As a Roblox developer, it is currently too hard to select and alter terrain in some situations. This is due to the lack of a rotation feature for some elements of the Terrain Editor.
My use case is that I’d like to make a square ‘cut’ as shown in the image below:
Notice the lack of a ‘rotation’ feature in the above images.
The Transform feature however allows me to rotate Terrain:
A work-around would be to use the ‘Part to Terrain’ plugin, rotate a part accordingly, set the material to ‘air’, and then change the part to terrain.
If this issue is addressed, it would improve my development experience because I could better alter Terrain to create, currently challenging, desired effects.
I will keep this in mind as we continue to work through terrain, though there is technically another way to do this. Select air with the selection tool, then use the transform tool and check merge empty. That way air overwrites material in your target transform. It is probably not exactly what you’re looking for, but I hope it at least helps a bit.
Thanks for the reply. I recorded myself trying to use Merge Empty with the Transform tool. I’d recommend watching in x2 speed if you watch the video:
Anyhow, I couldn’t find something I was too happy with, but that could just be how Roblox’s Terrain voxels work. (Terrain is on a 2-stud basis I believe.) For some future use-cases, it might be useful. I’ll keep it in mind and try using Merge Empty more often.
Yeah, unfortunately we cannot really provide the amount of direct control over the mesh you would need in order to be able to create finer details, that being said, it looks like there might be some other issues there that I will look into.
Terrain (and the tools for that matter) tend to run into issues with finer details.
A solution to ‘finer detail’ could be to scale everything. (assets, player character, how far away the camera is, etc.)
Would that be a good idea on my part? It seems like a lot of work. So, I guess, would there be an easy way to scale everything up? (so that the limit doesn’t seem like so much of a limit, if that makes sense.)
For reference, voxels are 4x4x4 studs (not the 2 studs you indicated above). If you need more control, I would recommend maybe using anchored mesh parts in areas where you need to provide more details and using Terrain for the larger, more general structures where detail doesn’t matter as much.
Scaling up the game may work, but you would probably run into performance issues instead (this is part of the reason we don’t allow finer grain control over voxels in the first place).