Usually how I would accomplish this would be taking a circle mesh and hollowing it out then splitting it into a quarter circle, but that involves unions, and then converting that into a mesh. I am wondering of there is a more efficient way of doing this, or how you personally would? How I do it currently works, it is just time consuming. Thanks, let me know if you need more info or screenshots.
Easiest way to connect two points like this is by relying on a pivot point. If you imagine a circle, the centre is what you need to replicate. (Represented here by the red cube)
Youâll now have to decide how many âsidesâ youâd like your angle to have. Once you know, you divide the angle of the corner by that. For the example, I want 6 sides so Iâll do:
90 divided by 6, giving 15.
Youâll now need to make a thin arm to temporarily act as the future parts of the corner, like so:
Using any build plugin that has a rotate pivot option (qCmdUtl, F3X, etc) you can begin rotating this around the pivot point by selecting the pivot point first until it completes the corner.
If youâre only intent on using Robloxâs in-built build tools, instead of a pivot point you can double the length of the piece then resize it later.
Thereâs a more complicated method with wedges used to avoid material âglitchesâ (overlaps) which I can go into detail with if youâd need that, but unions should work fine too.
@Foxzes Thatâs great! And I should be fine without needing the other tutorial, as Iâll end up just meshing the parts together eventually. Thanks so much for the help!
This compared to my original road system has some distinct deferenceâs, and a few pros / cons.
Pros:
A lot easier to create angles, which will be great for the corners of blocks, for creating blocks at angles, and for general buildability. In my old road system everything was ultra modular, which made copy and pasting super easy, but eventually made everything feel overused. With this I can make my roads and sidewalks seem more realistic as they will have little differences thrown in.
Blocks are no longer reliant on the texture system which I had, everything had to be divisible by 8, as that was the length of the curb and gutter sections.
Cons:
Using textures will just not be possible in the same way, in my original road system the square concrete slabs, and the joints that you see between the curb and gutter sections seems impossible to me now, unless yall have some creative solutions?
Clipping, itâs gonnah happen, so now I will need to mesh a lot of stuff, however as this is a WIP game, and there will be updates in the future, I donât want to mesh something, just to discover an error that will need it to be rebuilt. To work around this all of the sections I make will be saved into a file, so that should I need to edit them in the future I will have the pre-mesh blocks ready to go.
Thanks for the help people, I am open to more suggestions to improve my road system, as it is very integral to my ro-nation/ crime game I am developing currently. If youâre interested in the project I will include a link to the group, and the game, so you can further check it out!
Depends on how large youâre building, part density is more important than overall count. If your map has 50,000 parts but theyâre spread out far then the client only needs to load a small amount, and thus shouldnât cause much lag.
Roblox is really efficient at loading parts, so generally it doesnât matter - just try keep it low when you can.
A lot of factors have influence, but generally meshes take a lot longer for games to load than parts, and it all depends on how simple your mesh is but Iâd personally use wedges as theyâre quicker and you can edit them easier.
Itâs all down to you though, and if you prefer to use meshes then go ahead, itâll likely have little/none effect on performance - my only issue with meshes is trying to get the materials to be in the right direction, which this method has no problem with.
I wonder how wedges would effect using textures? With a mesh it is nice because the texture is seamless across the surface of the mesh. I will need to do some experimenting and post here again.
After some testing I have determined using wedges is the superior route to go. I figure initially it will take an equal amount of time using wedges as it would to convert to a mesh, but eventually as my skill increases in using wedges in my radii using wedges I imagine will be quicker.
I also think it will be less laggy to have 20 bricks in a curve, versus a single mesh, as my game quickly would become full of single use meshes, which would be a lot for Roblox to load.
Furthermore, should the need to edit a radius arise, it will be much easier if they are parts, instead of a mesh, as storing all of my pre-mesh parts in files would become a hassle to manage.
Here is a screenshot of my progress, big thanks to @Foxzes and @fourpapa1 for the help during this process. I will probably keep posting updates, and questions here.
One final quick tip, you can install Material Flip to get the direction of the brick texture to all go the way you want it, seems at some parts of the path itâs vertical then others horizontal, this would allow for some consistency.
How does material flip work? Does it auto rotate and resize bricks to change the orientation of materials or are materials their own editable entities? Thanks.