I don't know if this has already been suggested, but I am not looking through 60 pages. I would love to be able to change the brush size, for more precise terraforming. Also, whenever I check cave systems everywhere, wheather or not I selected cave systems break surface, large holes appear in mountains and stuff. One last thing, if the systems DO break the surface, and you have a lot of water on your map, the empty space will actually spawn on the water. Thios makes for really ugly trench kinda things.
-TBK
You can. Use your mouse wheel to shift the size.
be warned though, if you make the brush TOO big, it'll crash the program. Learned that the hard way :biggrin.gif:
I got a question, can't you use the biome code in 1.9pre3 to update worldpainter? at least for that? I think the biome code is pretty much set in it aside maybe adding a smoother blending on the swamp biome. I ask this as I would love to get back to working on my map... but currently the main towns in a swomp biome on the edge of a tundra biome and it's ruining parts I've built (removing torches, crops, etc. I already swopped the map to creative to work on it (sense SPC isn't updated) so I can use the new things (mushroom biome as a sort of plegue lands) and can't change it back now. :sad.gif:
If there are any changes to the biome code for the full of 1.9 it should be small, would updating it now be to much of a hastle even if there's only maybe small changes in the 1.9 full? It could give you a head start on the coding.
I got a question, can't you use the biome code in 1.9pre3 to update worldpainter?
I could, but I'd rather not, since as you point out even though we're close to the final release the biome algorithm might still change. The amount of work it takes to update WorldPainter with a new biome algorithm is not related to how big the change is; even a small change would be a lot of work to port to WorldPainter.
It sounds great, and I'd LOVE to use this tool, but:
I get crashes. Every time I start the app I get a NullPointerException, Message: Null.
There should be a button with which you can email me the details, could you do that please? Or if you can't for some reason, would you mind launching the program from a command line and telling me what you see there?
I'm about to release a new version. You could also download that and try again, perhaps the bug has been fixed.
I just released a new version of WorldPainter! It has the following changes:
Custom materials!
There are three additional terrain type buttons, "custom 1", "custom 2" and "custom 3". You can configure these by right-clicking on them, which allows you to select any block ID and data value you want. You can then paint the custom material onto your world! The selected custom materials are saved with the world.
Note that if you change the material assigned to a custom terrain type, if the world already contains that custom terrain type, the existing terrain will be changed to the new material! In other words, you can only ever have three different custom terrain types in one map. Let me know if that is not enough, and I'll look into expanding it.
Void layer!
A new Void layer has been added, which allows you to indicate areas that should have no blocks at all and be open to the void. The walls of the Void area will curve slightly back towards the bottom, to improve the look. This means that digging straight down near the edge is now even more dangerous, since you might dig straight into the void.
One way you can use this is in combination with a Void border, to make the walls of the map less straight.
Various smaller changes:
Multiple colour schemes, with a new default colour scheme. Use the View menu to change the colour scheme. Sharp eyed users may recognize the colour schemes from DynMap. :wink.gif:
Undo now works for every individual stroke, instead of only when you select a different tool. Let me know if this causes performance problems on your system!
Beaches now include clay.
Support for the new 1.8 block types has been added for lighting calculations.
Added a memory monitor to the toolbar.
Bug fix: use correct spawn point for warning in export dialog.
Bug fix: fix placement and lighting of goodies chest.
You can download the new version here, or from the top post. Let me know what you think of the new features, or if you experience any problems!
Hi,
I used WorldPainter for the map of my server and it was great !
But now, with all the updates (1.8 and future 1.9), I'm wondering if WorldPainter can make ravines, abandonned mines, rivers, oceans, island, plains/desert, swamp etc...
I hope so...
But now, with all the updates (1.8 and future 1.9), I'm wondering if WorldPainter can make ravines, abandonned mines, rivers, oceans, island, plains/desert, swamp etc...
The idea of WorldPainter is that you make the ravines, rivers, oceans, islands, plains and deserts... :wink.gif: All the tools are there for you to create all of those.
WorldPainter can't generated abandoned mines, strongholds, etc., nor does it have a swamp tree layer yet (so no vines). I plan to add all of those at some point in the future (although they won't be the same as Minecraft's versions). However, since WorldPainter's primary purpose is to create adventure maps, it's not such a big deal that it doesn't create such structures, since people creating adventure maps generally want full manual control over any man made structures.
I got a question, can't you use the biome code in 1.9pre3 to update worldpainter?
Hmmm. I just read this announcement by Notch:
Up until then, instead of trying to squeeze in another real release, we’re going to do weekly (or so) pre releases, aimed at advanced players.
So there isn't going to be any official release until Minecon, which is more than a month away. This sucks. Now I have to choose between updating to the 1.8 or the 1.9 algorithm.
I'm leaning towards 1.8, since that is what most regular players will probably have, so that is what most servers and adventure maps will probably stay geared towards until the official release. What do you guys think?
Exception in thread "main" java.lang.RuntimeException: I/O error loading colour
scheme
at org.pepsoft.worldpainter.WorldPainter.<init>(WorldPainter.java:51)
at org.pepsoft.worldpainter.App.initComponents(App.java:664)
at org.pepsoft.worldpainter.App.<init>(App.java:142)
at org.pepsoft.worldpainter.App.getInstance(App.java:332)
at org.pepsoft.worldpainter.Main.main(Main.java:101)
Caused by: java.io.FileNotFoundException: \home\pepijn\NetBeansProjects\Minecraf
t\WorldPainter\default.txt (The system cannot find the path specified)
at java.io.FileInputStream.open(Native Method)
at java.io.FileInputStream.<init>(Unknown Source)
at java.io.FileInputStream.<init>(Unknown Source)
at org.pepsoft.worldpainter.WorldPainter.<init>(WorldPainter.java:49)
... 4 more
Don't know if I did something wrong or it's the program.
The problem should be fixed, please re-download the file from the top post, or from here. Thanks mpaley, xdeathoreox and Frayfray for bringing the problem to my attention.
Sorry everyone, for leaving such an obvious bug in! The reason I didn't catch it is that it is looking for a file in my home directory, so when I run it, it works, but of course when anyone else runs it that file can't be found and it doesn't work...
The problem should be fixed, please re-download the file from the top post, or from here. Thanks mpaley, xdeathoreox and Frayfray for bringing the problem to my attention.
Sorry everyone, for leaving such an obvious bug in! The reason I didn't catch it is that it is looking for a file in my home directory, so when I run it, it works, but of course when anyone else runs it that file can't be found and it doesn't work...
So there isn't going to be any official release until Minecon, which is more than a month away. This sucks. Now I have to choose between updating to the 1.8 or the 1.9 algorithm.
I'm leaning towards 1.8, since that is what most regular players will probably have, so that is what most servers and adventure maps will probably stay geared towards until the official release. What do you guys think?
I would say 1.9 as it has all the biome's added and my map's already primed for it, I would LOVE to get my town out of the swomp biome and remove the tundra biome thats ruining the other half of town plus freazing up my large river.
Plus 1.9 WILL come out... it would save you the work of changing it later on. Everyones custom maps will be changed over to the 1.9 biome anyway, so setting up maps for 1.8 biome code may not be a good idea... that forest may become a swamp, or tundra biome. At least with the 1.9 biome code, they will SEE that before hand even if there map is made in 1.8.
It wont be such a big deal as the tundra biomes are not in 1.8, they wont have random snow forming when the weather changes so they can make their maps in 1.8 just fine. But when 1.9 comes around they at least would have had a heads up and gotten a seed that would avoide such if they didn't want it, so they don't have to go back and fix up their map yet again later on.
I speak that as a real example. 1.8 had my town in a nice forest biome, just how I wanted it. but 1.9, swamp/tundra... not what I want. I would LOVE to change it in prep for 1.9 even if I could go back and edit in 1.8.
It wont be such a big deal as the tundra biomes are not in 1.8, they wont have random snow forming when the weather changes so they can make their maps in 1.8 just fine.
That's an excellent point, about there not being any snow in 1.8 anyway.
You can. Use your mouse wheel to shift the size.
be warned though, if you make the brush TOO big, it'll crash the program. Learned that the hard way :biggrin.gif:
If there are any changes to the biome code for the full of 1.9 it should be small, would updating it now be to much of a hastle even if there's only maybe small changes in the 1.9 full? It could give you a head start on the coding.
I get crashes. Every time I start the app I get a NullPointerException, Message: Null.
Any way to fix this?
-novice pixel artist and storywriter-
I could, but I'd rather not, since as you point out even though we're close to the final release the biome algorithm might still change. The amount of work it takes to update WorldPainter with a new biome algorithm is not related to how big the change is; even a small change would be a lot of work to port to WorldPainter.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
There should be a button with which you can email me the details, could you do that please? Or if you can't for some reason, would you mind launching the program from a command line and telling me what you see there?
I'm about to release a new version. You could also download that and try again, perhaps the bug has been fixed.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
I just released a new version of WorldPainter! It has the following changes:
Custom materials!
There are three additional terrain type buttons, "custom 1", "custom 2" and "custom 3". You can configure these by right-clicking on them, which allows you to select any block ID and data value you want. You can then paint the custom material onto your world! The selected custom materials are saved with the world.
Note that if you change the material assigned to a custom terrain type, if the world already contains that custom terrain type, the existing terrain will be changed to the new material! In other words, you can only ever have three different custom terrain types in one map. Let me know if that is not enough, and I'll look into expanding it.
Void layer!
A new Void layer has been added, which allows you to indicate areas that should have no blocks at all and be open to the void. The walls of the Void area will curve slightly back towards the bottom, to improve the look. This means that digging straight down near the edge is now even more dangerous, since you might dig straight into the void.
One way you can use this is in combination with a Void border, to make the walls of the map less straight.
Various smaller changes:
I created WorldPainter. For support, please visit the WorldPainter subreddit.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
I used WorldPainter for the map of my server and it was great !
But now, with all the updates (1.8 and future 1.9), I'm wondering if WorldPainter can make ravines, abandonned mines, rivers, oceans, island, plains/desert, swamp etc...
I hope so...
Keep up the good work !
The idea of WorldPainter is that you make the ravines, rivers, oceans, islands, plains and deserts... :wink.gif: All the tools are there for you to create all of those.
WorldPainter can't generated abandoned mines, strongholds, etc., nor does it have a swamp tree layer yet (so no vines). I plan to add all of those at some point in the future (although they won't be the same as Minecraft's versions). However, since WorldPainter's primary purpose is to create adventure maps, it's not such a big deal that it doesn't create such structures, since people creating adventure maps generally want full manual control over any man made structures.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
Hmmm. I just read this announcement by Notch:
So there isn't going to be any official release until Minecon, which is more than a month away. This sucks. Now I have to choose between updating to the 1.8 or the 1.9 algorithm.
I'm leaning towards 1.8, since that is what most regular players will probably have, so that is what most servers and adventure maps will probably stay geared towards until the official release. What do you guys think?
I created WorldPainter. For support, please visit the WorldPainter subreddit.
Ran it from console and got this message:
Exception in thread "main" java.lang.RuntimeException: I/O error loading colour
scheme
at org.pepsoft.worldpainter.WorldPainter.<init>(WorldPainter.java:51)
at org.pepsoft.worldpainter.App.initComponents(App.java:664)
at org.pepsoft.worldpainter.App.<init>(App.java:142)
at org.pepsoft.worldpainter.App.getInstance(App.java:332)
at org.pepsoft.worldpainter.Main.main(Main.java:101)
Caused by: java.io.FileNotFoundException: \home\pepijn\NetBeansProjects\Minecraf
t\WorldPainter\default.txt (The system cannot find the path specified)
at java.io.FileInputStream.open(Native Method)
at java.io.FileInputStream.<init>(Unknown Source)
at java.io.FileInputStream.<init>(Unknown Source)
at org.pepsoft.worldpainter.WorldPainter.<init>(WorldPainter.java:49)
... 4 more
Don't know if I did something wrong or it's the program.
The problem should be fixed, please re-download the file from the top post, or from here. Thanks mpaley, xdeathoreox and Frayfray for bringing the problem to my attention.
Sorry everyone, for leaving such an obvious bug in! The reason I didn't catch it is that it is looking for a file in my home directory, so when I run it, it works, but of course when anyone else runs it that file can't be found and it doesn't work...
I created WorldPainter. For support, please visit the WorldPainter subreddit.
Ahh. Much better! Thank you C:
I would say 1.9 as it has all the biome's added and my map's already primed for it, I would LOVE to get my town out of the swomp biome and remove the tundra biome thats ruining the other half of town plus freazing up my large river.
Plus 1.9 WILL come out... it would save you the work of changing it later on. Everyones custom maps will be changed over to the 1.9 biome anyway, so setting up maps for 1.8 biome code may not be a good idea... that forest may become a swamp, or tundra biome. At least with the 1.9 biome code, they will SEE that before hand even if there map is made in 1.8.
It wont be such a big deal as the tundra biomes are not in 1.8, they wont have random snow forming when the weather changes so they can make their maps in 1.8 just fine. But when 1.9 comes around they at least would have had a heads up and gotten a seed that would avoide such if they didn't want it, so they don't have to go back and fix up their map yet again later on.
I speak that as a real example. 1.8 had my town in a nice forest biome, just how I wanted it. but 1.9, swamp/tundra... not what I want. I would LOVE to change it in prep for 1.9 even if I could go back and edit in 1.8.
That's an excellent point, about there not being any snow in 1.8 anyway.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
Better in what way? The hills are already as rolling as they can be, are they not?
I created WorldPainter. For support, please visit the WorldPainter subreddit.