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Updated CreateFromImage (markdown)
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@ -23,88 +23,88 @@ Dependencies:
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## Starting
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## Starting
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To begin you need to either specify a heightmap to use, or the dimensions you want.
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To begin you need to either specify a heightmap to use, or the dimensions you want.
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- Using a heightmap: `/2 cfi <url>`
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- Using a heightmap: `//cfi <url>`
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- Or using a fixed size: `/2 cfi <width> <length>`
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- Or using a fixed size: `//cfi <width> <length>`
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Do not run these yet, but when you are happy with your settings:
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Do not run these yet, but when you are happy with your settings:
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- `/2 cfi done` - Build the world
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- `//cfi done` - Build the world
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- `/2 cfi cancel` - Cancel creation
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- `//cfi cancel` - Cancel creation
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## Modifying the world
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## Modifying the world
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### The palette
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### The palette
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- You may want to color the world using an image e.g. https://i.imgur.com/TlH2uhU.jpg
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- You may want to color the world using an image e.g. https://i.imgur.com/TlH2uhU.jpg
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- Before you color parts of the world, you should change your palette (coloring) settings.
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- Before you color parts of the world, you should change your palette (coloring) settings.
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##### `/2 cfi paletteComplexity <min=0> <max=100>`
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##### `//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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- 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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- Glazed terracotta is complex, and not very pleasant for terrain, whereas stone and wool are simpler textures.
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- Glazed terracotta is complex, and not very pleasant for terrain, whereas stone and wool are simpler textures.
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- Using `0 73` for the min/max would use the simplest 73% of blocks for coloring, and is a reasonable value.
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- Using `0 73` for the min/max would use the simplest 73% of blocks for coloring, and is a reasonable value.
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##### `/2 cfi paletteRandomization <enabled=true>`
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##### `//cfi paletteRandomization <enabled=true>`
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- This is enabled by default, randomization will add some random variation in the blocks used to closer match the provided image.
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- This is 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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- If disabled, the closest block to the color will always be used.
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- Randomization will allow [mixing biomes](https://i.imgur.com/ltqTDIJ.jpg) when coloring with biomes
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- Randomization will allow [mixing biomes](https://i.imgur.com/ltqTDIJ.jpg) when coloring with biomes
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##### `/2 cfi paletteBlocks <block-list|#clipboard>`
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##### `//cfi paletteBlocks <block-list|#clipboard>`
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- Allow only specific blocks to be used for coloring
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- Allow only specific blocks to be used for coloring
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- `block-list` is a list of blocks e.g. stone,bedrock,wool
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- `block-list` is a list of blocks e.g. stone,bedrock,wool
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- `#clipboard` will only use the blocks present in your clipboard.
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- `#clipboard` will only use the blocks present in your clipboard.
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##### `/2 cfi paletteBiomePriority <percent=50>`
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##### `//cfi paletteBiomePriority <percent=50>`
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- Increase or decrease biome priority when using `blockBiomeColor`.
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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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- A value of `50` is the default
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- Above `50` will prefer to color with biomes
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- Above `50` will prefer to color with biomes
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- Below `50` will prefer to color with blocks
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- Below `50` will prefer to color with blocks
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### Coloring commands
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### Coloring commands
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##### `/2 cfi color <image-url> [image-mask|mask] [whiteOnly=true]`
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##### `//cfi color <image-url> [image-mask|mask] [whiteOnly=true]`
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- Color the terrain using only blocks
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- Color the terrain using only blocks
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- Provide an image, or worldedit mask for the 2nd argument to restrict what areas are colored
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- Provide an image, or worldedit mask for the 2nd argument to restrict what areas are colored
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- `whiteOnly` will restrict coloring to the white parts of the image mask (if provided)
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- `whiteOnly` will restrict coloring to the white parts of the image mask (if provided)
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##### `/2 cfi glass <image-url>`
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##### `//cfi glass <image-url>`
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- Color the terrain using glass (unique, but [looks weird](https://i.imgur.com/Z48Gaaj.jpg) from an angle)
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- Color the terrain using glass (unique, but [looks weird](https://i.imgur.com/Z48Gaaj.jpg) from an angle)
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##### `/2 cfi biomeColor <image-url>`
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##### `//cfi biomeColor <image-url>`
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- Color the terrain using biomes.
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- Color the terrain using biomes.
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Note: Biome coloring does not change blocks:
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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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- If you changed the block to something other than grass you will not see anything.
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##### `/2 cfi blockBiomeColor <image-url> [image-mask|mask] [whiteOnly=true]`
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##### `//cfi blockBiomeColor <image-url> [image-mask|mask] [whiteOnly=true]`
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- Color the terrain using blocks and biomes.
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- Color the terrain using blocks and biomes.
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- Provide an image, or worldedit mask for the 2nd argument to restrict what areas are colored
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- Provide an image, or worldedit mask for the 2nd argument to restrict what areas are colored
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- `whiteOnly` will restrict coloring to the white parts of the image mask (if provided)
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- `whiteOnly` will restrict coloring to the white parts of the image mask (if provided)
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##### `/2 cfi biome [url|mask] <biome> [whiteOnly=false]`
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##### `//cfi biome [url|mask] <biome> [whiteOnly=false]`
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Set the biome in specific parts of the map.
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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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- 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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- 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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- If a mask is used, the biome will be set anywhere the mask applies
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### Height settings
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### Height settings
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#### `/2 cfi height <url|height>`
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#### `//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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- 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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#### `//cfi waterHeight <height=0>`
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- Change the level water is generated at.
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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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- By default water is disabled (with a value of 0)
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#### `/2 cfi waterId <number-id>`
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#### `//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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- Use another block id instead of water. e.g Maybe you want to use lava.
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#### `/2 cfi smooth <image-mask|mask> <radius> <iterations> [whiteonly=true]`
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#### `//cfi smooth <image-mask|mask> <radius> <iterations> [whiteonly=true]`
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- Smooth terrain within an image-mask, or worldedit mask
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- Smooth terrain within an image-mask, or worldedit mask
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- You can use `!0` as the mask to smooth everything
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- You can use `!0` as the mask to smooth everything
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- This supports smoothing snow layers (set the floor to `78:7`)
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- This supports smoothing snow layers (set the floor to `78:7`)
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- A good value for `radius` and `iterations` would be `1 8`.
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- A good value for `radius` and `iterations` would be `1 8`.
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### Material settings
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### Material settings
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#### `/2 cfi overlay [url|mask] <pattern> [white=false]`
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#### `//cfi overlay [url|mask] <pattern> [white=false]`
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- Change the block directly above the floor (default: air)
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- Change the block directly above the floor (default: air)
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- e.g. Tallgrass
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- e.g. Tallgrass
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#### `/2 cfi main [url|mask] <pattern> [white=false]`
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#### `//cfi main [url|mask] <pattern> [white=false]`
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- Change the block to use as filling (default: stone)
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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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#### `//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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- 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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#### `//cfi column [url|mask] <pattern> [white=false]`
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- Change both the floor and main block.
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- Change both the floor and main block.
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### Populators
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### Populators
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#### `/2 cfi caves`
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#### `//cfi caves`
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- Generate vanilla caves
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- Generate vanilla caves
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#### `/2 cfi ore[s]`
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#### `//cfi ore[s]`
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##### `/2 cfi addores`
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##### `//cfi addores`
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- Add the default minecraft ores.
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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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##### `//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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- Use a specific pattern and settings to generate ore.
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#### `/2 cfi schem [url] <mask> <file|folder|url> <rarity> <distance> <rotate>`
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#### `//cfi schem [url] <mask> <file|folder|url> <rarity> <distance> <rotate>`
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- Populate a schematic on the terrain.
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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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- 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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- The rarity is a value between 0 and 100.
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