My chunk system doesn’t scale chunks properly so the lower detail chunks stay the same size as higher detail chunks. I tried solving this but theres no solutions I could find/work out.
Screenshot
Script
local OceanMeshes = game.Workspace.OceanMeshes
local Size = 10
local MaxVertices = 10
-- Other Settings
local Level = 10
local Grid = Size * MaxVertices - MaxVertices
local chunks = {}
local function createchunk(xpos, zpos, iteration)
local mesh = Instance.new("MeshPart")
mesh.Parent = OceanMeshes
mesh.Position = Vector3.new(math.round(xpos / Grid)*Grid, Level, math.round(zpos / Grid)*Grid)
mesh.Size = Vector3.new(1,1,1)
mesh.Anchored = true
mesh.CanCollide = false
mesh.CastShadow = false
mesh.Name = "Iteration" .. iteration
table.insert(chunks, mesh)
local Vertices = math.ceil(MaxVertices / iteration)
Vertices = math.max(Vertices, 2)
local Width = Vertices
local Height = Vertices
local Offset = Size
local editableMesh = Instance.new("EditableMesh")
editableMesh.Parent = mesh
local Vertices = {}
for y = 1, Height do
local raw = {}
for x = 1, Width do
local vertexPosition = Vector3.new(x - 1 - (Width / 2), 0, y - 1 - (Height / 2)) * Offset
local vertexId = editableMesh:AddVertex(vertexPosition)
raw[x] = {vertexId, vertexPosition}
end
Vertices[y] = raw
end
for y = 1, Height-1 do
for x = 1, Width-1 do
local vertex1 = Vertices[y][x][1] :: number
local vertex2 = Vertices[y+1][x][1] :: number
local vertex3 = Vertices[y][x+1][1] :: number
local vertex4 = Vertices[y+1][x+1][1] :: number
local triangle1 = editableMesh:AddTriangle(vertex1, vertex2, vertex3)
local triangle2 = editableMesh:AddTriangle(vertex2, vertex4, vertex3)
end
end
end
The triangles always stay the same size, but I need them to change sizes depending on how many triangles are per chunk. If theres another way I could size chunks more optimally, let me know.
Any help is appreciated!