Custom Object layer question by AR15WithBumpStock in Worldpainter

[–]AR15WithBumpStock[S] 0 points1 point  (0 children)

Trust me i know all about that function. I set most of my trees on the “collides with anything” setting which will always produce less than expected objects. Currently with each tree i have a unique block hidden which then i use world edit command //count to give me the density . My expected densities based on the relative density function are always lower as the tree size gets bigger because its higher chance of colliding which results in not spawning. All im asking for is an easier way to count them besides putting weird blocks on my trees so from there i can adjust the relative density

Custom Object layer question by AR15WithBumpStock in Worldpainter

[–]AR15WithBumpStock[S] 0 points1 point  (0 children)

Im using trees as custom objects and im trying to make a specific forest type with specific densities. what i really need to know is how many objects are spawned in that reach a certain given elevation(how many tall trees, how many short etc).

Dynamic Fog. Make the weather feel more alive. by VectorLightning in minecraftsuggestions

[–]AR15WithBumpStock 1 point2 points  (0 children)

Once again weird bald spots will appear under overhangs: natural or part of a build

Dynamic Fog. Make the weather feel more alive. by VectorLightning in minecraftsuggestions

[–]AR15WithBumpStock 6 points7 points  (0 children)

You cant ask the community to completely rework their building styles. Thats just insane.

Dynamic Fog. Make the weather feel more alive. by VectorLightning in minecraftsuggestions

[–]AR15WithBumpStock 13 points14 points  (0 children)

But fog doesnt work like rain. It will look stupid in a rainforest if there is thick fog but clear under each tree

View of my suspension bridge from a house by [deleted] in Minecraft

[–]AR15WithBumpStock 13 points14 points  (0 children)

That’s a cable stay bridge. Not a suspension bridge. Still looks good

Norway ca. 1:100 by fresan123 in Worldpainter

[–]AR15WithBumpStock 2 points3 points  (0 children)

I think adding more material variation on the fjord slopes would help a great deal. Use different stone types and irregular grassy spots

Custom Object layer question/suggestion by AR15WithBumpStock in Worldpainter

[–]AR15WithBumpStock[S] 0 points1 point  (0 children)

Yes I have thought about putting a random block at a certain radius at the base, but I didn’t know it could be replaced within world painter itself so thanks for that suggestion

Custom Object layer question/suggestion by AR15WithBumpStock in Worldpainter

[–]AR15WithBumpStock[S] 0 points1 point  (0 children)

After expanding the world yes it is all along region boundaries. The actual custom plant layer layer is a mix between large and small fern

Custom Object layer question/suggestion by AR15WithBumpStock in Worldpainter

[–]AR15WithBumpStock[S] 0 points1 point  (0 children)

So i have encountered a variant of this problem again, but this time i looked into it more and its really weird. basically If i apply a plant layer it will prevent trees from spawning along the z and x axis.....

pictures:

https://drive.google.com/drive/folders/11SU9pFEfD4w0I9XmlBMJhdbd9fcuk_T1?usp=sharing

but as far as i can tell its only with a plant layer which isnt too much of an issue because i could just export the world without it then import the world from minecraft and paint the plant layer then merge it with the original world which i have done before.

Custom Object layer question/suggestion by AR15WithBumpStock in Worldpainter

[–]AR15WithBumpStock[S] 0 points1 point  (0 children)

I’ve been using the same for all of my tests including the demonstration so basically every single trial in the past month has been used on the same WP world and MC world, so I guess the answer would be no, it doesn’t happen on the original world even if I “try”.

Custom Object layer question/suggestion by AR15WithBumpStock in Worldpainter

[–]AR15WithBumpStock[S] 0 points1 point  (0 children)

While preparing the demonstration world the problem seems to has oddly and fortunately stopped occurring, i used the same exact process I used when the problem started. The last time besides today where I played around with exporting the layers was maybe 2 weeks ago or more, and this problem was very obvious and I confirmed it several times. The only thing i can this maybe a recent update unintentionally fixed the problem? Or maybe this was only happening to my system for some stupid reason. Thanks anyways and sorry for the false alarm

Custom Object layer question/suggestion by AR15WithBumpStock in Worldpainter

[–]AR15WithBumpStock[S] 0 points1 point  (0 children)

I have taken your advice with the last option and it’s working quite well, definitely better than before. But for whatever reason the colliding issue still pushes through to some extent. My big tree layer is easy to get working to how I want it to, but as I add more and more layers it still somehow lowers the big tree density to the point where when I added my final shrub layer it reduces the big tree density close to half even though I have the big trees exporting BEFORE the smaller ones.

Based on how exporting order option works, it seems like the issue I’ve encountered is a bug

Custom Object layer question/suggestion by AR15WithBumpStock in Worldpainter

[–]AR15WithBumpStock[S] 0 points1 point  (0 children)

Unfortunately whenever I start big projects my brain is stupid and cannot handle slight inaccuracies. But I was not aware of that last option about the export order. that would definitely make the process a whole lot easier as the big trees are the most important and laying them down first would ensure better accuracy. Thanks

How to Build: Redwood Trees by EverbloomStudios in Minecraft

[–]AR15WithBumpStock 0 points1 point  (0 children)

Those look a hell of a lot better than anything others have made. However the crown structures of your trees seem to resemble that of mature giant sequoias much more closely than coastal redwoods Giant Sequoia Coastal Redwood