I have tried to offset the floor and ceilings and I had to offset it by a large amount to even see a difference which makes it really noticeable and ruins the immersion.
My first thought was to union them (even though unions are frowned upon) or make a mesh for the floor. But since you generating them (through a script I’m guessing) I’d recommend doing a pattern of increasing and decreasing the height of the floor ever so slightly so you can get rid of the overlapping textures. And, since the height change is so minuscule, it shouldn’t affect the smoothness of walking over the floor.
The problem is, the height of the floor/ceiling has to be specifically 0.05 studs apart (from my trial and error) and any lower than that will cause the same issue. 0.05 studs is really noticeable as you can see from the images I provided. The script-generated floor and ceiling are clipping inside of other room floors too, so yeah I don’t think that will work
Ok, one more idea I had was that you could use 1 big part for the floor and just generate the walls, ceilings, etc. and when the player exceeds the size of the floor, you create a new one based on the player’s position and delete the pre-existing one. Or you could teleport the player to somewhere else in the labyrinth of halls (the back rooms it seems). I hope what I just wrote made sense
That would work really well if it wasn’t the fact that some rooms will have varying ceiling height sizes. Some rooms would have holes in the floor or staircases that goes down.
(And yes it’s the backrooms)
You can try either adjusting room placement, adding buffer space, ensuring correct texture tiling and UV mapping, using procedural texture blending, implementing transition zones, applying post processing effects, or considering dynamic mesh generation.
Darn! Well I’m not sure. You could make it less noticeable (maybe) if you make a new material under material manager. You would put the greyscale carpet texture under “ColorMap” and then go to a third party software, such as photoshop (or the free version which is photopea). From there, go to Filters>3D>Normal Map and adjust the scales and height sliders from there (I use photopea so I just explained it from my use of that photo editing program, I do not know if it’s the same for photoshop). You can save the normal map texture and upload it under “NormalMap” for your Roblox material.
I had to make the hallway floor and ceilings way bigger than it should be in order to cover any gaps so adjusting the room placements or adding buffer space wouldn’t do much since the floor and ceilings would clip into other rooms regardless.
I don’t think UV mapping can be used at all in this situation.
I am unfamiliar with procedural texture blending and dynamic mesh generation, I’ll look into them. Transition zones is a pretty good idea, ill try to work with that.
Actually, I made a mistake, you should just use the normal map texture since I believe if you use the greyscale colormap, it would have the same overlapping effect (I can’t test it right now since I’m on mobile and have no access to a computer)
The orientation of the texture should be consistent. They can’t align like this unless you make some aliasing solution where you basically tile individual tiles …
Also, have you considered just using large roofing parts? As long as you maintain a grid size, and move the parts on gridsize increments, they’ll align. You’ll still suffer z-fighting, if you overlap them though.
Could you do it kinda like a puzzle? Idk. Like make the pieces to fit together seamlessly with no overlaps by changing the edges of the ceiling and floor to snap together like puzzle pieces! (or legos since they’re 3d.)
Cant you control the randomness? Like any random whole number between 20 and 125. and then those values are the only acceptable ones for height. All the new rooms on the second floor would be above 125 regardless if the first-floor generated rooms got that high or not. Then for the gaps use another parameter that is math based. find the difference in height between the first generated room and the second one and add a small wall that fills in the difference.
I can’t control the randomness. What I mean is that the path between the 2 rooms are always different.
The walls that connect the 2 rooms are completely fine, the real problem is the floor and ceiling.
For example, sometimes the connector may generate like this: