Its not vital, but if you can work in an option in a future release that'd be cool. In the mean time I'll get by with objects and manual clean up later.
I'm not sure if you already meant this by "with objects", but I've worked out a way you can have the tunnel floor span voids. You need a custom object containing just one floor block (e.g. wooden planks):
Create a custom object layer containing the floor block, with a sparseness setting of 1
Change the offset for the y axis of the floor block custom object to -1
Set the floor material of your tunnel layer to the same type as the floor block
Add the custom object layer to the tunnel layer on the Floor Layers tab, with an intensity of 100
On the Custom Layers tab of the Export screen, make sure your tunnel layer is exported after all layers creating the voids it should cross
I've tested it and this works. You need to use both a custom object layer as a floor layer and the floor material setting of the tunnel layer itself, because there is a currently a bug in WP which prevents custom objects from being placed on the solid floor of tunnels.
I'm not sure if you already meant this by "with objects", but I've worked out a way you can have the tunnel floor span voids. You need a custom object containing just one floor block (e.g. wooden planks).
I've tested it and this works. You need to use both a custom object layer as a floor layer and the floor material setting of the tunnel layer itself, because there is a currently a bug in WP which prevents custom objects from being placed on the solid floor of tunnels.
Thanks for this. It took a couple tries before I got the look right, but this method works great and I'm sure I'll be able to use it for other things too now.
Glad to hear that. FYI: the reason that happened is that "rock" is a mixture of stone and cobblestone, and cobblestone is treated as a man-made block by WorldPainter when importing Minecraft maps, so it isn't imported and leaves holes in the ground where they were.
However, when merging the map that should automatically fix itself, provided you haven't interfered with the holes, as WorldPainter will merge the cobblestone blocks from the existing map back into the holes. If that doesn't work right, let me know! I'm not sure if the Frost layer could be interfering with that.
Of course! Thank you! Should have figured that one out, but i'm not the sharpest ball in the tool shed lol.
The problems came from wishing to edit a certain area, thus once merged back to the game, the "original" cobblestone would be re-rendered and added to that which was put down when editing, resulting in further unevenness.
Guessing all is working correctly with WP. I would double check to test that but it would involve a fair bit of back tracking from where progress is now, so hope you can forgive me simply chalking it up to experience.
I just started using worldpainter. I want to build a map for students and I have a problem;
All the worlds i export become the same once I launch them with minecraft : the same isle with the same water around, same spawning point.
I tried changing the seed, changing the borders, the biomes, the spawn point, etc... Always the same world.
Could be a limitation of the Educational Edition. I don't know, I have no experience with it. Could you try doing the exact same thing with a regular copy of Minecraft? If that works then there might not be anything I can do about it, although that seems unlikely because I'm sure I've heard of other people using WorldPainter in school.
I just released version 2.3.0 of WorldPainter, which fixes a few nasty bugs and adds some cool new features:
Selection and duplication tools have been added:
The new Edit Selection tool allows you to add the brush shape to the selection (by left clicking) or remove it from the selection (by right clicking)
The new Copy Selection tool will copy the selection to a target location. The brush shape will change to the bounding rectangle of the selected area so you can accurately judge where it will be copied
There is NO CLIPBOARD! The copy is a live copy of what is currently in the selected area. Note that the target area of a copy may overlap the selected area and WorldPainter will do the right thing, but a subsequent copy will also include the changes to the area under selection
There is a new Tool Settings panel, which will show options for the Copy Selection tool when it is selected, allowing you to configure various options:
Exactly which aspects of the selected area to copy (terrain height, type, layers, etc.)
Whether new tiles should be created if the target area of the copy extends outside the existing tiles (*please note* that this cannot be undone!)
Whether the edges of the selected area should be smoothly blended into the surroundings, over a distance of sixteen blocks (two chunks) on the inside of the selection edge. *Please note* that this will make the copy operation _much_ slower!
This panel may show options for other tools in the future
The new Clear Selection button will instantly remove the selected area
Note that all selection, copy and deselection operations can be undone like any other operation, except if new tiles had to be created for a copy operation
The way Custom Terrains are configured has changed: instead of displaying buttons for all of them, buttons are created only when you configure a new Custom Terrain, similar to how custom layers work. To configure a new Custom Terrain, click on the + button on the Terrain or Custom Terrain panels. The Custom Terrain panel is now only displayed once at least one Custom Terrain is configured, again similar to custom layers
In addition, the maximum number of Custom Terrains that can be created has been doubled, from 48 to 96
More view options have been added to the Configure View screen (Ctrl+V or View -> Configure view...):
The painting of the Minecraft biomes surrounding the world can be turned off
The painting of the border can be turned off
You can now set a background image with various repeat and stretch options, which will be shown in the background of the editor wherever it is not obscured by tiles, biomes or border, and wherever the Void layer is painted
The background colour (visible wherever not obscured by tiles, biomes, border and/or background image) can be changed
When trying to Export a world using the Populate layer, or the "allow Minecraft to populate the entire terrain" option, and the Superflat world type (including endless borders), display a warning that Minecraft won't populate chunks for Superflat worlds
Custom objects which would extend below the bottom, or above the top of the map, are no longer exported
The progress and error state of Export and Merge operations is now displayed on the WorldPainter icon on the task bar for Windows 7 and later
In addition, there is now a Minimize button on the Export and Merge progress screens so you can stow the program away while it is working
Bug fix: fix an error in the logic for supporting sand with sandstone which would result in the wrong kind of sandstone, and occasionally cause errors
Bug fix: custom objects from Custom Object Layers added as floor layers to a Custom Caves/Tunnels Layer were not being placed on the solid floor of tunnels; this has been fixed
Bug fix: the slope angles of repeating layered custom materials are no longer inverted every time the material is edited
You will be offered the new version automatically when you next start WorldPainter, or you can download it from the first post. There have been some big changes, so there could be bugs. Please let me know if you encounter any problems with the new features, or when loading existing worlds, and please enjoy!
I've watched a few videos on this, and it seems like a great program. I've tried to install it (osx 10.11.2), but the installation file won't open. Is this because of the osx version I'm using or is it something in the program itself?
I've watched a few videos on this, and it seems like a great program. I've tried to install it (osx 10.11.2), but the installation file won't open. Is this because of the osx version I'm using or is it something in the program itself?
Define "won't open". Are you getting an error message? Does it do nothing at all? I've never heard of any one having a problem installing WorldPainter on a Mac, so without more information it seems most likely that there's a problem on your system or you're doing something wrong. Which file have you downloaded, and what exactly are you doing to install it?
Is there a way to copy an existing layer? I get how to export and import, but even with a different name, the system won't let me load in the same layer twice.
I'm making multiple cave systems that all follow a similar structure but at different Y levels and making repetitive layers gets tedious. I'm sure there's some way to get this right, but I can't seem to work it out.
Is there a way to copy an existing layer? I get how to export and import, but even with a different name, the system won't let me load in the same layer twice.
No, I'm afraid not. I'll add a way to duplicate layers, but for now you'll have to create them manually. Sorry about that.
WorldPainter gives that error when it can't move (by renaming) the map directory to the backups directory. It just assumes the reason is that the directory is in use, but there could be other causes, especially on Linux. What it tries to do is move mapDirto ../backups/mapDir. Is there another reason why that might fail on your system? Would it cross filesystem boundaries, for instance? Or perhaps you don't have sufficient rights?
Edit: actually it tries to move mapDirto ../backups/mapDir.timestamp.
Actually, my mounts are spread over several physical drives: / is the core system drive /home/seann is a different physical drive /home/seann/.minecraft/saves is a symbolic link to the source folder, located on a third physical drive because it was getting too big
But - I have rwx permission, and I'm the owner of both the $HOME drive and the source saves folder.
I tried copying mapDir to a USB thumb drive and merging hoping that would allow me to work around the limitations apparently imposed by my device mapping heirarchy but it still gives the same error, even under 2.3.0.
I installed system-wide using the official .DEB, so it runs from the core system drive (on /) - could that be the source of the filesystem boundary contention?
I'll run in a terminal and watch the output for clues and post my findings.
**EDIT** - Running in the terminal didn't produce any helpful info, so I'm on to some trial-and-error testing of ideas.
In an interesting development, when I merge to the source folder, rather than using the symbolic link in $HOME/.minecraft it works fine, as you can see from the attached screenshot.
/home/seann is a different physical drive /home/seann/.minecraft/saves is a symbolic link to the source folder, located on a third physical drive because it was getting too big
Seems clear then, right? As I said, it tries to move /home/sean/.minecraft/saves/mapDir to /home/sean/.minecraft/backups/mapDir, which is on a different filesystem so Linux won't allow it. You need to remedy that situation somehow, for instance by making /home/sean/.minecraft/backups a symlink to a location on the same filesystem as the saves symlink points to.
I just released version 2.3.1 of WorldPainter, in which two bugs are fixed:
Bug fix: fix an error that occurred when background tile painting was overwhelmed by rapid changes, such as when changing values by holding down buttons
Bug fix: don't place superfluous columns of falling water or lava on the edges of the Void layer
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'm not sure if you already meant this by "with objects", but I've worked out a way you can have the tunnel floor span voids. You need a custom object containing just one floor block (e.g. wooden planks):
I've tested it and this works. You need to use both a custom object layer as a floor layer and the floor material setting of the tunnel layer itself, because there is a currently a bug in WP which prevents custom objects from being placed on the solid floor of tunnels.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
Thanks for this. It took a couple tries before I got the look right, but this method works great and I'm sure I'll be able to use it for other things too now.
Finally, one more challenge I can put behind me.
Of course! Thank you! Should have figured that one out, but i'm not the sharpest ball in the tool shed lol.
The problems came from wishing to edit a certain area, thus once merged back to the game, the "original" cobblestone would be re-rendered and added to that which was put down when editing, resulting in further unevenness.
Guessing all is working correctly with WP. I would double check to test that but it would involve a fair bit of back tracking from where progress is now, so hope you can forgive me simply chalking it up to experience.
Thanks again, keep up the awesome work!
Hi!
I just started using worldpainter. I want to build a map for students and I have a problem;
All the worlds i export become the same once I launch them with minecraft : the same isle with the same water around, same spawning point.
I tried changing the seed, changing the borders, the biomes, the spawn point, etc... Always the same world.
I am using Minecraft Educational Edition.
Thanks in advance
Could be a limitation of the Educational Edition. I don't know, I have no experience with it. Could you try doing the exact same thing with a regular copy of Minecraft? If that works then there might not be anything I can do about it, although that seems unlikely because I'm sure I've heard of other people using WorldPainter in school.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
New release!
I just released version 2.3.0 of WorldPainter, which fixes a few nasty bugs and adds some cool new features:
You will be offered the new version automatically when you next start WorldPainter, or you can download it from the first post. There have been some big changes, so there could be bugs. Please let me know if you encounter any problems with the new features, or when loading existing worlds, and please enjoy!
I created WorldPainter. For support, please visit the WorldPainter subreddit.
Sorry about that! Can you send me that .world file?
I created WorldPainter. For support, please visit the WorldPainter subreddit.
Did you have another world loaded already? Could you try loading that world from scratch by double-clicking on it without having WorldPainter running?
I created WorldPainter. For support, please visit the WorldPainter subreddit.
I found a bug in the newest release involving the void layer and water flowing down. I reported it in github.
https://github.com/Captain-Chaos/WorldPainter/issues/37
Moi antivirus freaked out when I downloaded this. . .
Hello!
I've watched a few videos on this, and it seems like a great program. I've tried to install it (osx 10.11.2), but the installation file won't open. Is this because of the osx version I'm using or is it something in the program itself?
Thanks.
You need to get a better antivirus. Read this.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
Define "won't open". Are you getting an error message? Does it do nothing at all? I've never heard of any one having a problem installing WorldPainter on a Mac, so without more information it seems most likely that there's a problem on your system or you're doing something wrong. Which file have you downloaded, and what exactly are you doing to install it?
I created WorldPainter. For support, please visit the WorldPainter subreddit.
Is there a way to copy an existing layer? I get how to export and import, but even with a different name, the system won't let me load in the same layer twice.
I'm making multiple cave systems that all follow a similar structure but at different Y levels and making repetitive layers gets tedious. I'm sure there's some way to get this right, but I can't seem to work it out.
No, I'm afraid not. I'll add a way to duplicate layers, but for now you'll have to create them manually. Sorry about that.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
Actually, my mounts are spread over several physical drives:
/ is the core system drive
/home/seann is a different physical drive
/home/seann/.minecraft/saves is a symbolic link to the source folder, located on a third physical drive because it was getting too big
But - I have rwx permission, and I'm the owner of both the $HOME drive and the source saves folder.
I tried copying mapDir to a USB thumb drive and merging hoping that would allow me to work around the limitations apparently imposed by my device mapping heirarchy but it still gives the same error, even under 2.3.0.
I installed system-wide using the official .DEB, so it runs from the core system drive (on /) - could that be the source of the filesystem boundary contention?
I'll run in a terminal and watch the output for clues and post my findings.
**EDIT** - Running in the terminal didn't produce any helpful info, so I'm on to some trial-and-error testing of ideas.
In an interesting development, when I merge to the source folder, rather than using the symbolic link in $HOME/.minecraft it works fine, as you can see from the attached screenshot.
What hapenned at program?(sorry for bad english)
Sorry, problem solved.
Seems clear then, right? As I said, it tries to move /home/sean/.minecraft/saves/mapDir to /home/sean/.minecraft/backups/mapDir, which is on a different filesystem so Linux won't allow it. You need to remedy that situation somehow, for instance by making /home/sean/.minecraft/backups a symlink to a location on the same filesystem as the saves symlink points to.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
Bug fix release!
I just released version 2.3.1 of WorldPainter, in which two bugs are fixed:
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.