Basically, I’m capable of scripting very well. However, I never really understood how to make triangular terrain generated from a game script.
There aren’t quite a lot of tutorials out there and, well, the ones that are trying to solve that dilemma aren’t what I’m looking for.
Basically, other than the terrain, I’m trying to learn how to also do height coloration and creating rivers, ponds, mountains and the ability to make the center of the map flat by a specific radius (so there’s at least some sort of a ground area).
If you’ve experimented with triangular terrain generation in the past, I’d love to hear your suggestions on how I can master this type of a system. I’ve been holding back from opening this type of a topic, but it’s quite needed - not just for myself, but others as well.
Oh, let me edit the start of the thread to assure we’re on the same page. By this, I’m talking about generated triangular terrain formed by a script. Sorry!
You’d need something which could insert wedges between 3 node parts. I’m not sure what you’d need to do that part. But basically, it’d start with 3 nodes and wedges between, then it’d need to spawn more nodes and create triangles on it’s own. There’d need to be control on node placement to make sure that they aren’t too far away or don’t go too steeply or double back into where there is already terrain. This kind of thing would be extremely complicated and difficult to do as far as I know.
Maybe if it did this in a grid system, it’d be easier.
First we need to generate a 2d grid of points with a y value. We can do this with perlin noise. Generate parts to put in those points. You should see a plane of points. This is our “verticies” what we got to do now is manipulate the wedge modifier to act as a triangle. Now on doing that I don’t know but what I do know is that you need to manipulate the wedges size and position and orientation by multiplying their cframes in some way.