Updated CreateFromImage (markdown)

Jesse Boyd 2017-09-06 20:56:53 +10:00
parent 65c20c8dde
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## Overview
The CreateFromImage command is used to generate terrain from large heightmaps. Heightmaps can be generated using WorldMachine or found online.
The CreateFromImage command is used to build terrain from large heightmaps. Heightmaps can be generated using software like [WorldMachine](http://www.world-machine.com/) and [GeoGlyph](http://www.quadspinner.com/geoglyph/) or found online.
Example:
[![CFI TEST](https://i.imgur.com/qUjm3hv.jpg)](https://i.imgur.com/qUjm3hv.jpg)
@ -20,30 +20,37 @@ Dependencies:
## Starting
To begin you need to either specify a heightmap to use (imgur link), or the dimensions you want.
- Using a heightmap: `/2 cfi <url>`
- Using a fixed size: `/2 cfi <width> <length>`
- Or using a fixed size: `/2 cfi <width> <length>`
Take a look at the commands below, when you are done, run either of the following:
- /2 cfi done
- /2 cfi cancel
- `/2 cfi done` - to generate the world
- `/2 cfi cancel` - cancel creation
## Modifying the world
### The palette
- Terrain can be colored using an image.
- If you choose to use coloring, you should change the palette and other settings used beforehand.
- 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.
##### `/2 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.
- Using `0 50` for the min/max would use the simplest %50 of blocks for coloring.
- 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.
##### `/2 cfi paletteRandomization <enabled=true>`
- Enabled by default, randomization will add some random variation in the blocks used to closer match the provided image.
- 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.
##### `/2 cfi paletteBlocks <block-list|#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.
##### `/2 cfi paletteBiomePriority <percent=50>`
- Increase or decrease biome priority when using `blockBiomeColor`.
- A value of 50 is the default.
- 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
##### `/2 cfi color <image-url>`
##### `/2 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)
##### `/2 cfi glass <image-url>`
- Color the terrain using glass (unique, but looks weird from an angle)
##### `/2 cfi biomeColor <image-url>`
@ -51,12 +58,14 @@ Take a look at the commands below, when you are done, run either of the followin
Note: Biome coloring does not change blocks:
- If you changed the block to something other than grass you will not see anything.
##### `/2 cfi blockBiomeColor <image-url>`
##### `/2 cfi blockBiomeColor <image-url> [image-mask|mask] [whiteOnly=true]`
- Color the terrain using blocks and biomes.
##### `/2 cfi biome [url|mask] <biome> [white=false]`
- 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)
##### `/2 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
- 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
#### `/2 cfi height <url|height>`
@ -66,18 +75,25 @@ Set the biome in specific parts of the map.
- By default water is disabled (with a value of 0)
#### `/2 cfi waterId <number-id>`
- Use another block id instead of water. e.g Maybe you want to use lava.
#### `/2 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` and `iterations` would be `1 8`.
### Material settings
#### `/2 cfi overlay [url|mask] <pattern> [white=false]`
- Change the block to use as the overlay (default: none)
- Change the block directly above the floor (default: air)
- e.g. Tallgrass
#### `/2 cfi main [url|mask] <pattern> [white=false]`
- Change the block to use as filling (default: stone)
#### `/2 cfi floor [url|mask] <pattern> [white=false]`
- Change the block to use as the floor (default: grass)
#### `/2 cfi column [url|mask] <pattern> [white=false]`
- Change the floor and main block.
- Change both the floor and main block.
### Populators
#### `/2 cfi caves`
- Generate caves
- Generate vanilla caves
#### `/2 cfi ore[s]`
##### `/2 cfi addores`
- Add the default minecraft ores.