Chess Tile System

So, I’m making a chess style game with a grid, and I need to combine different parts into a grid or graph.

For example, if I have two parts, I need to combine their grids to keep going up.

Like this part only goes to (3, 10) and the other part starts at (5, 10) Like how would combine the grids?

Map:

Folder:

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I think of CSG and texture,

you could make like check like using BlockCast and getting parts and delete all parts and make one part that has one that texure or decal to scale on size based on how previous

or connect all parts through CSG and add texture or decal to that part (whatever it might be, just must be same as in image you showed it ?)

(i don’t think you can that do, i mention the method or just find other way ?)

thanks to God

Don’t.
Too expensive to compute and produces terrible topology.

It’s a tad bit hard to figure out what you want, so I’m gonna assume you want to be able to raise tiles and for those raised tiles to have ramps connected to them (mostly because assuming you don’t know what models are seems a bit ridiculous).

I would accomplish this by just creating WedgeParts adjacent to each tile you raise. With some mathematical adjustments to size, position, and rotation, you’ll get pretty much the effect. I imagine you could keep this organized by doing it through some OOP classes.

No like in Noobs in Combat their tiles arnt the same part their different and I need to figure out how to connect all of the parts onto a grid.

Connect them as in making them able to move as one object? If so, is there a reason you’re avoiding a Model?

Or perhaps you’re talking about making them all one part, to which I say you’ll want to use a bunch of union operations. I’d avoid modeling in Roblox Studio, since Blender exists, but for simpler things, it’s nice to just use the built-in modeling tools and not deal with importing.

Okay so let’s say I have 3 parts, and their size is like (80, 1, 32), (32, 1, 32), and (88, 1, 88) and their water so I need to connect all of the sizes onto a grid so PART_A can connect to PART_B and so on.

If there’s water in the way it accounts that.

Like this?
c28742921a91c45e07f33a311cf977e4

You could write a function to get all neighbouring nodes of a node. So you’d call

getNeighbours(2,4)

and it would get the nodes at 1,4; 3,4; 2,3; 2,5. You can then check if they’re the same terrain type as the original node. If they are, you connect the target node within the original node. Your node would probably be something like

x: number,
y: number,
terrainType: string,
connectedNodes: {Nodes?}

Then just do this for all nodes.

After you’ll need a function to get all nested connected nodes and flatten them. To do this you could just recursively loop over connected nodes, adding every node to a flat array, and stopping once the node is already in the array.

Yes this is something that I need but I need to convert a part into a grid that you can do with division but I need to combine the parts on the same grid

You should have your grid logic, and create parts from there. Not create your grid from the parts.

Yes, but I will have premade maps that include different wars. I need to convert all of the parts for example one part is (X:1, Y:5) and other parts I need to continue the grid