would this feature ever extend to the option for having the grass decoration with this beta feature but on like parts not just terrain?
and having particle trigger this effect on objects like a steam form a locomotive?
Completely wrong. Many games nowadays try to give that ârealistic feelingâ, and wind really adds to that. If you think this is useless, you are so wrong.
I guess you have a point here, but Roblox probably doesnât bother to redo all their old programming and has to go through the mess they made.
how unfortunate the scripts work terrible for some bush designs, we also need one where the bush moves if a player walks through it, which I cant find. I know a game already has it called the wild west
This is interesting, mainly for the leaves bit. Are we going to be seeing a leaves instance? Or maybe a 3d image instance that interacts with wind? Or am i looking too far into it with my 12 am brain, and the leaves are just particle emitters?
well you have to code it yourself, which is probably a better solution than waiting for roblox to release something like this.
Speaking of Particles, is there any discussion about the particle performance and future lighting? Some update made particles + lighting impact your frames wayyy more than they used to.
This is awesome, itâll really add realism and life to games.
im a builder. i try to find solutions that doesnât require scripting
Thatâs a bad way of finding solutions, scripting is basically essential in any way of creating something in games, that does include building.
By the way they are using scripting to move the bush when the player walks through it
there currently isnt a way to activate robloxâs ai bot to assist with coding
That has nothing to do with this feature? If you need to report a bug and canât access #bug-reports, please message Bug Support in the format of a bug report.
Awesome! despite looking awesome, I think you should make parts / constraints get affected by wind too. Like ropes being pushed around by wind
Since releasing customizable grass height was said to be coming this year, PLEASE NOTE: that its MOST important to make sure you can customize the grass height in ANY SELECTED AREAS not just all the grass, that would be quite useless.
Any actual timeframe on when the grass height and customization will come to beta?
Thank you.
The control thatâs being added is a single value for the entire terrain.
While I agree that customising based on regions would be super useful I can see that this would be much more difficult to implement - at least with a single value, I can finally make grass fit the size of custom avatars.
What would be useful (and is probably more doable) would also be able to control (with single values) the density of the grass and its base width. This would allow for thick/thin, tall/short, and dense/sparse grass across a map. Right now I find the grass looks far too cartoony for a realistic game and having these additional but single-value options would give us a lot more versatility.
But here is what I was able to achieve just with wind:
That sounds really nice, I might play around with it for a bit!
Since the reddit is restricted for some reason, ima post some simple code for a smooth, realistic wind direction changing script.
--MADE BY: Playanad/LumberdFox/Destroyanad (I go by all of those names)
--Put This In Server Script Service
--Services
local TS = game:GetService("TweenService")
--Wind Variables
local wind = workspace.GlobalWind
local windXRange = 20 --Turn this, and the Z range up to generate higher speeds.
local windYRange = 10 --I recommend not turning this up too high
local windZRange = 20 --Turn this, and the X range up to generate higher speeds.
local stormMultiFactor = 5 --How much to multiply wind speeds during storms.
local stormChance = 10 -- 1-100 range. 10 would be a 10% chance.
while true do
local smoothTime = math.random(30,120)
local stormNum = math.random(1,100)
local nonStormMulti = 1
local windMultiplier = stormNum > stormChance and nonStormMulti or stormMultiFactor
print(windMultiplier)
local randomWindX = math.random(-windXRange, windXRange)
local randomWindY = math.random(-windYRange, windYRange)
local randomWindZ = math.random(-windZRange, windZRange)
if randomWindX < (windXRange / 2) then
randomWindX = math.random(-windXRange, windXRange)
end
if randomWindY < (windYRange / 2) then
randomWindY = math.random(-windYRange, windYRange)
end
if randomWindZ < (windZRange / 2) then
randomWindZ = math.random(-windZRange, windZRange)
end
local randomWindVector3 = Vector3.new(randomWindX * windMultiplier, randomWindY * (windMultiplier / 3), randomWindZ * windMultiplier)
local windTween = TS:Create(workspace, TweenInfo.new(smoothTime), {GlobalWind = randomWindVector3})
windTween:Play()
task.wait(smoothTime)
end
Feel free to use it for whatever without credit
Water part when. please roblox I need this now.
Use task.wait()
instead of wait()
, itâs more accurate and faster.