Перейти к содержимому

Как сделать лес в world painter

  • автор:

Пак деревьев для WorldPainter и MCEdit

Пак деревьев для WorldPainter и MCEdit

В пак входит 114 объектов. Среди них камни (Всего 3: маленький, средний и большой), огромнейшие деревья (Помните большой дуб на MineZ 1.5.2? Что-то похожее), стройные пальмы, толстые дубы, голые или пушистые сосны и ели, кустики и самые странные растения. Все деревья разнообразны и очень красивы. Их же я использовал для создания последнего моего ландшафта.

Все объекты в формате .schematic, то есть открыть их можно в MCEdit, а в WorldPainter’e только использовать для генерации лесов или просто растительности. Если не знаете, как это сделать, готов буду написать инструкцию, но надеюсь, что Вы разберетесь сами.

Автор, конечно же, не я. Источник утерял, к сожалению.

Если этот пак уже есть на сайте, прошу прощения, так как поиск ничего подобного не выдал. Версия 1.11 не имеет значения, так как деревья сделаны из дерева, логично ведь? Но все же рекомендую версию не моложе 1.7.2, так как могут быть деревья из акации или темного дуба, хотя сам я их не замечал.

На последок желаю вдохновения для создания ландшафтов и карт, в чем поможет этот пак.

Как сделать лес в world painter

Reddit and its partners use cookies and similar technologies to provide you with a better experience.

By accepting all cookies, you agree to our use of cookies to deliver and maintain our services and site, improve the quality of Reddit, personalize Reddit content and advertising, and measure the effectiveness of advertising.

By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform.

For more information, please see our Cookie Notice and our Privacy Policy .

Get the Reddit app

This subreddit is for posts involving the program WorldPainter. The program allows you to externally create and "paint" custom Minecraft worlds and terrain! People can post their worlds, ask for advice, or simply browse and comment.

How to create «minecraft» maps with worldpainter

The seeds for this world are -1044887956651363087 and -6984854390176336655 (both are the same), standing at X=-249.65, Y=91, Z=-29.04.

Usage[]

Placement

Paintings can be placed on the sides of solid blocks, or signs. The other blocks holding the painting can be almost anything. There are several different sizes of paintings (see below). When placed, a painting checks for the largest amount of space it has. It then chooses a random painting of that size. The player can add blocks around the painting to ensure it is the size wanted. When the supporting blocks are removed, the painting breaks after 20 game ticks (1 second) if no supporting blocks are replaced during that interval.

Properties

Being an entity, paintings can simultaneously exist in the same space as blocks such as water or torches. Specifically, they can share the space with any block whose collision box does not intersect its hitbox.

Players and mobs are able to walk through paintings, as long as the blocks supporting the painting allow it. Light propagates through paintings as well.

Paintings are non-flammable.

Random Variation

The settings described above will result in completely flat floors and ceilings, and/or floors and ceilings that exactly follow or reflect the terrain. If you want more variation you can use the smoothness settings for both floor and ceiling to add some random noise:

  • The range setting determines the height of the random variations. 0 means no variation at all (in which case the other settings aren’t applicable and therefore disabled). If you set this higher than 0 the floor or ceiling will have random «hills» with the configured number of blocks difference between the lowest troughs and highest peaks. Note that the displacement is both up and down, centred around the original floor or ceiling height.
  • The scale setting determines the horizontal size of the «hills». If you set this lower the peaks will be narrower, sharper and closer together, if you set it higher they will be wider and further apart.
  • The roughness setting determines how chaotic or rough the «hills» are. At 0 they are smooth and very similar to WorldPainter’s default terrain. At higher levels more and more smaller detail is introduced to make the terrain more rough or chaotic.

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.

Creating a World from a Height Map

Creating a new world from a height map:

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:

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:

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:

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

Apple Java Extensions

To integrate with Mac OS X on Java 8, the Apple Java Extensions are needed. They are proprietary code which cannot be distributed by us so you will have to download it manually and install it in your local repo the same way as above. They can currently be found ​here. Download the file and extract the file from it. Install it in your local repo with the following command:

Of course if you are not interested in running the code on Apple Mac OS X, or running it on Java 8, you can also just remove this dependency and the code that uses it. WorldPainter will still run on Mac OS X on Java 8, but it will be less well integrated into the menus.

Set up Maven toolchains

WorldPainter uses the Maven toolchain framework (​https://maven.apache.org/guides/mini/guide-using-toolchains.html) to find the JDK’s it needs. You need to follow the instructions on that page to configure two toolchains: one of type and version pointing to a Java 8 JDK, and one of type and version pointing to a Java 9 JDK. You can do this by placing a file called in your or directory with the following contents:

Build WorldPainter

Once all dependencies are installed and the toolchains set up you can build WorldPainter from the command line or using your favourite IDE:

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:

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.

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.

Loading a Height Map

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

Is Multiplayer supported? How do I put the map on a Minecraft server?

Yes, Multiplayer is supported. Multiplayer maps are exactly the same as Singleplayer maps. Just Export the world like normal. Then, if you run the Minecraft server on the same computer, just move or copy the generated map directory to your Minecraft server installation directory, edit the property in the file to be the same name as the directory, and (re)start the server. If the server is on a different computer the steps are the same, but you will have to transfer the map to the server somehow, generally by zipping it and transferring it to the server using a program such as Filezilla. Those details are beyond the scope of this site though. Ask your server administrator for the best way to transfer maps to the server, or google the subject.

Water and Lava

There are two water and lava related options you can set:

  • The remove water or lava option controls whether existing water (or lava) will be removed and floors, walls and ceilings rendered underwater (when on), or whether existing water (or lava) will be left in place and floor, wall and ceiling blocks not placed underwater (when off — the default). Note that this only applies to water or lava from WorldPainter terrain generation or the Flood or Lava tools, not to water from the Resources layer or custom layers.
  • The flood the caves/tunnels option controls whether the generated caves/tunnels will be flooded. You control the level to which they will be flooded, as well as whether they are flooded with water or lava

Расположение элементов

Кстати:

  1. Холст для рисования. Это полотно, на котором рисуется сама карта.
  2. Панель инструментов. здесь находятся тоже довольно важные предметы — инструменты.
    • Пирамида, повёрнутая на 45 градусов (треугольная)
    • Обычная пирамида (квадратная)
    • Заполнить жидкостью всю яму до той высоты, где вы кликнули (см. п. 7). ЛКМ заливает водой, ПКМ её высушивает
    • То же самое, только вместо воды лава
    • Поднять/Опустить ландшафт. ЛКМ выращивает холмы и горы, ПКМ — ямы и овраги
    • Выровнять ландшафт, сделать его более плоским
    • Смягчить ландшафт, сделать более гладким (размыть в стороны)
    • Вырастить гору из земли (тип горы настраивается в параметрах мира)
    • Установить точку респавна игрока
    • Высушивает воду только в тех местах, где вы ей проводите
    • Параметры мира
  3. Панель слоёв. Здесь отображаются отдельные слои.
    • Мороз — покрывает снегом поверхность льдом водоёмы
    • Пещеры — создаёт сеть пещер. В параметрах мира можно настроить естественную генерацию пещер, тогда этот слой можно не использовать
    • Пропасти — создаёт пропасти и обрывы (насколько я знаю, только в пещерах)
    • Лиственные — рисует дубовый лес
    • Сосновые — хвойный лес
    • Болота — болотный лес
    • Джунгли — тропический лес
    • Пустота — рисует пустоту — пропасть в никуда
    • Ресурсы — спавнит залежи руд, пучки земли/гравия, воды под землёй и т.д. В параметрах мира можно настроить естественную генерацию пещер, тогда этот слой можно не использовать
    • Заселение — отдельная тема, рассмотрим в конце
    • Только чтение — чанки, помеченные этим слоем, при соединении проектов WorldPainter в одну карту (Ctrl+R), при этом экспортироваться не будут
    • Биомы — открывает список биомов для их последующего нанесения на карту. Присутствует поддержка кастомных биомов, например добавляемых модами
    • Аннотации — позволяет делать пометки (комментарии) у себя на карте, которые не будут видны после её экспорта в Minecraft. Но в параметрах мира можно включить экспорт аннотаций вместе с картой (они превратятся в шерсть)
  4. Панель блоков. С помощью неё можно выбирать блоки, которые надо наносить кистью. Можно также выбрать свои блоки (в ячейках с цифрами), для этого просто переключитесь на другую вкладку чуть левее
  5. Панель кистей. Здесь находятся различные кисти для рисования — квадратные и круглые. Чуть ниже находится панель с настройками кисти.
    • Поворот — поворачивает кисть на указанное кол-во градусов. Если она квадратная, то при значении в 45 градусов она станет ромбом
    • Интенсивность (плотность) — объясню на примере. Допустим, вы рисуете сосновый лес. Чем больше интенсивность, тем он будет плотнее. А если вы рисуете блоками, то с максимальной интенсивностью они будут рисоваться моментально, а не пока вы зажимаете ЛКМ, дожидаясь пока ими зарисуется вся область. Поэкспериментируйте с ним, если не совсем поняли
    • На или над — эта опция позволяет рисовать только на определённой высоте или выше
    • На или под — позволяет рисовать только на определённой высоте или ниже
    • Перо — двигать ли блоки сверху (например, когда вы используете сглаживание и эта опция включена, то сглаживаться будут блоки на всех высотах, в общем выкопайте яму и посмотрите сами, что будет когда эта опция включена)
    • Только на — рисовать только на определённом блоке (например, обсидианом на траве, что позволяет не задевать при рисовании, скажем песок)
    • Исключая на — на каком блоке рисовать не следует, т.е. какой блок не задевать
  6. Координаты курсора мыши (координаты X и Z соответственно)
  7. Высота, на которой находится курсор мыши (координата Y)
  8. Блок, на который наведён курсор мыши
  9. Биом, в котором находится курсор мыши. Биомы могут появляться при установке некоторых блоков (например, если установить мицелий, то там будет биом грибного острова)
  10. Радиус кисти (в блоках). Меняется колесом мыши
  11. Уровень приближения (в процентах)

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 add custom blocks from mods to the map?

WorldPainter supports custom mod blocks with non-standard ID’s (even ID’s between 255 and 4096). Note: for block ID’s above 255 you have to enable «extended block IDs», either on the New World screen, or afterwards from the Edit menu.

We can’t help you with which block ID’s to use, you’ll have to find that out from the mod website or ask the authors or other users. Once you know the block ID to use there are four ways of adding custom blocks to the world:

  1. Use one of the Custom terrain types (one of the buttons with a question mark on them). This will set the surface layer of the world to the custom block wherever you paint that terrain.
  2. Create a Custom Underground Pockets layer (from the + button on the Layers panel). This will create random underground pockets of the material wherever you paint the layer. Good for things like underground ores or pockets of oil, etc.
  3. Create a Custom Ground Cover layer. This will create a layer of the material on top of the surface. Make it one block thick and sprinkle the layer around for things like plants and flowers, or make it several blocks thick and paint it in solidly to create glaciers, etc.
  4. Create a Custom Object Layer. This will load bo2 files and/or schematics and spawn them randomly on the map where you paint the layer. Schematics and bo2 files can contain custom blocks from mods if you export them from a map containing such blocks.

Please note: many mods have dynamic block ID’s at runtime which are different than the block ID’s stored on disk. The clue is often that these ID’s are higher than 4095, which is not possible on disk. Make sure to find out from the mod’s authors or documentation what the static, on-disk block ID’s are and use those in WorldPainter.

Layer Colouring

Depending on the settings you chose, the layer may not actually produce caves everywhere you paint it. If the floor height is higher than the terrain height where you paint the layer, for instance, a cave will obviously not be produced. Also, the combination of floor and ceiling modes and levels might result in there not being any cave at all where the terrain is too low (for instance when the ceiling is set to fixed depth and the floor to fixed level or opposite of terrain).

Similarly, a cave might not be entirely underground. If the floor is below ground level, but the ceiling is above it, the cave will break the surface and be open to the outside air.

To be able to better judge this, the cave layer will be painted in different intensities:

  • Lighter shade — if there is no cave at all as a result of the combination of floor and ceiling modes and levels and terrain height, or if the cave is entirely above the surface, and the layer will therefore not have any effect at all.
  • Darker shade — if there will be a cave, and it is entirely underground — i.e. both floor and ceiling are below surface level.
  • Solid — if there will be a cave, and it breaks the surface — i.e. the floor is below surface level but the ceiling is above it. This allows you to quickly see where tunnel entrances and exits will be, and to adjust the terrain after painting a cave to fix «holes» where the cave breaks through to the surface unintentionally. Note that this is only approximate though! It does not take the wall depth settings or random variation into account.

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 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.

  • 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.

How do I change what Minecraft does when I use Populate? How do I get rid of all the small water and lava lakes?

The small water and lava lakes aren’t created by WorldPainter, they are created by Minecraft when you use the Populate layer, or enable the «allow Minecraft to populate the entire terrain» option. WorldPainter has no control over what Minecraft does when it populates a chunk, at least not for the Default and Large Biomes world types. All it can do is tell it to populate the chunk, or not, for each individual chunk. If Minecraft populates a chunk it will add underground resources, vegetation, trees, small water and lava lakes, snow and ice, villages, ravines, strongholds and abandoned mines. It will not generate caves. For more details about the proper use of the Populate layer, see the Populate page.

If you don’t want the small water and lava lakes, 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.

You should also consider whether you need Populate, as WorldPainter has its own layers for almost everything. The only thing that WorldPainter can’t generate itself is structures (mines, villages, etc.). By default the Resources layer is «on everywhere», so WorldPainter already generates underground resources. You can use the other layers to add things like Deciduous or Pine forests, snow and ice, underground Caverns and Chasms, etc.

How to use custom trees and objects in Worldpainter

In this tutorial you will learn how to use Worldpainter to place custom trees and other objects. This tutorial is written as a series of questions that are answered. The questions are ordered from basic to advanced as judged by the author and grouped by theme.

There’s no one best way to read this tutorial and questions don’t necessarily follow each other chronologically .

Screenshots in this tutorial were made using Worldpainter version 2.4.1 , the most recent version at the time of writing this tutorial.

About

If you are going to learn only one thing about Worldpainter, let it be custom object layers. Even the most mundane terrain looks custom with a nice range of custom objects. With the variety and quality of objects publicly shared you can stand on the shoulders of giants and "instantly" transform terrain.

Getting started

Custom object layers can be found by clicking on the [+] ( 1 ) button in the layers tab. In the drop down menu that unfolds click on [Add a custom object layer. ] ( 2 )

How to use custom trees and objects in Worldpainter

Downloads

To make it easy I created a collection of tree repositories and miscellaneous objects.

Creating layers

Click on the button showing the lego block with the small green plus sign ( 1 )

How to use custom trees and objects in Worldpainter

Select the objects to add to the layer and click on [Open].

Notes: You can use objects using .schematic and .bo2 file extensions. By keeping CTRL pressed you can select multiple objects at once and open them all together.

How to use custom trees and objects in Worldpainter

The import layer option ( 2 ) can be found by clicking on the [+] ( 1 ) button in the layers tab.

Select and open the .layer file ( 1 ) you wish to open

Click with your right mouse button on the layer you wish to export ( 1 ) . In the drop down menu click on export layer to file [/bgcolor] ( 2 ) . Name the layer appropriately and save.

Select the object you want to remove by clicking on it. Now click on the button showing the lego block with the small red stop sign ( 1 ) to remove the object

Option ( 1 ) : Double click the name in the object menu
Option ( 2 ) : Select one or more objects and click on the [button] with the lego block and the pencil. Note: keep CTRL pressed when you want to select multiple objects.

Adjust the relative frequency by adjusting the percentage in field ( 1 )

Note: how often an object spawns is a simple calculation. Spawn frequency = relative frequency of the object divided by the sum of the relative frequency of all objects in the layer.

By adjusting the value at ( 1 ) you change the density. I suggest you base the tree sparseness on the most dense you want your forest to be. Pay attention to "one per X blocks at 100%" or use the visualer at the right hand side of the window.

Use ( 1 ) and ( 2 ) to adjust the preview window. The settings I advise can be seen below.


In the edit object menu you select the "on water" and/or "on lava" checkboxes ( 1 ) . Deselect "on solid land".

Notes: objects that are set for "on water" and/or "on lava" can not penetrate the soil beneath. You can use the offset settings to make objects sink only in the water.
You can edit this setting for multiple objects at once by selecting multiple objects in the layer menu.

Discussion

Schematic is the most common file format to share parts of maps. Most powertools support this file format, e.g.: worldpainter, world edit, voxelsniper, mcedit. It’s easy to use and highly accessible. For the purpose of Worldpainter it’s exactly the same as the less common bo2 files except for a few things.

Difference 1: BO2 objects can have negative block offsets. This means that a BO2 object can include underground blocks without putting in the offset manually. The use of BO2 for Worldpainter was popularized by tree repository creators who included roots in their trees and make their use as easy as possible. It makes things easier, but doesn’t provide anything unique.
Difference 2: BO2’s can include air blocks. E.g. you could make an object for a submarine that doesn’t fill with water if placed. Wheras it would fill with water if placed as schematic file.
Difference 3: BO2’s aren’t commonly supported by tools. The tools to create BO2’s are poorly supported and can require knowledge of command prompt and scripts.

Conclusion: BO2’s make life easier but in most cases don’t add value over schematics. For sake of ease of experimentation the suggested file format to use in nearly all cases is the .schematic file format.

F.A.Q. / Trouble shooting

Select the object in the layer to fix and click on the button with the pencil ( 1 )

Most objects will be centered on a lowest point. By pressing on [Auto] ( 1 ) Worldpainter will adjust the object centering based on the lowest block. Adjust it manually afterwards to make sure it’s center by clicking on the offset coordinates ( 2 )

The small box outline is the block that’s used for placement. The tree in the preview was created with roots. By adjusting the values in the boxes ( 2 ) top left we can center it.


Specific layers

General knowledge about layers and placement is assumed at this point. Anything unclear, please refer to other parts of this tutorial before you ask.

Mangrove trees live on the coast, near or in shallow salty coastal waters. A prerequisite is appropriate tree objects and careful placement. See the download section for a plug-and-play layer to import. The appropriate spawn settings are "on solid land" and "under water" ( 1 ) .

The objects are placed on the ground underneath the water. So the height of the objects stem determines the maximum depth at which you should place the trees. For the tree below that is three blocks seen from the ground level ( A ) .

Placement is best done with a brush with filter settings. Apply the layer from water level minus maximum tree depth till water level plus maximum tree depth.

Icebergs aren’t complex. Make sure the model settings are limited to spawn "on water" ( 1 ) . You run into trouble when the negative offset of the iceberg is so great it touches the ground. The bottom of the iceberg will not pierce the ground, consider this when making models and placing them. If your aim is reality and you make icebergs that are 80% below water, it will not spawn.

Coral reefs in Minecraft are notorious. The water visibility is very poor, and the rendering of water on edges of non opaque blocks is too. Further more water blocks light and destroys plants. There are various methods of making coral reefs, and this is not the authors’ favourite method but the only one using object layers.

To ensure coral properly meets up with the ocean bottom select both spawn "on solid land" and "under water" ( 1 ) . To prevent coral from poking out of the water pay attention to placement. Since the light piercing of water in Minecraft is really low, a depth beyond 5 blocks will make it impossible to distinguish any colour.

Добавить комментарий

Ваш адрес email не будет опубликован. Обязательные поля помечены *