Hello developers, I am making a building game with realistic graphics but I need help on how to make the map. Right now, it is a baseplate with a lot of plots on it. (300x300)
Problems:
If I am going to make a basement or pool option, how and I suppost to “cut” terrain.
Should I use Lo-Poly terrain or smooth terrain?
I am not good at the terrain editor. ____________________________________________
What I need from you
Answer the problems above
Give me tips. ____________________________________________
Thanks, Trymentinc
Sorry if this topic was unclear or in the wrong catagory
You can script terrain and replace the section of terrain you want to be the basement into air, so it’ll be like removing it.
Depends. Is your game cartoon-based, or realistic? If cartoon, then use low poly, else smooth terrain. If your houses use materials (other than plastic), then smooth terrain definitely.
Practice. Watch videos. Search the DevHub and the DevForum. Anyone can be good at anything they want to be good at.
One easy way would be to use the grow tool on the sides of your preexisting terrain, and then erode away any excess that goes onto the basement. Or, you could use the region function to select the area with the basement and fill it with grass.
You could even make the terrain flat again, and the use the region tool to delete the area for the basement.
An alternative would be to use part to terrain. Make a part that’s on the gaps, and then convert it to grass. It will not convert any part that isn’t selected into terrain. I.e, your basement won’t turn into terrain.
For more on how to use terrain, check this tutorial:
It’s by Roblox, and it explains how to use all the terrain tools. Feel free to ask any questions.
EDIT: Oh… you wanted to use scripting. Well good luck. Hopefully somebody sees this post who know how to script with terrain and helps you. @Bird_7x.
Yes this is not in #help-and-feedback:scripting-support but I was asking how to use it in scripting. The reason I put this in this category, is it contains map making. My fault I should have made a separate topic.
Try expanding the part size on X and Z by I’d guess 5 - 7 studs. Then take that number and divide that by 2. When you have the quotient, subtract it by the X and Z of the part’s position. That would make the part large enough to fill up the hole completely, or that’s what I think.
Here’s the code:
local part = -- Part here
local increaseAmt = 6 -- Increase by studs here. If it doesn't fill the hole completely, try increasing this value.
part.Size = part.Size + Vector3.new(increaseAmt, 0, increaseAmt)
part.Position = part.Position - Vector3.new(increaseAmt/2, 0, increaseAmt/2)