empyreanunseen - Yes the underwater merges probably don't need to be adding sand so this should be doable, I'll take a look at it. As long as it doesn't create any weird corner cases.
jumika - Did you read the instructions linked to from the first post? That has a step by step console instructions there. You can find the instructions here.
Having said that. This tool doesn't merge two arbitrary worlds, only a world that evolves and gets bigger. The trace step is run on the old version before new bits are generated.
Aaah. I see :biggrin.gif: I tought it can merge two different world. Then i will merge maps together with MCEdit, ant then smooth it with this tool.
That would probably work, but you'd need to run the merge tool first, and do a contour trace of the main world without any of the new world you want to add. This will give the tool something to go by. Then, add the parts you need from the other world with MCEdit, then run the tool in merge mode. It will merge the two that way, but you need to run the trace first to give it data to know where to merge the two parts.
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D_B
To tell them how to live is to prevent them living.
For me it doesnt smooth anything :/
Did it as the Instructions told me...
Even lowering the Smooth Value doesnt do anything. Help ?
Also, will you do a GUI Version for Windows ?
You haven't give much info here to help you with. Did you run trace before generating new areas and then merge?
No GUI planned though happy for someone to contribute and help with this.
Concerning 1.1, do you know if jeb's tweaks to the terrain generator are in this release?
Also, will this work with worlds generated with x64 java on 64 bit windows?
There doesn't appear to be any new blocks in 1.1 or any changes to storage formats so this release will continue working fine. In the case that there are new blocks, the worst that can happen is some of them not being treated correctly in the border chunks, but for the most part I doubt you'd notice.
Also, this should work fine with 64-bit map client versions.
This is a truly brilliant tool...I'm amazed it hasn't gotten more recognition. I smoothed out old and new chunks in my world manually with WorldEdit a few months ago, and it took a long long time. If I had known about this, it would've been a lot faster and easier.
Now that the latest snapshot adds jungles, which only appear in completely new worlds (grrrr) looks like I'm going to have to do a major overhaul of my world. Mainly, creating a new world with the same seed in the new terrain with jungles, then copy & paste the areas I want from my old world into it, and merge them. I'm hoping to do this without the river borders in some areas, is that possible yet?
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D_B
To tell them how to live is to prevent them living.
@Dweller_Benthos - The semantics for any new jungle blocks that will be appearing aren't supported yet... though if the only thing is new wood logs and leaves then it will probably just work as is. Proper support will be coming in the near future.
As for merging without rivers. I have not implemented this because I haven't been able to come up with a way to actually give the information to the merger about which parts should be merged with a river, and which parts without. The only way really is to create some kind of GUI tool (or plugin to something like MCEdit) and that's a lot of work I can't commit to at the moment.
If you want to manually edit the contour file and mark which coordinates should be merged without a river then I would consider adding this feature. But only if you're actually absolutely going to use this! It wouldn't be a trivial amount of work for you.
@NeonJ - He he, you're welcome, and thanks! :smile.gif:
@Dweller_Benthos - The semantics for any new jungle blocks that will be appearing aren't supported yet... though if the only thing is new wood logs and leaves then it will probably just work as is. Proper support will be coming in the near future.
As for merging without rivers. I have not implemented this because I haven't been able to come up with a way to actually give the information to the merger about which parts should be merged with a river, and which parts without. The only way really is to create some kind of GUI tool (or plugin to something like MCEdit) and that's a lot of work I can't commit to at the moment.
If you want to manually edit the contour file and mark which coordinates should be merged without a river then I would consider adding this feature. But only if you're actually absolutely going to use this! It wouldn't be a trivial amount of work for you.
Yeah, I've looked at the contour file and could find no easy way to define which chunks would need one or the other type of merge.
How about this: Just a switch to turn rivers on or off? Then it would be possible through careful manipulation of the world save and contour files to merge one part of the map without and one part with. Maybe. I'll have to think on that. But having the option would help either way.
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D_B
To tell them how to live is to prevent them living.
With jungles coming in 1.2, we're considering making a new world and then merging our current one in.
One question - We have an extensive network through the Nether that we use to travel between our various bases and houses. What happens to the Nether when we merge worlds?
I haven't checked in the latest snapshot, but the last change to the nether was adding the castles, there was no change to the topography itself. One way to be sure is to use the same seed and create a new world in the latest version and go to the nether and see what it looks like.
Plus I don't think MC Merge is nether compatible, because the nether doesn't have rivers. It won't touch the nether when doing a normal merge.
Yeh, there is no nether support to make the transitions merge smoothly. The maths for this would be much more involved (3D vs. 2D topography). Fortunately it's also a lot less eye jarring (to me)... since it doesn't bother me that much I've never seriously pursued trying to extend it to this case.
I'm pretty sure there hasn't been a change to the actual nether topography since it was created anyway. I've never seen any chunk errors and I've done some serious trimming with MC Edit to get a close by nether castle to spawn. It popped up right in a spot I was familiar with and the surrounding terrain was exactly the same.
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D_B
To tell them how to live is to prevent them living.
I was really excited when I found this tool because I thought I might be able to fix the world I've been playing on with my girlfriend since Alpha. I've been trying to run it all day though and I just can't figure out why it's not working =/ Would anyone be willing to run my file through it in exchange for eternal gratitude?
I was really excited when I found this tool because I thought I might be able to fix the world I've been playing on with my girlfriend since Alpha. I've been trying to run it all day though and I just can't figure out why it's not working =/ Would anyone be willing to run my file through it in exchange for eternal gratitude?
How big are we talking here? How far did you get with it? Did you create a pre 1.8 version by cutting all the 1.8+ stuff out with MCEdit to run the trace step?
Basically for maps where you already have stuff from 1.8+ onwards it gets a little tricky and needs a few steps. Remember, never work with the original so you always have a backup in case things go horribly wrong. Now for the steps:
1) Make a copy of the map and use MCEdit to cut out all the stuff from before version 1.8
2) Run the trace step on this cut down version to generate the contour.dat file
3) Run the shift step on this cut down version so your sea levels get shifted correctly
4) Using MCEdit, you need to import the shifted down cut down map into a full version of the map to replace the unshifted version (now that I think about it, I could make this step much easier so you don't need MCEdit... I will add something to the next version of the tool!)
5) Copy the contour.dat file from your cut down map folder to your full map folder
6) Finally run the merge step
If this proves too difficult I can help you out if you supply the original and cut down version of the maps.
Will this tool support the new anvil map format? If not currently, do you plan to update it to support the new format when 1.2 is officially released? I'd really like to use it to clean up the edges of new 1.2 terrain on my server when I get there.
Thank you for the update. I finally tried this today on a 1.8.1 to 1.1.0 map merge. Worked like a champ. Granted, there is a spot where half of the river is frozen and half is lush green...but the giant walls of doom now look like hills... for you.
jumika - Did you read the instructions linked to from the first post? That has a step by step console instructions there. You can find the instructions here.
Having said that. This tool doesn't merge two arbitrary worlds, only a world that evolves and gets bigger. The trace step is run on the old version before new bits are generated.
That would probably work, but you'd need to run the merge tool first, and do a contour trace of the main world without any of the new world you want to add. This will give the tool something to go by. Then, add the parts you need from the other world with MCEdit, then run the tool in merge mode. It will merge the two that way, but you need to run the trace first to give it data to know where to merge the two parts.
D_B
To tell them how to live is to prevent them living.
You haven't give much info here to help you with. Did you run trace before generating new areas and then merge?
No GUI planned though happy for someone to contribute and help with this.
Also, will this work with worlds generated with x64 java on 64 bit windows?
There doesn't appear to be any new blocks in 1.1 or any changes to storage formats so this release will continue working fine. In the case that there are new blocks, the worst that can happen is some of them not being treated correctly in the border chunks, but for the most part I doubt you'd notice.
Also, this should work fine with 64-bit map client versions.
D_B
To tell them how to live is to prevent them living.
As for merging without rivers. I have not implemented this because I haven't been able to come up with a way to actually give the information to the merger about which parts should be merged with a river, and which parts without. The only way really is to create some kind of GUI tool (or plugin to something like MCEdit) and that's a lot of work I can't commit to at the moment.
If you want to manually edit the contour file and mark which coordinates should be merged without a river then I would consider adding this feature. But only if you're actually absolutely going to use this! It wouldn't be a trivial amount of work for you.
@NeonJ - He he, you're welcome, and thanks! :smile.gif:
Yeah, I've looked at the contour file and could find no easy way to define which chunks would need one or the other type of merge.
How about this: Just a switch to turn rivers on or off? Then it would be possible through careful manipulation of the world save and contour files to merge one part of the map without and one part with. Maybe. I'll have to think on that. But having the option would help either way.
D_B
To tell them how to live is to prevent them living.
With jungles coming in 1.2, we're considering making a new world and then merging our current one in.
One question - We have an extensive network through the Nether that we use to travel between our various bases and houses. What happens to the Nether when we merge worlds?
Thanks!
Plus I don't think MC Merge is nether compatible, because the nether doesn't have rivers. It won't touch the nether when doing a normal merge.
D_B
To tell them how to live is to prevent them living.
D_B
To tell them how to live is to prevent them living.
How big are we talking here? How far did you get with it? Did you create a pre 1.8 version by cutting all the 1.8+ stuff out with MCEdit to run the trace step?
Basically for maps where you already have stuff from 1.8+ onwards it gets a little tricky and needs a few steps. Remember, never work with the original so you always have a backup in case things go horribly wrong. Now for the steps:
1) Make a copy of the map and use MCEdit to cut out all the stuff from before version 1.8
2) Run the trace step on this cut down version to generate the contour.dat file
3) Run the shift step on this cut down version so your sea levels get shifted correctly
4) Using MCEdit, you need to import the shifted down cut down map into a full version of the map to replace the unshifted version (now that I think about it, I could make this step much easier so you don't need MCEdit... I will add something to the next version of the tool!)
5) Copy the contour.dat file from your cut down map folder to your full map folder
6) Finally run the merge step
If this proves too difficult I can help you out if you supply the original and cut down version of the maps.
It only smooths the edges between the terrain inside the contour and any chunks added after the contour was created.