Just a couple of suggestions:
I am using a laptop, and can't really get access to a desktop computer with a third mouse button. Can you please add some way to change the brush size, and everything else using the third mouse button on the GUI? Or even just a key bindings settings page, which would include that sort of thing - it would also make it even more self-explanatory! ;-)
Secondly, I'm trying to convert an overlaid map with a large amount of ocean into a minecraft world, and it's quite boring going over the sea. Possibly can you have some more ways to interact with the overlaid image? Like fill, except it's based on the overlaid image (the same way as paint does it) instead of the lay of the land. Just an easier and faster way to convert a map to a minecraft world. Thanks in advance, hope you can do it.
Possibly can you have some more ways to interact with the overlaid image?
I'd rather not. It would be extremely complex, since there's no standard for how an image should be converted into a world so there's a myriad of options and configurations it would have to support. And it's against the idea of WorldPainter, which is to do the painting in WorldPainter.
If your map is mostly ocean, it makes sense to create the world as ocean instead of dry land, and raise the land from the ocean, instead of the other way around.
I am thinking about tools to make world painting easier and faster in WorldPainter though, such as a fill tool, which would make it easier to create large continents at once by just raising the outline and then filling it in.
I've suggested it MANY a times, and I -really- wish it would be added. A fill tool would be nice, for block types one that like water and lava would let you change -all surface blocks- above and below that one level to the type you sellected.
So say I made an island, I want all blocks 64 and BELOW to be SAND. So I have a nice beach area all around. At the time I have to do that by hand that is very time consuming, very annoying, and involves a tun of in game clean up, and if I want to make a change? I have to redo that clean up -again-.
Please please PLEASE let us have a 'fill material' tool that lets us click an area and -all connected parts- can be set to change everything below, or above that area.
So say I have many a hills. I want the peeks to SOME be stone. Perfect set it to change above, and -only the peeks that are connected by the same height area clicked- change, not change map wide. So I can say 'this peek changes at A height, this peek changes at B height, etc'.
You could eaily make a 'rainbow' of blocks going up a hill just by changing the materials each time you clicked a new height. Rather than trying to paint it all manually. If I want a hill to go from grass to dirt to cobble to stone to sand each layer, it be far easier to just click and have it allied to that then paint it by hand.
Click A height, all blocks above are now grass, change, to dirt, click higher, now all above that is dirt, change again, click higher, now all above that is cobble.. etc etc etc. Same with -below-.
I want to redo Glendale (the custom map) with some of the new stuff.. but the idea of redoing all the beaches by hand is really making me think otherwise. If I could just 'click height 64, ALL BELOW BE SAND' I could move on to better things and just paint in by hand the areas I don't want a sandy beach.
Could also in a sense work with biomes as well. 'EVERY BLOCK ABOVE WHERE I CLICK BE EXTREAM HILLS'. Heres an island, All blocks connected to X height be jungle! Every block at water leve be RIVER! Every block below the deeper water be OCEAN
That is what I would like, thats what I've been hoping for for so long and would save in so much time, yes much would still n eed to be done by hand but having a quick way to get started to tweak as we need it would be better then having to paint everything by hand and do a lot of in game editing or rendering to see if it did what you thought it did then going back to redit and so on...
I'd rather not. It would be extremely complex, since there's no standard for how an image should be converted into a world so there's a myriad of options and configurations it would have to support.
I'm not suggesting WorldPainter would automatically do all this, it would be just like Paint - decrease the level of all connected blocks underneath a given colour, etc. It wouldn't need to be configurable to all possible map standards - the user does that.
If your map is mostly ocean, it makes sense to create the world as ocean instead of dry land, and raise the land from the ocean, instead of the other way around. I am thinking about tools to make world painting easier and faster in WorldPainter though, such as a fill tool, which would make it easier to create large continents at once by just raising the outline and then filling it in.
The map isn't mostly ocean, it's just a lot of it (I'm making a big map). And thanks and good job with the ongoing support by the way. You're obviously putting a lot of time and effort even into just looking through comments, never mind actually making WorldPainter even better.
You know what would be nice, if you made the height map importer strip color information automatically. Because currently creating a "greyscale" image is pain in the ass unless you have programs that specifically include that feature (even then it doesn't always work - the OptiPNG grayscale export isn't accepted).
Hey so can we get like older versions of this? Because I updated by mistake, and it isn't compatible with my 1.6.4 world with mods.
Worlpainter's version number has n relation to Minecraft's version number. 1.7.1 is just the latest version. The program can still export it for 1.6 including mods.
Worlpainter's version number has n relation to Minecraft's version number. 1.7.1 is just the latest version. The program can still export it for 1.6 including mods.
I have a weird thing I encountered. Before this version, when I used the beaches material, it painted in the Beaches biome with it. Now it doesn't. Why is that?
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I have a quick question about height settings and vanilla Minecraft.
I read in the notes about Worldpainter that if I want really high mountain peaks I should set terrain to 16 and water to 20. My question is this:
If I do that, what do I need to do to avoid having a super high "cliff" of water/land from vanilla Minecraft - since the default vanilla water is at 62 - surrounding my created world? Or is there no way around that?
I have a quick question about height settings and vanilla Minecraft.
I read in the notes about Worldpainter that if I want really high mountain peaks I should set terrain to 16 and water to 20. My question is this:
If I do that, what do I need to do to avoid having a super high "cliff" of water/land from vanilla Minecraft - since the default vanilla water is at 62 - surrounding my created world? Or is there no way around that?
Thanks!
2 things I can think of, 1, just make a void border so nothing spawns, and thats that. (If you want the rest of the world to still come there is a better way)
2, You can make the surrounding area of the map on world painter a gentle rise from the ground height of your map, to around 62 or wherever the ground height for land is in vanilla. Not sure if I explained it well but it would look something along the lines of this
___
\
\______________ but more smoother
2 things I can think of, 1, just make a void border so nothing spawns, and thats that. (If you want the rest of the world to still come there is a better way)
2, You can make the surrounding area of the map on world painter a gentle rise from the ground height of your map, to around 62 or wherever the ground height for land is in vanilla. Not sure if I explained it well but it would look something along the lines of this
___
\
\______________ but more smoother
::nods:: I wondered it that second suggestion might be the best way to go about it. My map world is a very large island continent, surrounded by water. I'm assuming, if I gradually raise the water level to eventually merge with vanilla Minecraft's blocks, it won't flow down and drown my map...
I'll give it a go and see what it looks like. Thanks!
I have a quick question about height settings and vanilla Minecraft.
I read in the notes about Worldpainter that if I want really high mountain peaks I should set terrain to 16 and water to 20. My question is this:
If I do that, what do I need to do to avoid having a super high "cliff" of water/land from vanilla Minecraft - since the default vanilla water is at 62 - surrounding my created world? Or is there no way around that?
Thanks!
Maybe you could start off with a custom superflat map and import into Minecraft.
I have a weird thing I encountered. Before this version, when I used the beaches material, it painted in the Beaches biome with it. Now it doesn't. Why is that?
Anybody care to answer my question? It happens with this tool, though it could also happen with the desertlike tool(the one that's half sand half cactus on the icon) and possibly even the netherlike tool.
Rollback Post to RevisionRollBack
I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
There have been some edits to the biome system, i'm not entirelly sure if this is one of the edits.
Go to help > about > change log inside of worldpainter. I think it should be listed somewhere in the last 4 changes, hard to recall more precise.
Ok.
Hmmm, seems biomes are automatic and have to be overridden manually. It kinda makes it a bit more complicated then it should be.
Is there any way to customize the default Terrain tab you get when importing a heightmap? I keep having to manually go in and add 2 or 3 layers and change all the heights to what I want, and I'm doing this for a large number of heightmaps.
Sure would be nice if there was a way to edit it so it always comes up with what I want it to instead of just grass, dirt, rock and deep snow.
Another thought. I'm working on some very, very large maps lately. I've got 8 Gb RAM. Desired map size is 80,000 by 80,000 blocks, but that ain't happenin' on my rig. So I work with a 10k by 10k chunk.
Any chance of changing the way WP works to allow some kind of "streaming" of data from the HDD, so we can work on larger maps with less memory? I realize this might be a major undertaking code wise, but just thought I'd bring it up.
Thanks for all you do!
EDIT: And I still can't figure out how to donate, man. When I click on the link, in this thread and on the website, I get a paypal page IN DUTCH. Unfortunately I don't understand a word of it and can't figure out how to change it to English. Any tips?
Java/C/C++ dev, server owner and hacker extraordinare
I am using a laptop, and can't really get access to a desktop computer with a third mouse button. Can you please add some way to change the brush size, and everything else using the third mouse button on the GUI? Or even just a key bindings settings page, which would include that sort of thing - it would also make it even more self-explanatory! ;-)
Secondly, I'm trying to convert an overlaid map with a large amount of ocean into a minecraft world, and it's quite boring going over the sea. Possibly can you have some more ways to interact with the overlaid image? Like fill, except it's based on the overlaid image (the same way as paint does it) instead of the lay of the land. Just an easier and faster way to convert a map to a minecraft world. Thanks in advance, hope you can do it.
You already can do everything you can do with the middle mouse button with the keyboard. See the KeyboardShortcuts page for details.
I'd rather not. It would be extremely complex, since there's no standard for how an image should be converted into a world so there's a myriad of options and configurations it would have to support. And it's against the idea of WorldPainter, which is to do the painting in WorldPainter.
If your map is mostly ocean, it makes sense to create the world as ocean instead of dry land, and raise the land from the ocean, instead of the other way around.
I am thinking about tools to make world painting easier and faster in WorldPainter though, such as a fill tool, which would make it easier to create large continents at once by just raising the outline and then filling it in.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
So say I made an island, I want all blocks 64 and BELOW to be SAND. So I have a nice beach area all around. At the time I have to do that by hand that is very time consuming, very annoying, and involves a tun of in game clean up, and if I want to make a change? I have to redo that clean up -again-.
Please please PLEASE let us have a 'fill material' tool that lets us click an area and -all connected parts- can be set to change everything below, or above that area.
So say I have many a hills. I want the peeks to SOME be stone. Perfect set it to change above, and -only the peeks that are connected by the same height area clicked- change, not change map wide. So I can say 'this peek changes at A height, this peek changes at B height, etc'.
You could eaily make a 'rainbow' of blocks going up a hill just by changing the materials each time you clicked a new height. Rather than trying to paint it all manually. If I want a hill to go from grass to dirt to cobble to stone to sand each layer, it be far easier to just click and have it allied to that then paint it by hand.
Click A height, all blocks above are now grass, change, to dirt, click higher, now all above that is dirt, change again, click higher, now all above that is cobble.. etc etc etc. Same with -below-.
I want to redo Glendale (the custom map) with some of the new stuff.. but the idea of redoing all the beaches by hand is really making me think otherwise. If I could just 'click height 64, ALL BELOW BE SAND' I could move on to better things and just paint in by hand the areas I don't want a sandy beach.
Could also in a sense work with biomes as well. 'EVERY BLOCK ABOVE WHERE I CLICK BE EXTREAM HILLS'. Heres an island, All blocks connected to X height be jungle! Every block at water leve be RIVER! Every block below the deeper water be OCEAN
That is what I would like, thats what I've been hoping for for so long and would save in so much time, yes much would still n eed to be done by hand but having a quick way to get started to tweak as we need it would be better then having to paint everything by hand and do a lot of in game editing or rendering to see if it did what you thought it did then going back to redit and so on...
Thanks. Just what I needed! (Can't believe I didn't think about that! )
I'm not suggesting WorldPainter would automatically do all this, it would be just like Paint - decrease the level of all connected blocks underneath a given colour, etc. It wouldn't need to be configurable to all possible map standards - the user does that.
Then adventure maps are against the idea of Minecraft.
The map isn't mostly ocean, it's just a lot of it (I'm making a big map). And thanks and good job with the ongoing support by the way. You're obviously putting a lot of time and effort even into just looking through comments, never mind actually making WorldPainter even better.
Make high-quality models in the Techne. And do the model in Blender.
Worlpainter's version number has n relation to Minecraft's version number. 1.7.1 is just the latest version. The program can still export it for 1.6 including mods.
Okay, thanks, but how does one do that?
I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
To take the test, check out
https://minecraftnoobtest.com/test.php
Don't click this link, HE is haunting it...
I read in the notes about Worldpainter that if I want really high mountain peaks I should set terrain to 16 and water to 20. My question is this:
If I do that, what do I need to do to avoid having a super high "cliff" of water/land from vanilla Minecraft - since the default vanilla water is at 62 - surrounding my created world? Or is there no way around that?
Thanks!
2 things I can think of, 1, just make a void border so nothing spawns, and thats that. (If you want the rest of the world to still come there is a better way)
2, You can make the surrounding area of the map on world painter a gentle rise from the ground height of your map, to around 62 or wherever the ground height for land is in vanilla. Not sure if I explained it well but it would look something along the lines of this
___
\
\______________ but more smoother
::nods:: I wondered it that second suggestion might be the best way to go about it. My map world is a very large island continent, surrounded by water. I'm assuming, if I gradually raise the water level to eventually merge with vanilla Minecraft's blocks, it won't flow down and drown my map...
I'll give it a go and see what it looks like. Thanks!
Maybe you could start off with a custom superflat map and import into Minecraft.
Anybody care to answer my question? It happens with this tool, though it could also happen with the desertlike tool(the one that's half sand half cactus on the icon) and possibly even the netherlike tool.
I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
To take the test, check out
https://minecraftnoobtest.com/test.php
Don't click this link, HE is haunting it...
Ok.
Hmmm, seems biomes are automatic and have to be overridden manually. It kinda makes it a bit more complicated then it should be.
I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
To take the test, check out
https://minecraftnoobtest.com/test.php
Don't click this link, HE is haunting it...
Sure would be nice if there was a way to edit it so it always comes up with what I want it to instead of just grass, dirt, rock and deep snow.
Thanks for any ideas. Take care!
Any chance of changing the way WP works to allow some kind of "streaming" of data from the HDD, so we can work on larger maps with less memory? I realize this might be a major undertaking code wise, but just thought I'd bring it up.
Thanks for all you do!
EDIT: And I still can't figure out how to donate, man. When I click on the link, in this thread and on the website, I get a paypal page IN DUTCH. Unfortunately I don't understand a word of it and can't figure out how to change it to English. Any tips?