i tried to instal the program but it won't install for some reason. it says it couldn't find java VM but i got it installed so i don't know why it wont work.
<snip>
i really wanted to use it
greetz
Please don't post such long messages raw, you are cluttering up the thread. It's better to put the debug info in [spoiler] tags so that it is hidden by default, or send it to me in a private message.
Hows the progress comming on the biome painting? I so can't wait, hope the maps ground in the editor will change from the default green to the biomne colors as we paint with it.
You people had better all be saving up to show me some love when I bring out this biome painting functionality!
I'm not kidding by the way. Donations have been extremely lacklustre so far (in fact I have received four donations over the last year (for which I'm very grateful, thank you, you know who you are! :))). I'm not complaining, this is a hobby for me and I enjoy working on it, but a decent amount of donations coming in would enable me to spend much more time on WorldPainter! So please show your appreciation. If you've been waiting or hesitating, please wait no more. All you need is a credit card (if you don't have one perhaps your parents or a friend does!):
I'm experiencing a rather severe issue with any world I generate with WorldPainter.
Basically in while playing on a map in (1.2.3), chunks will load very very slowly. Basically, chunks will only generate if you are actually on them, or on a chunk adjacent to them. Which makes the map completely unplayable. However pausing the game will allow chunks to load at a normal rate.
The world I generated is about 75MB, and is relatively simple, with a low world height. (meaning there are far less blocks per chunk compared to normal maps). If anything you would expect the world to load faster.
I'm not sure what is causing this, but I will try to get to the bottom of it. I've seen some youtube videos of people experiencing the same issue, but I've never seen it discussed.
Even the last part I still ment it. I know it changes with the biome preview. I just hope it stays that way with the biome painting AND includes colors for all the biomes, not just -some- as the current biome preview does. As is the biome preview is just to show where it will rain/snow/swamp/sandvill and don't truly show ALL the biomes.
Basically in while playing on a map in (1.2.3), chunks will load very very slowly. Basically, chunks will only generate if you are actually on them, or on a chunk adjacent to them. Which makes the map completely unplayable. However pausing the game will allow chunks to load at a normal rate.
Did you use the Populate layer? Or check "allow Minecraft to populate the entire terrain"? This will greatly increase the lag when loading new chunks, as Minecraft has to populate them after loading them, as opposed to just loading the blocks. If this is the case, I would look hard at whether you actually need Populate. Most people don't. See this post for more details.
Did you use the Populate layer? Or check "allow Minecraft to populate the entire terrain"? This will greatly increase the lag when loading new chunks, as Minecraft has to populate them after loading them, as opposed to just loading the blocks. If this is the case, I would look hard at whether you actually need Populate. Most people don't. See this post for more details.
That makes sense, but what worries me is that fact that chunks which I have already explored (and have already been populated) still suffer from slow loading.
I will try removing the population layer.
Edit: After removing the population layers, resource layer, and making sure "allow minecraft to populate chunks" was turned off I am STILL getting the same problem. Despite the fact each chunk would be considered fully populated.
Edit2: I found the problem! It wasn't a population issue or lighting issue as I previously though, it was the massive amounts of overlapping Mycelium I had on the map. Basically every chunk had massive amount of Mycelium blocks unexposed to light, which meant thousands of blocks had to be updated on each pass. (Mycelium turning into dirt).
When I made my world I chose the base material to be Mycelium (which means it ran several blocks deep). It was a simple and costly mistake, which I've seen quite a few people make. (The same thing would happen with grass blocks.)
I found a minor bug that wouldn't bother me if I wasn't OCD lol, but when you make a new map, the spawn (while it is in 0,0) is off center of the map. I tested this with a 8x8 (1024x1024 blocks) map, and going east and west (up and down) each border was 512 and -512... BUT when going north/south (left to right) on the south (left) side it went up to 527, while north (right) only went to -496. I would really like for this to be fixed, as I NEED my spawn to be dead center of the map AND at the orgin (0,0). Thanks for making the tool btw! The only thing I dislike is that everything is fairly slow (needs a double speed like the guy above a few posts said) and that I can't make organic mountains easily. as I said before(but cant find it now :/) your noise pen needs to be more random, and possibly a way to affect entire map (I'm going for mountain survival map, and making that many mountains that are circular and too symmetrical into dynamic, organic, sharp-edged mountains is a pain, speaking of which, crack and noise pens cant be used for mountains (which im sure your aware of, but if not can you fix it? :3)) Good luck!!
Also, I plan on donating eventually, but atm I cannot >.<
Wow at last I can truly see what color my texture packs make my biomes with out it being a rough guess based on a chart xD Still can't wait to paint these!
(and for curious people)
(Plains) (Desert)(Extreme Hills) (Forest) (Taiga) (Swampland)(River)(Jungle)(Ice Plains) (Mushroom Island (biome color with out the Mycelium)
Default green around is ocean
Edit2: I found the problem! It wasn't a population issue or lighting issue as I previously though, it was the massive amounts of overlapping Mycelium I had on the map. Basically every chunk had massive amount of Mycelium blocks unexposed to light, which meant thousands of blocks had to be updated on each pass. (Mycelium turning into dirt).
Ah! Thanks for finding this out. I'll make it so WorldPainter only renders the topmost block as Mycelium, and any lower blocks as Dirt (like it already does for Grass, so with Grass you should not encounter this problem).
I hope you saw this post by me and didn't overlook it, as the bug is fairly annoying for me.
Yes I saw your post, but unfortunately that's not going to change any time soon. It's not a bug, it is that way for historical technical reasons.
I may one day rotate the editor so north is once again up, and at that point the coordinate systems of WorldPainter and Minecraft will line up and there will be no reason for this shift any more, but until that day it is far too much work to do something about it.
You can change the spawn point, so you can already put it in the centre of the map (although the map is always an even number of blocks to a side, so the exact centre will always be impossible).
And if you really need the spawn to be at 0,0 and the map to extend exactly the same number of blocks in each direction you could probably do that by creating the map a little bit too large with WorldPainter and then trimming it with for instance MCEdit, but I find it hard to imagine why this would be so important.
i tried to instal the program but it won't install for some reason. it says it couldn't find java VM but i got it installed so i don't know why it wont work.
Thanks for trimming your message, although you didn't have to take the text out altogether. Just put [spoiler] tags around it, that will hide the text by default but allow people to click on it to show it.
I don't know what is causing the problem. It's the first I've seen this specific message, and I don't know what could have caused it. The problem does not appear to be that it really can't find the Java VM, instead something is going wrong loading an installer component, but I don't know exactly what or why.
All I can do is give you my generic advice: download the program again, try temporarily disabling all firewalls, malware/virus scanners and other programs which might be interfering with the installation, make sure you are executing the installer from the Downloads folder and not the Documents folder or another folder which is not meant for keeping programs in, if you're using a custom Windows theme try resetting it to the default theme.
You seem to be running 64-bit Windows, so if all else fails, try to install the 64-bit version of Java (from http://java.com/en/download/manual.jsp) and the 64-bit version of WorldPainter.
it's funny that you say that, because i'm a lazy person, and i'd probably just prefer to use your idea and have the biomes pregenerated based upon height values. ocean at <48, continental shelf 48 - 60, beach at wherever the height difference isn't too great between shoreline and land for up to 8 blocks either side, then swamps where river meats ocean, forest next to river, plains next to forest and desert next to plains and far from forest or river. with that kind of intricacy, and a bunch of configurable settings, i'd barely have to touch up from a heightmap. apart from those damn rivers... they still mess with me. i'd certainly want a 're-calibrate according to rivers' function to go with that kind of biome mapping. stupid goddamn rivers, the bane of good mapping i swear.
Ah! Thanks for finding this out. I'll make it so WorldPainter only renders the topmost block as Mycelium, and any lower blocks as Dirt (like it already does for Grass, so with Grass you should not encounter this problem).
Please don't post such long messages raw, you are cluttering up the thread. It's better to put the debug info in [spoiler] tags so that it is hidden by default, or send it to me in a private message.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
He means being able to manually edit biome data, not just have them randomly generate with a world seed.
Say I wanted to make my entire world a swamp biome to give everything a dark and gloomy effect.
The anvil world format handles biome data differently, so it would be possible.
I'm not kidding by the way. Donations have been extremely lacklustre so far (in fact I have received four donations over the last year (for which I'm very grateful, thank you, you know who you are! :))). I'm not complaining, this is a hobby for me and I enjoy working on it, but a decent amount of donations coming in would enable me to spend much more time on WorldPainter! So please show your appreciation. If you've been waiting or hesitating, please wait no more. All you need is a credit card (if you don't have one perhaps your parents or a friend does!):
I created WorldPainter. For support, please visit the WorldPainter subreddit.
Basically in while playing on a map in (1.2.3), chunks will load very very slowly. Basically, chunks will only generate if you are actually on them, or on a chunk adjacent to them. Which makes the map completely unplayable. However pausing the game will allow chunks to load at a normal rate.
The world I generated is about 75MB, and is relatively simple, with a low world height. (meaning there are far less blocks per chunk compared to normal maps). If anything you would expect the world to load faster.
I'm not sure what is causing this, but I will try to get to the bottom of it. I've seen some youtube videos of people experiencing the same issue, but I've never seen it discussed.
Did you use the Populate layer? Or check "allow Minecraft to populate the entire terrain"? This will greatly increase the lag when loading new chunks, as Minecraft has to populate them after loading them, as opposed to just loading the blocks. If this is the case, I would look hard at whether you actually need Populate. Most people don't. See this post for more details.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
That makes sense, but what worries me is that fact that chunks which I have already explored (and have already been populated) still suffer from slow loading.
I will try removing the population layer.
Edit: After removing the population layers, resource layer, and making sure "allow minecraft to populate chunks" was turned off I am STILL getting the same problem. Despite the fact each chunk would be considered fully populated.
Edit2: I found the problem! It wasn't a population issue or lighting issue as I previously though, it was the massive amounts of overlapping Mycelium I had on the map. Basically every chunk had massive amount of Mycelium blocks unexposed to light, which meant thousands of blocks had to be updated on each pass. (Mycelium turning into dirt).
When I made my world I chose the base material to be Mycelium (which means it ran several blocks deep). It was a simple and costly mistake, which I've seen quite a few people make. (The same thing would happen with grass blocks.)
Also, I plan on donating eventually, but atm I cannot >.<
Wow at last I can truly see what color my texture packs make my biomes with out it being a rough guess based on a chart xD Still can't wait to paint these!
(and for curious people)
(Plains) (Desert)(Extreme Hills) (Forest) (Taiga) (Swampland)(River)(Jungle)(Ice Plains) (Mushroom Island (biome color with out the Mycelium)
Default green around is ocean
i think that is a brilliant idea, but at the same time, i'm hoping that we can import a picture of biome data much like a heightmap.
Ah! Thanks for finding this out. I'll make it so WorldPainter only renders the topmost block as Mycelium, and any lower blocks as Dirt (like it already does for Grass, so with Grass you should not encounter this problem).
I created WorldPainter. For support, please visit the WorldPainter subreddit.
Yes I saw your post, but unfortunately that's not going to change any time soon. It's not a bug, it is that way for historical technical reasons.
I may one day rotate the editor so north is once again up, and at that point the coordinate systems of WorldPainter and Minecraft will line up and there will be no reason for this shift any more, but until that day it is far too much work to do something about it.
You can change the spawn point, so you can already put it in the centre of the map (although the map is always an even number of blocks to a side, so the exact centre will always be impossible).
And if you really need the spawn to be at 0,0 and the map to extend exactly the same number of blocks in each direction you could probably do that by creating the map a little bit too large with WorldPainter and then trimming it with for instance MCEdit, but I find it hard to imagine why this would be so important.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
Thanks for trimming your message, although you didn't have to take the text out altogether. Just put [spoiler] tags around it, that will hide the text by default but allow people to click on it to show it.
I don't know what is causing the problem. It's the first I've seen this specific message, and I don't know what could have caused it. The problem does not appear to be that it really can't find the Java VM, instead something is going wrong loading an installer component, but I don't know exactly what or why.
All I can do is give you my generic advice: download the program again, try temporarily disabling all firewalls, malware/virus scanners and other programs which might be interfering with the installation, make sure you are executing the installer from the Downloads folder and not the Documents folder or another folder which is not meant for keeping programs in, if you're using a custom Windows theme try resetting it to the default theme.
You seem to be running 64-bit Windows, so if all else fails, try to install the 64-bit version of Java (from http://java.com/en/download/manual.jsp) and the 64-bit version of WorldPainter.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
it's funny that you say that, because i'm a lazy person, and i'd probably just prefer to use your idea and have the biomes pregenerated based upon height values. ocean at <48, continental shelf 48 - 60, beach at wherever the height difference isn't too great between shoreline and land for up to 8 blocks either side, then swamps where river meats ocean, forest next to river, plains next to forest and desert next to plains and far from forest or river. with that kind of intricacy, and a bunch of configurable settings, i'd barely have to touch up from a heightmap. apart from those damn rivers... they still mess with me. i'd certainly want a 're-calibrate according to rivers' function to go with that kind of biome mapping. stupid goddamn rivers, the bane of good mapping i swear.
Awesome, thanks for your response.
I'm glad I noticed it.