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CreateFromImage
Jesse Boyd edited this page May 8, 2018
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The CreateFromImage command is used to build terrain from large heightmaps. Heightmaps can be generated using software like WorldMachine and GeoGlyph or found online.
- 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.worldsset to true - Put any jars with textures you want (e.g. your
.minecraft/versions/<version>/<version>.jar) inFastAsyncWorldEdit/textures
<arg>- A required parameter[arg]- An optional parameter<arg1|arg2>- Multiple parameters options<arg=value>- Default or suggested value
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
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
- 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.
- 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 73for the min/max would use the simplest 73% of blocks for coloring, and is a reasonable value.
- 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
- Allow only specific blocks to be used for coloring
block-listis a list of blocks e.g. stone,bedrock,wool#clipboardwill only use the blocks present in your clipboard.
- Increase or decrease biome priority when using
blockBiomeColor. - A value of
50is the default - Above
50will prefer to color with biomes - Below
50will prefer to color with blocks
- Color the terrain using only blocks
- Provide an image, or worldedit mask for the 2nd argument to restrict what areas are colored
whiteOnlywill restrict coloring to the white parts of the image mask (if provided)
- Color the terrain using glass (unique, but looks weird from an angle)
- 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.
- Color the terrain using blocks and biomes.
- Provide an image, or worldedit mask for the 2nd argument to restrict what areas are colored
whiteOnlywill restrict coloring to the white parts of the image mask (if provided)
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
whiteOnlyparameter determines if only white values on the image are set - If a mask is used, the biome will be set anywhere the mask applies
- Set the terrain height either based on an image heightmap, or a numeric value.
- Change the level water is generated at.
- By default water is disabled (with a value of 0)
- Use another block id instead of water. e.g Maybe you want to use lava.
- Smooth terrain within an image-mask, or worldedit mask
- You can use
!0as the mask to smooth everything - This supports smoothing snow layers (set the floor to
78:7) - A good value for
radiusanditerationswould be1 8.
- Change the block directly above the floor (default: air)
- e.g. Tallgrass
- Change the block to use as filling (default: stone)
- Change the block to use as the floor (default: grass)
- Change both the floor and main block.
- Generate vanilla caves
- Add the default minecraft ores.
- Use a specific pattern and settings to generate ore.
- 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 outdated, move to https://github.com/IntellectualSites/FastAsyncWorldEdit-Documentation/
This Wiki is for Legacy Versions (1.8 - 1.12.2). Check here for 1.13+ versions: https://github.com/IntellectualSites/FastAsyncWorldEdit-Documentation/

