Since TC v.2.1.8 a very nice feature has been included: “Map by Image” (my name to this)
Now You see this in worldConfig.ini:
# Possible terrain modes : Normal, OldGenerator, TerrainTest, NotGenerate, Default
# Normal - use all features
# OldGenerator - generate land like 1.7.3 generator
# TerrainTest - generate only terrain without any resources
# NotGenerate - generate empty chunks
# Default - use default Notch terrain generator
# Possible biome modes : Normal, OldGenerator, Default
# Normal - use all features
# FromImage - get biomes from image file
# OldGenerator - generate biome like 1.7.3 generator
# Default - use default Notch biome generator
Further down in the config, you will find this:
# Possible modes when generator outside image boundaries: Repeat, ContinueNormal, FillEmpty
# Repeat - repeat image
# ContinueNormal - continue normal generation
# FillEmpty - fill by biome in "ImageFillBiome settings"
# Source png file for FromImage biome mode.
# Biome name for fill outside image boundaries with FillEmpty mode.
# Shifts map position from x=0 and z=0 coordinates.
The Image files name may be chosen free, but has to be the same as the image you will use as the template for the (new) world biome distribution.
The Image X and Z Offset has been chosen to get everything centered a bit closer to the middle of the “old” biome image which You got before by using /tc map.
This image has been taken to paint it by using a Paint-Program (I use “IrfanView”) and change some parts by just painting in the image.
You need to use the exact hex value of the color which has been set in the different configs of every biome.
This are hexadecimal values and to calculate the necessary RGB values for “IrvanView”, I use the program “Color Selector”.
You may use the “dropper”-function in IrfanView to get the matching color too and after done this, use the brush tool (and set the size of it) to paint in the map.
The image on top shows the use of the Paint-Tool in IrfanView.
It shows too what happens, if you chose any image being smaller than the original biome image you got by /tc map.
This was the image for a map.png template I used in the 1. image. Its very small and will give you this “mirrored” image style in this case always.
May be useful if you may want to extend an already made world by filling it at the new space with the biomes (or anything similar) shown in the template.
But its always best to stay close to an image size of 3200 x 3200.
(The rest of the possible settings are self explaining and have been too explained by Khoorn himself in the configs very well.)
For sure you have to create your world configs for a nice balance as usual, before You save (by /tc map command) and start to “paint” your biome image (map.png).
Now it depends at your imagination how the different biomes have been set (height and more) and how this will look later if you change its size and much more by painting.
An other important thing is, that to get “true north” in dynmap for instance, the biome image has to be turned 90° to the left side.
If you have now “true north” and changed the wished things by painting, put this image named “map.png” right into the folder of the world you want it to be the template for.
Delete the old world folders in the servers root and restart the server again. (I will explain this in the future with a ”step by step” example showing how I get my “volcano” biome)
Now the world will be build up new, using the map.png as its template to rework the biome distribution.
To get orientation again, I use the dynmap bukkit plugin and a copy of the map.png.
This has to be rotated now by 90° to the left side, to get congruence to the worlds north and dynmaps north again.
I will show you all this by some images here: