Custom Brushes
WorldPainter allows you to use custom brushes, enabling you to quickly create original and/or realistic terrain in all kinds of ways. A custom brush is simply a grey scale image, placed in the custom brushes folder. You can either create it yourself using a paint program such as GIMP or Paint.NET, or you can use custom brush or height map images taken from the Internet. Height maps of mountains, for instance, make good custom brushes.
For good results, there are some guidelines you should follow for creating or adapting the image:
- It should be square.
- It should have a decent size, otherwise WorldPainter will have to blow it up too much and it won’t look good. For best results the size along each edge should be an odd number. 301 by 301 pixels is a good size. The maximum brush radius is 300, so making the image larger than 601 by 601 is not useful.
- It should be 8-bit grey scale.
- It should be white on black, meaning that white means maximum effect and black means no effect. It may have a transparent background, but it should still be white on transparent. If you have an image you want to use but it is black on white or black on transparent you should invert it using a paint program.
- The supported file formats depend on the Java runtime, so they may vary. PNG should always be supported though, and is probably the best choice. JPEG will probably also work, but is not recommended, as it is a lossy format and as such may generate artefacts.
- Make sure that it fades to black all around the edges, or you will get ugly sheer cliffs around the edge when you use it to raise the terrain.
Installing
To install the custom brush, move it to the custom brushes folder, which you can open from inside WorldPainter by selecting Tools -> Open custom brushes folder in the menu. You will have to restart WorldPainter for it to show up. Once you have restarted WorldPainter, the new brush will appear as an extra button on the Brush panel, and you can use it just like any other brush.
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.
Creating Custom Brushes with WorldPainter
It is possible to create custom brushes using only WorldPainter itself, by painting a shape and exporting the map as a height map. Check out the following tutorial by Lentebriesje for details: http://www.youtube.com/watch?v=YwFK7MvsUss
Templates
It’s easy enough to create an image yourself following the guidelines above, but to make it even easier here are a few templates you can use:
Contributed Brushes
Here are various brushes created by WorldPainter users for you to use in WorldPainter:
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Гайд по World paintrt
Вы просили я сделал
World painter — это программа, которая в одиночку может делать хорошие постройки, но лучше её комбинировать с world edit. Неет, вы, конечно, на моем примере можете сделать супер-пупер карту с помощью только пейнтера, но не забывайте, что world edit более широко-широко-специализированный, пейнтер это программа для игры в ладшафт-дизайнера, а едитор это уже для ПОЛНОГО настройки локации. Так же не могу не отметить, что с подводным ландшафтом лучше работает пейнтер. Ну и в заключении описания не могу не отметить. Пейнтер легк в освоении
Ну интерфейс понятен.И как говорил классик
Смотри сюда, нажимай тут, меняй здесь
Ну вообще я составил небольшую картинку для вас с цифрами. 1-типы редактирование(средняя полоса с верху самая полезная); 2-панель которая показывает что выходит в 3д (нажмите ctrl+3 что бы она появилась); 3- кисти; 4- генерируемы вещи(выбраная область будет с этими показателями ,к примеру: Resourses — на выбранной территории будут генерироваться ресурсы); 5-инфа (полезный только показатель Height ака высота блока на который направлена наша МИЩЪ! ); 6- блоки которыми мы будем красить область; 7-Вкладка с сохранением и экспортом.
Ну о вообще вам понадобиться знать об функционале этих кнопок
1-помогает сделать рельеф более гладкой. 2-можно юзать только с 3 или 6 кнопкой и при 5
10% Intensity , ну а так оно закрашивает блоки , блоками выбранными вам в панели с блоками. 3/6- это самые юзаьбельные кисти(не учитовая кастомные). 4-САМАЯ ЧАСТО ИСПОЛЬЗУЕМАЯ КНОПКА . почему?Ну она на ЛКМ поднимает ладшафт, а на ПКМ понижает, усё. 5-просто выравнивает ладшафт. Почему она в этом списке?Ну вообще она очень помогает при создание равнин
Есть куча примеров. К примеру моя предыдущий пост. Ну или ПЕНДОСКИЕ ВИДОСЫ(щютка)
Знаю что этот гайд может не всем поможет. Но я вам рассказал о основах
Ну а если вам этот гайд не помог и ваш инглиш very good то вот вам видос и сайт с самим World painter
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Tools
WorldPainter provides various tools for editing the dimension currently loaded in the editor. They are located in the toolbox, the panel by default located in the top left corner of the window.
In general the tools are used as follows:
- Select the tool
- For the painting tools (the top row), select a Paint (in other words a layer, terrain, biome or annotation colour) from one of the palettes
- Select and or modify the desired brush. See Brushes? for detailed information. Note that the painting tools (the first row) and the terrain modification tools (the third row) remember the current brush separately, so choose the tool first, and then the brush.
- Apply the tool by left-clicking with the mouse
- Most tools can also be reversed by right-clicking with the mouse. This removes the paint or applies the inverse operation. What this means exactly depends on the tool and the selected paint type
The following tools are available:
[[Image(. )]] Spray Paint
Continuously applies the current paint while holding down the mouse button.
- Discrete layers (such as Frost, Biomes or Annotations) are dithered.
- Right-clicking while having a layer selected removes it.
- Right-clicking while having a terrain type selected resets the terrain to the default according to the Default Terrain tab of the Dimension Properties?.
- Right-clicking while having a biome selected resets the biome to automatic.
[[Image(. )]] Pencil
Draws dots and continuous lines of the current paint, either freehand or straight and optionally constrained to 45 degree angles.
- Discrete layers (such as Frost, Biomes or Annotations) are not dithered. They are applied where the brush intensity is 75% or higher.
- Click and release to paint a dot.
- Click and drag to draw a freehand continuous line.
- Shift+click to draw a straight line from the previous dot or line-end.
- Use Ctrl to constrain the line to a 45 degree angle. This works both for freehand lines (Ctrl+click and drag) and straight lines (Ctrl+Shift+click).
- Left clicks apply the paint, right clicks «remove» it. See Spray Paint for what that means for the different paint types.
[[Image(. )]] Fill
Flood fills an area with the current paint.
For terrain types, biomes and annotation colours the contiguous area of the terrain type, biome or annotation colour respectively that you click on is filled. For layers, the contiguous empty area (where the layer is not present) you click on is filled, bounded by pre-existing presence of the layer. In other words, paint the edges of the area first using the other tools, then fill the empty area. For continuous layers (such as the tree layers and Custom Object Layers) the area is filled to the intensity you have currently selected, and is bounded by areas where the layer exists at the same or higher intensity. Right clicks «remove» the paint. See Spray Paint for what that means for the different paint types.
Paints one or more lines of text with the current paint.
Click where you want the text to be placed and a popup will appear allowing you to enter the text and specify the desired font, decoration (bold or italic), size and angle (in 90 degree steps). The text may have more than one line. The top left corner of the text is placed where you click. If you selected a non-zero angle the text is rotated around its top left corner. Right clicks «remove» the paint. See Spray Paint for what that means for the different paint types.
Floods an area with water, or raises an existing body of water.
Click on a dry place to fill an area where the terrain is the same height or lower with water. Or click on an existing body of water to raise the level of water by one block. This may flood additional areas. If the water spills over somewhere it may even fill large areas. Right click on an existing body of water to lower the level of water by one, drying up the areas where it was only one block deep. Keep right-clicking to dry up a body of water completely. If you click on a body of lava it will be turned into water without changing the level. Note: if you change the shape of the terrain at the shores of a body of water the water is not automatically adjusted! To prevent malformed cliffs of water around the edges, re-flood the area by right-clicking once on the body of water and then left-clicking to flood it to the original level up to the new shorelines. Note: if you lower dry terrain which had previously been flooded the «ground water» may reappear and flood the area in strange shapes. If that happens use the Sponge tool to either mop it up or reset the water level to the default.
Floods an area with lava, or raises an existing body of lava.
Click on a dry place to fill an area where the terrain is the same height or lower with lava. Or click on an existing body of lava to raise the level of lava by one block. This may flood additional areas. If the lava spills over somewhere it may even fill large areas. Right click on an existing body of lava to lower the level of lava by one, drying up the areas where it was only one block deep. Keep right-clicking to dry up a body of lava completely. If you click on a body of water it will be turned into lava without changing the level. Note: if you change the shape of the terrain at the shores of a body of lava the lava is not automatically adjusted! To prevent malformed cliffs of lava around the edges, re-flood the area by right-clicking once on the body of lava and then left-clicking to flood it to the original level up to the new shorelines. Note: if you lower dry terrain which had previously been flooded the «ground lava» may reappear and flood the area in strange shapes. If that happens use the Sponge tool to either mop it up or reset the lava to water at the default level.
Removes or resets water and lava.
Left click to remove any water and lava. Right click to reset the fluid type and level to the default. By default this is water at level 62, but the both can be changed on the New World screen, and the level additionally on the Default Terrain tab of the Dimension Properties?.
Raises or lowers the terrain in the shape of the brush.
Left clicking raises the terrain; right-clicking lowers it. Hold the mouse button down in the same place or while moving it to keep raising or lowering the terrain. The brush intensity slider determines how fast the terrain is raised or lowered. Lowering the terrain below the ground water level will flood it; raising the terrain above it will dry it out.
Flattens the terrain in the shape of the brush.
The terrain is raised or lowered towards the level of the terrain where you click. Hold the mouse button down in the same place or while moving it to keep flattening the terrain. While the mouse button is held down the terrain is flattened to the level of the terrain where it was first clicked.
Tip: this makes it a good tool to quickly raise or lower large areas to the same level: First use the Height tool to lower or raise the terrain to the desired level, or pick a location where it is already at the desired level Then click the Flatten tool at the point where the terrain is at the desired level, hold the mouse button down, and drag it everywhere you wish the level to be the same To equalise large areas more quickly choose a large brush and/or a high intensity. To keep some variation use a lower intensity or drag at a high speed
The brush intensity slider determines how fast the terrain is flattened. There is no difference between left and right clicking.
Smooths the terrain in the shape of the brush.
The terrain is averaged resulting in blunting of sharp edges, smoother transitions and reduced height differences. Hold the mouse button down to keep smoothing the terrain. The brush intensity slider determines how intensely the terrain is smoothed. There is no difference between left and right clicking.
Raises a mountain from the terrain in the shape of the brush.
The difference between this and Height is that it is absolute instead of relative. I.e. the shape it creates is independent of the current shape of the terrain. The mountain is shaped like the current brush; its base is at the bedrock (level 0) and its peak is slightly higher than the level of the terrain where you clicked. How much higher depends on the brush intensity slider; at 50% the peak of the mountain will be one block higher each iteration. The terrain will be raised only where it is currently lower than the mountain. The mountain will continue to be raised while you hold the mouse button down. Wherever the terrain is raised its type will also be changed according to the Default Terrain tab of the Dimension Properties?. Right-clicking will cause craters to appear instead of mountains by turning the mountain shape upside down with its base at the map’s maximum height and its peak slightly lower than where you clicked and lowering the terrain instead of raising it. Tip: this tool lends itself to creating mountain ranges like this:
Select the Raise Mountain tool and a suitable brush, for instance the Linear Circle. Click and hold the left mouse button somewhere to grow a mountain. Wait until the height is as desired and then start dragging the mouse away while still holding the button to create a mountain ridge. The slope of the ridge will be determined by how fast you drag. Experiment with different drag speeds and with varying the drag speed to make the ridge go up and down. Terminate the ridge by dragging at a high speed so it slopes down and disappears into the terrain; release the mouse button. Draw additional ridges by clicking at the spine of an existing ridge and dragging the mouse away at an angle. Repeat as many times as you want to create an intricate network of mountain ridges. Draw a starburst pattern to create one single mountain shape, or lightning patterns or elaborate networks to create entire mountain ranges.
Changes the spawn point.
Only active on the surface dimension. The spawn point is displayed as a small red cross. The default spawn point is at coordinates 0,0. Click where you want the player to spawn upon first entering the map. Note that Minecraft only takes this as a suggestion. You may actually spawn some significant distance away. This also applies to the altitude. WorldPainter? sets the spawn point on the surface, but if the world has a ceiling Minecraft may decide to spawn you on top of it regardless of the coordinates set by WorldPainter?.
Provides a number of bulk operations which operate on the entire dimension, such as setting or resetting the terrain, layers, water and lava, biomes, etc.. For full details see the Global Operations? page. https://raw.githubusercontent.com/Captain-Chaos/WorldPainter/master/WorldPainter/WPGUI/src/main/resources/org/pepsoft/worldpainter/icons/pyramid.png Raise Rotated Pyramid
Raise a four-sided pyramid from the ground, rotated 45 degrees.
The terrain is raised one block each iteration, in the shape of a four-sided pyramid at a 45 degree angle. The terrain type is set to Sandstone.
Raise a four-sided pyramid from the ground.
The terrain is raised one block each iteration, in the shape of a four-sided pyramid. The terrain type is set to Sandstone.
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