Hello fellow developers, modelers, builders, scripters, etc.!
So. I’ve been trying to make a triangle part terrain using blender; however, the hitbox is not very accurate, and yes, I have researched on this before and have tried different methods, and sometimes the player falls through the terrain, I looked into the problem and found that some triangles from the “hitbox” terrain didn’t appear some reason. Is there a fix to this. The terrain size I’m looking to make is probably maybe around 65%-75% of a regular baseplate size.
In a meshpart I remember some property where you could configure the hitbox of the meshpart to be more accurate (but more performance costly of course), so you could probably enable that.
But it’s still gonna be quite inaccurate, so best thing to do is just cut the terrain up into separate pieces and import them into Roblox and stitching them together
If triangles don’t appear it’s likely a Mesh issue where you’ve got your Normals flipped (you have the back face pointing out, google it to see the fixes).
As mentioned, use PreciseConvexDecomposition instead of Default for the collisions.
Also I’ve mentioned in quite a few of those posts that you can see the DecompositionGeometry of MeshParts and Unions (there’s a tool in the Studio settings, or there are plugins available) to show you exactly how they are shaped physically versus how they are rendered.
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