the land from the old worlds,.
I thought of this when clearing out some of my old backups worldpainter created every time I did an import then export... if it could make a back up save, could it not also take what you import and just re-save it all onto a fresh new map to fix the coords?
I'm not entirely sure what you mean. Making a back up just consists of copying the files, it would be no help with converting worlds. And whichever way you turn it, no matter the combination of "loading", "importing", "merging", "exporting" or "backing up", if at any point WorldPainter has to go from the old coordinate system to the new one, it would amount to having to keep and maintain both codebases, which I am very loath to do.
It's not that I couldn't do it, the question is whether it's worthwhile. It would be a lot of work and so far you're the only one asking for it. Do you really need it that bad? I'm sure there are worlds you could just import again with version 0.8, and it's not that much of a hassle to keep a copy of 0.7.3 around for those few legacy maps where that is not an option. Is it?
That's not true. If you Import a map with 0.8, it will merge fine. It's only maps that were previously imported with version 0.7.3 or before that can't be merged using version 0.8 or later.
I'm not entirely sure what you mean. Making a back up just consists of copying the files, it would be no help with converting worlds. And whichever way you turn it, no matter the combination of "loading", "importing", "merging", "exporting" or "backing up", if at any point WorldPainter has to go from the old coordinate system to the new one, it would amount to having to keep and maintain both codebases, which I am very loath to do.
It's not that I couldn't do it, the question is whether it's worthwhile. It would be a lot of work and so far you're the only one asking for it. Do you really need it that bad? I'm sure there are worlds you could just import again with version 0.8, and it's not that much of a hassle to keep a copy of 0.7.3 around for those few legacy maps where that is not an option. Is it?
I mean don't force it to rotate, leave it as is. Pretty much it could be just like exporting a new world from scratch, only you're using what you just imported to make said new world with the old worlds info, no rotating, just a new world so the old map can go by the new coords.
Its a great program, cant wait for swamps and jungles to work. Also when i first got it it would create the border fast with no problems, now its take an hour to do it! Im sure its somthing with one the latest updates.
I looked into it, and this appears to have broken. Couldn't this also explain the "cutaway chunks"? Perhaps those are exactly where the border was supposed to be?
I created WorldPainter. For support, please visit the WorldPainter subreddit.
Can you give me some coordinates where you see these chunk errors? You can see the coordinates of your current location by pressing Shift+F3. I need the x and z coordinates.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
I just released version 0.8.3 of WorldPainter, in which a bug is fixed which prevented borders and bedrock walls from being exported. Some related fixes were also made to the lighting calculations.
Note that there is a bug in Minecraft which is triggered by using a lava border without a bedrock wall. If the lava abuts large amounts of water on the outside, Minecraft may crash.
Also note that borders and bedrock walls are not exported if you make a tile selection on the Export screen (even if you select all tiles)! This is by design.
The update will be offered automatically when you next start WorldPainter, or you can download it from the first post. Let me know if you encounter any problems!
I created WorldPainter. For support, please visit the WorldPainter subreddit.
I think it's a bug. I'm looking into it!
I created WorldPainter. For support, please visit the WorldPainter subreddit.
Further more, all I really want to do is fix the biomes on my 1.0 map. But I don't think I can do that. Which sucks because the biome painting system is perfect and it doesn't exist in any editors that I know of.
I just released version 0.8.4 of WorldPainter, in which a bug has been fixed that prevented all selected tiles from being exported if you selected a subset of tiles on the Export screen! You will be offered it automatically when you next start WorldPainter, or you can download it from the first post. Let me know if you encounter any more problems!
I created WorldPainter. For support, please visit the WorldPainter subreddit.
It did indeed turn out to be a bug. The latest release should fix it. Let me know if you still encounter problems, and thanks for helping out!
By the way, don't forget that if you only export a subset of tiles, and your spawn point is not on one of those tiles, you will spawn in Minecraft-generated land, and you will have to find your tiles by travelling there. It's best to make sure the spawn point is located inside the area you want to export before you export it.
I'm sorry to hear that, but there's nothing I can do about it. You'll need to get more memory. It's pretty cheap these days!
Assuming you mean Minecraft 1.0 then no, you can't edit the biomes, since Minecraft 1.0 is pre-Anvil and doesn't support custom biomes. You could convert it to Minecraft 1.2 of course, and then you can edit the biomes, provided you have enough memory.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
yeah sorry, that is what I meant. And I have converted it to 1.2's Anvil. It was originally made in 1.0 which is why the biomes are crazy and I need to fix them. But it seems like existing structures won't remain anyways and that will make things tough. But, even still, I will find a way to implement this awesome program.
By WorldPainter you mean? No, WorldPainter will leave existing structures alone, especially if you're only changing the biomes (and you select that option when merging the world).
I created WorldPainter. For support, please visit the WorldPainter subreddit.
*spark of hope with a smile*
Sounds like I need to find a friend with a good computer with enough RAM.
What if I edit something in a remote area that nobody has built in? I'd like to add a jungle somewhere and make an epic snowcap mountain range if possible. All this... would complete me. lol
Remember that changing the biomes doesn't change the actual vegetation for existing land. It just changes the colours of the greenery and water, where it will rain or snow and where water will freeze.
If you want to change the vegetation you have to use the regular merge process and actually add trees using the tree layers, or the populate layer. I recommend creating a small world to experiment on and try out various techniques on it. There are many ways to do it.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
Good idea, I see many hours of playing around with World Painter in the near future.
And Thank You
great to hear!
Sense the coords are screwed up with them, what about adding a conversion for such maps?
Think of it like resaving a copy.
You import a map, it can't be merged as the coords wont match up, But perhaps instead of trying to 'merge' it with the exising map, it saves it as a copy, using what was already imported and saving it as a fresh copy of the world, using only the chunks loaded in world painter. It would be a fresh new map with new coords using the land from the old worlds,.
I thought of this when clearing out some of my old backups worldpainter created every time I did an import then export... if it could make a back up save, could it not also take what you import and just re-save it all onto a fresh new map to fix the coords?
It should be fixed now. Let me know if it's not!
I created WorldPainter. For support, please visit the WorldPainter subreddit.
That's not true. If you Import a map with 0.8, it will merge fine. It's only maps that were previously imported with version 0.7.3 or before that can't be merged using version 0.8 or later.
I'm not entirely sure what you mean. Making a back up just consists of copying the files, it would be no help with converting worlds. And whichever way you turn it, no matter the combination of "loading", "importing", "merging", "exporting" or "backing up", if at any point WorldPainter has to go from the old coordinate system to the new one, it would amount to having to keep and maintain both codebases, which I am very loath to do.
It's not that I couldn't do it, the question is whether it's worthwhile. It would be a lot of work and so far you're the only one asking for it. Do you really need it that bad? I'm sure there are worlds you could just import again with version 0.8, and it's not that much of a hassle to keep a copy of 0.7.3 around for those few legacy maps where that is not an option. Is it?
I created WorldPainter. For support, please visit the WorldPainter subreddit.
I mean don't force it to rotate, leave it as is. Pretty much it could be just like exporting a new world from scratch, only you're using what you just imported to make said new world with the old worlds info, no rotating, just a new world so the old map can go by the new coords.