What is OTGEdit? Edit
OTGEdit is a graphical user interface for Open Terrain Generator (OTG), TerrainControl (TC) and Minecraft Worlds (MCW). OTGEdit can be used to create, import, edit and generate worlds. OTGEdit can also convert schematic files to BO3's. OTGEdit is a WinForms app and works for Windows only. If you're a Java coder who would like to port OTGEdit to Java, please let us know!
Introduction to terrain generation via OTG / TC / MCW
OTG, TC and MCW allow users to customise world generation via text files. Each world has a WorldConfig.ini file with global settings, a set of BiomeConfig (.bc) files and a set of BO2 and BO3 files for custom objects like trees, rocks, structures etc. These files can be edited via a text editor and copied/renamed/moved to create and edit worlds. OTGEdit makes this easier with a UI for quick editing and world management, so you don't have to use a text editor or manage files manually.
Starting the app and loading a world Edit
- Unpack the OTGEdit zip file to an empty directory and run OTGEdit.exe.
- Select an OTG/TC/MCW version and a world template. I suggest you use "OTG 1.10.2" and "Default". Click "Select" and wait for the UI to load.
Generating a world Edit
- To generate the world click the "Generate" button, provide a world name and guide OTGEdit to your MC folder. This will generate all the World and Biome config files for the world.
- The first time you generate a world you will have to copy the BO2's and BO3's (custom trees, rocks, structures etc) seperately. Click the "Copy structure files (BO3's)" button, it should automatically point to the WorldObjects directory for the world you've just generated so click "Ok". This will copy all the BO2's and BO3's for the world.
- For Forge single player, go to the world creation screen, select the world you've just generated and click "Create New World". You can now enter the world.
- To re-generate the world after making edits in OTGEdit, exit the world (go to the main menu), make your edits in OTGEdit and do "Generate" again, then step back into the world.
Loading/saving settings Edit
- When you've selected a world template (for instance "Default" and made edits you'll notice all the changed settings have their checkbox checked in the UI. You can save these edits using the "Save settings" button on the top left.
- Use the "Load settings" button on the top left to load settings. You can use the same save for multiple world templates, for instance you can make a save for the "Default" world template and then load it with another world template selected. However if the world templates don't have the same biomes you may get warnings that not all settings could be loaded.
- Tip: Select the default world for OTG for 1.10.2 or 1.11.2, then click the "Load settings" button and go to the saves folder for the selected world. You'll find a number of example saves with explanations there; "Flat world", "Bedrock only", "Single biome" and "Crazy caves". We'll add more examples in the future.
Creating and importing worlds Edit
OTGEdit uses a world template as a base for every world that you create. The world template contains a WorldConfig.ini, a set of BiomeConfig files and a set of BO2/BO3 files. OTGEdit uses the WorldConfig and BiomeConfig files as default values when you're editing the world, it also grabs the comments for settings from these files. You can create a new world template in OTGEdit or import an existing world as a world template so you can start editing it.
- To create a new world template or to import an existing OTG/TC/MCW world as a world template click the "Manage worlds" button on the top.
- To create a new world click the "Create world" button, OTGEdit will ask you for a world to copy in order to make the new world.
- To import an existing world click the "Import world" button, select the right version and guide OTGEdit to the world's /OpenTerrainGenerator/worlds/<worldname>/ or TerrainControl/worlds/<worldname>/ directory of your world. Select "Use as default values" in the popup. *Note: The world you're importing may have been packaged without comments, with some settings missing and with "SettingsMode: WriteWithoutComments" configured in the WorldConfig.ini. If you import such a world you may get warnings about missing settings and you won't see tooltips for settings in OTGEdit. To fix this go to the world folder, open the WorldConfig.ini with a text editor and change "SettingsMode: WriteWithoutComments" to "SettingsMode: WriteAll". Start the game and enter the world (create a new world if needed), OTG will read all the files and fix them. After this you can import the world to OTGEdit without problems.
- In the main screen you can now select the version and the world template and start editing.
Editing World and Biome settings Edit
Changing settings on the world and biomes settings tabs is straight forward. Use the input fields to change the values, you can hover the mouse over setting names to show tooltips with instructions. You can use the search box on the top right to search for specific settings. For list-inputs use CTRL + Click and SHIFT + Click to select specific items, you can copy/paste (CTRL+C / CTRL+V) lists of biomes and resources, just make sure the list has focus.
Biome groups (Biome settings tab)
Changing settings on the biome settings tab is different than for world settings. You can create groups of biomes that change only specific settings, biomes can be attached to any number of biome groups. Biome groups are processed from top to bottom and can override or merge each other's values. For example, you could create a "WaterSetttings" group that only applies water level and river settings to all your biomes. You could also have an "Ores" group that applies ore settings to all your biomes at once. You could then make specific groups such as "MountainOres" and "UnderwaterOres" that add or override specific ores from the "Ores" group for specific biomes only. Via this merging mechanic you can define global settings for all biomes in one group and then override parts of those settings for specific biomes in another group. This makes it much easier to change specific settings for a whole group of biomes at once.
Some settings have their own "merge option", namely biome lists and resource queues (used for ores, trees, plants, rocks, lakes etc). The merging behaviours for the ResourceQueue setting are explained in its tooltip (hover your mouse over the settings name on the biome settings tab).
Managing biomes Edit
- Each world template has a set of biomes, to manage these click the "Manage worlds" button on the top and select the desired version and world template. You can create/rename/delete biomes here, when you create a biome OTGEdit will ask you for an existing biome to copy in order to make the new biome.
- Important note: When you've created a new biome you'll also need to add it to the CustomBiomes setting in the World Settings tab or it won't work. You can hover your mouse over the CustomBiomes setting on the World Settings tab for a tooltip with instructions. However, if you add the new biome to the CustomBiomes list via OTGEdit you'll need to save that edit as a save file which can be annoying, it would be better to make the new biome a permanent part of the world template. To do this, select the world in the "Manage worlds" menu and click the "Open world folder" button on the bottom. This will open the world folder with the WorldConfig.ini file, open the WorldConfig.ini file with a text editor and manually add the new biome to the CustomBiomes list to make it a permanent part of the world template. See other worlds like Void and Biome Bundle for examples. TODO: Will improve this a.s.a.p so users don't have to edit the WorldConfig.ini.
Packaging worlds using WorldPacker Edit
When you're done with your world pack you can package it as a mod just like Biome Bundle so that it automatically copies the world files to the right place when MC start. You can use the WorldPacker java project to package your world pack as a mod. This requires some very basic programming skills. Instructions are included on the page at: https://github.com/PG85/WorldPacker
BO2's and BO3's (custom objects/structures) Edit
OpenTerrainGenerator, TerrainControl and MCW use BO2 and BO3 files to add custom structures to the world such as trees, rocks and building. BO2's and BO3's can be placed as either CustomObjects (< 32x32 single BO3 file, commonly used for small things like trees and rocks) or as CustomStructures (Large structure made of multiple 16x16 BO3's that are glued together via branches, commonly used for large buildings, mountains etc).
Converting schematics to BO3's
Schematics created via WorldEdit or MCEdit can be converted to BO3's using OTGEdit's "Convert schematic to BO3" button.When converting to a CustomObject a block can be used that will serve as the center point of the BO3. You can also use the BulkEdit tool by LanToaster to convert schematics to BO3's and modify multiple BO3's at once.
Adding BO3's to a world
You can drag and drop schematics or BO2's/BO3's onto OTGEdit when the biome tab is open and a biome group is selected. This will add the filenames to the ResourceQueue as CustomStructures.
- "World pack": A directory that contains all the files needed for the world; the WorldConfig.ini, the WorldBiomes folder with the biome configs and the WorldObjects folder with the BO2's and BO3's. Users can copy a world pack directly to their /OpenTerrainGenerator/worlds/ folder and generate the world.
- "WorldConfig", the WorldConfig.ini file in the root folder of a world. Contains the global settings for the world.
- "BiomeConfig", a <BiomeName>.bc file stored in the /WorldBiomes/ folder. Contains the settings for a specific biome.
- "BO2's / BO3's", files stored in the /WorldObjects/ folder. Similar to .schematic files, these files contain blocks and settings for things like trees, rocks, custom structures etc.
- "World pack creator": Someone who designs their own worlds for OTG/TC/MCW and packages them as a world pack that people can download and play. These people are the target audience for OTGEdit.