I just released version 0.5.2, in which a bug with the Minecraft 1.2 exports has been fixed. Border and bedrock wall chunks were still being exported in the old format, even for Minecraft 1.2 exports. This has been fixed. If you installed 0.5.1 since my last post please restart WorldPainter to get the 0.5.2 update.
However, build 12w07b of Minecraft still hangs with a light blue screen (which later turns black) when it loads bedrock wall chunks. If the bedrock walls are far enough away you may not encounter this initially, but when you get close enough for the chunks to be loaded Minecraft hangs. I don't know whether this is a bug in Minecraft or in WorldPainter. I'll look into it, but in the mean time please don't use the "bedrock walls" option for Minecraft 1.2 exports!
If and when the various non-standard height mods are updated for Minecraft 1.2 I will modify WorldPainter to allow non-standard heights for Minecraft 1.2 worlds, although I may wait until Minecraft 1.2 is released to avoid having to chase many mod updates.
This means a LOT to the Higher World Community. :smile.gif:
Heads up though, looks like Anvil is only really Semi-Cubic. It'll take some time for things to shake down and see where they end up, but I sincerely hope that once things are figured out we can work out some way for WorldPainter to become Cubic Chunks Mod compatible too. But we'll need to see what Robinton does regarding Anvil first.
I just released version 0.5.3 of WorldPainter. It's not exactly a bug fix, but it fixes worlds which were imported from non-standard height maps with version 0.5 or earlier of WorldPainter. These worlds were not imported correctly and as a result could not be exported or merged. This release fixes those worlds upon opening them so they can once again be exported or merged.
One thing I'd like to see, though, is a 'slope' tool. Define an area (rectangular, or better yet, freeform), and a beginning and ending height, and it creates the slope for you. Good for areas where you want long, gradual slopes.
One thing I'd like to see, though, is a 'slope' tool. Define an area (rectangular, or better yet, freeform), and a beginning and ending height, and it creates the slope for you. Good for areas where you want long, gradual slopes.
Interesting idea. I may add such a tool at some point. In the mean time you can already do something approximating this via a roundabout way, which may be useful in some circumstances: use one of the Linear brushes and increase the brush size to a very large size and then use the Height tool to create a slope in all directions, and then use the Flatten tool to bring the areas you don't want to be sloped back down to ground level.
Can you use it to alter the ores in a landscape? As in make an area rich in iron and another rich in coal?
You can make areas more or less rich in all resources, but not different ores in different areas.
You could approximate it crudely by using the Resources layer in combination with Populate. For instance, you could check "let Minecraft populate the entire terrain" to get the normal level of resources everywhere, and then set the Resources layer to have only one or two resources (set the rest to 0 permille) and paint it in the areas where you want more of those resources. Or you could paint the Populate layer in some areas and the Resources layer, with a different mix of resources, in other areas.
Of course the downside of using Populate is that it doesn't just add resources underground, but also vegetation, trees, lakes of water and lava, snow and ice, etc. on the surface.
Not to be repetitive if this has already been stated, but trees are broken right now. The ones that spawn appear to have parts of leaves sticking out and do not have the normal minecraft plus tops. Maybe something to do with the generating.
Also note that water in it's improper form. Currently water has been set to block 8.0 (still water) instead of item 9.0 active water. The same goes for lava. Which causes problems when the cavern chunks generate. Leaving hang water / lava as one digs.
Brush Request:
Flower field, when i attempted to add flowers on the map as an item they stacked in five removing the grass beneath them. They need to be placed the way the grass brush works.
Also note that water in it's improper form. Currently water has been set to block 8.0 (still water) instead of item 9.0 active water. The same goes for lava. Which causes problems when the cavern chunks generate. Leaving hang water / lava as one digs.
I've noted this as well. Fairly significant bug.
How do I define "custom materials" for use as my underground material? I would like mossy cobble but its not on the list.
EDIT: Ah, I get it. Right click the 5 numbers below the material box, and select material.
Can you make it so that we can choose and view a biome scheme of 1.2? I want to make an anvil world with the correct biomes but I can only view the 1.1 generator.
Not until Minecraft 1.2 comes out, sorry. It's too much work to keep chasing weekly builds, in which the biomes may be different every week. I hope to have biome painting finished soon so you won't have to rely on the Minecraft biomes.
Not to be repetitive if this has already been stated, but trees are broken right now. The ones that spawn appear to have parts of leaves sticking out and do not have the normal minecraft plus tops. Maybe something to do with the generating.
The trees are not broken, they just look different than Minecraft trees. I made them more irregular on purpose, as real trees aren't perfectly symmetric. I think they look better this way, especially a lot of them together.
If you really want Minecraft trees, you can use the Populate layer, together with the Biomes layer/tool for finding/changing where the forests are.
Also note that water in it's improper form. Currently water has been set to block 8.0 (still water) instead of item 9.0 active water. The same goes for lava. Which causes problems when the cavern chunks generate. Leaving hang water / lava as one digs.
This is not correct. WorldPainter does create water with block ID 9, but you have the block ID's mixed up. Block ID 8 is flowing water, and it is used by Minecraft for the lower height, flowing water blocks created when still water starts flowing. If a water block is not flowing any more it reverts to block ID 9, still water (this is the principle behind infinite springs). Creating the water blocks with ID 8 would not be useful, as it would revert back to ID 9 anyway since it can't flow anywhere initially, and it would create a lot of lag while doing so.
Still water is supposed to start flowing when a block next to it is updated, but I have noticed that Minecraft sometimes takes a very long time to start doing that, probably because there are a lot of other block updates going on. Specifically, if you have many large underground caverns with lots of flowing water and lava it may take a long time for Minecraft to get around to starting a newly uncovered water block flowing.
Brush Request:
Flower field, when i attempted to add flowers on the map as an item they stacked in five removing the grass beneath them. They need to be placed the way the grass brush works.
You're misunderstanding the Terrain tool. It is used to change the terrain type, in other words the type of the top soil layer. You attempted to turn the top soil into flowers, which obviously will not work. :wink.gif:
I will add some way to paint blocks on top of the terrain in the near future, but for now that is not possible yet in WorldPainter itself.
I have been a fan of your project for over a year now and have seen it grow to what it is today. A powerful tool which has made my biggest RPG project come to life.
Once the biome painter is released this tool will be perfect beyond anything.
My dear mon capitaine!!! You deserve another donation :smile.gif:. You give me big smile so I give you big smile. :smile.gif:
Thank you very much! I'm glad you like it so much. :smile.gif:
PS: what is this RPG project? I'd be interested to see it!
No zipped version? Just a tip: many prefer zipped versions over installable when downloading random apps on computer...
I think an installer is far superior to a zip file, especially for a Java program. Manually starting a program from a zip can be a lot of hassle, both for the user and for the person who has to answer their questions... :wink.gif:
It's also more secure, especially in this case since the installer and the program are signed by me. As long as it says that the publisher is "pepsoft.org" you can be certain that it came from me and has not been tampered with, something you can never be sure of with a zip file.
I have not yet tested this yet, but probably will when support for anvil is implemented (hopefully you put biome modification in at the same time :tongue.gif:).
Support for Anvil is already in. :wink.gif: Manual biome modification is not yet in, but I'm working on it.
Just a warning tho, once I test it there will be enormous amount of suggestions coming from me :biggrin.gif:
Bring it on! :wink.gif: All suggestions are appreciated, as long as you understand that I get a huge number of them, and I reserve the right to make my own decisions about which ones I implement (unless someone wants to sponsor me to add a certain feature of course).
That is largely because I have designed quite similiar program which I didn't have time to actually code in. Actually that's one reason I haven't tested your tool earlier - to avoid influences until I have most of the "blocks" in place - now that I have given up on my own program I can test yours freely :tongue.gif:
I'd be interested to see what you built, one programmer to another.
The Meaning of Life, the Universe, and Everything.
Join Date:
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Posts:
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Minecraft:
Nuinethir
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Few questions for things I am not able to locate on the OP or threads:
What file format do I create custom brushes with? Should they be a specific size (512x512) or have any transparency?
Have you considered adding any keyboard shortcuts? I am a long-time Photoshop user and use shortcut keys as a way to quickly switch back and forth between tools and brushes, so I (among others, I'm sure) would definitely appreciate a single key to switch back and forth between tools. (Single keys for zoom in/out/reset would also be appreciated. Please keep in mind that some people are on laptops that do not have easy access to numeric keypads, like my Thinkpad.)
Have you considered adding pressure-sensitivity to brushes via tablets? I use a Wacom Bamboo Pen and would love to see the pressure tied to the brush slider bar.
It seems on the biome view map, zooming out semi-freezes the window. Is this normal behavior? (I am using the 64-bit Windows version of WP 0.5.3).
Hope you can answer these questions. Thanks for creating such an awesome tool!
I'm sorry if this has been said, there is just way to many pages on this thread.
The good:
Great installer, love the auto updater.
Looks really nice and works well.
The suggestions:
Ctrl nupad+- = EWWWWWW, please add support for ctrl-mousewheel for zoom.
add a "hand" tool like acrobat reader that lets you drag the map around instead of messing with the scroll bars
I'm still not convinced installer being superior to zip(read: rar) in every case (sometimes it's must), but this program does justice for having installer, and it was good. Installers might have following problems: you must give permission for them to modify computer's registry (why should I trust this publisher? OK, the signing probably helps this one a bit), they might not clean their registry entries upon uninstall and it's usually longer process than just unzipping archive. These mostly apply when you're about to test some program without the knowledge if you're ever gonna use it again/delete it if it's not good. I'm not that picky, but just wanted to inform.
BTW, the installer didn't find automatically Java (64bit, jre7, Win7), but after I located it manually the installation was very smooth and easy.
Wow, you're fast! I should've read the last few pages before posting. I had my quick fix with enormous mountains :biggrin.gif:
Some first impressions:
The program is very easy to learn and the GUI is clean and breeze to use. Everything looks so polished that it's hard to remember this is still WIP. I didn't first understand what the slider under brushes did, but found it soon enough. There could read "Intensity" or something similiar in tooltip or on top of it. I would also had brush size control inverted (scroll up to increase size). Nothing too big, though.
There seems to be a bug (or maybe intended?) with raise/lower, flatten and smooth tool: top layer type doesn't update. It can be updated with trying to erase grass from affected area, and it will change to right type of ground according the height.
Few words about world generation (exporting): Caves are quite big by default, they should at least get smaller towards surface (c'mon, it sliced my mountain top in half!). You seem to be using some 3D coherent noise and thresholding the value by comparing it to the cave layer intensity in that point. This leads to all-connected caverns when threshold is big, and less tunnel-like caves MC generator uses. I suggest looking at perlin worms or something similiar. It would be nice to control cave density and size separately.
Light doesn't get smoothed out in caves; It seems that either there's a bug or you haven't yet implemented skylighting simulation yet.
Overall, very good job, keep it going!
Sorry to say, but I really didn't get anything worthy done. I merely made few pages of scribbling pictures and text... also, they're in Finnish, so there's probably no use scanning them on computer to share :biggrin.gif: Besides, your system was even closer to what I had thought up than I thought it would be. I was aiming more on random generation and comprehensive layer system (something between your WorldPainter and TOGoS's Programmable Minecraft Map Generator). I also wanted it to be able to do three-dimensional surfaces (to my understanding, worldpainter handles only terrain height while cliffs are impossible to make).
EDIT: Well, you can always test Interference, a world generator by me. I tested using multiple sine functions with random parameters and factor to create coherent noise (well, you can't say it's random noise then). The result was kinda fun: there is some regularity among landforms but not too much. This is what was supposed to be the basis for my WorldCrafter (IIRC that was the name I came up with for my project - and just think how it abbreviates :biggrin.gif:). The code for that project is not what I wanted, it's just very messy and bad code in general (I'm not really into C#...).
If you want, I can write some of my plans for WorldCrafter, if you could pick some new ideas for WorldPainter (they're maybe a bit too far-streched and different for this tool).
Hey aXu, good to see you around again! :smile.gif:
Captain_Chaos; Do you do any Python programming? The newly Open-Sourced MCEdit needs someone to update it for Anvil, and seeing as you have some experience with Anvil. :wink.gif: Also; the Reward for coding the Anvil compatibility is now up to US$105. :smile.gif:
Rollback Post to RevisionRollBack
- The Cubic Chunks Mod is back! Be a part of it's rebirth and Development.
-- Robinton's Mods: [ Mirror ] for some of his Mods incl Cubic Chunks Mod, due to DropBox broken links.
There seems to be a bug (or maybe intended?) with raise/lower, flatten and smooth tool: top layer type doesn't update. It can be updated with trying to erase grass from affected area, and it will change to right type of ground according the height.
Yeah, that's a feature, not a bug. :wink.gif: I figured that people would find it very annoying if the terrain would revert to the altitude-dependent default whenever they changed the height, even if they had previously changed the terrain to something else and presumably wanted it to stay that way. So I made only the Mountain tool do that, and made the terrain tools reset to the default when you right-click. I may make it an option which can turn on and off.
Few words about world generation (exporting): Caves are quite big by default, they should at least get smaller towards surface (c'mon, it sliced my mountain top in half!). You seem to be using some 3D coherent noise and thresholding the value by comparing it to the cave layer intensity in that point.
That is exactly right. I agree the caverns are a bit simplistic. It's one of the earliest features and I didn't put too much time into them, but I'm definitely planning to add a more tunnel like form of caves.
They shouldn't be breaking the surface though, let alone slice mountain tops in half. Are you sure you didn't check "caverns break the surface"?
Light doesn't get smoothed out in caves; It seems that either there's a bug or you haven't yet implemented skylighting simulation yet.
Overall, very good job, keep it going!
As far as I'm aware the light calculations are correct. Could you give me some more details? Or possibly a screenshot? I've noticed that lighting calculations can sometimes be very laggy in Minecraft, especially if you have many large caverns with lots of flowing lava, so there are a lot of lighting updates going on. Are you sure you're not seeing that effect?
What file format do I create custom brushes with? Should they be a specific size (512x512) or have any transparency?
They can be PNG or JPEG files. PNG is better though, as it is a lossless compression format; JPEG has compression artefacts. They can have any size, although they will be made square so if you don't want it to be distorted it should be square to begin with. They should be non-transparent grey scale images, where black means no effect and white means maximum effect.
Have you considered adding any keyboard shortcuts? I am a long-time Photoshop user and use shortcut keys as a way to quickly switch back and forth between tools and brushes, so I (among others, I'm sure) would definitely appreciate a single key to switch back and forth between tools. (Single keys for zoom in/out/reset would also be appreciated. Please keep in mind that some people are on laptops that do not have easy access to numeric keypads, like my Thinkpad.)
There are already many keyboard shortcuts in WorldPainter. Here is an overview. Note that on a Mac you should use the Command key instead of Ctrl:
Have you considered adding pressure-sensitivity to brushes via tablets? I use a Wacom Bamboo Pen and would love to see the pressure tied to the brush slider bar.
It is! The slider doesn't move though, instead it sets the maximum effect, in other words how hard the tool is applied when you exert maximum pressure. If you want to have the entire range of intensity available to you set the slider all the way to the right.
You can also use the buttons on the pen to change the brush size, and you can use the eraser end to perform the inverse operation (reset the terrain type, lower the terrain, erase the layer, etc.).
It seems on the biome view map, zooming out semi-freezes the window. Is this normal behavior? (I am using the 64-bit Windows version of
I'm not sure what you mean by semi-freezing. Calculating the biomes becomes much slower when you zoom out, since each tile represents a much larger (four times as large as the previous zoom level) area of the world. But the program should not hang.
The suggestions:
Ctrl nupad+- = EWWWWWW, please add support for ctrl-mousewheel for zoom.
add a "hand" tool like acrobat reader that lets you drag the map around instead of messing with the scroll bars
As Dri0m points out, Ctrl+mousewheel already works for zoom. Also you can drag the map around by dragging with the middle mouse button.
Ravines and so on are designed mostly by myself, and maybe even mineshafts which is fine for me, but what about strongholds? Are these created by minecraft when I allow minecraft to populate the terrain or they will not exist if the map is generated by worldpainter?
No, Minecraft does not generate villages, abandoned mines or strongholds when you let it populate the terrain. Nor does WorldPainter. I'm afraid you will have to do it yourself! :wink.gif:
I just released version 0.5.2, in which a bug with the Minecraft 1.2 exports has been fixed. Border and bedrock wall chunks were still being exported in the old format, even for Minecraft 1.2 exports. This has been fixed. If you installed 0.5.1 since my last post please restart WorldPainter to get the 0.5.2 update.
However, build 12w07b of Minecraft still hangs with a light blue screen (which later turns black) when it loads bedrock wall chunks. If the bedrock walls are far enough away you may not encounter this initially, but when you get close enough for the chunks to be loaded Minecraft hangs. I don't know whether this is a bug in Minecraft or in WorldPainter. I'll look into it, but in the mean time please don't use the "bedrock walls" option for Minecraft 1.2 exports!
I created WorldPainter. For support, please visit the WorldPainter subreddit.
[EDIT]
Actually, I ended up posting about it in several threads. I hope you don't mind. :wink.gif:
And also, thank you so much for the following statement and commitment:
This means a LOT to the Higher World Community. :smile.gif:
Heads up though, looks like Anvil is only really Semi-Cubic. It'll take some time for things to shake down and see where they end up, but I sincerely hope that once things are figured out we can work out some way for WorldPainter to become Cubic Chunks Mod compatible too. But we'll need to see what Robinton does regarding Anvil first.
Thank You for everything Captain_Chaos!
- The Cubic Chunks Mod is back! Be a part of it's rebirth and Development.
-- Robinton's Mods: [ Mirror ] for some of his Mods incl Cubic Chunks Mod, due to DropBox broken links.
- Dungeon Generator for the Open Cubic Chunks Mod
- QuickSAVE-QuickLOAD for the Open Cubic Chunks Mod
I just released version 0.5.3 of WorldPainter. It's not exactly a bug fix, but it fixes worlds which were imported from non-standard height maps with version 0.5 or earlier of WorldPainter. These worlds were not imported correctly and as a result could not be exported or merged. This release fixes those worlds upon opening them so they can once again be exported or merged.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
One thing I'd like to see, though, is a 'slope' tool. Define an area (rectangular, or better yet, freeform), and a beginning and ending height, and it creates the slope for you. Good for areas where you want long, gradual slopes.
Thanks! :smile.gif:
Interesting idea. I may add such a tool at some point. In the mean time you can already do something approximating this via a roundabout way, which may be useful in some circumstances: use one of the Linear brushes and increase the brush size to a very large size and then use the Height tool to create a slope in all directions, and then use the Flatten tool to bring the areas you don't want to be sloped back down to ground level.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
You can make areas more or less rich in all resources, but not different ores in different areas.
You could approximate it crudely by using the Resources layer in combination with Populate. For instance, you could check "let Minecraft populate the entire terrain" to get the normal level of resources everywhere, and then set the Resources layer to have only one or two resources (set the rest to 0 permille) and paint it in the areas where you want more of those resources. Or you could paint the Populate layer in some areas and the Resources layer, with a different mix of resources, in other areas.
Of course the downside of using Populate is that it doesn't just add resources underground, but also vegetation, trees, lakes of water and lava, snow and ice, etc. on the surface.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
Also note that water in it's improper form. Currently water has been set to block 8.0 (still water) instead of item 9.0 active water. The same goes for lava. Which causes problems when the cavern chunks generate. Leaving hang water / lava as one digs.
Brush Request:
Flower field, when i attempted to add flowers on the map as an item they stacked in five removing the grass beneath them. They need to be placed the way the grass brush works.
I've noted this as well. Fairly significant bug.
How do I define "custom materials" for use as my underground material? I would like mossy cobble but its not on the list.
EDIT: Ah, I get it. Right click the 5 numbers below the material box, and select material.
Not until Minecraft 1.2 comes out, sorry. It's too much work to keep chasing weekly builds, in which the biomes may be different every week. I hope to have biome painting finished soon so you won't have to rely on the Minecraft biomes.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
The trees are not broken, they just look different than Minecraft trees. I made them more irregular on purpose, as real trees aren't perfectly symmetric. I think they look better this way, especially a lot of them together.
If you really want Minecraft trees, you can use the Populate layer, together with the Biomes layer/tool for finding/changing where the forests are.
This is not correct. WorldPainter does create water with block ID 9, but you have the block ID's mixed up. Block ID 8 is flowing water, and it is used by Minecraft for the lower height, flowing water blocks created when still water starts flowing. If a water block is not flowing any more it reverts to block ID 9, still water (this is the principle behind infinite springs). Creating the water blocks with ID 8 would not be useful, as it would revert back to ID 9 anyway since it can't flow anywhere initially, and it would create a lot of lag while doing so.
Still water is supposed to start flowing when a block next to it is updated, but I have noticed that Minecraft sometimes takes a very long time to start doing that, probably because there are a lot of other block updates going on. Specifically, if you have many large underground caverns with lots of flowing water and lava it may take a long time for Minecraft to get around to starting a newly uncovered water block flowing.
You're misunderstanding the Terrain tool. It is used to change the terrain type, in other words the type of the top soil layer. You attempted to turn the top soil into flowers, which obviously will not work. :wink.gif:
I will add some way to paint blocks on top of the terrain in the near future, but for now that is not possible yet in WorldPainter itself.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
Thank you very much! I'm glad you like it so much. :smile.gif:
PS: what is this RPG project? I'd be interested to see it!
I created WorldPainter. For support, please visit the WorldPainter subreddit.
I think an installer is far superior to a zip file, especially for a Java program. Manually starting a program from a zip can be a lot of hassle, both for the user and for the person who has to answer their questions... :wink.gif:
It's also more secure, especially in this case since the installer and the program are signed by me. As long as it says that the publisher is "pepsoft.org" you can be certain that it came from me and has not been tampered with, something you can never be sure of with a zip file.
Support for Anvil is already in. :wink.gif: Manual biome modification is not yet in, but I'm working on it.
Bring it on! :wink.gif: All suggestions are appreciated, as long as you understand that I get a huge number of them, and I reserve the right to make my own decisions about which ones I implement (unless someone wants to sponsor me to add a certain feature of course).
I'd be interested to see what you built, one programmer to another.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
Hope you can answer these questions. Thanks for creating such an awesome tool!
The good:
Great installer, love the auto updater.
Looks really nice and works well.
The suggestions:
Ctrl nupad+- = EWWWWWW, please add support for ctrl-mousewheel for zoom.
add a "hand" tool like acrobat reader that lets you drag the map around instead of messing with the scroll bars
Hey aXu, good to see you around again! :smile.gif:
Captain_Chaos; Do you do any Python programming? The newly Open-Sourced MCEdit needs someone to update it for Anvil, and seeing as you have some experience with Anvil. :wink.gif: Also; the Reward for coding the Anvil compatibility is now up to US$105. :smile.gif:
- The Cubic Chunks Mod is back! Be a part of it's rebirth and Development.
-- Robinton's Mods: [ Mirror ] for some of his Mods incl Cubic Chunks Mod, due to DropBox broken links.
- Dungeon Generator for the Open Cubic Chunks Mod
- QuickSAVE-QuickLOAD for the Open Cubic Chunks Mod
Yeah, that's a feature, not a bug. :wink.gif: I figured that people would find it very annoying if the terrain would revert to the altitude-dependent default whenever they changed the height, even if they had previously changed the terrain to something else and presumably wanted it to stay that way. So I made only the Mountain tool do that, and made the terrain tools reset to the default when you right-click. I may make it an option which can turn on and off.
That is exactly right. I agree the caverns are a bit simplistic. It's one of the earliest features and I didn't put too much time into them, but I'm definitely planning to add a more tunnel like form of caves.
They shouldn't be breaking the surface though, let alone slice mountain tops in half. Are you sure you didn't check "caverns break the surface"?
As far as I'm aware the light calculations are correct. Could you give me some more details? Or possibly a screenshot? I've noticed that lighting calculations can sometimes be very laggy in Minecraft, especially if you have many large caverns with lots of flowing lava, so there are a lot of lighting updates going on. Are you sure you're not seeing that effect?
I created WorldPainter. For support, please visit the WorldPainter subreddit.
They can be PNG or JPEG files. PNG is better though, as it is a lossless compression format; JPEG has compression artefacts. They can have any size, although they will be made square so if you don't want it to be distorted it should be square to begin with. They should be non-transparent grey scale images, where black means no effect and white means maximum effect.
There are already many keyboard shortcuts in WorldPainter. Here is an overview. Note that on a Mac you should use the Command key instead of Ctrl:
Menus:
File: Alt+i
Edit: Alt+e
View: Alt+v
Tools: Alt+t
Help: Alt+h
Actions:
New world: Ctrl+N
Open world: Ctrl+O
Import Minecraft map: Ctrl+I
Import height map: Ctrl+M
Save world: Ctrl+S
Export world: Ctrl+E
Merge world: Ctrl+R
Undo: Ctrl+Z
Redo: Ctrl+Y
Edit dimension properties: Ctrl+P
Add tile: Ctrl+T
Zoom in: Ctrl++ (numeric keypad or main keyboard)
Zoom out: Ctrl+- (numeric keypad or main keyboard)
Reset zoom: Ctrl+0
Configure grid or overlay: Ctrl+V
Show 3D view: Ctrl+3
Increase brush size: + (numeric keypad or main keyboard)
Decrease brush size: - (numeric keypad or main keyboard)
Tools:
Flood with water: Alt+f
Flood with lava: Alt+l
Height tool: Alt+h
Flatten tool: Alt+a
Smooth tool: Alt+s
Mountain tool: Alt+m
Biome tool: Alt+b
Layers:
Frost: Alt+o
Caverns: Alt+c
Deciduous: Alt+d
Pine: Alt+n
Resources: Alt+r
Populate: Alt+p
It is! The slider doesn't move though, instead it sets the maximum effect, in other words how hard the tool is applied when you exert maximum pressure. If you want to have the entire range of intensity available to you set the slider all the way to the right.
You can also use the buttons on the pen to change the brush size, and you can use the eraser end to perform the inverse operation (reset the terrain type, lower the terrain, erase the layer, etc.).
I'm not sure what you mean by semi-freezing. Calculating the biomes becomes much slower when you zoom out, since each tile represents a much larger (four times as large as the previous zoom level) area of the world. But the program should not hang.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
As Dri0m points out, Ctrl+mousewheel already works for zoom. Also you can drag the map around by dragging with the middle mouse button.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
No, Minecraft does not generate villages, abandoned mines or strongholds when you let it populate the terrain. Nor does WorldPainter. I'm afraid you will have to do it yourself! :wink.gif:
I created WorldPainter. For support, please visit the WorldPainter subreddit.