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Page:
CreateFromImage
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CreateFromImage
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15
CreateFromImage
Jesse Boyd edited this page 2018-05-08 16:45:12 +10:00
Table of Contents
- Overview
- Command Syntax
- Terminology
- Starting
- Modifying the world
- The palette
- Coloring commands
- Height settings
- //cfi height <url|height>
- //cfi waterHeight <height=0>
- //cfi waterId <number-id>
- //cfi smooth <image-mask|mask> <radius> <iterations> [whiteonly=true]
- Material settings
- //cfi overlay [url|mask] <pattern> [white=false]
- //cfi main [url|mask] <pattern> [white=false]
- //cfi floor [url|mask] <pattern> [white=false]
- //cfi column [url|mask] <pattern> [white=false]
- Populators
Overview
The CreateFromImage command is used to build terrain from large heightmaps. Heightmaps can be generated using software like WorldMachine and GeoGlyph or found online.
Examples (vanilla blocks):
- 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
Command Syntax
<arg>
- A required parameter[arg]
- An optional parameter<arg1|arg2>
- Multiple parameters options<arg=value>
- Default or suggested value
Terminology
Height Map
- The HSL luminance (whiteness) of each pixel represents the terrain height.Color Map
- An image of terrain colorImage Mask
- Restrict some operation to the white parts of the image mask
Starting
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
Modifying the world
The palette
- 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.
//cfi paletteComplexity <min=0> <max=100>
- 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.
//cfi paletteRandomization <enabled=true>
- 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
//cfi paletteBlocks <mask|#clipboard>
- 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.
//cfi paletteBiomePriority <percent=50>
- 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
Coloring commands
//cfi color <image-url> [image-mask|mask] [whiteOnly=true]
- 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)
//cfi glass <image-url>
- Color the terrain using glass (unique, but looks weird from an angle)
//cfi biomeColor <image-url>
- 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.
//cfi blockBiomeColor <image-url> [image-mask|mask] [whiteOnly=true]
- 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)
//cfi biome [url|mask] <biome> [whiteOnly=false]
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
Height settings
//cfi height <url|height>
- Set the terrain height either based on an image heightmap, or a numeric value.
//cfi waterHeight <height=0>
- Change the level water is generated at.
- By default water is disabled (with a value of 0)
//cfi waterId <number-id>
- Use another block id instead of water. e.g Maybe you want to use lava.
//cfi smooth <image-mask|mask> <radius> <iterations> [whiteonly=true]
- 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
.
Material settings
//cfi overlay [url|mask] <pattern> [white=false]
- Change the block directly above the floor (default: air)
- e.g. Tallgrass
//cfi main [url|mask] <pattern> [white=false]
- Change the block to use as filling (default: stone)
//cfi floor [url|mask] <pattern> [white=false]
- Change the block to use as the floor (default: grass)
//cfi column [url|mask] <pattern> [white=false]
- Change both the floor and main block.
Populators
//cfi caves
- Generate vanilla caves
//cfi ore[s]
//cfi addores
- Add the default minecraft ores.
//cfi ore <mask> <pattern> <size> <frequency> <rarity> <min-Y> <max-Y>
- Use a specific pattern and settings to generate ore.
//cfi schem [url] <mask> <file|folder|url> <rarity> <distance> <rotate>
- 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 for Legacy Versions (1.8 - 1.12.2). Check here for 1.13+ versions: https://github.com/IntellectualSites/FastAsyncWorldEdit-Documentation/