One suggestion though, it'd be really awesome if it had the ability to import a terrain map to a circular world, instead of just a square world.
I assume you mean import a height map? That's a good idea. I'll add an option to turn zero-valued pixels into Void. That way you can create worlds of any shape you want.
How do I make beaches not a direct drop off? When I make them they always look stupid.
By not making them a direct drop off? You have full control. If you need specific help you're going to have to ask way more specific questions. We can't read your mind or look on your screen!
long thread so I'm not sure if this has been asked already, but is there a way to make the top layer of dirt/grass smaller? For example, 1 layer of grass followed by a 1 block layer of dirt and then stone? I tried to do this with the thickness option for custom terrain brushes, but it didn't work.
I was wondering if there were any plugins that exist for worldpainter, because there is a folder for them.
There is one official plugin so far, called AutumnForest, which you can download here (and place in the plugins folder you discovered). Restart WorldPainter and it will show up on the Layers panel. It's pretty self explanatory.
I hope to create more plugins in the future, and perhaps I will open up the plugin API so others can create plugins for WorldPainter.
Whenever I make a beach is has land, then it has a vertical drop. How do I make it gradual without messing up the water. Last time I tried it do add blobs and then smooth, it made the water above it lumpy.
... is there a way to make the top layer of dirt/grass smaller? For example, 1 layer of grass followed by a 1 block layer of dirt and then stone? I tried to do this with the thickness option for custom terrain brushes, but it didn't work.
I'm not sure what you mean by that. The custom terrain types don't have a thickness setting.
The depth of the top layer is random and there is no way to influence it. However, you can use a custom ground cover layer to do what you want. First change the surface terrain to Stone (or whatever you want the subsurface material to be). Then create a custom ground cover layer, set the block type to Grass and the thickness to two, and paint it in with a solid brush at 100% intensity.
Doing this everywhere would be pretty tedious, so only do it where it's important that the top layer has an exact thickness. Also you have to take into account that the actual terrain height will be higher than the terrain height indicated in WorldPainter, since the custom ground cover layer is added on top of that.
Whenever I make a beach is has land, then it has a vertical drop. How do I make it gradual without messing up the water. Last time I tried it do add blobs and then smooth, it made the water above it lumpy.
If there's a vertical drop it's because you are creating a vertical drop. What exactly do you mean by "beach"? How are you making this beach? I suspect you're doing things in a needlessly complicated way which is causing you problems. You really are going to have to give more details, I still can't read your mind. Add blobs? Lumpy? What?
For the record, the normal way to make beaches is to lower or raise the land using the Height tool (or other tools) to create the shape of the water (if you lower the land below the ground water level water will appear automatically), and then right-click and drag along the edges of the water with any Terrain type selected. That will create beaches along the water's edge (at least if you left "beaches" enabled on the New World screen).
I disabled beaches, and by blobs and lumpy, I meant that I use the raise tool to drag the land around the coast up a bunch, then use the smooth tool to make it smooth and coast-like. By beach all I meant is a gradual drop in the sand until it reaches the seafloor.
I disabled beaches, and by blobs and lumpy, I meant that I use the raise tool to drag the land around the coast up a bunch, then use the smooth tool to make it smooth and coast-like. By beach all I meant is a gradual drop in the sand until it reaches the seafloor.
Well, if you do what you just described, you will get a smooth drop off. Using the Smooth tool around the water's edge will smooth the land above and below the water. You must be leaving something out. Maybe you should post some pictures to show exactly what you're doing. (Use a spoiler tag please, so they don't clutter up the thread.)
I've been making a map using this program for about a month now and it's been gradually growing in size. Today, after loading it up onto my server and adding things ingame, trying to bring it back into WorldPainter it tells me the map is too big D:
This map is too large to be displayed by WorldPainter!
It is 1255248 by 12552192 blocks (784528 by 784512 chunks).
I'm sure you'll agree that seven hundred thousand chunks by seven hundred thousand chunks is quite large. WorldPainter would probably need several thousand TB to be able to load a map that size, and traversing it would probably take a couple of years.
What probably happened is that you somehow (perhaps using a mod? experimenting with teleporting?) added chunks at a huge distance from the main body of the map, so that the total dimensions from edge to edge are now incredibly large.
You need to fix it by deleting those outlying chunks. One way to do so is to delete the region files which contain those chunks. They are usually easy to find. If you look in the region directory you'll see that most of the files have coordinates that are very close together. There should be at least one file, possibly several, with wildly different numbers. Delete those, and try to import the map again.
I have made 4 separate maps that are 5120 x 5120 and now want to combine them as the 4 quadrants of a larger world. I cannot for the life of me figure out a way to do so.
I've tried exporting height maps for each of the four worlds then combining their height maps in GIMP then using that as a starting point but in spite of having an area at 0 y and one at 255y on each heightmap to make the 'scale' of the heights consistent the heights do not import accurately.
I've tried merging but it seems that the problem there is that the origin point is in the center of all 4 so they in essence just paste on top of each other. Is there a way to move the origin point on a world?
Please help!
btw since I assume someone will want to make this suggestion, MCEdit can't handle a cut and paste of this magnitude even on a mega computer.
The latest update fixed it. Now the water is not lumpy. One more question though, whats the best way to make land height similar to that in vanilla minecraft, since I started with a flat area, it is hard to make it the right hilliness.
I have made 4 separate maps that are 5120 x 5120 and now want to combine them as the 4 quadrants of a larger world. I cannot for the life of me figure out a way to do so.
I've tried exporting height maps for each of the four worlds then combining their height maps in GIMP then using that as a starting point but in spite of having an area at 0 y and one at 255y on each heightmap to make the 'scale' of the heights consistent the heights do not import accurately.
I've tried merging but it seems that the problem there is that the origin point is in the center of all 4 so they in essence just paste on top of each other. Is there a way to move the origin point on a world?
Please help!
btw since I assume someone will want to make this suggestion, MCEdit can't handle a cut and paste of this magnitude even on a mega computer.
I've tried merging but it seems that the problem there is that the origin point is in the center of all 4 so they in essence just paste on top of each other. Is there a way to move the origin point on a world?
I assume you mean import a height map? That's a good idea. I'll add an option to turn zero-valued pixels into Void. That way you can create worlds of any shape you want.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
By not making them a direct drop off? You have full control. If you need specific help you're going to have to ask way more specific questions. We can't read your mind or look on your screen!
I created WorldPainter. For support, please visit the WorldPainter subreddit.
There is one official plugin so far, called AutumnForest, which you can download here (and place in the plugins folder you discovered). Restart WorldPainter and it will show up on the Layers panel. It's pretty self explanatory.
I hope to create more plugins in the future, and perhaps I will open up the plugin API so others can create plugins for WorldPainter.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
I'm not sure what you mean by that. The custom terrain types don't have a thickness setting.
The depth of the top layer is random and there is no way to influence it. However, you can use a custom ground cover layer to do what you want. First change the surface terrain to Stone (or whatever you want the subsurface material to be). Then create a custom ground cover layer, set the block type to Grass and the thickness to two, and paint it in with a solid brush at 100% intensity.
Doing this everywhere would be pretty tedious, so only do it where it's important that the top layer has an exact thickness. Also you have to take into account that the actual terrain height will be higher than the terrain height indicated in WorldPainter, since the custom ground cover layer is added on top of that.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
If there's a vertical drop it's because you are creating a vertical drop. What exactly do you mean by "beach"? How are you making this beach? I suspect you're doing things in a needlessly complicated way which is causing you problems. You really are going to have to give more details, I still can't read your mind. Add blobs? Lumpy? What?
For the record, the normal way to make beaches is to lower or raise the land using the Height tool (or other tools) to create the shape of the water (if you lower the land below the ground water level water will appear automatically), and then right-click and drag along the edges of the water with any Terrain type selected. That will create beaches along the water's edge (at least if you left "beaches" enabled on the New World screen).
I created WorldPainter. For support, please visit the WorldPainter subreddit.
Well, if you do what you just described, you will get a smooth drop off. Using the Smooth tool around the water's edge will smooth the land above and below the water. You must be leaving something out. Maybe you should post some pictures to show exactly what you're doing. (Use a spoiler tag please, so they don't clutter up the thread.)
I created WorldPainter. For support, please visit the WorldPainter subreddit.
What is the exact message that it gives?
I created WorldPainter. For support, please visit the WorldPainter subreddit.
I'm sure you'll agree that seven hundred thousand chunks by seven hundred thousand chunks is quite large. WorldPainter would probably need several thousand TB to be able to load a map that size, and traversing it would probably take a couple of years.
What probably happened is that you somehow (perhaps using a mod? experimenting with teleporting?) added chunks at a huge distance from the main body of the map, so that the total dimensions from edge to edge are now incredibly large.
You need to fix it by deleting those outlying chunks. One way to do so is to delete the region files which contain those chunks. They are usually easy to find. If you look in the region directory you'll see that most of the files have coordinates that are very close together. There should be at least one file, possibly several, with wildly different numbers. Delete those, and try to import the map again.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
I've tried exporting height maps for each of the four worlds then combining their height maps in GIMP then using that as a starting point but in spite of having an area at 0 y and one at 255y on each heightmap to make the 'scale' of the heights consistent the heights do not import accurately.
I've tried merging but it seems that the problem there is that the origin point is in the center of all 4 so they in essence just paste on top of each other. Is there a way to move the origin point on a world?
Please help!
btw since I assume someone will want to make this suggestion, MCEdit can't handle a cut and paste of this magnitude even on a mega computer.
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Try using Merge World found in the file menu.
I've tried merging but it seems that the problem there is that the origin point is in the center of all 4 so they in essence just paste on top of each other. Is there a way to move the origin point on a world?
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