Captain_Chaos

Members
  • Content Count

    42
  • Joined

  • Last visited

Community Reputation

8 Neutral

About Captain_Chaos

  • Rank
    Villager

Recent Profile Visitors

1,150 profile views
  1. Hi guys. Is anyone still using this? I don't think it works any more for the current version of Wurm Unlimited (at least not in a quick test I did); should I look into making it work again?
  2. Hi guys, how's it going? Anyone still using this? Are people actually playing on maps created with this?
  3. FYI: the plugin has been updated again to work with the latest release of WorldPainter, just in case any one is actually still using it. ?
  4. Hi guys, Just a quick update: I updated the Wurm Unlimited converter so that it is now a WorldPainter plugin instead of a stand-alone command line tool, that allows you to export Wurm Unlimited maps directly from WorldPainter by choosing it as the Map Format on the Export screen. Note that the functionality of the converter itself has not changed. I updated the links and instructions in the first post, check that out for details and let me know if you have any questions or experience any problems! Cheers, Captain_Chaos
  5. Alright, I've updated the converter. If you redownload it it should now work with worlds created with the current version of WorldPainter.
  6. Ah is it that time of year again? ;-) I'll look into it!
  7. I released a beta with this functionality in it. See the Minecraft forum thread for details.
  8. This is probably where it went wrong. When you export a world as a height map, you lose all of WorldPainter's internal precision, since a height map only stores 8-bit integer values. You'll probably note that if you convert that original world to a Wurm Unlimited map you don't get the vertical blockiness. That precision is now gone, so I'm afraid the only way to get it back is to start over from the original 6500x6500 world, assuming you still have it. Unfortunately there is currently no way to scale it up while keeping the internal precision. What I could do is add an option to WorldPainter for exporting the world to a high precision, 16-bit height map so you can scale it without losing precision. There is one thing you could try and that is to use the Smooth tool, which will bring back some of the smoothness, but of course will also destroy details and small features. Experiment with different intensities and durations of applying it to hopefully find a technique that will smooth the landscape enough without making it too straight.
  9. Where did the WorldPainter world come from? Was it imported from a Minecraft map? Minecraft is blocky, WorldPainter can't change that. It doesn't automatically smooth the world. If you create the world in WorldPainter it will look better because WorldPainter has a higher internal resolution. That's just how Wurm Unlimited works, it has nothing to with WorldPainter. It is based on square tiles which can have exactly one ground type. Wurm Unlimited does in fact smooth between the tiles, but that can only do so much. It's the same on Wurm Unlimited's own maps, although it may be more noticeable with snow, which I understand does not occur in the default maps, because of the high contrast. Again, that is just how Wurm Unlimited works. Perhaps it's just more noticeable on small islands instead of Wurm's default large and featureless land masses. I don't know if it is possible to change that (perhaps you can tweak the distances at which it happens?), but there's nothing WorldPainter can do about it.
  10. Alright, the converter has been updated to work with worlds created with the latest version of WorldPainter (2.1.2). Redownload the jar file from the first post and replace it to use the new version.
  11. Thanks for the heads up! Yeah I forgot to update the converter; I'll do that this evening (UTC). Nice to know it's still being used... :-) I wouldn't mind people posting some results? Some screenshots, links to servers or maps, that kind of thing?
  12. That would kind of miss the point of using WorldPainter though...
  13. You can place tar by using the Soul Sand terrain type and clay using Clay, Hardened Clay or any of the painted Clays. Additionally the Beaches terrain type (which by default exists around all water edges in the initially generated map by WorldPainter) will place patches of clay.