Great plugin! Having an issue with it that I’ve been encountering a fair bit.
I’ll place down multiple objects but parts of it or the whole thing will duplicate in line with the original selected object and not go to the cursor?
Here’s what I’m talking about.
(Big clump on the left is where I’ve placed them and the tree itself are all in a line on the left)
How can I scale objects to be larger than 10 with this? And also how can I make the radius and spacing larger than 100 and 50
Have any plans to add a “Rotate” function on this plugin? I use it mostly with the stamped section to save and load assets when I’m building maps or models.
There should already be a way to rotate stamped stuff in the plugin. Check the rotation dropdown?
That works too, at the time I wrote the question I was thinking of being able to rotate the model 90 degrees counterclockwise similar using the shortcut key “R” similar to how the roblox engine does when building.
Being able to rotate the models before putting them down could be a huge time saver. Similar to holding a part and rotating it using the shortcut key: R.
is there a way to transfer my brushes to another game/place? cus every time i build in another place i end up setting up my models for along time
You can just copy-paste the BrushTool folder in ServerStorage before starting up the plugin.
This plugin is super useful and has saved me hours of work however I do wonder/wish if there was a way to increase the limits of the max brush radius, distance and offset of the Y axis and some other things, I work with larger models and it means there has to be a lot of manual cleanup afterwards cause of these capped values.
Thank you for the plugin anyways
This is by far the cleanest, most useful plugin I have ever used. Great job! This should be added to Studio as a core tool. The only thing that’s missing is saving brush selections for presets. I’ll try add the feature, but Rodux/Roact is really confusing to me right now.
Thanks a lot for the fantastic plugin!
Is there free code? I would like to add another option that would be the color of the objects, this option would be for the user to enter the colors they want and one of those colors will be chosen randomly and applied to the object
Great plugin, Is it possible you could add terrain material exemptions? This would definitely save a significant amount of time so I won’t have to spend time removing undesired models/meshes post-placement.
LES GO. i liked brushtool v1, now a 2.0?? definetly using thid.
Any possiblity you can add a % of spawn, I use this mostly for tree placement so I select all of my trees at once and start dragging my heart away although I have a mixture of live and dead trees. Instead of making more duplicate of live trees it’d be cool to control the % that an object could be spawned.
Bump, would still love use of this feature if it was ever added
A “only surface brush” feature, basically it would work like that:
- Choosing a part that you want to brush on only (could be multiple part selection).
- Brush!
It’s kind of like alpha-lock on Ibis Paint.
Hopefully this makes sense. Anyways, very awesome plugin.
I think this is an excellent tool but I wish it had more brush properties. For example, it would be useful to toggle a setting so that objects created by the brush don’t collide with each other, or be able to more accurately control the “radius” of the spawning objects. In the meantime, this is very useful for adding little details though.
Edit: quick clarification on the collisions I was talking about. The brush just doesn’t recognize the parts that it created as being a surface that I can paint on, it would be very useful to have a toggle this.
This plugin seams to conflict with Roblox’s model streaming. For some reason, models that were brushed onto an area all have their LOD’s render in one spot.
Would really love if we could folder the list of assets we have added to the brushtool, would make brushing multiple assets a lot easier and increase work flow when using this.
Is anyone else having issues with this plugin?
Yes, it’s not preventing objects from spawning inside of each other.