VoxelSniper

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Voxelsniper.png
An official Bukkit plugin from the VoxelBox suite
Lead Programmer & Designer: przerwap
Editors: Gavjenks
Giltwist
Psanker
Deamon5550
Design Consultant: plusnine
Documentation: plusnine
Giltwist
NeutronRocks
AzulCaballero
thedeadlybutter
Public Relations: NeutronRocks
plusnine
BukkitDev Link: VoxelSniper on BukkitDev
Tested Compatible With: #1.2.5-R1.2
Download: VoxelSniper v5.133


Contents

Overview

VoxelSniper is the premier long range map editing tool for Minecraft SMP. This mod allows you to edit any block that you can see using an arrow (for replacing) and a gunpowder (for adding). It is best used by those with a strong attention to detail and fits a wide array of applications, from making detailed edits to structures with the snipe brush, to making massive terraforming jobs a breeze with some of the earth shattering soft selection tools.

VoxelSniper 5 introduces significant under-the-hood improvements, streamlining the number of brushes while increasing the number of brush options. Better documentation means it's never been easier to learn to use VoxelSniper. Experienced VoxelSniper users should scan the page for the tremendous new features in VoxelSniper 5!

For bug reports/brush requests, see: VoxelSniperDev

What's New

The best way to see what's new is to read through and look for the red markers. But here's a quick changelog for this edition of VoxelSniper:

  • Performers: It used to be that you might have to wait months for devs to publish an ink version of your favorite new brush. All that changes with VS5; all brushes that can feasibly take an ink or no-physics option now have it!

Installation and Permissions Instructions

Only licensed individuals may use the VoxelSniper tool! Make sure your account is set up to be able to use the commands as you install the plugin.
Litesniper.jpg

1. Download VoxelSniper.jar into your Bukkit server's "plugins" folder.

2. Restart your server. You will notice upon startup the VoxelSniper will display messages in the console telling you it has created files. VoxelSniper will not work at this point.

3. Open your Bukkit server's "plugins" folder. Open the snipers.txt file using a text editor (notepad works!).

4. In the aforementioned snipers.txt file, enter the Minecraft account names of players into snipers.txt, one-per-line. The names read from snipers.txt are case-sensitive.

Note: VoxelSniper should be treated as a loaded gun. You can do an intense amount of damage to a city, map, or world really, really quickly with it. Do not hand this tool out to people you do not trust. Read below on LiteSniper for a low-power version of VoxelSniper.

5. Restart your server again and you should be good to go! Continue if you would like to configure LiteSnipers on your server as well.

6. To add LiteSnipers, open the VoxelSniper folder inside of your Bukkit "plugins" folder.

7. Open the LiteSnipers.txt file and enter the Minecraft account names of players into LiteSnipers.txt, one-per-line. The names read from snipers.txt are case-sensitive. Do not add users to LiteSnipers.txt if you would like them to have full sniper permissions.

8. The SniperConfig.txt file contains configuration for the plugin. It has several options:

Maximum brush size allowed to LiteSniper users (the default is 5).
An item id blacklist for LiteSnipers.
There is also a VoxelFox option in the Litesniper configuration. Enabling this to true will punish anyone being cruel to Wolves with VoxelGod's divine lightning. This defaults to off.

9. Be sure to always restart your server to apply changes to the VoxelSniper configuration files! Good luck, and happy sniping!

Ingame Permission Commands

  • /addsniper [playername]: Gives the specified player a sniper license. Requires OP.
  • /addlitesniper [playername]: Gives the specified player a litesniper license. Requires OP.
  • /removesniper [playername]: Removes the specified player's license. Requires OP.

Note: The following licenses are only temporary! They will last until the server restarts or the plugins are reloaded.

  • /addsnipertemp [playername]: This command allows a player with a VoxelSniper License to give another player a temporary license to use VoxelSniper
  • /addlitesnipertemp [playername]: Gives a player a temporary LiteSniper license.

LiteSniper

LiteSniper tools are restricted versions of VoxelSniper's brush-set, chosen specifically to be an optimal teaching tool geared toward giving a user the full VoxelSniper tool. It is also designed to be an complimentary addition to VoxelDoop for advanced builders, interior designers, Minecart Repair Teams, and city infrastructure specialists. It's tool set includes:

  • All Four Snipe brushes: Snipe, No-Physics Snipe, Ink Snipe, No-Physics Ink Snipe
  • All Six Basic Sized Brushes: Disc, Disc Face, Ball, Voxel Disc, Voxel Face, and Voxel.
  • Line Brush
  • The Blob Brush
  • Blend Brushes: Ball and Voxel
  • Overlay / Topsoil Brush
  • Random Erode Brush
  • Tree Brush * (only on The Voxel Box)
  • The Clone Stamp
  • Triangle Brush
  • Tools: Ruler, Volt Meter, Painting Picker
  • Chunk-Load Tool * (only on The Voxel Box)
  • Copy-Pasta Tool * (10000 block limit)

VoxelSniper Commands

VoxelSniper Default

VoxelSniper Cheat Sheet. Last Update: 9/1/11

/d: Resets your VoxelSniper to the default, non-server-lethal settings.

  • Note: When you are new to VoxelSniper, be in the habit of using this after every job, especially if you are doing heavy terraforming where one click can cause a big mess to clean up.

VoxelSniper Settings

/vs: VoxelSniper Settings. This command will give you a printout of all of VoxelSniper's current settings, letting you check them over before you pull the trigger.

  • Note: Replace and Ink information is only displayed on applicable brushes. If you're not seeing them, make sure you are using the proper brush!

/vs brushes Brush List. This command returns all of VoxelSniper's brush options.

/vs brusheslong Brush Long-name List. This command will give you the long-name versions of the brushes.

/vs performers Performer List. This command returns all of VoxelSniper's Performer options. (Coming soon)

/vs performerslong Performer Long-name List. This command will give you the long-name versions of the performers. (coming soon)

Brush

/b [instructions]: The brush command is the gateway to the VoxelSniper box of world-editing wonders. This command can be as simple as changing the active brush type, its size, or to issue a string of instructions (such as the Erosion Brush's settings). Many brushes behave wildly differently depending on the settings you've loaded into your Sniper's Brush, so make sure you know what variables you are working with before pulling the trigger!

  • Tip: Each brush has it's own in-game manual! To access this, we just ask VoxelSniper for "info" on that particular brush.
  • Example: /b b info will give you information on the Ball Brush.
  • Notice: The name of your favorite brushes may have changed from VS4 to VS5, make sure to read the section on Performers below.

Performers

VoxelSniper 5 brings a significant reorganization of how brushes are designed and accessed. Previous versions of VoxelSniper were very inconsistent in how to access related brushes. To place a ball of blocks, one used to type /b b then switch to /b ib or /b ibr or /b br depending on exactly how the blocks needed to be manipulated. The devs of VoxelSniper realized that this was confusing to Snipers, especially as many brushes (the line brush, for example) didn't have an ink version when it seemed they should. VS5 now separates the code into two parts. Brushes determine WHERE blocks will change (such as in a ball shape) whereas Performers determine HOW blocks change (such as ink or no-physics). The benefit of this change is that any brush that can possibly use a given Performer (such as ink) does so from the outset. Performers are changed by adding the Performer name (short or long) after the brush name in the /b command.

  • Ex: A "plain" ball brush is /b b m (the m stands for material)
  • Ex: An "ink" ball brush is /b b i (the i stands for ink)
  • Note: Some brushes, such as the erosion brush or the monster brush, do not use Performers as it would not augment their functionality.

Choosing a performer

The m/i/c system of naming performers: <placement-option>[replacement-option][extras]

  • placement-option is mandatory and can be material(m) [for /v], ink(i) [for /vi] or combo(c) [for both]
  • replacement-option is optional and can be m [for /vr], i [for /vir] or c [for both]
  • extras is optional and can be update(u) [for graphical glitch], physics(p) [for no-phys] or up [for both]
  • To change your performer without changing your brush use /p <performer>. If you don't specify a performer, it will assume the m performer.
Examples
  • To place a disc of logs, use /b d m
    • You use m in this example because you are only placing a material - in this case you'd have used /v log to select that material.
  • To change an existing disc of logs to redwood logs, use /b d i
    • You use i in this example because you are only placing ink on material that is already there; you'd need to set /vi 1 in this case.
  • If you'd like to make that disc of redwood logs from scratch in one click, use /b d c
    • The c stands for "combination of material and ink." You'd also need to set /v log and /vi 1
  • To replace a ball of stone with a ball of dirt, use /b b mm
    • The first m means that you are only placing a material, just like in the disc examples. Just like before, you'd need to /v dirt for this. The second m means that you are only replacing a material - likewise you'd need to /vr stone for this.
  • To replace a ball of stone with a ball of redwood log, use /b b cm
    • The c means that you are placing both a material (/v log) and a data (/vi 1), the m means that you are replacing just a material(/vr stone)
  • To rotate a collection of cobblestone stairs and wooden stairs (all with data 2) to face a different direction (data 3) without disturbing that data 10 cloth right next to it, use /b b ii
    • The first i indicates that you are placing data (/vi 3) and the second i indicates that you are replacing only a specific ink (/vir 2)
  • To snipe in a still water block, use /b s mp
    • The m means that you are placing a material (/v 9) and the p means that no-physics will be engaged.
  • To place a square of still water block, use /b vd mp
    • The m means that you are placing a material (/v 9) and the p means that no-physics will be engaged. That's right! Performers means you aren't limited to single-block no-physics sniping!
  • If for some reason, your snipes only become visible after logging out then back in (such as when using /b d i on tallgrass), use the u extra (in this case /b d iu)
  • A new poster (pdf png) is available which demonstrates the code for using performers in VoxelSniper 5.

VoxelList

The VoxelList allows snipers to create a list of blocks you may or may not want to include in your snipe. This function is similar to WorldEdit masks. To make a VoxelList, simple type:

  • /vl [Item ID or IDs (seperated by spaces)]

You may add on as many IDs as you want without re-typing all previous IDs. In order to remove an ID, simply type:

  • /vl -[Item ID or IDs you want to remove (seperated by spaces)]

You may add an item and remove an item from the list at the same time by typing a command such as:

  • /vl [Item ID or IDs you want to add (seperated by spaces)] -[Item ID or IDs you want to remove (seperated by spaces)]

In order to clear your entire VoxelList at once, use the command:

  • /vl clear

Now that you have your VoxelList set up with IDs, you have the ability to either include or exclude said IDs as your replace data values. To replace only the data values included in the VoxelList, use this performer:

  • /p nm

To exclude the materials in your VoxelList from being replaced, use this command:

  • /p xm

These performers work with the 6 standard brushes as well as some of the others.

Undo

/u: Undo. Undo will revert the affected area from your last snipe to it's prior state. It can be used up to twenty times per user.

  • Note: There is no substitute for ensuring you have your sniper set correctly before clicking. Always start small and then size your brush up, and use large brush sizes at your own risk! After months of using VoxelSniper, even the development team rarely uses a brush larger than size 15. Remember to always check your settings with "/vs" and reset your brush with "/d" after a heavy snipe session!
  • Note: When sniping with blocks that are affected by gravity like Sand or Gravel, blocks that fall out of the actual snipe-zone will not be included in the undo. Clean them up with a replace brush!
  • Note: The undo function does not undo the Snipe, or Overlay Brushes' effects.
  • Tip: You can do multiple undos! Just use "/u 5" to undo the last 5 snipes, or "/u 20" to undo the maximum number of snipes possible.

/uu (username): UndoUser. VoxelSniper allows any other user armed with a sniper to undo another player's actions. This is a good safeguard against accidents, and very useful when teaching someone else how to use the tool.

  • Tip: this command supports friendly names, so "/uu plus" will undo plusnine's recent snipes as long as he is still online.

/uuu (username): UltimateUndoUser. VoxelSniper allows any other user armed with a sniper to undo another player's actions. This is a good safeguard against accidents, and very useful when teaching someone else how to use the tool.

  • Tip: This command does not support friendly names, so if you want to undo plusnine's snipes after he's disconnected or logged off, you will have to type "/uuu plusnine".

/goto [x] [z]: This command allows a sniper to warp to any coordinate set on a map.

  • Example: /goto 0 0 will return you to a normal map's spawn point.
  • Tip: Press F3 in-game to see your coordinates!
  • Tip: Remember to consider what sorts of falling damage may occur on your server if you use this command! Falling can be lethal!

Making Your First Snipe

Sniping for dummies!
The Arrows tool snipes an existing block into a new state!
The Gunpowder Tool snipes a new block into existance!

Voxel Select

/v [blocktype]: Voxel Select chooses which type of block we'll be placing into the world.

  • Example: "/v 12" sets the sniper to place sand blocks.
  • Note: VoxelSniper supports friendly-names from items.txt. "Air" will return as an invalid block, so you will have to use "/v 0" to delete by sniping.
  • Note: When the monster brush is activated, using this command will allow you to select the mob(s) placed by the brush. These are defined not by numbers, but their full names: Zombie, Slime, Giant, Skeleton, Spider, Pig, Cow, Chicken, Sheep, etc. Proper capitalization is important for these.)
  • Tip: You can set the "/v" command with no declaration at all to use value of the block you are currently aiming at.
  • Tip: You can also set the "/v" command by crouching and left-clicking on a targeted block with the arrow tool!

The Snipe Brush

/b s: The Snipe Brush, the original impetus for this plugin, sets the brush size to a single block. This tool is useful for precision modification of far away blocks. Ideal aplications include: building with nothing but sniper tools in your inventory, or "snipe-painting" in details and decorations into large structures while maintaining a macro view of your project. The images at left show the basic snipe brush in action.

When using VoxelSniper, The Arrow's tool is primarily used used for replacing the targeted block (or surrounding blocks). Right click from anywhere you have a direct line of sight to your target block to fire your sniper.

By contrast, The Gunpowder is primarily used as a "fill" tool, creating a new block(s) adjacent to the facet of the block the cursor is targeting. When sniping, this tool also allows you to do things like building on the underside of a tall ceiling from floor level.

In this example, we have an iron block on a grass field, into which we will be "sniping" a gold block (one click, one snipe, one block of effect).

  • "/b s m" to select the Snipe brush with the Material Performer
  • "/v 41" to select gold as the blocktype we'll be sniping.
  • Hold the Arrow tool in your hand.
  • Right-click while targeting the desired block to change into gold with your Minecraft cursor.
  • Hold the Gunpowder tool in your hand.
  • Right-click a block. A new block will be created adjacent to the face of the targeted block.

The Snipe No-Physics Brush

No-physics snipes do it from behind or underneath!

/b s mp: The Snipe No-Physics is where VoxelSniper really starts to shine as a building tool. This snipe allows you to break the normal rules of block placement in Minecraft, allowing for effects like hovering minecart tracks, falling sand-traps and more convenient torch-placement (e.g. on half-steps or fence-posts!).

  • Note: Use a no-physics snipe to change the block's connection point, not the item that will block off.
  • Note: No-physics snipes may not always provide a block update. The block may be changed without you noticing it. For best results, snipe within arm's length with this brush to get immediate visual feedback. Otherwise, right-click the blocks sniped to force them to update (use an empty hand for this so you don't accidentally break anything!)
  • Example: Here we will snipe the brick block into a fence post with a no-physics snipe, resulting in a torched fencepost!

No Undo Performer

Are you erasing something big, do you care if you need to undo? If not, you can use this command to save/help the server performance. (In-case the brush title doesn't hint this, you cannot undo anything you did with this brush.

  • To use this, add noundo to the end of your brush command, please note that not all all brushes accept this performer however.
  • Example: /b b noundo

The Quick-Delete

You can do a quick one-block delete by Crouching and right-clicking a block with the Magical Paintbrush tool (Slimeball / 341). These deletion is no-physics, so blocks may not always update for you immediately, and is best used within arm's length. Snipe with /v 0 for reliable long-range deletion.

Snipe Range Restriction

/vs range #: You can limit the range of your VoxelSniper to a specified number of blocks with the range command. This is handy for building in mid-air or building with pre-calculated lengths.

  • Tip: You can set the range to include a decimal points to if needed.
  • Used without a number, /vs range will simple toggle range-restriction mode on or off.

Sized Brushes

Working with Sized Brushes

The Basic VoxelSniper Brush Shapes.

Sized brushes work much like the Snipe Brush in that they target the block you are clicking, but because they are creating more than one block of material at once, it is important to be able to change the shape and size of the created material. Sized brushes allow a Sniper to paint in six different shapes at nearly any size, giving them a great versatility.

  • Note: Like the Snipe Brush, all sized brushes use the Voxel Select "/v" command's variable to determine what material type to insert into the world.

Setting Brush Size

In Disc Brush mode, "/b 3" will set the sniper to create a near-circle of material 7 blocks by 7 blocks.
In Ball Brush mode, "/b 7" will set the sniper to create a near-circle of material 15 blocks by 7 blocks.
In Voxel Brush mode, "/b 15" will set the sniper to create a cube of material that is 31 blocks by 31 blocks.

/b [#]: sets the "size" of the brush used. The size measures their radii, in additional blocks, from the center: (1+2r)

  • Example: In Disc Brush mode, "/b 3" will set the sniper to create a disc of material 7 voxels across: 1 for the center, and an additional 3 in each direction:

A few other brushes are scaleable using the brush size variable, as well.

  • Note: You will recieve a light red warning if you set your brush size above 20. Always check your settings with /vs before you pull the trigger! Play it safe with your sniper!

Circular Brushes

The Disc Brush

/b d: The Disc Brush is used to create flat, near-circular discs centered at the point your are clicking. These discs will be flat like a pancake.

  • Note: Remember to be a safe distance away from the blocks you are creating with your sniper. Creating blocks that encompasses the player's space can result in player suffocation! Consider using a Flight Feather for a quick escape if you get caught in your creations.
  • Tip: The Disc Brush and all subsequent round (Disc and Ball) brushes below can be set to generate classic "nubbed" VoxelSniper circles or un-nubbed "true" circles by defining /b d true. The true circle setting is set individually for each brush that supports it. Set /b d false to return to the original VoxelSniper disc shape.

The Disc Face Brush

/b df: The Disc Face Brush is used to create flat, circular discs centered at the point your are sniping. These discs will align to the facet of the block you clicked, so clicking the side of a block will leave a circular impression vertically, while sniping the top or bottom of a block will produce traditional pancake discs.

The Ball Brush

/b b: The Ball Brush behaves much like the disc but produces a sphere of blocks centered on the snipe-point. This is great for creating clumps of material for terraforming.

Square Brushes

The Voxel Brush

/b v: The Voxel Brush is similar to the Ball Brush, but it generates a full cube of material. Great for clearing out underground tunnels with air-cubes.

The Voxel Disc Brush

/b vd: The Voxel Disc Brush is similar to the Disc Brush, but it generates a flat square of material instead of a circle. Instant flooring!

The Voxel Disc Face Brush

/b vdf: The Voxel Disc Face Brush behaves like the Disc Face Brush, but in a square shape. Use this brush to throw up some quick walls around a project.

Selective Sniping: The Voxel Replace Function

A depiction of a snipe brush's area, highlighted the area of effect. Only blocks with the assigned "/vr" value are altered by replace brushes.

Now that we've got a basic grasp of the shapes available from sized brushes, let's add one more function to them: selective replacement. The replace brushes use the exact same sizes and shapes of the basic brushes, but use their target snipe area quite differently, replacing only one selected type of material to apply their affects to.

Voxel Replace

/vr [blocktype]: Voxel Replace Defines the selected block to be replaced by replace brushes. This allows you to only paint over stone, sand or a singular offending blocktype in an area, leaving all surrounding blocks unscathed. You must use one of the replace Performers to utilize this feature

  • Example: "/vr 13" sets your replace-enabled sniper to only paint over gravel blocks. Using a Disc Replace Brush, one can to paint in wood planks (5) over the gravel (13) without disturbing the grass (2).
  • Tip: You can set the "/vr" command with no declaration at all to use value of the block you are currently aiming at.
  • Tip: You can also set the "/vr" command by crouching and right-clicking on a targeted block with the arrow tool!

Voxel Ink

Voxel Ink defines the painted voxels' special data value. This is information is used for different things on different blocktypes. Variable states like birch, pine and log wood types, leaf shape, cloth color and face direction on blocks like furnaces and ladders. Other applications include like crop irrigation, rapid cactus and tree growth, water-surface smoothing, aligning minecart tracks, and telekenetically throwing switches from across a room (a great trick at redstone parties). Use of Ink brushes requires a working knowledge of replace brushes. A full list of blocktype variable data is avaiable here: http://www.minecraftwiki.net/wiki/Data_values#Data You must use one of the ink Performers to utilize this feature.

/vi [0-15]: Assigns VoxelSniper's Voxel Ink values.

  • Note: VoxelSniper uses the decimal values, not the hex ones for variable data.
  • Example: "/vi 11" will alter a Wool Block (value 0) to Dark Blue Wool (value 11).
  • Tip: You can set the "/vi" command with no declaration at all to use value of the block you are currently aiming at.
  • Tip: You can also set the "/vi" command by crouching and left-clicking on a targeted block with the gunpowder tool!
  • Note: When using Ink Brushes, the arrow tool will place your selected "/vi" data into existing blocks
  • Note: When using Ink Brushes, the gunpowder tool will create new blocks using the "/v" value that have the "/vi" value within them! However, only Set Performers will do this.
  • Note: On larger brush brush sizes, sniping variable data in with the arrow can be massively destructive using the Ink Ball Brush. Doors can end up rotated or broken in half, carpets torn to shreds, torches made to float eerily above walls, and staircases made nearly impossible to climb. Always remember to check your full sniper settings before you pull the trigger!

Advanced Sized Brushes

Line Brush

/b l: The line brush created geometrically calculated single-block-thin lines of the /v Voxel Select material. To use the line brush, simply snipe with the arrow tool to set the first point, followed by a snipe with the gunpowder tool. The line brush can be used to calculate easy roads, bridges and more.

  • Ex: /b l is to make a line of colored wool.

Triangle Brush

  • /b tri

Right-click three times with the arrow to select the corners of a triangle. Then activate the brush with a right-click of powder to create a smooth polygon surface of your voxel material between them. This brush suffers from the granularity of minecraft's voxels. Because the blocks must always be placed at an integer coordinate, sometimes a block or two gets left out - especially around the edges or in a particularly steep triangle. Since the earliest version of the brush, some redundancy has been built in to improve the performance, but it will never be perfect unless minecraft's coordinate system changes.

Dome Brush

/b dome h[#]: This brush creates parabolic domes centered on the block clicked. It uses the brush size to determine the dome's radius.

  • Example: /b dome h5 + /b 20 + /v 1' will create a stone dome 41 blocks across and 5 blocks high.
  • Tip: When your /v is set to 44 (half-steps), you can use /b dome acc for even smoother domes!
  • Note: The dome brush does not use performers at this time.

Splatter Brushes

This collection of brushes provides a variety of ways to create blocks in predictable shapes without be outright geometric solids. If you've ever used something like photoshop, the idea is rather like turning down the density on a brush. Most of the splatter brushes are variations on the basic sized brushes:

  • /b sd: Splatter Disc (circle)
  • /b svd: Splatter Voxel Disc (square)
  • /b sb: Splatter Ball (sphere)
  • /b sv: Splatter Voxel (cube)
  • /b sover: Splatter Overlay (Topsoil Filling)
A demo of the splatter mechanics

Each of these brushes have three important parameters besides the usual brush size and voxel material. These are seed percent, growth percent and recursions. Seed percent determines how likely it is for the brush to generate a new cluster (or "seed") within the brush area. Growth percent determines how likely it is for new voxels to be spawned adjacent to each seed. For example, a high seed percent and low growth percent would probably fill the brush area with almost totally random 1x1x1 static. In contrast, a low seed percent and a high growth percent would fill the brush area with just one or two big clumps. Both percent parameters vary from 1 to 9999 with the default being 1000 - representing 10.00 percent. The number of recursions determines how far from the original seeds that new voxels can grow. A recursion of 3 (the default) means that a seed can only grow out 3 steps in one of the cardinal directions, at most. Recursion can be adjusted from 1 to 10.

  • Example: /b sd g2500 + /v 38 + /b5 will place flowers in a natural looking patch.
  • Example: /b sb g3300 + /v 18 + /b 4 can be used to create neatly trimmed trees that aren't perfect spheres.

The Blob Brush

Blob Mountain

/b blob: The Blob brush is a close relative of the splatter brush. The primary difference between the Blobs and Splatters brushes is that the Blob brush always has exactly one seed. This means that you will typically produce only a single large cluster. Consequently, the only parameter that you can change is growth percent, as the block clicked is always the only seed and the number of recursions is the brush size. However, the brush does have more variety than you might expect. The arrow and gunpowder versions of this brush function very differently.

  • Note: When using the Blob brush, the arrow tool will grow new blocks outwards from the center (block clicked).
  • Note: In opposition, the gunpowder tools starts from a edges of the sphere area and works from the outside towards the center.

As a result of these differences, growth percent affects these two versions of the blob brush in opposite ways. A low growth percent means that the arrow blob will only produce a few voxels while the gunpowder blob makes a near-perfect sphere. A high growth percent means that the arrow will nearly fill the sphere with voxels while the gunpowder has eroded the sphere so completely that only a few random voxels remain. This allows the sniper to have both a coarse brush to generate a lot of voxels with a single click as well as a finer brush for detail work with only a change in tool required. You can work without the need to change the growth parameter while working with this brush!

  • Blob brush for incredibly natural looking mountains, valleys, and hills.

Note: When used for terraforming, all of the Splatter brushes benefit greatly from be used in conjunction with the Erosion brush, particularly the smooth preset.

Spiral Staircase Brush

/b sstair: This brush has four modes of making a spiral staircase, each of which automates the build process of a common type of spiral staircase. In all three, the brush size (ex: /b 3) determines the radius of the stairwell, and the brush height determines the number of stairs (ex: /vh 10). You may also control the turning direction of the stairwell (ex: /b sstair cc for counterclockwise) and the direction that the first stair faces (ex: /b sstair e for east). Using the gunpowder brush will build the staircase above the target block, and the arrow brush will dig the staircase below the target block. This Brush does not

Block Mode (default) - /b sstair block

  • This mode uses your voxel material (ex: /v stone) to place single blocks around the edge of the stairwell.

Step Mode - /b sstair step

  • This mode alternates between step and double step, rather than using a single voxel material. You will need to set your ink (ex: /vi 1) to get the different types of slabs.

Wood or Cobblestone Stairs Mode - /b sstair woodstair or /b sstair cobblestair

  • These modes use your voxel material (ex: /v stone) to place single blocks at the corners of the staircase and fills in with either wooden stairs or cobblestone stairs, respectively.
  • Note: This brush does not use Performers

Shell Brushes

  • /b shb (Shell Ball)
  • /b shv (Shell Voxel)

This is a hollow-out exclude-based replace brush: Any block within the brush area that does NOT have at least one face exposed to the /vr Voxel Replace material is replaced with the /v Voxel material.

  • Note: These brushes do not use Performers

Example Uses:

  • /vr 0 and /v 0 to empty out the inside of a giant tree for a elven home, or a cave from blocks of rock.
  • /vr 9 and /v 0 to make a floating lake that doesn't spill.
  • /vr 0 and /v 10 Use this to fill a solid block of glass tank with lava. The shell brush will always leave your structures liquid-tight!

Set Brush

  • /b set

This brush sets all the blocks within a region to the voxel material (ex: /v stone). The region is defined by two snipes. For this brush, the arrow tool will set the point as the block sniped, and the gunpowder tool will set the point on the sniped block face. After the first point is selected, you will recieve a message "Point One". When the seconds point is selected, the region will be automatically filled. The first point must be reset each time.

Advanced Generation Brushes

Ring Brush

/b ri Creates a ring based off where you clicked.

  • /b ri true Uses a true circle algorithm.
  • /b ri false Does not use a true circle algorithm. This is the default.
  • /b ri ir[#] Sets the inner radius of the ring.

Ellipse Brush

/b el x[n] y[n] t[n]

The Ellipse brush is an extension of the Disc brush which has already been implemented into VoxelSniper. The brush uses the a and b properties of an elllipse. A great definition of an ellipse may be found here. For the benefits of the sniper, the brush can be scaled in two dimensions. The brush offers the parameters x[n] and y[n] (where n is any positive whole number) that scales the ellipse's width and height factors (corresponding to the X and Y "axes" in the block placement), respectively. Furthermore, since the brush utilizes the parametric form of an ellipse, the brush includes the parameter t[n], which is the time step number of the brush. The time step can range from 1 to 1000 (though roughly 50 - 250 suits most applications). The time step enhances the accuracy of the block placement of the brush.

Moreover, the brush uses a "face" mode, like Disk Face, and a "fill" mode. Therefore, the face of the block clicked determines the orientation of the ellipse. Also, the fill mode can be toggled on and off using the parameter fill.

Spline Brush

  • /b sp: This brush is used to create a spline. You can use either end points or control points to create your spline. To select these points, use the Gunpowder to select blocks, and use the arrow to remove them.
  • /b sp ss: Enable endpoint selection mode for desired curve.
  • /b sp sc: Enable control point selection mode for desired curve.
  • /b sp clear: Clear out the curve selection.
  • /b sp ren: Render curve from control points

Parabola Brush

Gunpowder parameters

  • /b p: To use this brush with gunpowder, set the height, than click the apex of the parabola. It will orient itself based on which face you click. If an even width, the apex is considered the middle block to your right.
  • /b p h[#]: This will set the height of the parabola, which is 2 by default.
  • /b p w[#]: Sets the width of the parabola, which is 2 by default.

Arrow parameters

  • /b p: To use, set your height and click the two bases of the desired parabola. These can be diagonal or different heights from each other.
  • /b p full: This will set the parabola to full step accuracy for the curve (less accurate than default half step). This setting is meant to be used if your /v is a non half block, however, the brush will on its own set this for you based on your /v.
  • /b p half: This setting is meant to be used if you are using a half block, or to return it to default.
  • /b p h[#]: Sets the parabola height.
  • /b p down: Makes the parabola curve down from the middle.
  • /b p up: Makes the parabola curve up from the middle. This is the default parameter.

Terraforming Brushes

  • Note: The only Terraforming brush that uses Performers is the Overlay brush

The OCEANATOR 5000

/b o: This oceanator turns mountains upside-down with a single click, and fills everything below sea-level with water, creating larger, deeper waterways and oceans on your map with a convincing ocean floor, like those on The Voxel Box world of Pangea. When the Land-Inversion Brush is active, the the arrow and gunpowder behave very differently from one another compared to the other brushes. The arrow will invert the landscape ONE chunk (a 16x16 grid of blocks from the vertical minimum to the vertical limit) at a time, whereas the gunpowder will target NINE chunks at once, centered on the targeted chunk.

Voxelsniper-ocean1.png

Here's our landscape that we wish to invert. Understanding landscape-inversion requires an understanding of how the brush "sees" the landscape.

Voxelsniper-ocean2.png

The orange area represents the area above the landscape in which no blocktypes exist except air. VoxelSniper counts up, from sea level, to each coordinate's highest block. Then, from sea level, the brush will dig down a corresponding number of blocks, filling the empty space with water and coating the ocean floor in a layer of sand. As seen in the image, VoxelSniper does NOT count log or leaf blocks during this process, avoiding tree-shaped pockmarks in the ocean floor.

  • Note: The pink area in the image represents set of blocks that are filled with air, but will be dug-out anyway, because the overhanging cliff directly above it. This prevents your ocean from being full of air pockets. Make sure to remove any floating blocks before land inversion takes place or your ocean floor will have some ugly spikes in it.

Below is a cross-section depiction of what an upside-down mountain might look like. The auto-digging process leaves all of the minerals below sea level perfectly in tact, coated in sand, just waiting for underwater mining operations to reach them.

Voxelsniper-ocean3.png

Another feature of the ocean brush is automatic min-and max-ing of ocean depth. The brush is set to always dig down at least 5 squares from sea level, leaving convincing room for boat bottoms and to get a good depth-effect from the game's water. The brush will not dig below around y=8, so tunneling under the ocean, while treacherous, is possible.

Ocean-creation can be intensive on some servers, and like all large-scale brushes, can disconnect players with exceptions due to a flood of information if used in rapid succession.

The CANYONATOR

Moving landscapes to new height levels.

/b ca y(1-63): The CANYONATOR moves landscape down to a specified y-coordinate level. This is great for making low sections of a map for building extra tall buildings. Stagger different y-levels for a steppe-effect, then clean the chunk edges up with erosion and overlay brushes. Sclupting a landscape that takes advantage of the entire map height starts with this brush! Like the Oceanator, this brush will lower nine chunks at once when used with the gunpowder.

  • Example: "/b ca y30" Moves landscape based at sea level (y:64) to y:30.
  • Note: The Canyonator will copy a few squares of natural landscape below sea level, place a few layers of dirt for comfort and then solid stone all the way down to bedrock at y:1. All natural formations and mineral deposits below Canyonated areas will be completely demolished. (This is to keep the brush as fact-acting as possible).

The Canyon Selection Brush

/b cas y(1-63): The Canyon-selection brush uses a gunpowder and arrow snipe (similar to the line brush) to select a region for canyonation. It uses the same height variable as the chunk-based canyonator, but can be used to generate precision zoned areas for droppage.

  • Note: This brush has no undo.

The Erosion Brush

The erosion brush pushes and pulls landscape around based on its existing shape.
/b e: The Erosion Brush is for massive terraforming jobs, cleaning up oceanated or canyonated chunk-edges. This brush has several variables, so we have included a few presets for you to try out.

Erosion Brush Presets

  • /b e melt - Removes landscape, "pushing" it away from the sniper.
  • /b e fill - Fills edges and holes in landscape in.
  • /b e smooth - Refines edges or remove unwanted features.
  • /b e lift - Raises all blocks in the target area by 1

Creating Custom Erosion Brushes

Erosion Brush Instructions

You will notice that each preset includes a readout of the brush's instruction set. Using /b e info , one can see that the erosion brush has six configurable parameters. They are:

  • e[0-6] - The number of minimum faces required to erode a block. It is recommended to set this parameter between 1-3.
  • f[0-6] - The number of minuum available faces requires to create a new block. It is recommended to set this parameter between 4-6.
  • re[#] - The number of recursions the brush will perform for erosions. It may help to think of this parameter as half of the overall "brush strength".
  • rf[#] - The number of recursions the brush will perform for filling.
    • Tip: Always start small with recursions, and work your way up if needed! Re-sniping in a different location with a weaker brush can yield a better result than using a stronger brush in fewer locations!
  • b[#] - Brush Size. (example: b23)
    • Tip: The ideal sizes for erosion brushes tended to run between 8-20. Larger brushes are far more clumsy and often yield unwanted results.
Anatomy of an Instruction Set

Let's take a look at how these variables get the desired effect from the Erosion Brush's "melt" preset. The preset's instructions look like this: /b e e2 f5 re1 rf1 b10.

  • e2 - Our brush will be eroding blocks with 2 or more exposed faces. This means that only blocks that are well-embedded within landscape will be eroded, giving us that "wither" to the landscape we want.
  • f5 - New blocks will only be created if what has been eroded has created a block space with 5 covered faces. This is just to keep things a bit smoother as we melt our landscape away.
  • re1 - This is our brush strength parameter for erosion. The melt brush repeats its erode function in the assigned area once.
  • ref - This is our brush strength parameter for filling. The melt brush repeats its fill function in the assigned area once.
    • Note: Note how powerful the melt brush is with just one recursion!
  • b10 - This is our brush size.
    • Tip: There's a video example of the erosion brushes below, but there's no teacher like experience. Just don't use these brushes near inhabited areas!

The Random-Erode Brush

/b re: The downside to the normal erosion brush is that, with repeated usage, an area can become too perfectly smooth. The landscape, for example, can look more like melted wax than dirt and stone. This randomized variant produces similar results without generating these inorganic features. On each click, the four erosion parameters are randomized. The arrow tool variant of the brush favors erosion while the gunpowder tool version favors fill. This brush is also easier to use, as it uses the regular brush size variable.

The Overlay / Topsoil Brush

The overlay brush paints over existing landscape.

/b over d[#]: The Overlay Brush will "spray-paint" the top most blocks in its area to the blocktype set by your "/v" command. This can be used to easily clean up any exposed materials once you are done with the erosion brush, or to create new fill material two link two pieces of landscape together.

  • Note: The area covered by the Overlay Brush is defined by the brush size variable.
  • Note: When using this brush, The arrow tool will "spray down" onto the topmost blocks of the spray zone.
  • Note: When using this brush, the gunpowder tool will begin to create new layers of material at the top of the spray zone.
  • Note: By default, this brush will only paint over "natural" materials (stone, dirt, gravel, grass, trees, ores, etc).
  • Tip: /b over all will set the brush to paint over all material types.
  • Tip: You can return to "natural" mode with /b over some.

overlay brush is sprayed near them.

  • Example: /b over d5 + /v 12 + /b 20 + /b over all will be a substantial "desert maker" brush that will demolish any structures in its wake using the arrow tool.

Splatter Overlay Brush

/b sover s[#] g[#] r[#]: This brush combines the functions of the Splatter and Overlay Brushes. The /v Voxel Select value is used to paint in, as an overlay brush would, using the seed (s), growth (g) and recursion (r) of the splatter.

Underlay Brush

/b under d[#]: The Underlay is essentially the opposite of the Overlay Brush and will paint the ceilings of caves and buildings by your /v command. The (d) variable determines the depth of the brush. This will be how high you want the brush to penetrate

Blend Brushes

This suite of brushes allows the sniper to clean up ragged borders between different types of materials. The brush looks at the neighboring blocks of each block in the brush's area of effect to determine which material is the most common neighbor. If the brush can find a most common neighboring material for a given voxel (this excludes ties), that voxel is changed to better match the blocks around it.

The user may choose to either include or exclude air in this search:

By using the arrow tool, air is included, so repeated uses of these brushes are likely to act similarly to the melt and smooth presetsof the erosion brush.

On the other hand, excluding air (by using the gunpowder tool will make repeated uses of the blend brushes act more like the fill preset of the erosion brush.

Additionally, water may also be optionally included or excluded (default).

Blend brushes use standard brush size and several available sized shapes:

  • /b bd: Blend Disc
  • /b bb: Blend Ball
  • /b bvd: Blend Voxel Disc
  • /b bv: Blend Voxel
  • /b bb water: Blend Ball, toggles water exclusion

The Drain Brush

/b drain: The drain brush removes all liquid (water or lava) in a ball shape using the standard brush size variable.

  • /b drain d: Toggles the shape of the brush to be a disc.

Environmental Brushes

The Tree Brush

/b t [treetype]: The tree brush plants a tree onto the block clicked. The block must be able to support minecraft's in-game tree-growth mechanics, so it must not be covered. You can specify which tree type you wish. The available tree types are: tree, bigtree, birch, redwood, tallredwood, jungle, redmushroom, brownmushroom.

VoxelTrees Brush

Examples of Stamp methods.
  • lt# - leaf value [data value]
    • Input a the data value of the kind of leaf block you want on your tree; oak is "0" or default, pine/spruce is "1", birch is "2", and jungle is "3".
  • wt# - wood type [data value]
    • Input a the data value of the kind of log you want on your tree; oak is "0" or default, pine/spruce is "1", birch is "2", and jungle is "3".
  • tt# - tree thickness [whole number]
    • This field will determine the thickness of the entire tree, note that the base doesn't generate in a typical "disc" form, rather a more squared off disc. For example, inputting "1" will create a 2x2 trunk like seen in the picture, "1" will create a 1x1 trunk, "3" will create a 3x3 trunk, etc. Just keep playing with the values to find a thickness you like.
  • rf# - root float [true or false]
    • Will determine if roots "float" above the surface
  • sh# - starting height [whole number]
    • Determines the starting height of the tree. Using 5 will float the tree 5 metres above the ground.
  • rl# - root length [whole number]
    • Simply how long the roots will get.
  • ts# - truck slope chance [0-100]
    • This will alter the percentage of how often, and the degree a tree will slope out it's trunk. Using a low number will make extremely straight trees while "100" will produce very willowy trees and split apart and slope dramatically.
  • bl# - branch length [whole number]
    • Determines the length of the branches that are generated
  • minr# - minimum amount of roots [whole number]
  • maxr# - maximum amount of roots [whole number]
    • Generates a random amount of roots between the given intervel.
  • minh# - minimum height [whole number]
  • maxh# - maximum height [whole number]
    • Sets the height of the tree based on the intervel given.
  • minl# - minimum leaf node size [whole number]
  • maxl# - maximum leaf node size [whole number]
    • Will determine the size of the leaf balls that will be generated.
  • default - restore default parameters


A complex brush with MANY settings that allow you to create a variety of tree species, from realistic to fantastical. Experimentation is a must.

Clean Snow Brush

Indev

  • /b cls: The Clean Snow brush removes snow (Derp?). The brush is set to non-true circles by default.
  • /b cls true: Removes snow using a true circle.
  • /b cls false: Sets the true circle to false.

Clone and CopyPasta Brushes

Let's clone a street lamp styled structure.
Setting up an appropriate Clone Zone.

/b cs: The Clone / Stamp Cylinder Brush copies a zone of blocks in a cylindrical shape, allowing those copied blocks to be pasted in elswhere (hereafter referred to as the "clone zone". The Clone zone is defined relative to a "key block" you will make your copy selection from.

/b 4: The brush size variable sets the diameter of the clone zone.

  • Example: In the image at left, we've set our clone zone's radius to 4 to include the 3 blocks of the street lamp's arm and the torch on the side.

/vc sets the centroid of the cylinder relative to the key block. The value can be set to a negative integer, enabling the clone zone to extend below the key block.

  • Example: Because the center block is difficult to click as a key block on this structure, we use "/vc -1" to include the base of the pole that resides below our key block, which will be the first wood block in the lamp's "pole".

/vh sets the height, in blocks, of the clone zone.

  • Note: The height is counted from the centroid point, so make sure to set your height setting takes this into account if you are using a negative centroid!

Make your clone zone selection final by right-clicking the key block with the Gunpowder tool. VoxelSniper will report the number of copied blocks.

Re-adjust your Centroid to paste in at floor-level with the "/vc" command.

  • Tip: Often, this is as simple inverting the centroid value from the Clone Zone's. In this example, we will adjust from "/vc -1" to "/vc 1" before Stamping our clone.
Examples of Stamp methods.

Stamp a new copy of your clone zone with the Arrow tool. The Stamp Zone comes in three flavors:

  • /b cs 0: The Default Clone Stamp pastes in the clone zone exactly as it was at the original key block's location, including the air / empty blocks.
  • /b cs a: No-Air Clone Stamp the Clone Zone in, but does not stamp in the air blocks from the clone zone. This will build your stamp into the surrounding landscape.
  • /b cs f: Fill Stamp replaces ONLY the empty blocks in the stamp zone. All blocks in the stamp zone will remain untouched. In the example, note the missing half-block at the rear base of the stand.
  • Tip: This function is ideal for using the clone stamp brush with clumps for terraforming.

CopyPasta Brush

/b cp

This is a 2-point cuboid copy and paste brush for snipers, with rotation! For safety reasons, Snipers are limited to copying a region no bigger than 30k blocks, which will easily accommodate a 20x20x20 region. Snipers may also toggle the pasting of air with /b cp air if they so desire. You can set the rotation with /b cp # where # is 0, 90, 180 or 270 degrees clockwise. The axis of rotation should be the column of your first point selection, but that is still being tested. Functionality of this brush is as follows:

  1. Select two corners with the arrow (remember which you clicked first).
  2. Copy the region with the powder.
  3. Paste as many times as you would like with the powder, the blocks will be pasted as if this new point was the first block you had clicked with the arrow.
  4. You may switch rotation at any point without losing your block array, but you cannot change the axis of rotation.
  5. You may reset the brush at any time in the process by clicking the arrow a third time.


Tool Brushes

  • Note: These brushes do not use Performers

The Ruler Brush

/b r: The Ruler Brush allows a sniper to use a snipe with the Arrow and a snipe with Gunpowder to define two points. VS will then print measurements in the change in X, Y and Z, along with a Euclidean distance.

The Painting Picker Brush

/b paint: The Painting Picker Brush allows a sniper to use the Arrow and Gunpowder to cycle through available painting styles until the desired painting is reached.

  • Note: You must be within arm's length of the painting to use your tools in this fashion.
  • Note: Any player (not just snipers!) may access this function by targeting a painting with arm's reach and using the /paint (0-24) command.

The Volt-Meter Brush

/b volt: The Volt-Meter Brush allows a sniper to use the Arrow and Gunpowder to get redstone power distance/information.

  • Right-click with your arrow to get current flow (six directional) information.
  • Right-click with your gunpowder to get a voltage reading. The readout will tell you the number of remaining blocks before the line will require a repeater.

Load Chunk Tool

  • /b lc (for snipers)
  • /vchunk (for non-snipers)

Cue the angelic choir! No longer will you have to relog every time you suffer a chunk error due to random Notch code or because of teleport glitches. Snipers can now instantly fix any chunk in their view radius with a simple click. Non-snipers can also fix the chunk in which they are standing with a typed command. It's just that simple!

Eraser Brush

  • /b erase

Ever want to kill a build but didn't want to have to fix the land afterwards? The eraser brush deletes all blocks except sand, stone, dirt, grass and gravel. The landscape remains more or less intact! If you want to ignore water as well, simply use the powder brush instead of the arrow brush.

Deity Brushes

  • Note: These brushes do not use Performers

The Monster Brush

/b m [mobtype]: The Monster Brush allowes a user to snipe-spawn single or groups (defined by the brush size variable) of monsters from a safe distance. (Chicken, Pig, Cow, Sheep, Monster, Giant, Spider, Zombie, Skeleton, Creeper, Ghast, Wolf). Thanks to xmlns for use of his Mob Class from SpawnMob.

  • Example: After entering "/b m Sheep" and "/b 5", clicking the sniper will spawn 5 sheep at the snipe-point.
  • Note: You must have the animal or monster you wish to spawn enabled in Bukkit to be able to create it with VoxelSniper.

The Heat Ray

/b hr: The Heat Ray Brush burns nearby blocks and cinders others to a "burned" state by altering them to materials like cobblestone, or obsidian. Try torching a village with it! The Heat Ray Brush uses the brush size variable to widen or narrow it's beam.

The Lightning Brush

/b light: Lightning will strike the block sniped.

VoxelLightning Mode

/vs lightning: Engages VoxelLightning mode. Each time you pull the trigger on your sniper, the block clicked will also be struck by lightning.

  • Note: Bear in mind your regular snipe action will be performed in ADDITION to the lighting strike. If all you want is lightning, use the lightning brush..

The Meteor Brush

/b meteor: A ghast fireball is launched towards the block sniped. WARNING: Can not be undone! Also, anti-grief plugins that block explosions may nerf this brush.

The Weather Wizard

/vs weather: Clears all rain and snow in the next few seconds.

The Warp-in-Style Brush

/b w: This brush will warp you to the block sniped using the arrow. The gunpowder will create a lightning bolt at the sniped block, as well: Amaze and astound your friends!

The Jockey Brush

/b jockey: This brush allows you to sit on any other player or creature. Ride a slime, or just annoy the holy hell out of someone you wish would log off. Crotch + Face = FUN!

Brushes and Features in Development

Jagged Line Brush

/b j r[#] - Works much like the line brush, but with a small amount of noise thrown in.

  • r[#] - Recursions (1-10, default 3) - How many times the brush goes back to try to fill in the line. More creates a smoother, more continous jagged line, while less leads to more gaps and a thinner jagged line.

Coast creation Brush

  • /b coast ecc[number] nb[number] sig[number] str[number]: This brush is used for generating a coast line. The default parameters are ecc0.75 nb5 sg0.5 str10 .
  • ecc[#]: Eccentricity is how far out the random distortions of your brush can be generated. Units are multiples of the brush size. If you want to ensure overlap, use eccentricity less than 0.5 .
  • nb[#]: How many 'blobs' your distorted brush will have. The more blobs you have will result in a smoother, more circular end shape.
  • sig[#]: Sets the hardness of the sigmoid curve. The parameter must be between 0 & 1. The closer to 0, you will have more sudden cliffs, while the closer to 1 it will be more gentle.
  • str[#]: Number of blocks that will be attempted to be scraped off the terrain at the center of the brush.

Extrude Brush

  • /b ex: The extrude brush will pull(or push) blocks towards you based off the point you clicked, where you clicked (North, south, east, etc), your /vh heigh, and your brush size determines the radius. The height it copies to is based on your /vh <height> & the amount it copies is based off your brush size.
  • /b ex true: Uses a true disk for extruding.
  • /b ex false: Turns off the true disk, which is already default.

Example /b ex /vh 5 /b 10 *left click with arrow* This would copy a 20 block long, non-true disc 5 blocks in the air.

Fertilize Brush

Flatten Brush

  • /b f: The flatten brush uses a cylinder to flatten everything inside the selected range. With this brush, you use /vh to determine how high the cylinder is and the brush size determines the radius.
  • /b f f[#]: This sets the brush falloff. The range of this argument must be between 0-1. This is set to 0.5 by default.
  • /b f s[#]: This sets the brush falloff smoothness. This must also be between 0 and 1. By default, it is set to 0.5

Freeze Ray

Note: This is a very amusing but destructive brush, play nice...

  • /b FreezeRay: This brush freezes water, quenches lava and torches, encases everything solid with a sheath of ice, generates random ice crystals that destroy anything they intersect with, and then covers everything inside and out with snow.
  • /b FreezeRay h[#]: The maximum height crystals can grow.
  • /b FreezeRay s[#]: Sets the hardness of the sigmoid curve. The # be between 0 and 1. Closer to zero, you will have sudden, big differences in crystal heights near the middle.
  • /b FreezeRay f[#]: The chances of a crystal growing out of a block, using the formula 1/f (eg: f250 would result in much less crystals than f20).

Snow cone brush

/b snow: Great for making snowy mountain tops. This brush only works with the gun powder and you need to click a block of snow for it to generate.

Spline Brush

  • /b sp: This brush is used to create a spline. You can use either end points or control points to create your spline. To select these points, use the Gunpowder to select blocks, and use the arrow to remove them.
  • /b sp ss: Enable endpoint selection mode for desired curve.
  • /b sp sc: Enable control point selection mode for desired curve.
  • /b sp clear: Clear out the curve selection.
  • /b sp ren: Render curve from control points.

Vegetation Brush

User Friendly Presets

  • /b vg meadow: For sparce, grass-filled areas.
  • /b vg forest: For medium dencity forests.
  • /b vg [desert|thin]: For desert areas or very thin areas.
  • /b vg flower: Generates a flower patch.
  • /b vg grass: Generates a patch of grass.
  • /b vg patch: Generates a patch of grass & flowers.


Custom Vegetation

  • /b vg b[#]: Sets the brush size.
  • /b vg ld[#]: Sets the % dencity of large foliage (Tree's & cactus).
  • /b vg sd[#]: Sets the % dencity of small foliage (Grass, flowers, weeds).
  • /b vg fl[#]: Sets the chances of flowers rather than grass.
  • /b vg t[#][treetype], [#][treetype]: Allows you too generate 2 different kinds of trees with different spawn chances. The tree types can be bigTree, birch, redwood, tallredwood, or tree. (ex: t:%66.66tree,33.33%bigtree)
  • /b vg t:[treeType]: used for planting one kind of tree. The tree types can be bigTree, birch, redwood, tallredwood, or tree.

Xerox brush

This brush is used for copy/paste along with stacking. To copy and paste, left click with the arrow for your first and second points. When choosing your points, keep in mind that the paste is relevant to your 1st point, not your position. You can than use the gunpowder to paste.

  • /b xr copy: Used for copying.
  • /b xr stack [direction] [ammount]: This command is used if you wish to stack. To stack, select the points with the arrow, right click with gunpowder, than use the stack command. The direction parameter works as follows, 'U' (Up), 'D' (Down), 'N' or 'F' (North/Forward), 'S' or 'B'(South/Backward), 'E' or 'R' (East/Right), 'W' or 'L' (West/Left). Than amount is how many blocks you want to stack. Example: /b xr stack N 4 would stack the block right clicked on with gunpowder 4 blocks to the North.

Fill-Down Brush

/b fd

  • Useful for replacing drained water
  • Accepts the brush size command "/b [radius]" and voxel type "/v [number]"

Video Tutorials

Here are a set of continuing VoxelSniper tutorial videos that showcase some concrete applications of the tool in real-life building projects in-game. Well_Starbursts and Plusnine are currently working on a new series of VoxelSniper tutorials for VoxelSniper 5. They will be adding to this list of videos over the coming weeks.


Beginner Tutorial: VoxelSniper Basics

- By Wellstarbursts


Beginner Tutorial: VoxelSniper CloneStamp Brush

- By Wellstarbursts


Intermediate Tutorial: VoxelSniper General Terraforming

- By Wellstarbursts


Intermediate Tutorial: VoxelSniper Copypasta and Set Brushes

- By Wellstarbursts


Intermediate Tutorial: Overlay and Erosion Brushes

- By Plusnine



VoxelSniper with the Developers: Making an Asteroid Field

- By Plusnine: Part One


- By Plusnine: Part Two


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