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CreateFromImage.md
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CreateFromImage.md
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## Overview
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The CreateFromImage command is used to generate terrain from large heightmaps. Heightmaps can be generated using WorldMachine or found online.
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Example:
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[![CFI TEST](https://i.imgur.com/qUjm3hv.jpg)](https://www.youtube.com/watch?v=pPR-w6cRNTc)
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Dependencies:
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- PlotSquared (dev build) with `enabled-components.worlds` set to true
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## Command Syntax
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- `<arg>` - A required parameter
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- `[arg]` - An optional parameter
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- `<arg1|arg2>` - Multiple parameters options
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- `<arg=value>` - Default or suggested value
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## Starting
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To begin you need to either specify a heightmap to use (imgur link), or the dimensions you want.
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- Using a world: `/2 cfi <url>`
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- Using a fixed size: `/2 cfi <width> <length>`
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Take a look at the commands below, when you are done, run either of the following:
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- /2 cfi done
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- /2 cfi cancel
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## Modifying the world
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### The palette
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- Terrain can be colored using an image.
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- If you choose to use coloring, you should change the palette and other settings used beforehand.
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##### `/2 cfi paletteComplexity <min=0> <max=100>`
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- 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.
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- Using `0 50` for the min/max would use the simplest %50 of blocks for coloring.
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##### `/2 cfi paletteRandomization <enabled=true>`
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- Enabled by default, randomization will add some random variation in the blocks used to closer match the provided image.
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- If disabled, the closest block to the color will always be used.
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##### `/2 cfi paletteBlocks <block-list>`
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- Allow only specific blocks to be used for coloring
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##### `/2 cfi paletteBiomePriority <percent=50>`
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- Increase or decrease biome priority when using `blockBiomeColor`.
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- A value of 50 is the default.
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### Coloring commands
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##### `/2 cfi color <image-url>`
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- Color the terrain using only blocks
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##### `/2 cfi glass <image-url>`
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- Color the terrain using glass (unique, but looks weird from an angle)
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##### `/2 cfi biomeColor <image-url>`
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- Color the terrain using biomes.
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Note: Biome coloring does not change blocks:
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- If you changed the block to something other than grass you will not see anything.
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##### `/2 cfi blockBiomeColor <image-url>`
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- Color the terrain using blocks and biomes.
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##### `/2 cfi biome [url|mask] <biome> [white=false]`
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Set the biome in specific parts of the map.
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- 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)
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- The whiteonly parameter determines if only white values on the image are set
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- If a mask is used, the biome will be set anywhere the mask applies
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### Height settings
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#### `/2 cfi height <url|height>`
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- Set the terrain height either based on an image heightmap, or a numeric value.
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#### `/2 cfi waterHeight <height=0>`
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- Change the level water is generated at.
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- By default water is disabled (with a value of 0)
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#### `/2 cfi waterId <number-id>`
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- Use another block id instead of water. e.g Maybe you want to use lava.
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### Material settings
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#### `/2 cfi overlay [url|mask] <pattern> [white=false]`
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- Change the block to use as the overlay (default: none)
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#### `/2 cfi main [url|mask] <pattern> [white=false]`
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- Change the block to use as filling (default: stone)
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#### `/2 cfi floor [url|mask] <pattern> [white=false]`
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- Change the block to use as the floor (default: grass)
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#### `/2 cfi column [url|mask] <pattern> [white=false]`
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- Change the floor and main block.
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### Populators
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#### `/2 cfi caves`
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- Generate caves
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#### `/2 cfi ore[s]`
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##### `/2 cfi addores`
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- Add the default minecraft ores.
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##### `/2 cfi ore <mask> <pattern> <size> <frequency> <rarity> <min-Y> <max-Y>`
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- Use a specific pattern and settings to generate ore.
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#### `/2 cfi schem <mask> <file|folder|url> <rarity> <rotate>`
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- Populate a schematic on the terrain.
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- Change the mask (e.g. angle mask) to only place the schematic in specific locations.
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- The rarity is a value between 0 and 100.
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