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CreateFromImage
Jesse Boyd edited this page May 8, 2018
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The CreateFromImage command is used to build terrain from large heightmaps. Heightmaps can be generated using software like WorldMachine and GeoGlyph or found online.
- https://www.youtube.com/watch?v=w3dmA4RiCXY
- https://www.youtube.com/watch?v=BacYCJH8Hns (Requires MapManager)
- https://www.youtube.com/watch?v=8bssDIMThI4
- https://www.youtube.com/watch?v=jp1SjanWN70 (Requires ProtocolLib)
Dependencies:
- PlotSquared (dev build) with
enabled-components.worlds
set to true - Put any jars with textures you want (e.g. your
.minecraft/versions/<version>/<version>.jar
) inFastAsyncWorldEdit/textures
-
<arg>
- A required parameter -
[arg]
- An optional parameter -
<arg1|arg2>
- Multiple parameters options -
<arg=value>
- Default or suggested value
-
Height Map
- The HSL luminance (whiteness) of each pixel represents the terrain height. -
Color Map
- An image of terrain color -
Image Mask
- Restrict some operation to the white parts of the image mask
To begin you need to either specify a heightmap to use, or the dimensions you want.
- Using a heightmap:
//cfi <url>
- Or using a fixed size:
//cfi <width> <length>
Do not run these yet, but when you are happy with your settings:
-
//cfi done
- Build the world -
//cfi cancel
- Cancel creation
- You may want to color the world using an image e.g. https://i.imgur.com/TlH2uhU.jpg
- Before you color parts of the world, you should change your palette (coloring) settings.
- Filter out blocks to use based on their complexity, which is a measurement of how much color variation there is in the texture for that block.
- Glazed terracotta is complex, and not very pleasant for terrain, whereas stone and wool are simpler textures.
- Using
0 73
for the min/max would use the simplest 73% of blocks for coloring, and is a reasonable value.
- This is enabled by default, randomization will add some random variation in the blocks used to closer match the provided image.
- If disabled, the closest block to the color will always be used.
- Randomization will allow mixing biomes when coloring with biomes
- Allow only specific blocks to be used for coloring
-
block-list
is a list of blocks e.g. stone,bedrock,wool -
#clipboard
will only use the blocks present in your clipboard.
- Increase or decrease biome priority when using
blockBiomeColor
. - A value of
50
is the default - Above
50
will prefer to color with biomes - Below
50
will prefer to color with blocks
- Color the terrain using only blocks
- Provide an image, or worldedit mask for the 2nd argument to restrict what areas are colored
-
whiteOnly
will restrict coloring to the white parts of the image mask (if provided)
- Color the terrain using glass (unique, but looks weird from an angle)
- Color the terrain using biomes.
Note: Biome coloring does not change blocks:
- If you changed the block to something other than grass you will not see anything.
- Color the terrain using blocks and biomes.
- Provide an image, or worldedit mask for the 2nd argument to restrict what areas are colored
-
whiteOnly
will restrict coloring to the white parts of the image mask (if provided)
Set the biome in specific parts of the map.
- If an image is used, the biome will have a chance to be set based on how white the pixel is (white #FFF = 100% chance)
- The
whiteOnly
parameter determines if only white values on the image are set - If a mask is used, the biome will be set anywhere the mask applies
- Set the terrain height either based on an image heightmap, or a numeric value.
- Change the level water is generated at.
- By default water is disabled (with a value of 0)
- Use another block id instead of water. e.g Maybe you want to use lava.
- Smooth terrain within an image-mask, or worldedit mask
- You can use
!0
as the mask to smooth everything - This supports smoothing snow layers (set the floor to
78:7
) - A good value for
radius
anditerations
would be1 8
.
- Change the block directly above the floor (default: air)
- e.g. Tallgrass
- Change the block to use as filling (default: stone)
- Change the block to use as the floor (default: grass)
- Change both the floor and main block.
- Generate vanilla caves
- Add the default minecraft ores.
- Use a specific pattern and settings to generate ore.
- Populate a schematic on the terrain.
- Change the mask (e.g. angle mask) to only place the schematic in specific locations.
- The rarity is a value between 0 and 100.
This wiki is outdated, move to https://github.com/IntellectualSites/FastAsyncWorldEdit-Documentation/
This Wiki is for Legacy Versions (1.8 - 1.12.2). Check here for 1.13+ versions: https://github.com/IntellectualSites/FastAsyncWorldEdit-Documentation/