More customization for Smooth Terrain

Hello!

I noticed that certain Smooth Terrain could use some changes/improvements.

1) Generator

1.1) Size

Currently, the Terrain Generator has a limit on the size. This can be beneficial, but perhaps use a textbox instead, where the users can insert their own size for the terrain, instead of using some specific buttons.

1.2) Details

1.3) Export Terrain Generator Code with Current Settings as a Module

2) Selector

1.1) Selection limit

Selecting one chunk of 1024 x 1024 I believe is not really practical in my opinion, especially for bigger regions. Perhaps make it so that either people can set their own limit, or remove the limit.

3) New tool ‘Height Generator’?

This tool should be a configurable selection tool to make flat terrain to mountains with ease.

This being a selection tool, will make you able to highlight specific regions where you want to apply the height to.

Here an example:

4) More, more, more!

(http://devforum.roblox.com/t/smooth-terrain-tools/19006/26?u=solidblocks)

What are your opinions on this?

13 Likes

Yes.

I’d also like to see the ability to save the settings you have to a module and be able to call it to generate terrain on the fly in-game.

3 Likes

There should be an option that’ll allow to set how detailed our terrain can be, like geometry wise. Some people like very simplistic low poly terrain.

2 Likes

Sounds like great ideas @ScriptOn and @Mistertitanic44! :smiley:

Oh, I also noticed a bug with Smooth Terrain. When an auto-save’s being made, the tools are being grayed out. In order to solve this, you have to switch a tab and then go back to the Terrain tab. Just wanted to point that out, sorry if it’s the wrong topic. :wink:

Any other opinions on this? :slight_smile:

Mind rephrasing that? It sounds to me like you want the ability to save voxels of terrain, which is already possible.

I’d put something like “Export Terrain Generator Code with Current Settings as a module” or something similar.

1 Like

Oh right, sure! :smiley:

There, there haha.

1 Like

http://devforum.roblox.com/t/smooth-terrain-tools/19006/26?u=simbuilder

2 Likes

I’ve added your suggestions to this topic as well, if you don’t mind!
The more support the merrier :smiley:

1 Like

Any other important opinions on this? :slight_smile: I think this could really come in handy!

Don’t abandon this idea! :scream:
I could use it really well honestly, what about you guys?

This is to prevent data corruption (For you not to edit terrain while it is writing the autosave.)

1 Like

Oh thanks! :slight_smile:

Edit: I do mean that they stay grayed out till you switch tabs from Terrain to another and back. :wink:

i’d love to be able to set custom properties, like a setting that kills a player when they walk on lava, instead of making invisible bricks and placing them on the lava

######unless you can do this already

1 Like

You could draw rays downward and see what material terrain they’re on. If it’s Lava, health = health-5 or something.

1 Like

EDIT: ScriptOn beat me to it

local player = game.Players.LocalPlayer
local char = player.Character or player.CharacterAdded:wait()
local dps = 10 --damage per second taken in lava

game:GetService("RunService").Stepped:connect(function(dt)
	local ray = Ray.new(char.Torso.Position, Vector3.new(0, -3, 0))
	local hit, pos, norm, mat = workspace:FindPartOnRayWithIgnoreList(ray, {char})
	if hit ~= nil then
		if mat == Enum.Material.Lava then
			char.Humanoid.Health = char.Humanoid.Health - dps * dt
		end
	end
)
1 Like

At some point, we might have a property on Humanoid to say what material they are standing on. That would also be useful if we wanted to modify footsteps based on what they are walking on.

2 Likes

Don’t you guys draw a ray or something down anyways for the Humanoid? It’s be super useful to know not only what material it is, but what they’re actually stepping ON.

Humanoid.StepMaterial = Enum.Material.Grass
Humanoid.StepFloor = Part/Terrain Instance

Naming sucks but you get the idea.

1 Like