The populate layer

Export the Map as a Minecraft Map

Once you finished creating and editing your map in WorldPainter, it is time to export it as a Minecraft map! While saving your WorldPainter file saves your project for later editing, exporting it allows you to access it in Minecraft as a playable map. Then you get to see the fruits of your labor! To export your map, follow these steps:

  1. Left-click on the “File” menu option.
  2. Left-click on the “Export” option.
  3. Left-click on “Export as new Minecraft map”.
  4. Edit world name and options as desired.
  5. Left-click “Export” at the bottom of the window.

Choosing to export your map gives users a final chance to change some of the properties, as well as the type of map to create. Users can export their map in Survival, Creative or Adventure mode and enable or disable cheats. You can also choose the world type — Default, Superflat, or Large Biomes. The map will be exported directly into your Minecraft .saves folder unless you choose another location.

Once you’ve exported your world map, take it for a test drive! If something didn’t come out the way you planned, go back into the original WorldPainter file and edit it. Have fun making your own Minecraft worlds, and feel free to leave feedback in the comment section below!

How do I edit existing Minecraft maps?

WorldPainter is a map generator, not an editor! The basic idea is to use it for generating new maps which you then edit with other tools such as creative mode, ​WorldEdit, ​VoxelSniper or ​MCEdit.

Having said that, WorldPainter does have limited support for making changes to existing maps, using the Import and Merge operations. Import (Ctrl+I or File -> Import -> Existing Minecraft map…) will create a new WorldPainter world based on the landscape (terrain height and type and biome information, but no underground or above ground structures, trees, etc.) of an existing map. Merge (Ctrl+R or File -> Merge world…) will merge any changes you make back to the existing map.

Important notes:

  • You have to use Merge (Ctrl+R), not Export, to save your changes back to the existing map!
  • When Importing an existing map, any chunks containing man-made blocks will be marked read-only, visible by a black cross across them. This includes underground blocks from mines and strongholds. Chunks that are marked read-only are not merged during the Merge process. You can still make changes to them in the editor, but those changes won’t be saved. This is to protect man made structures from the merge process, which can be destructive and mangle structures, especially if you changed the slope of the terrain. If you still want to make changes to those chunks (at your own risk), you can remove the read-only layer (like any other layer: select the Read-only button and right-click to remove it). Note that you can also add the read-only layer to areas where you don’t intend to make changes, which will speed up the merge process.

Materials

By default, the cave or tunnel will just be excavated out of the blocks that are already there, so the floors, walls and ceilings will be made of whatever the underground material happens to be in that location.

If you want the floors, walls and ceilings to be made of a particular kind of material you can do so by setting the material option in the corresponding section(s). You have the same mixed material options as when configuring a custom terrain type. You can leave it at just one block type, or you can configure a mix of different block types.

The floor and ceiling materials are only used for the «actual» floors and ceilings, in other words only those parts which aren’t the wall extending into the cave, or have random variation applies to them. The walls material setting includes the parts of the wall that extend into the cave, as well as any random variation of cloors and ceilings, so in rougher, more natural looking caves the walls material will actually probably be by far the most prevalent.

You don’t have to set a material for every section. You can have a floor made of Bricks or Stone Bricks or something like that, for instance, while leaving the walls and ceilings natural.

How do I add custom brushes?

A custom brush is a grey scale bitmap image file. You can create it yourself using a paint program such as ​GIMP or ​Paint.NET or download it off the Internet. Height maps of mountains, for instance, make good custom brush images. To install the custom brush, copy the image file to the custom brushes folder, which you can open from the Tools menu in WorldPainter. You have to restart WorldPainter for the custom brush to show up. For more details, see the CustomBrushes page.

Note: you can organise the custom brushes into separate subdirectories inside the brushes folder, which will show up as separate palettes in WorldPainter. This is especially convenient if you have many custom brushes, to prevent the palette from becoming so large that it doesn’t fit on the screen.

Présentation de World Painter

Ce logiciel se démarque clairement des autres par le biais de son aspect plutôt simpliste et optimisé, afin de répondre aux attentes des utilisateurs les plus exigeants.

Interface du logiciel et carte générée

World Painter est pourvu de nombreux boutons permettant de varier les résultats : on peut ainsi construire une gigantesque montagne comme une petite forêt de pins. Il offre aussi la possibilité de créer des pyramides plus ou moins grandes, des souterrains, de grandes fosses, etc.

On appréciera aussi la possibilité de visualiser en 3D les résultats de la création en direct, afin d’avoir une légère impression du rendu en jeu.

Vue en 3D de la carte

Enfin, il est aussi envisageable de gérer les différents biomes : on peut donc choisir d’avoir un monde entièrement désertique comme uniquement marécageux. Il est bien évidemment possible de les répartir dans plusieurs zones pour augmenter la diversité des lieux ! Voici ses autres fonctionnalités :

  • Peinture personnalisée du biome
  • Créez vos propres brush personnalisés
  • Ajouter au monde des objets personnalisés à partir de fichiers bo2 ou de schémas
  • Personnaliser l’emplacement et la fréquence des minerais et des ressources souterraines
  • Ajouter de la neige et de la glace
  • Des outils faciles à utiliser, mais flexibles et puissants qui ressemblent à de la peinture
  • Créer des océans, des masses terrestres, des plaines et des montagnes
  • Changer le type de terrain, ajouter des arbres et créer des cavernes

Floor and Ceiling Heights

The heights of the floors and ceilings of the cave are configured separately. This way, you can mix and match them to create variously shaped caves or tunnels. The basic shape of both floor and ceiling are governed by two options; mode and level:

  • Fixed level mode — the floor or ceiling is at a constant absolute height. The level parameter governs how many blocks above bedrock it will be. This setting makes flat floors or ceilings.
  • Fixed depth mode — the floor or ceiling is at a constant depth beneath the surface. The level parameter governs how many blocks beneath the surface. This setting will make the floor or ceiling follow the contours of the land above it.
  • Opposite of terrain mode — the floor or ceiling will have the opposite shape of the terrain above; in other words where the terrain goes up the floor or ceiling will go down and where the terrain is higher the floor or ceiling will be deeper. The level parameter governs at what altitude the terrain will be ‘reflected’, or in other words, at what altitude the floor or ceiling will connect to the surface.
  • For the fixed depth and opposite of terrain modes you can also set a minimum and maximum level. These set the absolute height which the floor or ceiling cannot drop below or rise above, and where it will therefore become flat.

A cave will only result in those locations where the ceiling level is higher than the floor level.

Applying a Height Map to the Terrain Type

To apply a height map to a world as the terrain type:

wp.applyHeightMap(heightMap) // See "Loading a Height Map"
    .toWorld(world) // See "Loading a World" or "Creating a World from a Height Map"
    .withFilter(filter) // Optional. Specifies conditions for where the terrain will be applied. See below for details about creating a filter
    .applyToSurface() // Optional. Mutually exclusive with applyToNether() and applyToEnd(). Indicates that the terrain should be changed of the Surface dimension. This is the default
    .applyToNether() // Optional. Mutually exclusive with applyToSurface() and applyToEnd(). Indicates that the terrain should be changed of the Nether dimension
    .applyToEnd() // Optional. Mutually exclusive with applyToSurface() and applyToNether(). Indicates that the terrain should be changed of the End dimension
    .scale(100) // Optional. The % at which to scale the height map. Default value: 100%
    .shift(, ) // Optional. The number of blocks the height map should be shifted east and south respectively (negative numbers shift west and north). Default value: 0, 0
    .applyToTerrain()
    .fromLevel().toTerrain() // Optional. Repeatable. Specifies that a single value from the image must be mapped to a single terrain type (see below)
    .fromLevels(, 255).toTerrain() // Optional. Repeatable. Specifies that a range of values from the image must be mapped to a single terrain type (see below)
    .fromColour(, , ).toTerrain() // Optional. Repeatable. Specificies that a single colour, in the form of red, green and blue components from 0 to 255 (inclusive), from the image must be mapped to a single terrain type (see below). The alpha value is assumed to be 255 (fully opaque)
    .fromColour(, , , ).toTerrain() // Optional. Repeatable. Specificies that a single colour, in the form of alpha, red, green and blue components from 0 to 255 (inclusive), from the image must be mapped to a single terrain type (see below)
    .go();

About the mapping:

You may map EITHER grey scale values (using fromLevel() and fromLevels()) OR colour values (using fromColour()), but you may not mix both. Mapping colour values obviously is only useful if the height map was derived from a colour image. Note that the colours are only matched exactly as specified. Slightly different colours don’t match. Therefore you must make sure that your input image contains only solid areas of discrete colours and has no anti-aliasing, smoothing, mixing of colours, gradients, etc.

For applying a height map to the terrain, the mapping is to arbitrary terrain type indices which correspond to different terrain types. It depends on the type of height map what kind of mapping makes sense. If it is a genuine height map (i.e. it corresponds to surface heights) then you can use it to map different height ranges to different terrain types, and it makes sense to use the ranged setter (fromLevels().toLevel()) to set up the mapping.

If instead the «height map» is a value map or mask which directly indicates which terrain types must be used then using the ranged setter does not make sense and it would be better to use the one on one setter (fromLevel().toLevel() or fromColour().toLevel()) repeatedly to set up each mapping of a «height map» value or colour to a terrain type.

For an overview of the actual terrain type indices to use and the terrain types to which they correspond, see this page. Note that if you want to include Custom Terrain types which aren’t already present in the world, you must install the Custom Terrain type on the world first (see «Installing a Custom Terrain» above) and that operation will return the terrain index to use for that particular Custom Terrain.

Types of Terrain in WorldPainter

Terrain Type Terrain Description

Grass

grass with flowers, tall grass and ferns

Dirt

bare dirt

Sand

bare sand

Desert

sand with a cactus or dead shrubs

Bare Grass

bare grass

Stone

bare stone

Rock

mix of stone and cobblestone

Sandstone

sandstone

Obsidian

extremely tough volcanic glass

Cobblestone

cobblestone

Mossy Cobblestone

mossy cobblestone

Gravel

gravel

Clay

clay

Water

flowing water

Lava

flowing lava

Deep Snow

thick layer of snow

Netherrack

netherrack

Soul Sand

soul sand

Netherlike

netherrack with lava, soul sand and glowstone

Mycelium

mycelium

End Stone

end stone

Bedrock

unbreakable bedrock

Resources

stone on surface with coal, ores, gravel and dirt, lava and water

Beaches

grass with patches of sand, gravel and clay

By changing the size of the brushes, you can make a small lava pit or a vast river or ocean. It is easy to make a grassy oasis in a desert world. In our Minecraft desert map, an oasis will be a big help for players, as they will need water and dirt blocks to farm their own food and go fishing.

I used a small, round brush to apply a jungle layer to this strand of grassland.

Applying a Layer Directly

A layer can also be applied to a world directly, without a height map but optionally with a filter:

wp.applyLayer(layer) // See "Loading a Layer"
    .toWorld(world) // See "Loading a World" or "Creating a World from a Height Map"
    .toLevel() // Optional. The level to which to set the layer. The default is half the maximum for the layer type (or "on" for 1-bit layers such as Frost). See the discussion above under Applying a Height Map as a Layer
    .withFilter(filter) // Optional. Specifies conditions for where the layer will be applied. See below for details about creating a filter
    .applyToSurface() // Optional. Mutually exclusive with applyToNether() and applyToEnd(). Indicates that the layer should be applied to the Surface dimension. This is the default
    .applyToNether() // Optional. Mutually exclusive with applyToSurface() and applyToEnd(). Indicates that the layer should be applied to the Nether dimension
    .applyToEnd() // Optional. Mutually exclusive with applyToSurface() and applyToNether(). Indicates that the layer should be applied to the End dimension
    .setAlways() // Optional. Mutually exclusive with setWhenLower() and setWhenHigher(). Indicates that the layer intensity must always be overridden, no matter what it was before. This is the default
    .setWhenLower() // Optional. Mutually exclusive with setAlways() and setWhenHigher(). Indicates that the layer intensity must only be overridden if the value from the image is lower than what was already there in the world
    .setWhenHigher() // Optional. Mutually exclusive with setAlways() and setWhenLower(). Indicates that the layer intensity must only be overridden if the value from the image is higher than what was already there in the world
    .go();

For the layer value to specify with toLevel(), see the discussion above under Applying a Height Map as a Layer

WorldPainter runs out of memory

  • First, reconsider whether you really need to create a world of the size you’re trying to create. Focus on quality, not quantity, especially for adventure maps. A large map will take far longer to make, and many Minecraft hosters won’t allow maps larger than 5000 blocks squared. Server maps can generally support hundreds of players with just a few thousand blocks squared.
  • Windows only: 64-bit WorldPainter can use much more memory than 32-bit WorldPainter. If you have 64-bit hardware, make sure to use the 64-bit version of Windows, Java and WorldPainter. If the installer tells you it can’t find a Java VM, you may have to install 64-bit Java first, which you can get here (pick the file ending in ).
  • If you installed WorldPainter using an installer, it is already using the maximum recommended amount of memory (unless you are on Windows and are using the 32-bit version, see above). Install more memory (and reinstall WorldPainter, so that it will use it).
  • If you installed WorldPainter from an archive, you can manually increase the amount of memory allocated to it by editing the file (Windows or Linux) or file (Mac OS X). See the MoreMemory page for details on how to do that.

Export from the command line

If none of the above worked and you’re comfortable getting your hands dirty on the command line, you can try using a script to export the world instead of using WorldPainter. Scripts use less memory than WorldPainter proper, so they might succeed if WorldPainter does not. Using a text editor, create a file in the directory where your .world file is stored, named , with the following contents:

var world = wp.getWorld().fromFile(argv1]).go();
wp.exportWorld(world).toDirectory('.').go();

Then export the world by opening a terminal or command prompt window, navigating to the directory where your .world file is stored, and executing the following command. For more information about what the «command prompt» is and how to access and use it on Windows, see ​this page. Similar information can be found for Mac OS X and UNIX/Linux. Google is your friend.

wpscript exportworld.js "MyWorldName.world"

Where is the name of your .world file, in double quotes in case the name contains spaces. This will export the map to a subdirectory of the current directory (which is the directory in which your .world file is stored), which you will then have to move to the Minecraft directory manually. You don’t have to use the command line for that; you can drag and drop it.

Note: the export script operation gives no progress feedback. This is normal, but it means there is no way to tell visually whether it is hanging or not, or how far along it is. Instead you should regularly check the total size of the files in the map directory it has created (on Windows you can do that by opening the properties of the folder in Explorer) to check whether it keeps steadily increasing.

Note: with this method you cannot change the export settings from WorldPainter’s Export screen. Those settings are stored in the .world file, so you can change them by starting an export with the desired settings in WorldPainter, immediately cancelling the export, and then saving the .world file. If you then export it with the script method the same settings will be used as for the aborted export.

Build WorldPainter

Now you can build WorldPainter itself. Execute the following command from inside the WorldPainter directory, or use your favourite IDE to build the WorldPainter module or invoke the install Maven goal on it. There are some rudimentary unit tests, but they take a while to run and don’t contribute much, so I recommend skipping them:

mvn install -DskipTests=true

Repeat this whenever you change code in any of the modules below the WorldPainter directory. Or of course use your favourite IDE, preferably one with good Maven support, to build the project.

Run WorldPainter

Once it is built, you can run WorldPainter from the command line with the following command, executed from inside the WPGUI directory:

mvn exec:exec

You can also define a run configuration in your favourite IDE. The main class is .

Types of Layers in WorldPainter

Layer Type Layer Description

Frost

Cover the ground with snow and turn water to ice

Caverns

Generate underground caverns of varying size

Chasms

Generate underground tunnel or ravine-like chasms of varying size

Deciduous

Generate a deciduous forest

Pine

Generate a pine forest

Swamp

Generate swamp land

Jungle

Generate a jungle

Void

Just the long drop into nothingness

Resources

Underground pockets of coal, ores, gravel and dirt, lava and water

Populate

Let Minecraft populate the land with vegetation, snow, resources and water and lava pools

Biomes

Enable Custom biomes in the Edit menu to enable biome editing

By using different brush textures and layers, users can create many different features on their Minecraft map. The jungle layer above the water above was applied with the spike circle brush to create a soft of oasis for players; this way, wood can be obtained outside of the desert. Experiment with different types of terrain to see what you like!

The pyramid tool is a fun way to add large, realistic structures to a desert world.

How do I change the water level on an existing world or map?

The first step is to change the default water level setting by opening the Dimension Properties (Ctrl+P or Edit menu), going to the Theme tab and adjusting the number at the bottom of the screen. You may have to temporarily enable «beaches around water level» to be able to change the setting.

Then you have a choice. You can either reset the water level across the entire world in one go with the Global Operations tool , or you can adjust the water level manually using the Flood and/or Sponge tools.

To reset the water across the world in one go, open the Global Operations tool (Tools panel or Ctrl+G), select «reset all water or lava» and press Go. The advantage of this is that it’s quick and thorough, and it also resets the groundwater level in dry areas, so that the water level remains correct even if you change the elevation of currently dry areas. The downside is that it will remove all lava, and bodies of water that were above sea level, and will flood valleys that are below sea level.

To do it manually, use the Flood tool to raise the level of bodies of water by left-clicking on them, or lower them by right-clicking on them. Be careful not to interrupt the flooding operation, that may cause tiles with incorrect water levels to be left behind. You can also use the Sponge tool: right-clicking with it will reset the water level to the default in the area covered by the brush. Left-clicking the Sponge tool removes the water (or lava) altogether.

What it does

Biomes (in Minecraft) are different combinations of temperature, precipitation, vegetation type, etc.. They are stored per horizontal (x, z) coordinate (in other words, per column of blocks) and they influence the colour of grass and leaves, whether it rains, snows or is dry, whether water freezes and which mobs will spawn.

When Minecraft generates land, it does so in two steps:

In step one, it calculates the biomes according to its own world generating algorithm and then generates the actual land mass, surface terrain (grass, sand, etc.), river or ocean water and caves, according to the biome. Since WorldPainter pre-generates the chunks, Minecraft never performs this step for those chunks.

In step two, the «populate» step, Minecraft adds underground resources (ores, lava and water lakes), creates the vegetation (trees, tall grass, mushrooms, flowers, lily pads, etc.), small lava and water lakes on the surface and structures (abandoned mines, NPC villages, strongholds, dungeons and desert and jungle temples). It does this according to the biome settings stored in the chunk. This second step can be performed by Minecraft on chunks generated by WorldPainter, because there is a flag for each chunk in the map data telling Minecraft whether that chunk has been populated yet.

This second step is what the Populate layer controls. If you paint the Populate layer on a chunk, or check «allow Minecraft to populate the entire terrain», WorldPainter will turn off the flag saying the chunk is already populated for that chunk (or all chunks), which will cause Minecraft to populate it the first time it loads the chunk. If you don’t use Populate, the chunk will be left as it is (which may include trees, etc. generated by WorldPainter using the other layers) when it is loaded by Minecraft.

Exactly what Minecraft will do depends on the biomes you painted (or WorldPainter chose automatically) for that chunk. Note that all WorldPainter can do is tell Minecraft to populate the chunk, or not populate the chunk. It has no control over what Minecraft will do exactly. For instance, there is no way to tell it not to generated surface lakes of water or lava. If you don’t want those, your only option is not to use Populate.

Note that whether or not you use Populate, the biomes will still determine the colour of grass and leaves, whether it will rain or snow or be dry, whether water will freeze and what kinds of mobs will spawn.

Walls

The settings described so far will result in perfectly flat walls that meet the floors and ceilings at 90 degree angles (or whatever angle the floor or ceiling is at). If you want smoother transitions of floors to walls and walls to ceilings you can do so with the bottom width and top width settings. These determine how far, in blocks, the wall will come ‘into’ the cave at the bottom and top of the wall, respectively. From there, the wall will make a quarter circular turn upwards or downwards, so the height of the section that comes into the cave will be the same as the width (unless the cave is not high enough for that of course).

If you want a square cave or tunnel, set these to 0. If you want a perfectly circular cave or tunnel, set them to half the cave height (the difference between the floor and ceiling levels), and make sure to paint the layer at the correct width by setting the brush radius to the same value.

Change Other Map Settings

If you are feeling extra creative, you can test out the additional map options located under the menu bar at the top of the WorldPainter program. These tools have more to do with the properties of the Minecraft map, such as editing the dimensional properties, enabling and disabling the max far view distance and rotating the map. Here is the full list of options:

  • Edit the properties of this dimension
  • Raise or lower the entire map
  • Rotate the entire map by quarter turns
  • Add or remove tiles
  • Move the view to the spawn point
  • Move the view to the origin
  • Enable or disable the grid
  • Enable or disable height contours
  • Enable or disable image overlay
  • Enable or disable showing the maximum (far view) distance
  • Enable or disable showing the five minute, one day and one day and one night walking distances
  • Rotate the direction the light comes from anticlockwise
  • Rotate the direction the light comes from clockwise

Editing the properties of the dimension really allows user to fully customize their Minecraft map. You can have a border of water, lava, or even a void to keep players trapped in. You can choose to have underground caverns everywhere, and even to have them break the surface! Depending on the type of map you are making, this tool can really help you set the theme.

Loading a Height Map

There are several operations which take a height map as input. Here is how to load one:

var heightMap = wp.getHeightMap()
    .fromFile('path/to/heightmap/myheightmap.png') // The filename of the height map to load. Supported formats are dependent on the Java platform, but usually include at least PNG and TIFF
    .selectRedChannel() // Optional. If the image is not a grayscale image you may invoke ONE OF selectRedChannel(), selectGreenChannel() or selectBlueChannel() to indicate which channel should be used to read values from. This is the default for colour images
    .selectGreenChannel() // Optional. If the image is not a grayscale image you may invoke ONE OF selectRedChannel(), selectGreenChannel() or selectBlueChannel() to indicate which channel should be used to read values from. The default is to use the red channel for colour images.
    .selectBlueChannel() // Optional. If the image is not a grayscale image you may invoke ONE OF selectRedChannel(), selectGreenChannel() or selectBlueChannel() to indicate which channel should be used to read values from. The default is to use the red channel for colour images.
    .go(); // Returns the loaded height map for use in other operations

JIDE Docking Framework

For the docks, WorldPainter uses the JIDE Docking Framework (​http://www.jidesoft.com/products/dock.htm), which is a commercial product. For development, you can download an evaluation version of the product ​here, with user ID and password documented ​here. The evaluation version will expire after two months, but you can keep downloading it again whenever it expires for two more months of development time.

Once you have your copy, either the evaluation version or the release version, install the , and files in your local Maven repository by executing the following commands from inside the directory where you extracted them:

mvn install:install-file -DgroupId=com.jidesoft -DartifactId=jide-plaf-jdk7 -Dversion=3.7.3 -Dpackaging=jar -Dfile=jide-plaf-jdk7-3.7.3.jar
mvn install:install-file -DgroupId=com.jidesoft -DartifactId=jide-dock -Dversion=3.7.3 -Dpackaging=jar -Dfile=jide-dock-3.7.3.jar
mvn install:install-file -DgroupId=com.jidesoft -DartifactId=jide-common -Dversion=3.7.3 -Dpackaging=jar -Dfile=jide-common-3.7.3.jar

Note: if you downloaded a different version than 3.7.3 you must use the correct version numbers in these commands, and update the version numbers in the pom.xml of the WPGUI module!

If you ever want to distribute your own version of WorldPainter (although I respectfully request that you don’t), you’ll have to download the release version of the framework and get your own licence. JIDE Software give out open source licences, which are free. When using the release version of the framework, you have to create a file called in the WPGUI module to fill in your actual licence details. It should have the following contents, filling in the actual values in place of the texts after the equals signs:

companyName=<company name>
projectName=<project name>
licenceKey=<licence key>

Note: make sure not to commit that file to any publicly visible source code repository, as your licence is associated with you and may not be used by other people!

Alternatively you could remove the JIDE Docking Framework from the code and replace it with some alternative docking framework. It’s a lot of work, but doable.

Creating a World from a Height Map

Creating a new world from a height map:

var world = wp.createWorld()
    .fromHeightMap(heightMap) // See "Loading a Height Map"
    .scale(100) // Optional. The % at which to scale the height map. Default value: 100%
    .shift(, ) // Optional. The number of blocks the height map should be shifted east and south respectively (negative numbers shift west and north). Default value: 0, 0
    .fromLevels(, 255).toLevels(, 255) // Optional. Specifies how image values should be mapped to surface heights. The first two values are the lower and upper bounds of the range of image values; the second pair of values if the corresponding range of surface heights those image values should be mapped to. The default is to map the values one on one
    .go(); // Returns the created world for exporting, saving or using in other operations

Note that WorldPainter supports 16-bit height maps! You can import them to create worlds with high resolution height information, which will make smooth snow look better and editing work more smoothly. You’ll need to tell WorldPainter to map the full range of the height map (or any other desired range) to the full range of the world height though, by setting fromLevels() and toLevels() like this:

    .fromLevels(, 65535).toLevels(, 255)

Les bases de World Painter

Malgré l’interface accessible à tous, comptez tout de même une bonne heure avant de prendre connaissance des bases du logiciel : le résultat final variera bien sûr selon la minutie dont vous avez fait preuve.

Une chaine de montagne générée par World Painter

Si vous désirez percer dans l’originalité, vous pouvez vous servir des fonctionnalités du logiciel pour créer des volcans, des monts habitables, des pyramides glacées… C’est à vous de faire marcher votre imagination et de fixer vos limites !

Le programme est très simple d’utilisation. Les boutons à gauche servent a sélectionner l’outil, les clics gauche et droit à utiliser les outils (le bouton droit ayant la fonction inverse du gauche, pour surélever ou creuser le terrain)

La fonction « Load » (charger) et « Save »(sauvegarder) utilisent le format WorldPainter. Ce format pourra changer et l’avenir et ne plus être compatible avec vos maps actuelles

La fonction « Export » exporte les maps au format Minecraft dans le dossier spécifié. Elles peuvent être exportés directement dans le dossier de sauvegarde ou dans un autre emplacement.

20 façon d’utiliser le logiciel Worldpainter.

How do I get it to create villages, ravines or strongholds?

WorldPainter can’t generate any type of structure by itself. However it can direct Minecraft to generate structures in the generated map. You can do this by either selecting «allow Minecraft to populate the entire terrain» on the Export (or Dimension Properties) screen, to get them everywhere, or by painting in the Populate layer locally. Also make sure to leave the Structures option enabled on the Export screen.

Please note that WorldPainter has no control over where these structures will be generated! Minecraft will place them randomly according to the seed and its own algorithms. Also, using Populate will also cause Minecraft to generate trees, tall grass and flowers, underground resources, small water and lava lakes everywhere. If you used WorldPainter’s tree layers, or the Resource layer (which is on by default) you may get double the trees and/or resources.

If you don’t want this, you do have one option: you can set the world type to Superflat, and then use the Superflat preset to configure exactly what you want Minecraft to do during the population step. For more details about this technique, see ​this YouTube video by Fornan II. For more details about the proper use of the Populate layer, see the Populate page.

Note that you could use custom object layers to add structures to the world. See the CustomObjects page for more details.

Installing a Custom Terrain

Before you can actually use a Custom Terrain you must first install it on the world using the following operation:

var customTerrainIndex = wp.installCustomTerrain(terrain) // The Custom Terrain to install on the world. See "Loading a Custom Terrain"
    .toWorld(world) // The world on which to install the Custom Terrain. See "Loading a World"
    .inSlot(1) // Optional. The Custom Terrain slot from 1 to 24 (inclusive) on which to install the terrain. When not specified the first free slot will be used. If there are no free slots an exception will be thrown
    .go(); // Returns the terrain index to use for actually placing this Custom Terrain using other operations

Using WorldPainter in your own code

If you only want to write your own code making use of WorldPainter, rather than make changes to WorldPainter itself, then you don’t need to build WorldPainter! The WorldPainter binaries, along with Javadoc and source code jars, are in Maven Central. For details, see this page.

Check out the source code

The WorldPainter source code is hosted on GitHub: ​https://github.com/Captain-Chaos/WorldPainter

Check it out from there, or fork it and then check out your own fork. The command for checking out the code anonymously from the command line is:

git clone https://github.com/Captain-Chaos/WorldPainter.git

Install missing dependencies

WorldPainter uses some dependencies which are not present in Maven Central, either because they are commercial products, or they are too old, or the creators aren’t aware of Maven. Some of these dependencies (JPen; the NetBeans Dark Look and Feel) are hosted in a private Maven repo on www.worldpainter.net (see the pom.xml for the WorldPainter module), but some you will have to download and install manually:

TODO: JPen has native libraries, which are currently missing (meaning the tablet support won’t actually work. This has yet to be incorporated in the build somehow.

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