diff --git a/CreateFromImage.md b/CreateFromImage.md index 511a697..d9e06b4 100644 --- a/CreateFromImage.md +++ b/CreateFromImage.md @@ -23,88 +23,88 @@ Dependencies: ## Starting To begin you need to either specify a heightmap to use, or the dimensions you want. - - Using a heightmap: `/2 cfi ` - - Or using a fixed size: `/2 cfi ` + - Using a heightmap: `//cfi ` + - Or using a fixed size: `//cfi ` Do not run these yet, but when you are happy with your settings: - - `/2 cfi done` - Build the world - - `/2 cfi cancel` - Cancel creation + - `//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. -##### `/2 cfi paletteComplexity ` +##### `//cfi paletteComplexity ` - 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. -##### `/2 cfi paletteRandomization ` +##### `//cfi paletteRandomization ` - 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](https://i.imgur.com/ltqTDIJ.jpg) when coloring with biomes -##### `/2 cfi paletteBlocks ` +##### `//cfi paletteBlocks ` - 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 ` +##### `//cfi paletteBiomePriority ` - 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 -##### `/2 cfi color [image-mask|mask] [whiteOnly=true]` +##### `//cfi color [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 ` +##### `//cfi glass ` - Color the terrain using glass (unique, but [looks weird](https://i.imgur.com/Z48Gaaj.jpg) from an angle) -##### `/2 cfi biomeColor ` +##### `//cfi biomeColor ` - 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. -##### `/2 cfi blockBiomeColor [image-mask|mask] [whiteOnly=true]` +##### `//cfi blockBiomeColor [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) -##### `/2 cfi biome [url|mask] [whiteOnly=false]` +##### `//cfi biome [url|mask] [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 -#### `/2 cfi height ` +#### `//cfi height ` - Set the terrain height either based on an image heightmap, or a numeric value. -#### `/2 cfi waterHeight ` +#### `//cfi waterHeight ` - Change the level water is generated at. - By default water is disabled (with a value of 0) -#### `/2 cfi waterId ` +#### `//cfi waterId ` - Use another block id instead of water. e.g Maybe you want to use lava. -#### `/2 cfi smooth [whiteonly=true]` +#### `//cfi smooth [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] [white=false]` +#### `//cfi overlay [url|mask] [white=false]` - Change the block directly above the floor (default: air) - e.g. Tallgrass -#### `/2 cfi main [url|mask] [white=false]` +#### `//cfi main [url|mask] [white=false]` - Change the block to use as filling (default: stone) -#### `/2 cfi floor [url|mask] [white=false]` +#### `//cfi floor [url|mask] [white=false]` - Change the block to use as the floor (default: grass) -#### `/2 cfi column [url|mask] [white=false]` +#### `//cfi column [url|mask] [white=false]` - Change both the floor and main block. ### Populators -#### `/2 cfi caves` +#### `//cfi caves` - Generate vanilla caves -#### `/2 cfi ore[s]` -##### `/2 cfi addores` +#### `//cfi ore[s]` +##### `//cfi addores` - Add the default minecraft ores. -##### `/2 cfi ore ` +##### `//cfi ore ` - Use a specific pattern and settings to generate ore. -#### `/2 cfi schem [url] ` +#### `//cfi schem [url] ` - 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. \ No newline at end of file