How would you make an "Area of Effect" graphic like this that maps itself onto terrain/parts?

Beam with a zindex or a particle in an attachment… with a zindex :slightly_smiling_face:
particle of the image would be easier than making it out of beams

he specifically said he doesnt want it to clip through the ground

so it has to be on top of the ground?

which means it is going to be some jagged shape relative to the ground heights , which would look like crap, and it would not hold the shape

and the ref image, prob that surface terrain, is all flat… any you can see that it clips through the buildings …

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I think beams are going to either clip through the terrain or be in the air… or both same with particles… I dont think zindexing works on terrain… but maybe…

if you looked at my suggestion, youd see that this could probably be achieved using a mesh with bones

probably utilizing the surface normal of the raycast

sounds like a good puzzle to try and do…

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one of my ideas is starting to look pretty spiffy! …

now for the terrain puzzle…

plus it is real time movable and expandable…

and badda bing…

Development version alpha beta 7.8.3

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Oooh
does this utilize lighting to accomplish?

Sorry, it wasnt a very good reference image. Yes, the intention is that it would conform to the height of the terrain

What might be the performance costs incurred with this design? probably not too bad right?

Yeah they wont be too bad, as long if your using looping through them using ipairs you should be good, but im not sure what @Lord_BradyRocks used up there but that could be a better option

the above is using beams, but I am also playing around with lights

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Anyone else take a stab at trying to make the effect?

Would be cool to see,

Funnily enough this existed all the way back in 2018.


However, apparently mobile lacked the technology at the time to implement it so it got scrapped. A shame really, considering that mobile would now support this feature. Hopefully they can add it now.

As for what you can do until they officially add this, you can try implementing a skinned mesh that deforms the bones inside of it to match the terrain, likely using raycasts or something similar to see where the terrain is.

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version 7,022

will be playing with it , to get it tighter.

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This method looks a lot better than i thought it would. How many beams does it use?

You can simply use a part with a SurfaceGui and enable the “AlwaysOnTop” property so it can be seen through bumps in the terrain. Thats probably the best you can do.

conforming to the terrain would be best, that way the range would be visible directly where other units would be sitting

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above is lights… and a lot of them… I think you can make any design / shape you want plus the width can be tightened up depending on how thick you want it