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    posted a message on WorldPainter - graphical & interactive map creator/generator
    You could use MCEdit or WorldEdit to change all relevant block types (wood, leaf, tall grass, flowers, etc.) in a certain area to air. I'm also working on adding this to WorldPainter by the way.


    I tried that already, but changing like 10 block types in a 4000x4000 map takes an eternity. It's not practicable.
    Posted in: Minecraft Tools
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    posted a message on WorldPainter - graphical & interactive map creator/generator
    Quote from lentebriesje
    trees burned to a crisp, now that's something different as to the usual dead trees.

    Yes. I want to make an adventure map loosely based on a book I once read. It takes place in rural USA after a nuclear holocaust. So the heat wave must have burnt the trees and afterwards, nuclear winter sets in and everything is dark and covered in snow.


    I like that idea of yours, i can hook you up with some models,

    Only if they look like Chris Hemsworth. ;)


    assuming it'd be ok if i were to use them aswell should the opportunity present itself ;) haha. i could "crispify" some models from my custom tree repositories, i have all kinds of models, so how thick and how tall do you want them to be and i'll pick some models that most closelly resemble what you want, and turn them into a coal. :)

    Well, I would use the normal minecraft trees with their variations.

    Quote from Captain_Chaos
    The settings Lentebriesje already recommended should be fine. If you really used those settings and it resulted in those huge columns then something's wrong. Can you send me a .world file which demonstrates the problem?

    No, the problem turned up before lente gave his reccomendation.
    I just continued on the topic because I wanted to learn more about these variables instead of only taking the suggested ones. I want to be able to find out the best settings by myself the next time I use the custom ground cover layer.

    In addition to Lentebriesje's offer of pre-crispified trees, you can also make them yourself relatively easily. If you have a CraftBukkit server you can install WorldEdit, or for singleplayer Minecraft you can install Single Player Commands. Then it's a question of building your object, selecting it using the wand, copying it to the clipboard and saving the clipboard as a schematic.

    So I can also do it with MCEdit, I suppose?

    I will just try out other settings for the custom ground cover layer at first. Only when it doesn't work out, I'll try the custom objects.
    Atm I'm having another problem to solve first: I want to delete all naturally generated vegetation without losing the generated structures like villages, dungeons and so on.
    Haven't found out a way to do it yet.
    Posted in: Minecraft Tools
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    posted a message on WorldPainter - graphical & interactive map creator/generator
    Quote from Captain_Chaos

    It depends on what settings you used for the custom ground cover layer. Could you post the exact settings you used?

    While this technique should work, to be honest I would say you're probably better off using a custom objects layer for things like this, since it gives you more control over the exact shapes of the tree trunks, and makes it easier to scatter them about randomly without having to paint a layer very precisely. It would also allow you to bury part of the trunk underground so it could have an actual root system.


    I'm afraid I don't remember exactly what settings I used.
    The question is rather: Which settings do you recommend me to use for that?

    In the end it should look like there was a forest before which burned down, so that only trunks consisting of coal blocks are left.
    I don't mind if the tree trunks are just plain 1x1-columns like the trunks of the original minecraft trees.

    I've never really worked with the custom objects layer. Where do I get the objects from and how do I make them differ from each other so the they do not look all the same?
    Posted in: Minecraft Tools
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    posted a message on Welcome to Apocrypha, a new custom dimension
    I see. Thank you! :)
    Posted in: Screenshots
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    posted a message on WHITEARK: a vast desert city and long-term solo project (4th August 2018 - OP completely redone! Really!)
    Ooooohhhhhhhhhhhhhhhhh.......... O.O

    It's SO beautiful and breathtaking! *sigh*


    I absolutely LOVE it and I can't wait to explore it!
    I'd rather have the map sooner than later. ^_^
    I don't even need any NPCs or whatnot - just the city to marvel at. :)

    I wish you much success and much fun completing it!
    Posted in: Screenshots
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    posted a message on Welcome to Apocrypha, a new custom dimension
    Wow, this is awesome! :D

    Is it a mod or did you build a map?
    Is there a possibility to install something like that in a SSP world?
    Posted in: Screenshots
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    posted a message on WorldPainter - graphical & interactive map creator/generator
    Quote from lentebriesje

    Seeing you want individual trees spreading around, you need to have a really noisy brush, you probalby need to make your own. The cracks brush is probably most suitable of the default brushes. The ground cover will put groundcover where you paint it, it's not a "spawning chance thing" it's a spawning certainty for blocks you paint it on...... So you need a brush that will spread the trees around in a preferable density.


    The density was not the problem. I used the Noise-Brush with a very low intensity and it turned out fine.
    The problem was the HEIGHT of the tree trunks.

    Here you see what I mean:


    And could you please explain to me, why you choose exactly these values:

    Thickness 5
    Variationrange 4
    Roughness 2


    What do they actually influence?

    Thanks for your help. :)
    Posted in: Minecraft Tools
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    posted a message on WorldPainter - graphical & interactive map creator/generator
    [REQUEST FOR HELP] [CUSTOM GROUND COVER]

    Hello,

    need some instruction about the "custom ground cover".


    Can somebody please explain to me, what "range", "scale" and "roughness" do?
    I assume, thickness is just, how many blocks of that ground cover are on top of each other, right?

    I want to achieve the following effect: Columns of coal blocks from 1 up to 8 blocks high scattered over the countryside.
    And something similar with sponge, but here the columns shall be only from 1 up to 3 blocks high.

    So I tried it with sponge and set "thickness" to 3, range to 2 and the others I don't remember anymore. Maybe I reduced "scale" and wrote any number into "roughness".
    As result I got 1x1 columns that reached up to layer 256. o.O

    What caused that? Why does the ground cover reach up into the sky?
    And what values do I have to put into the boxes to achieve the desired effect (as described above).

    Thanks in advance for any help.
    Posted in: Minecraft Tools
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    posted a message on 32x LITHOS - Default-Style, Detailed & Complete - 1.5x - 1.15x and beyond!
    Quote from eleazzaar

    The snapshot stone types. I think i've got them where i want them.




    Oh, I've been waiting for that! :)
    They look really good.
    They blend nicely with each other. I thought that the original Diorite is a bit too light to look natural next to the normal stone, but yours seems to be a bit darker and therefore matches the other stones better.
    Good job! *thumbs up*

    Edit: But they are not included in the latest available download, are they?
    Because I re-downloaded and it still has the defaul textures for the new stones. :(
    Posted in: Resource Packs
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    posted a message on WorldPainter - graphical & interactive map creator/generator
    Dear Captain,

    I see you got a lot of suggestions lately, so I feel a bit bad adding mine on top of it. ^ ^

    But maybe you'll have a look into it:

    It would be great if one could import parts of existing minecraft maps.
    I have a 4000x4000 blocks map and it takes about 10 minutes to import when I want to change something.

    Could you maybe give an option that one could type into a dialogue box that only the part - let's say - from x 512 to 896 and z from -128 to 384 shall be imported?
    That would save a lot of time.

    Thanks for all your work!
    Without WorldPainter the Minecraft realm would be much less exciting and beautiful!
    Posted in: Minecraft Tools
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    posted a message on Why Minecraft is Bad, and Why I Still Play It.
    Quote from frettory

    Go.

    To.

    Hell.


    Will do. :)


    Uploaded with ImageShack.us
    Posted in: Discussion
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    posted a message on [v3.0] Eisenbahn: Resource Calculator for Railways
    Sounds good. I don't need it atm, but I can imagine, it might come in handy.
    Posted in: Minecraft Tools
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    posted a message on Disney Movie Castle
    The exterior is amazing! It looks just like the real one! :Diamond:

    But the interior is not very convincing. But I have no better ideas for it, either. Sorry.
    Posted in: Creative Mode
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    posted a message on MCEdit: Minecraft World Editor (Now open source!)
    Quote from mcfilmmakers

    I have used mcedit in the past to replace one block type with another and its easy to use HOWEVER, I have come across a problem that I hadn't anticipated and am wondering if there's a solution out there for me.

    After spending hours working on a model inside Minecraft, I realized that I liked the texture of a different block from another resource pack.

    Here's my problem: I originally used blocks of coal. MCEdit doesn't seem to recognize this block. I can't choose blocks of coal to be replaced by another block. It only shows coal ore.

    McEdit has other blocks of: Emerald, quartz, redstone, etc but it seems coal is the exception.

    What can I do to have MCedit recognize blocks of coal or is there other software out there that will let me switch the blocks?


    MCEdit does not know a lot of the newer blocks. At least not by name.
    BUT: It knows - or at least can work with - their Block IDs.

    So, if you want to replace the Coal Block, you just choose the Block "173" from the menu and replace that by whatever you want. MCEdit will call Block 173 "Future Block".


    ______________________________


    Now my problem:

    I have this filter

    displayName = "Custom Replace Filter After the End"
    inputs = (
    )
    
    def perform (level, box, options):
        for x in xrange(box.minx, box.maxx):
            for z in xrange(box.minz, box.maxz):
                for y in xrange(0, 190):
                    if level.blockAt(x, y, z) == 1:
                        level.setBlockAt(x, y, z, 1:3)
                    if level.blockAt(x, y, z) == 12:
                        level.setBlockAt(x, y, z, 1:3)
                    if level.blockAt(x, y, z) == 32:
                        level.setBlockAt(x, y, z, 0)
                    if level.blockAt(x, y, z) == 39:
                        level.setBlockAt(x, y, z, 0)
                    if level.blockAt(x, y, z) == 40:
                        level.setBlockAt(x, y, z, 0)
                    if level.blockAt(x, y, z) == 24:
                        level.setBlockAt(x, y, z, 80)
                    if level.blockAt(x, y, z) == 78:
                        level.setBlockAt(x, y, z, 0)
                    if level.blockAt(x, y, z) == 81:
                        level.setBlockAt(x, y, z, 49)


    Some nice person here wrote it for me and I just keep adjusting the block IDs for my replacement stuff. This is my recent try.
    MCEdit tells me, there is a syntax error in line 16, but I have no idea, what this could be.

    If I'm not mistaken, line 16 is
                    if level.blockAt(x, y, z) == 32:


    What could be wrong with it?

    And I'm not sure, whether I can write things like "1:3" for the Diorite Block. Is that the correct format for such a filter script?

    Thanks in advance for your help.
    Posted in: Minecraft Tools
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    posted a message on WorldPainter - graphical & interactive map creator/generator
    GOOD GUY WORLDPAINTER




    Thank you! :)
    Posted in: Minecraft Tools
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