How do I make a normal looking cave without TNT?
Can anyone tell me how? I'd use TNT, but it's disabled on Build 1.
Posts: 86 Joined: Mar 2011
Reputation:
2
Since a 'normal' looking cave is a bit erratic, moving in unpredictable directions, The best looking results (without TNT) would be a diamond pick and a lot of time.
Another option (which I have experience with) would be to use the /sphere command in WorldEdit. I have created some descent looking caves by making many holes of various sizes underground.
Example: Use the /sphere 0 # command to make globe shaped voids underground. The 0 is air and # value is the diameter. Create a start point with one small void then move around creating many more voids of various sizes. With a little practice it can look reasonably good.
Another option (which I have experience with) would be to use the /sphere command in WorldEdit. I have created some descent looking caves by making many holes of various sizes underground.
Example: Use the /sphere 0 # command to make globe shaped voids underground. The 0 is air and # value is the diameter. Create a start point with one small void then move around creating many more voids of various sizes. With a little practice it can look reasonably good.
Posts: 374 Joined: Apr 2010
Reputation:
9
(12-16-2011, 03:33 PM)JackFlash Wrote: Another option (which I have experience with) would be to use the /sphere command in WorldEdit. I have created some descent looking caves by making many holes of various sizes underground.
Try voxelsniper instead, you get some expirence, and you don't have to do all that typing or /powertool sphere on anything
But Blargh I don't know voxelsniper!
I don't know if you can add yourself but /addsniper (yourname) if it doesn't work get another sniper to do it. For this specific function, after being added to the sniper list, you use /v 0 (v is for voxel-as in block) and /b (radius of brush) you then do /b b for the ball tool, and right click away with an arrow.
ok, now its a very man-made looking tunnel, and I messed up a couple times
Use /u to undo, and to make it look more natural you can use the erosion brush, with /b e smooth it smooths the place out a bit, and with /b e melt you can burn through the terrain a bit.
Anyway thats just a basic way for tunnels with voxelsniper, even if it was an unwanted explination.
Also say /d if you ever want to go back to the defaults
(This post was last modified: 12-16-2011, 04:02 PM by Blargh_14.)
Posts: 266 Joined: Jan 2011
Reputation:
9
(12-16-2011, 02:59 PM)matt000024 Wrote: Can anyone tell me how? I'd use TNT, but it's disabled on Build 1.
A. Start with Worldedit
1. Give yourself a tool, like a stoneshovel
2. Select it(hold it in your hand)
3. Type //brush sphere air 5
4. Use this(right click where you want a hole) to make the cave, you can adjust the size with //size 4 replace 4 with whatever number you want
B. Smooth it out with voxelsniper
1. Give yourself an arrow
2. Type /b bb (This will give you a Blend(brush name) Ball(Shape name) brush, which you can use to smooth out the cave walls
3. Type /b 3 (replace 3 with a convenient size. If you set it too big, it will just erase your cave altogether, blending it into whatever terrain you dug it out of.
4. Select the arrow and right click to smooth out the cave walls to your liking.
Note: I used Worldedit and Voxelsniper because all you have to do is select a different item to quickly switch between brushes. You don't need to type commands.
(This post was last modified: 12-16-2011, 04:12 PM by st33nburgh.)
Posts: 264 Joined: Mar 2011
Reputation:
0
Users browsing this thread: 1 Guest(s)