Welcome back everybody this is madden and i wanted to take a look at uh or more or less deeper look into one of my latest maps and how to um make it basically i’m speaking here of one of theon one of my latest maps this one was one of the first maps there To get the implementation of different biomes in a controlled way and i wanted to go over and see how show you how i made this map um ah hi there uh future madden here uh editing right now the this wonderful video um i just wanted to give you a quick Heads up on the video there is quite a lot of details and information in this but unfortunately when clicking through the notes in gaia the cpu gets completely maxed out at each time so this program is quite um intensive in resources and unfortunately for some reason um i just noticed that That the audio kind of suffers under it so i hope you can um get over this a bit so i’m aware of it and i try to figure out how i can solve it i don’t have a clue how how i could do it at the moment any other than having better equipment But this is something for the future um and definitely on my to-do list but anyway um i hope you have fun with the video and um maybe learn one or two uh little tricks from this take care bye-bye of course it’s actually a bit more complex it’s quite hard to describe over 300 Nodes seen here so we have two sections one is dedicated uh to exporting and one is in as dedicated to generating the landmass there’s quite a lot of going on so i simplified a few things down for you to understand but we will not go into every single uh note In this little um overview and yeah if you want to get this map um there is there are links down in the description and if you wish to see the the source files they will be also made public um here on the uh on the patreon for today we will use two Two programs um the first one is called gaia by quad spinners yeah you can get a free version um and a beating adverse edge version yep these are two for my for mine i use the bleeding edge 1.5 basically but it’s recommended to to use the production one also we will Use a wall painter you can get it on worldpainter.net it’s pretty common to use this program for generating landmasses in minecraft or form aircraft and there’s much stuff that can can be done with it starting with gaia we have this simple node layout it’s quite simplified to The original and more complex one but um in the end we the end product looks something something like that maybe um so the rough idea is how i currently make my maps is by having a single input um this is a an island note where i just go ahead and draw something in I use this as a mask to input it into a apollo node to give to get some variations in heights i get i use this and transform it in three different ways so we have a modern node uh we have a endnote and we have a coast node So these three will be done modified in special ways so won’t get encrypted a bit the other twos are being expanded as seen here on the right side so there is expansion of 10 going on and it would look at them combined this would some look something like this So we have multiple layers of different terrains that are getting combined later on and these are each um you know each of it uh gets a bit more modification yeah it gets sharpened out it it gets some terraces um you get some erosion but the basic idea is that Within this section so um with from the start on uh after the splitting um all the way to the end of the combination again um the the idea is to have a separate and a dedicated purpose for landmarks and have a several area where i can dedicate and Organize the notes so that i can modify the area after my wishes and then afterwards combine it which would be done something like this of course this is not optimal um there are a few a few problems like this primal example right here we have the with the landmass from the mountains And we have the landmass from um the the basic land and if they are getting combined they cross each other and especially when they cross um they don’t interact with the flows of each other because they are generated previously and they don’t look after each other so when doing this I went ahead and made a more um more of an erosion or more modifier thanks to it and yeah we will use also this and later on to generate which looks in this program something like this so we have the erosion we take the flow and uh put it into an abs And then we can also with a knot with an area selection we can also dedicate where exactly rivers should flow more or less and when we haven’t done this we have the basic landscape finished and this one needs to be updated one more time because we need to settle the height From this basic um height here so from this uh getting completely aligned to the to the grid of gaia uh we need to raise it so that’s a few points above and then we need to subtract just a tiny bit like this so that we have here on these points and A few points where it’s getting lowered and then added um yeah basically adding a seabed floor and also giving us the uh the possibility to um raise the water height to the beaches so the the percentages uh here they vary from map to map So what i do is when i have my map finished and i know um that is that this map is so far done i go ahead and export it one more time all right i just basically exported um therefore an autohide and an output and then i export it see if it’s If the water height in warp painter like here um is compatible with the map that i haven’t in mind so i take a look if this seabed or this seafloor is kind of within the margins of my expectation um yeah to not cross it basically so this one is actually a bad example Because the the water should be somewhere around here and in the last few layers should be land but yeah sometimes it’s quite hard to manage that so this is just the example going back this is the basic rough idea how i do my maps And if you would extend it a bit more it would look like something like this with a few nodes more so with the basic idea and the general feeling how this is generated you maybe see a few structures that are similar to the example so we have for example here these different Layers that are dedicated to to cost c bet so we have here a c but we have we have an area that’s completely dedicated to coast we have um we have a landmass so this would look like this they’re getting eroded and um they’re getting customized uh for sure In every single layer separated from each other and when they are done they are getting at the end of the line getting back combined and this looks something like this so this is the finish more or less finished um combined version with all the all the parts uh all the glyphs Uh we have the seabed that is going around here we have the uh coast that is covering uh the edges and yeah this is how i do the maps so there’s of course there’s plenty going on um let me see 10 minutes in uh it’s kind of hard to say i would skip This for today um there’s so much going on so if you’re interested uh into the notes and want to dig deeper in it um of course they they will be able to for download but yeah the what i want to focus on today is how i made the here The biomes and before we are going to dig into those we need to understand one of the key masks that i generate for every single map so at the beginning we have the base mesh or we have to base a terrain this is the finished one that we saw earlier Then we have a few selections we have a flow that covers all the flows of the map we have a slope of all the slopes above 70 um or 70 degrees then we have a height and a second height and the first one is to adjust catch all the the mountain peaks So everything above this uh this height should be done a mask and then we have a second one that is only dedicated to the water area to get to get rid of this area and on this they all get combined just to this and this is not this unfortunate completely perfect Because we have not completely black and white it’s more dark grayish dark and white and therefore we put in an abs and this abs node gets also inverted down here on the bottom so let’s invert time back to normal so the differences are minimal but they’re important so when i switch back Uh between those two the the transitions and the grayish areas are getting terminated and only what stays is black and white so this one is on the end node and this will be used as a mask if i don’t forget it to turn it back oh yeah wonderful so and then Um when we are going down we are going um yep to the uh climate and biome section so for now i will go with the simplest one let’s say the warm climate so we have this section here mass out so this is a mask um With a hand painted area so as you can see there’s just a hand painted area um to modify it a bit more i use the warp to get some structure in it so there we go so you can see it’s kind of getting jiggled and warped around um this is of course um Yeah random then this will be used as a mask to actions for the angle so the angle is if you would eliminate the connection there we have here the height map input um so the the whole map gets imported here we look at the the map and I look from the angle of zero so this side basically so everything from here what we done looked at so therefore we don’t have much of the length here it has it has a few benefits um and then um this one gets i got the the gradients are getting terminated And then they’re getting uh yeah expanded volatility so let me get the mask one more time oh there is one thing missing for some reason this is missing where wherever there we go this is our biome for the warm climate our region and plants so we have we have the basic area selection Uh we transform it a bit to make it more random and but this will be for sure get like gets get more customized in the future then we select um different special angle where the sun would shine the most basically illuminate the the gray areas and the gradients And then we expanded one more time um to basically give more of the details can i oops that’s that’s already it okay okay the transition is kind of rough but yeah this is uh the basic idea how this how the biomes are currently working and how i do my maps Um yep next time we will go into a different section how i do for example a few river nodes or how i do basic other layers to customize the layers just just to finish this video off we will go into wordprinter um so here here we have the finished map With all of its layers there are dozens of it um so there are plenty i set up a lot of biomes then i set it up dozens of custom acid layers and combine them in the biomes so the idea is to have the combined layer working as a biome Having here the grass the biome type all the layers that are should should be imported and included into this area and those assets should be then managed and controlled and by id by the smaller assets therefore i have plenty of control and idea to work with so If you want to know how i managed to get all of this so managed i made also a tutorial about it all about all above in the information card or down below in the description so yeah um just to give you a rough idea how this works i have go All the way back sbc safehouse so okay so here we have our auto level height map i reuse this this will give me the the benefit that i don’t have to reset the maximum the lowest uh sorry the lowest and the the highest point so they are automatically automatically Set scale this up to four hundred oh my trophies okay the map gets imported right now i would save at this point um also i would go ahead and add my custom brushes under tools and then open custom brushes you can find this folder where you can put in all the order files On brushes that you need and i have all my brushes and stuff exported of course so they are all imported in here and when resigning um a white painter you would get an uh this folder or so you would have the basic one and then you would get all the tabs here X um here edit and this would give you the possibility to brush everything in from here on i go go ahead and add let’s say grass so we go brush zero select the brush 100 and then we hand brush everything in so this takes sometimes uh a few um sometimes a few seconds Let’s go for all we add this then i want to add some snow then i want to add the the snow caps for the mountains so they are also getting added right now yeah so this is the basic procedure from here on um of course all the custom terrain and Assets are not included at the moment so i go ahead and click on the plus sign so you can you need to do both for layers and terrain so terrain apart from another world therefore i have a master world where i set everything up already so there are all the stuff The custom terrain is edited then i go ahead to the layers custom import custom layers from another world master and then i have here all my assets and they are and all right now added oh they’re directly added and then i go ahead and select my let’s say my mega tiger Spruce tiger plants and then the second one was the spruce forest this is this map and off we go this is how the map is being generated um of course there’s there are hundreds of hours of developing all of those maps and generating all the assets so There’s plenty of work uh behind it and if you want to see how long it took me to create this map i made a whole um time lapse about it and yeah so if you enjoyed this and leave a like and also if you want to know anything about creating those maps and Or the procedures or how to do anything um in those programs leave a comment and let me know what you would like to see and what you would like to what you would like to know all this map and all the source files of course are in the description And they can everything else can be found and on um like the maps can be found on planet minecraft my name is min and i wish everybody a wonderful day take care Bye You Video Information
This video, titled ‘Map Breakdown #Feon – How to make a realistic Minecraft World with WorldPainter and Gaea’, was uploaded by McMeddon on 2021-02-05 12:00:13. It has garnered views and [vid_likes] likes. The duration of the video is or seconds.
Get the map here: https://www.planetminecraft.com/project/feon/ Good day every body, we are breaking down #McMeddon s …