Im talking the actual terrain, I dont really want to use actual parts and then go from there
I have been pondering this for the past several months. I don’t know the answer but I am certainly excited to hear it!
yeah wither i dont think well both ever find out ;-;
@IProgramForFun
I FIGURED IT OUT!!!
If you look on the page that resolved your last post you can see that you can use Region3s to generate terrain!
EX:
local region = Region3.new(Vector3.new(0,0,-3), Vector3.new(4,4,4)) region = region:ExpandToGrid(4) game.Workspace.Terrain:FillRegion(region, 4, Enum.Material.Slate)
Result:
(The function is Terrain:FillRegion)
yeah but thats not what Im trying to do though, but its fine ill figure something out ^^
I am confused. What are you looking to achieve?
I basically wanted to place stuff randomly on the terrain, but not terrain LOL
Oh you mean like trees and rocks. I will get right on it!
dude no you dont have to do anything
Raycast down on the terrain and put the object where the raycast hits the terrain
I was trying to do this earlier. It is a nightmare because you have to cast in a lot of places and it causes a lot of lag.
Expanding upon what @heII_ish said I think you should measure the x and z axis and reference them in a script, then you can use a math.random function to choose a random number between the length of the x axis and do the same for the z. Next, you raycast from that point by using workspace:Raycast (I don’t know how to use the old one) you check where the ray hit and place a tree there!