Welcome to WorldPainter, a graphical and interactive map painter / generator. Quickly generate expansive, natural looking landscapes, with full manual control over the terrain, using an easy to use and well performing program.
Check out these great examples of both usage and results of WorldPainter. Note that I didn't create these landscapes, or these videos:
Features:
- Custom biome painting
- Create your own custom brushes
- Add custom objects from bo2 files or schematics to the world
- Customise the location and frequency of underground ores and resources
- Add snow and ice
- Easy to use yet flexible and powerful paint-like tools
- Create oceans, landmasses, plains and mountains
- Change the terrain type, add trees and create caverns
→ To download WorldPainter, go to the official website at https://www.worldpainter.net/
→ For support, please use the official WorldPainter subreddit!
Troubleshooting - FAQ - other documentation - support.
You can check the change log here. The installers were created with . WorldPainter is free and open source software, released under the GNU Public License (GPL) version 3. The source code is hosted on GitHub.
It should be pretty self-explanatory, and the rest you should be easily able to find out by clicking around. Don't forget to try all your mouse buttons, and try holding them down! Post in this thread to get support from me or other users of WorldPainter.
The Load and Save functions save the map in WorldPainter format. The Export function exports the map to a Minecraft world. By default it is exported right to your Minecraft saves directory. You can then open the world in Minecraft under Singleplayer.
The Import and Merge functions allow you to import the landscape from an existing map, and then merge any changes you make to the landscape back to the existing map. It is not meant for general purpose map editing! WorldPainter is, and always will be, a map generator, not a map editor. Note that this functionality is dangerous! Use it at your own risk. Please see this post for important information about how these functions work, and their limitations.
This tool is not meant to create ready to run single player maps, it's meant to create server levels and adventure maps. The idea is to create the basic landscape, with your mountain ranges, oceans, forests, snow and ice, lakes, hills, etc. using the tool, and then go in and fill in the details with other tools.
Please donate!
WorldPainter takes a lot of time to create and maintain. Even though it is free, please show your appreciation by donating: or
.
Linking to WorldPainter
If you want to link to WorldPainter from your own site or another forum, I would be honoured! But please don't link directly to the downloads, or upload the files to file sharing sites or host them yourself! Instead, please link people to the official homepage: https://www.worldpainter.net/
Frequently Asked Questions
If you have a question which is not answered on the official Frequently Asked Questions page, please go to the official WorldPainter support subreddit.
7
I'll definitely have a mess around with some autumn colours - might be able to squeeze them into one of the biomes in the normal pack even.
If not an addon pack or something to adjust the biome colours is definitely doable and quite easy!
1
^The saplings were things I still had yet to update but they have also now been redone to suit the new leaves and colours for each of the trees. Just about finished with the glazed terracotta now too - might post a picture of them once they've all been completed.
5
Thanks for the feedback!
I've gone over the cobble a little so far, hopefully it'll have that extra contrast you and and dereinzigegott both pointed out it was lacking. I'll have a look into adjusting the dirt as well!
This should be fixed, it was an issue on the latest test version but all the fences have now been redone.
For everyone else, I've done a few more glazed terracotta (making them tile in all directions and look interesting is really quite time consuming) so just a few more to go till the update is ready to roll!
4
Hmmmm very interesting - I'll have to check some extreme hills and birch forests then, I haven't seen it in any test worlds but will try to recreate the issue. Thanks for helping out with some testing!
I do see what you mean about the chiseled stone brick too, will have another look at it and see if I can adjust it or change it to a more suited texture. The lack of symmetry makes the top texture look rather odd for it too.
Also by the cobble being 'blunt' do you just mean too flat? Lacking contrast?
Yup, the horse texture is back to vanilla just for the moment while I get all the block stuff done first. Since it's been a while since the last update there was a tonne of stuff to work on and blocks took priority for me. I'll be fixing the horses to fit the new models soon though!
EDIT: I've figured out the weird grass colours, thanks to everyone who pointed it out!
3
Okay, I've fixed the issues I could notice so far. If anyone else is interested in testing, here is an updated download link.
If there are no issues with this version then I can just finish off the glazed terracotta and properly post the update!
10
Hi everyone, once again I'd like to apologise for lack of posting - been very busy with work so just didn't end up getting around to posting info on what I've been working on.
I'm nearing the end of what I wanted to complete for this coming update so I'm wondering if you guys could help? It's a lot easier to find issues when there are more eyes checking so here is a link to a test version of the pack. Click me!
I plan on finishing the glazed terracotta and the new fire animation (not in this test version but it's almost done) before posting the update but I also don't want to post it with any model, gui or miscellaneous broken stuff.
I'm aware of a couple already such as the horses being broken (will replace with vanilla textures just for now) but there maybe be block textures that have issues that I haven't noticed due to models changing or name changes.
Once again, sorry for the lack of updates, here are a couple of pics of a few newer things!
EDIT: forgot to mention, I've been using the pack on the latest snapshots or v1.13 - it will definitely have issues from 1.12 or below as the naming scheme has completely changed for lots of things which breaks backwards compatibility.
1
Thank you!
I'm intending to have at least one alt texture for a lot of the textures that tile such as cobble, the leaves, sand, etc.
Most of them already have it but since I just finished the designs of a few newer leaves I still need to make alts for them.
I use a combination of paint.net and asesprite. If asesprite was around when I started working on stuff I feel like I would've probably just used it by itself as it's really easy to use for pixel art but since I've used paint.net since forever I'm very comfortable with it.
Happy new year to you too!
I'll be posting an update a bit later tonight with some more new stuff. Bit delayed but obviously new years can be quite a busy time!
2
That's a good idea! Since I've been redoing all the colours this update I've also been making palettes for each of the individual textures or groups of material (sand and sandstone share a palette, same with stone and quartz, etc.)
I'll put it all onto one document and name each one so it's obvious what each palette was used for too. Will hopefully have it ready with all the newer stuff for next week as I still need to finalise a few palettes such as a new one for iron and the other ore blocks.
4
Thanks so much for all the replies everyone! Glad everyone is still keen for an update and enjoying the pack still, as I mention each time, it reaqlly does mean a huge amount.
Not a huge update this week, fully finished up the coral and have been redoing a few older blocks such as the leaf blocks. Still need to adjust the birch and there is a tiny bit of work/colour changing left to do on the others but I'm pretty happy with them so far.
(Birch, oak, acacia, spruce, dark oak and jungle from left to right)
(Brain, tube, fire, horn and bubble corals from left to right)
Will post some more stuff next week, maybe the new crop textures or some gifs of the new animations for fire/lava/seaweedy things.
10
Sorry for the lack of replies everyone, I just finished my last semester at uni (hopefully ever) which was a lot more difficult than anticipated and I spent pretty much all my time exclusively on that. I also went to japan for a couple of weeks after that so been out of action for quite a while which was completely unintended.
I am still currently working on stuff and making good progress! I've been doing the new blocks (including the snapshots) while simultaneously going over old stuff to get it all at the same level of consistency and to update the colours and contrast of some older blocks where I still like the texture. I've also done a few more mobs and misc things like that but the focus is on the blocks to get an update out.
Currently I'd say I'm at about 75% there but I've got plenty of time now so I'm making a lot of progress everyday. Also now using aseprite (thanks for the suggestion, Muscar!) to finish up my animations. Takes a little longer but they look better in the end IMO. About halfway done with animating my new fire texture and then 80% done with kelp and tall sea grass.
(sandstone will change a little now that the top is used as its own block btw, going to make it smoother to fit buildings better)
Don't want to show everything off but there's a lot of new stuff which I'll let you all discover for yourselves when the update is finalised. I plan on eventually going over all the mobs too and redoing a lot of them but that's stuff to focus on in the future.
Anyway, I'll post an update every week with a lil snippet of what's been finished or worked on to keep me motivated and so everyone can see there's still progress being made.