Hey, I'm having some issues with using world painter to modify a map for my server, after I modify the terrain and play on the map I get a substantial amount of lag (high memory usage). I am merging the world from and into a pre-existing map. Is there a particular event causing this that can be solved, or is it just the maps merging?
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Hi guys! Not entirely sure if this is the place to ask, nor am I sure that it's not been answered before, but anyways:
I am having a bit of a problem with .schematic files containing blocks from a modpack (the one in question is Conquest Reforged).
When I just copy and paste the building it works just fine, but when I save as a .schematic and load it it runs all wonky (turns into a load of dirt and railings and other stuff). Does any of you by any chance have some experience with this, and in that case, do you have a way around this issue? I'm guessing the problem lies with extended block IDs, but that's as far as my knowledge goes.
I'm creating a large map which requires a long list of custom layers. My list is currently 28 long, and i cant fit another layer on the tool bar (even though my toolbar is full-height). Is there any way to break the custom layers down into tabs?
EDIT:
I finally figured out that if you right click, you can select "Move to palette", which allows you to organize them into their own frames. Problem solved!
I have been using WorldPainter for a little while and I have just been using it to see what it looks like. I was wondering how I go about getting the world file so I can upload it to my server.
Hey, I'm having some issues with using world painter to modify a map for my server, after I modify the terrain and play on the map I get a substantial amount of lag (high memory usage). I am merging the world from and into a pre-existing map. Is there a particular event causing this that can be solved, or is it just the maps merging?
WorldPainter merges the maps, that is not a process that continues afterwards. There's nothing in particular that WorldPainter does that would cause lag, but there are map aspects that might cause it, such as large masses of flowing water and/or lava. Could it be something like that? Whatever it is, it should stop lagging after a while as the situation stabilises.
FYI: there is a known incompatibility between Java 9 on Mac OS X and WorldPainter, which prevents WorldPainter from starting. I'll look into it, but that might take a while since I don't have a Mac to test things on. In the mean time, if you're on a Mac, keep using Java 8 until I am able to work around the incompatibility.
Anyonw knows what could make these strange elevation changes?
Most likely there is cobblestone in the ground in those locations in the existing Minecraft map. Cobblestone is considered man-made by WorldPainter and is not imported, so it leaves holes where the cobblestone chunks were. If you're going to be Merging this world back to the Minecraft map then there shouldn't be a problem; WorldPainter will merge the cobblestone blocks from the existing map back into the holes.
However if you want to Export this map instead of Merging it then you should fix it. You could use the Smooth or Flatten tools in those areas to get rid of the holes, and if you want cobblestone chunks again then you could replace the terrain in those areas with Rock, which is a mix of stone and cobblestone (and most likely how those cobblestone chunks got there in the first place).
I edited a world originally made in world painter. After merging and entering the game I find that a huge portion of my terrain is covvered in cobble and mossy cobble columns, 2-4 blocks high.
Without more details it's impossible to tell. One thing that sometimes catches people out is that WorldPainter does not Import cobblestone, because that is a man-made block. So if you have chunks of cobblestone in the ground (for example because you used the Rock terrain type, which is a mix of stone and cobblestone), those don't get imported and will cause holes in the ground in the WorldPainter world.
Normally that's not a problem, because once you Merge the world back with the map the cobblestone from the existing map is merged back into the holes. However what people sometimes do is remove the holes, for example with the Smooth or Flatten tools. If you then Merge the world with the original map the cobblestone from the existing map is pushed up since there is no longer a hole for it go into.
I have trouble importing the world map file into minecraft. The world painter program only saves as .world files, but my minecraft programme only recognizes .mcworld files.
The .world format is WorldPainter's own format and isn't meant for opening in Minecraft. To open a world in Minecraft you Export it. But note that for now WorldPainter can only export to the MCRegion or Anvil formats, in other words to Minecraft Java Edition!
(The previous version of this test release didn't have all the changes. If you still couldn't launch it on a Mac, then please download it again and retry! Sorry about that...)
I'm about to release a new version of WorldPainter, which should fix the bugs people are experiencing when trying to run it on Java 9 (especially on the Mac, where it does not even start). I don't have a Mac though, so I can't test it. In addition, the release contains some low level changes which have the potential to interfere with loading existing worlds and/or exporting maps, which I want to test thoroughly before releasing this version to everyone.
So please, if you're experiencing problems running WorldPainter on Java 9 or you want to help me test the new release, download and install it below, and test whether:
You can install and run WorldPainter
Rotating custom brushes works without errors
You can load, export and merge existing worlds of various ages
The change log of this release is as follows:
Added support for new blocks in Minecraft 1.11 and 1.12
Added support for the Minecraft 1.12.2 jar for displaying Minecraft biomes
The Export and Merge buttons on their respective screens are no longer disabled if some condition is not met. This was causing confusion. Instead, an error message will be displayed when you press Export or Merge, explaining the problem
Entities from custom objects will now be assigned a random UUID each time they are placed by WorldPainter, making it once again possible to use (for instance) schematics to place mobs and other entities in the map. Previously Minecraft would remove all but one of such entities, since they all shared the same UUID
How do you set the opacity of the brush? I'm looking at this tutorial here:
I'm using the same brush he is and set my intensity to 15% and even tried 1%, but it's not painting softly like it is in the video.
EDIT: Alright I can get this to work on an object layer, but not on a plant layer. I think you're still supposed to be able to do this in a plant layer though, because the plant layer settings window shows a preview to the side that lets you see what it's like when its faded.
EDIT: Alright I can get this to work on an object layer, but not on a plant layer. I think you're still supposed to be able to do this in a plant layer though, because the plant layer settings window shows a preview to the side that lets you see what it's like when its faded.
There are two types of layers: continuous layers, which can have a varying intensity per block, and on/off (binary) layers, which are either on or off for each block. The plants layers is an on/off layer. This is because for the plants layer, every block that has the layer is guaranteed to get a plant (providing it's a suitable location of course).
The intensity of the brush works differently for each type. For continuous layers (such as the tree layers and custom object layers) the intensity of the layer is set to the intensity of the brush. For on/off layers, the layer is "spray painted" on and the intensity of the brush governs how fast it is "sprayed". At 1% you should notice the layer is dusted on pretty lightly.
I just released version 2.4.2 of WorldPainter. Mainly it fixes the incompatibilities with Java 9, especially on Mac OS X, but there a few other little things:
Added support for new blocks in Minecraft 1.11 and 1.12
Added support for the Minecraft 1.12.2 jar for displaying Minecraft biomes
The Export and Merge buttons on their respective screens are no longer disabled if some condition is not met. This was causing confusion. Instead, an error message will be displayed when you press Export or Merge, explaining the problem
Entities from custom objects will now be assigned a random UUID each time they are placed by WorldPainter, making it once again possible to use (for instance) schematics to place mobs and other entities in the map. Previously Minecraft would remove all but one of such entities, since they all shared the same UUID
Bug fix: fix some incompatibilities with Java 9
You will be offered the new version automatically when you next start WorldPainter, or you can download it from the first post. Let me know if you encounter any problems and please enjoy!
There are two types of layers: continuous layers, which can have a varying intensity per block, and on/off (binary) layers, which are either on or off for each block. The plants layers is an on/off layer. This is because for the plants layer, every block that has the layer is guaranteed to get a plant (providing it's a suitable location of course).
The intensity of the brush works differently for each type. For continuous layers (such as the tree layers and custom object layers) the intensity of the layer is set to the intensity of the brush. For on/off layers, the layer is "spray painted" on and the intensity of the brush governs how fast it is "sprayed". At 1% you should notice the layer is dusted on pretty lightly.
Alright, I guess I'll use the spray can to imitate a soft brush.
There are two types of layers: continuous layers, which can have a varying intensity per block, and on/off (binary) layers, which are either on or off for each block. The plants layers is an on/off layer. This is because for the plants layer, every block that has the layer is guaranteed to get a plant (providing it's a suitable location of course).
The intensity of the brush works differently for each type. For continuous layers (such as the tree layers and custom object layers) the intensity of the layer is set to the intensity of the brush. For on/off layers, the layer is "spray painted" on and the intensity of the brush governs how fast it is "sprayed". At 1% you should notice the layer is dusted on pretty lightly.
Alright, I guess I'll use the spray can to imitate a soft brush.
I just released version 2.4.3 of WorldPainter, which fixes a bug (introduced in the previous release) which caused an error when loading schematics. That should once again work! Sorry about that. You will be offered the new version automatically when you next start WorldPainter, or you can download it from the first post. Let me know if you encounter any problems and enjoy!
I want to use "Allow Minecraft to populate the entire terrain", but how do I edit the frequency of lava and water lakes? They're everywhere and it looks ugly.
I want to use "Allow Minecraft to populate the entire terrain", but how do I edit the frequency of lava and water lakes? They're everywhere and it looks ugly.
That's the downside of letting Minecraft populating the terrain. You could set the world type to Superflat and enter a preset that will still generate everything else, but not the lava and water lakes, but I'm not sure to what extent that would work and I can't help you with the preset to use (you can find Superflat preset generators online though). Try experimenting with that.
Minecraft these days has a customized world type in which I believe you can tweak settings like this, but WorldPainter doesn't support that.
Looks very promising. Dost it provide any (automatic) smoothing functions eg to get rid of ugly transitions / chunkwalls between different worldgenerator biomes?
Not automatic, but there is a Smooth operation with which you can smooth over chunkwalls and such, yes. Remember that this is a map generator though, not a map editor. It's editing abilities are very limited.
I guess only vanilla blocks are supported?
No, any block you like, provided you know the block ID to use.
Hey, I'm having some issues with using world painter to modify a map for my server, after I modify the terrain and play on the map I get a substantial amount of lag (high memory usage). I am merging the world from and into a pre-existing map. Is there a particular event causing this that can be solved, or is it just the maps merging?
Hi guys! Not entirely sure if this is the place to ask, nor am I sure that it's not been answered before, but anyways:
I am having a bit of a problem with .schematic files containing blocks from a modpack (the one in question is Conquest Reforged).
When I just copy and paste the building it works just fine, but when I save as a .schematic and load it it runs all wonky (turns into a load of dirt and railings and other stuff). Does any of you by any chance have some experience with this, and in that case, do you have a way around this issue? I'm guessing the problem lies with extended block IDs, but that's as far as my knowledge goes.
All help is appreaciated.
I'm creating a large map which requires a long list of custom layers. My list is currently 28 long, and i cant fit another layer on the tool bar (even though my toolbar is full-height). Is there any way to break the custom layers down into tabs?
EDIT:
I finally figured out that if you right click, you can select "Move to palette", which allows you to organize them into their own frames. Problem solved!
I have been using WorldPainter for a little while and I have just been using it to see what it looks like. I was wondering how I go about getting the world file so I can upload it to my server.
I had a pc crash and lost some files, including my original worldpainter file for my minecraft world.
Then I "just" import from a minecraft world, great feature. But the import did something on my world (making some strange elevations).
The Minecraft world is OK - don't have these strange elevations.
But the imported Worldpainter do have these strange elevations.
You can look at the image here: https://imgur.com/a/vK93y
Anyonw knows what could make these strange elevation changes?
WorldPainter merges the maps, that is not a process that continues afterwards. There's nothing in particular that WorldPainter does that would cause lag, but there are map aspects that might cause it, such as large masses of flowing water and/or lava. Could it be something like that? Whatever it is, it should stop lagging after a while as the situation stabilises.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
FYI: there is a known incompatibility between Java 9 on Mac OS X and WorldPainter, which prevents WorldPainter from starting. I'll look into it, but that might take a while since I don't have a Mac to test things on. In the mean time, if you're on a Mac, keep using Java 8 until I am able to work around the incompatibility.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
Most likely there is cobblestone in the ground in those locations in the existing Minecraft map. Cobblestone is considered man-made by WorldPainter and is not imported, so it leaves holes where the cobblestone chunks were. If you're going to be Merging this world back to the Minecraft map then there shouldn't be a problem; WorldPainter will merge the cobblestone blocks from the existing map back into the holes.
However if you want to Export this map instead of Merging it then you should fix it. You could use the Smooth or Flatten tools in those areas to get rid of the holes, and if you want cobblestone chunks again then you could replace the terrain in those areas with Rock, which is a mix of stone and cobblestone (and most likely how those cobblestone chunks got there in the first place).
I created WorldPainter. For support, please visit the WorldPainter subreddit.
Without more details it's impossible to tell. One thing that sometimes catches people out is that WorldPainter does not Import cobblestone, because that is a man-made block. So if you have chunks of cobblestone in the ground (for example because you used the Rock terrain type, which is a mix of stone and cobblestone), those don't get imported and will cause holes in the ground in the WorldPainter world.
Normally that's not a problem, because once you Merge the world back with the map the cobblestone from the existing map is merged back into the holes. However what people sometimes do is remove the holes, for example with the Smooth or Flatten tools. If you then Merge the world with the original map the cobblestone from the existing map is pushed up since there is no longer a hole for it go into.
Could that be what's happening in this case?
I created WorldPainter. For support, please visit the WorldPainter subreddit.
The .world format is WorldPainter's own format and isn't meant for opening in Minecraft. To open a world in Minecraft you Export it. But note that for now WorldPainter can only export to the MCRegion or Anvil formats, in other words to Minecraft Java Edition!
I created WorldPainter. For support, please visit the WorldPainter subreddit.
Testers wanted - Please retry!(The previous version of this test release didn't have all the changes. If you still couldn't launch it on a Mac, then please download it again and retry! Sorry about that...)
I'm about to release a new version of WorldPainter, which should fix the bugs people are experiencing when trying to run it on Java 9 (especially on the Mac, where it does not even start). I don't have a Mac though, so I can't test it. In addition, the release contains some low level changes which have the potential to interfere with loading existing worlds and/or exporting maps, which I want to test thoroughly before releasing this version to everyone.
So please, if you're experiencing problems running WorldPainter on Java 9 or you want to help me test the new release, download and install it below, and test whether:
The change log of this release is as follows:
Download links:
Windows 64-bitWindows 32-bitMac OS XPlease help me out and report back whether it works or whether you experience problems! Many thanks in advance for your help!
I created WorldPainter. For support, please visit the WorldPainter subreddit.
How do you set the opacity of the brush? I'm looking at this tutorial here:
I'm using the same brush he is and set my intensity to 15% and even tried 1%, but it's not painting softly like it is in the video.
EDIT: Alright I can get this to work on an object layer, but not on a plant layer. I think you're still supposed to be able to do this in a plant layer though, because the plant layer settings window shows a preview to the side that lets you see what it's like when its faded.
There are two types of layers: continuous layers, which can have a varying intensity per block, and on/off (binary) layers, which are either on or off for each block. The plants layers is an on/off layer. This is because for the plants layer, every block that has the layer is guaranteed to get a plant (providing it's a suitable location of course).
The intensity of the brush works differently for each type. For continuous layers (such as the tree layers and custom object layers) the intensity of the layer is set to the intensity of the brush. For on/off layers, the layer is "spray painted" on and the intensity of the brush governs how fast it is "sprayed". At 1% you should notice the layer is dusted on pretty lightly.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
New release!
I just released version 2.4.2 of WorldPainter. Mainly it fixes the incompatibilities with Java 9, especially on Mac OS X, but there a few other little things:
You will be offered the new version automatically when you next start WorldPainter, or you can download it from the first post. Let me know if you encounter any problems and please enjoy!
I created WorldPainter. For support, please visit the WorldPainter subreddit.
Alright, I guess I'll use the spray can to imitate a soft brush.
Alright, I guess I'll use the spray can to imitate a soft brush.
Bug fix release!
I just released version 2.4.3 of WorldPainter, which fixes a bug (introduced in the previous release) which caused an error when loading schematics. That should once again work! Sorry about that. You will be offered the new version automatically when you next start WorldPainter, or you can download it from the first post. Let me know if you encounter any problems and enjoy!
I created WorldPainter. For support, please visit the WorldPainter subreddit.
I want to use "Allow Minecraft to populate the entire terrain", but how do I edit the frequency of lava and water lakes? They're everywhere and it looks ugly.
That's the downside of letting Minecraft populating the terrain. You could set the world type to Superflat and enter a preset that will still generate everything else, but not the lava and water lakes, but I'm not sure to what extent that would work and I can't help you with the preset to use (you can find Superflat preset generators online though). Try experimenting with that.
Minecraft these days has a customized world type in which I believe you can tweak settings like this, but WorldPainter doesn't support that.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
Not automatic, but there is a Smooth operation with which you can smooth over chunkwalls and such, yes. Remember that this is a map generator though, not a map editor. It's editing abilities are very limited.
No, any block you like, provided you know the block ID to use.
I created WorldPainter. For support, please visit the WorldPainter subreddit.