This is... very nice. I have a few maps dating back a few versions and I love them all. Now I can add them all to one map and enjoy them together!
How does this handle caves underground though? This works nice for topside but does it just flat wall caves below?
and how do you set where in the new world the worlds merge at?
Yeh, this is top side only. Trying to round off cave tunnel endings would need a pretty different approach and a lot of work... not really worth it for the results I don't think. These kinds of caves never really looked that out of place pre 1.7 tbh.
One small suggestion: In the windows version include simple .bat files to help the noobies out there.
I fear that would put way too much power in the hands of users who don't know what they're doing to do some serious damage so I'm not sure if that's such a good idea.
The Meaning of Life, the Universe, and Everything.
Location:
Deep in a Mineshaft
Join Date:
12/17/2010
Posts:
58
Minecraft:
Pjpuas
Member Details
Agreed, this tool is amazing! The transition from old map generation style to the new is
so smooth. I didn't even modify any of the settings, I am more than happy with the results as is.
Honestly, I cannot recommend this tool enough. No more ugly **** cliffs!
The Meaning of Life, the Universe, and Everything.
Location:
Deep in a Mineshaft
Join Date:
12/17/2010
Posts:
58
Minecraft:
Pjpuas
Member Details
I know its kinda lame with having a water mark and all, but I think this tool deserves more attention.
So I made a quick little video to see if it'll catch more downloads.
I got this error: "UnicodeDecodeError: 'ascii' codec can't decode byte 0xec in position 10: ordinal not in range(128)" when I ran it with --trace. Anyone know what it means? I could probably figure it out but I don't have the effort to look into it :biggrin.gif:
Actually, if someone wants to lay out each step in detail of using this tool, that would also be appreciated. Although I think that would be more tedious and time consuming.
What OS are you running on? If its Windows, you could take a look at the last post on the first page, that should
get you going enough. Unfortunately, I cannot offer help for other OSes.
I got this error: "UnicodeDecodeError: 'ascii' codec can't decode byte 0xec in position 10: ordinal not in range(128)" when I ran it with --trace. Anyone know what it means? I could probably figure it out but I don't have the effort to look into it :biggrin.gif:
Can you provide your entire output? I need to have a look at the traceback that should have preceded the error line you quoted.
I've uploaded a new version of the tool. The major changes are in the elimination of the reliance on MCEdit to do things like shifting the sea level and the need for relighting chunks; this tool is all you need now. Chunk relighting means no more oddly dark areas on the surface.
The instructions on the project page have been updated appropriately. There's also been a minor tweak to do with floating trees. The floating trees that are removed now have their corresponding sapling replanted below them.
Will this work to smooth out terrain in a pre-1.8.1 map where new chunks have already been generated? Or would Single Player Commands be better here?
I built my newest base on a boundary between an old chunk and one generated in 1.8.1 and wanted something easier to use than using INVEdit. Some ocean was generated right on a boundary, and I've been using INVEdit or MCEdit to fill in the water. The latter seems much more cumbersome for me to use in this fashion - its been good for extending rail lines or repairing Enderman damage, but it seems difficult to me to use to smooth out large scale features.
Will this work to smooth out terrain in a pre-1.8.1 map where new chunks have already been generated? Or would Single Player Commands be better here?
I built my newest base on a boundary between an old chunk and one generated in 1.8.1 and wanted something easier to use than using INVEdit. Some ocean was generated right on a boundary, and I've been using INVEdit or MCEdit to fill in the water. The latter seems much more cumbersome for me to use in this fashion - its been good for extending rail lines or repairing Enderman damage, but it seems difficult to me to use to smooth out large scale features.
The tool has no automatic way of detecting which chunks come from which version. However you can help it out manually so this will probably still save you effort. The trick is generating the correct contour.dat file (this is step 3 in the instructions with the --trace switch).
Make a copy of your world then go into MCEdit and delete all the new chunks that were generated (the ones that don't match up with the old terrain). Run step 3 from the instructions (this is the --trace step). Now get the contour.dat file from that world's directory and put it into the directory of the real world you want to smooth. Finally run all the steps on the real world, but making sure to skip step 3, since you already have the contour data. Of course make back ups in case the result isn't what you expected!
Because I had already explored a large area of my original world I did the following....
Loaded in my map ('World') into MCEdit
Selected the area I want to keep
'Select Chunks' to line it up to nearest 'chunk'
Selected the 'Chunk Control' tool, followed by the 'Prune' function
Moved the spawn point AND the Players position onto the remaining map - then saved it
I then tried mcmerge using both the BAT file method AND by opening a CMD prompt & typing it in - but each time I get that 'Only one world location' message
At first I thought it might be because I had a Netherworld portal - but tried other maps that didn't have one, & I still get the same message
although I MUST be doing something wrong somewhere....
.. Whenever I try the 'trace' line I get an 'ERROR: only one world location allowed' message
That error means the tool got more than one folder name for the world location. This is actually my bad because I forgot that on Windows XP the %AppData% location has spaces in it, so the example instructions I gave weren't quite right. The folder name should have quotes around it. Run it using this command instead and you should be good to go (I've also updated the README):
By the way. If you want to keep all your new explored areas, all you need from the --trace step is the generated contour.dat as I described in the post just above.
That error means the tool got more than one folder name for the world location. This is actually my bad because I forgot that on Windows XP the %AppData% location has spaces in it, so the example instructions I gave weren't quite right. The folder name should have quotes around it. Run it using this command instead and you should be good to go (I've also updated the README):
By the way. If you want to keep all your new explored areas, all you need from the --trace step is the generated contour.dat as I described in the post just above.
Thanks for the quick reply - I'll give that a shot ASAP
EDIT: Yep - that solved it... even works with BAT files as well.
Just need to decide on WHICH maps to merge together now (I've got maps from 1.6-1.9Pre4) :laugh.gif:
This is great, but i cant figure it out its fairly complicated when you provide a download i suggest including all the stuff that we need because i downloaded the wrong python win because it says i need python 3.0 but you recommended python 2.7. I dont have alot of bandwidth so i cant download to much :/
The --smooth option is used to specify the degree of smoothing. In your case all you need to run the smoothing phase is:
Yeh, this is top side only. Trying to round off cave tunnel endings would need a pretty different approach and a lot of work... not really worth it for the results I don't think. These kinds of caves never really looked that out of place pre 1.7 tbh.
I fear that would put way too much power in the hands of users who don't know what they're doing to do some serious damage so I'm not sure if that's such a good idea.
so smooth. I didn't even modify any of the settings, I am more than happy with the results as is.
Honestly, I cannot recommend this tool enough. No more ugly **** cliffs!
So I made a quick little video to see if it'll catch more downloads.
Thanks again Hetmankp, this tool is now diamonds.
What OS are you running on? If its Windows, you could take a look at the last post on the first page, that should
get you going enough. Unfortunately, I cannot offer help for other OSes.
Can you provide your entire output? I need to have a look at the traceback that should have preceded the error line you quoted.
It's Misa's realistic texture pack, but I'm using the foliage and grass colour from an old version of the BumpMaft texture pack.
The instructions on the project page have been updated appropriately. There's also been a minor tweak to do with floating trees. The floating trees that are removed now have their corresponding sapling replanted below them.
I built my newest base on a boundary between an old chunk and one generated in 1.8.1 and wanted something easier to use than using INVEdit. Some ocean was generated right on a boundary, and I've been using INVEdit or MCEdit to fill in the water. The latter seems much more cumbersome for me to use in this fashion - its been good for extending rail lines or repairing Enderman damage, but it seems difficult to me to use to smooth out large scale features.
The tool has no automatic way of detecting which chunks come from which version. However you can help it out manually so this will probably still save you effort. The trick is generating the correct contour.dat file (this is step 3 in the instructions with the --trace switch).
Make a copy of your world then go into MCEdit and delete all the new chunks that were generated (the ones that don't match up with the old terrain). Run step 3 from the instructions (this is the --trace step). Now get the contour.dat file from that world's directory and put it into the directory of the real world you want to smooth. Finally run all the steps on the real world, but making sure to skip step 3, since you already have the contour data. Of course make back ups in case the result isn't what you expected!
although I MUST be doing something wrong somewhere....
.. Whenever I try the 'trace' line I get an 'ERROR: only one world location allowed' message
BTW - I'm using a 'BAT' file to do this, on Windows XP with sp3 installed - & I also have the c++ installed
Because I had already explored a large area of my original world I did the following....
Selected the area I want to keep
'Select Chunks' to line it up to nearest 'chunk'
Selected the 'Chunk Control' tool, followed by the 'Prune' function
Moved the spawn point AND the Players position onto the remaining map - then saved it
I then tried mcmerge using both the BAT file method AND by opening a CMD prompt & typing it in - but each time I get that 'Only one world location' message
At first I thought it might be because I had a Netherworld portal - but tried other maps that didn't have one, & I still get the same message
Any1 got any ideas where I'm going wrong ???
That error means the tool got more than one folder name for the world location. This is actually my bad because I forgot that on Windows XP the %AppData% location has spaces in it, so the example instructions I gave weren't quite right. The folder name should have quotes around it. Run it using this command instead and you should be good to go (I've also updated the README):
By the way. If you want to keep all your new explored areas, all you need from the --trace step is the generated contour.dat as I described in the post just above.
EDIT: Yep - that solved it... even works with BAT files as well.
Just need to decide on WHICH maps to merge together now (I've got maps from 1.6-1.9Pre4) :laugh.gif: