Infinite Terrain Plugin

Video tutoriel coming soon here

Ok,My tree is underground how to move it,And How to use decimal in the script,Since 0.1 in the model editor and it just dont spawn any tree

This video will show you how to spawn models correctly

5 Likes

Hey, currently I have this little problem, that when I use the ā€œrandom positionā€ the trees will either spawn in the air, or in the ground. I tried fixing it by myself but it caused the generator to lag. Could you implement a feature where the models get doublechecked if they are in terrain, or in the air? Screenshot_136
I watched the video you made

1 Like

double checking would be a waste of performance and some models types would not want to double check

but you have some options

  1. increase the amount the tree that goes under the terrain so it has 0 chance of floating

  2. if your shifting the position a lot it would be better to just have the tree spawn over that position without shifting it with position noise to do that make sure the spacing value is low enoth to allow the tree to shift in smaller increments something like 5 is good then use high scaled (0.1) noise (N button) to prevent the trees from spawning to close to one enother then you should not feel the need to shift the trees with PX or PZ

2 Likes

Is there a Discord server of this plugin?

Wonā€™t this lag my game like heck though?

No but maybe it might be a good idea for me to make one

2 Likes

No it wonā€™t lag your game try this demo here

1 Like

tysm for this man, your work is amazing.

Also, is there any way to just generate everything server-side?

Itā€™s possible but not a good idea

For infinite terrain you will need to convert the local script to a normal script and make it follow each player

If the terrain is not infinite then just generate the terrain in studio and publish without creating any scripts

But I would not recommend doing that as it will be a lot of data the server will need to send each client when they enter the game for best performance and load times and network performance it should be generated on the client

What problems are you having with client sided terrain?

Hey so i have a question, i was researching for more noise textures and i found out that theres an ā€œoctavesā€ value that implements more spikey terrain, so is it possible for me to add this into the terrain generation code? and its a good or bad idea?

Iā€™m not sure what octaves is but when I looked at the image in that post my plugin can already make spikey terrain like that but sure the plugin is open source so you can do what ever you like with it

Itā€™d be cool if there could be cave generation some how. If there could be a way to add caves thatā€™d be cool.

By layering multiple levels of noise, your plugin is already doing it.

2 Likes

The plugin was designed to only be 2d terrain

2d terrain has lots of benefits

  1. Uses a lot less data when you edit or paint the terrain

  2. Faster to generate

  3. Easier to make realistic looking terrain

  4. Easier to edit

  5. Reduces plugin complexity

To make 3d terrain I would need to make a brand new plugin

Ok grate thatā€™s what I thought thanks for clarifying :slight_smile:

1 Like

Iā€™ve been thinking of an idea but i donā€™t know i this could be made with the current options the plugin gives, so this is the thing, i want to make a noise and i want to group that noise with a material so that material appears only with that noise.

The plugin does not support that :frowning: