This uses the editable mesh’s beta, for this to work you need to enable it in your beta feature settings.
When first experimenting with the module, run the game from the server. DO NOT, run it in player mode. This is because the module is being called from the server and editable meshes (as of now) do not replicate to the server.
There are only (as of now) 3 different pools.
Future plans:
Add more blood pool textures.
Add more ways to customize blood pools.
Directional blood pools depending on the surface angle.
Late reply, but I managed to fix it! I also added a better version of debris service named DebrisGobbler
I removed the “GetVertices” functions and replaced it with “GetUVs.”
Lastly, I also updated the Editablemesh initialization process.
Hey! I know this is outdated, but just to let you know, with your module, we aren’t able to use your mesh due to us not owning it.
Downloading it and re-uploading and adjusting the code accordingly seems to solve that problem, but it also causes another one to arise:
The Blood pools appear like this, any idea how I could fix this?
it’s something weird with the mesh, I’m not 0_W so this could be a different issue, but I remember when I tried making a new version of this module I had this same issue, and it ended up being something with that original mesh.
go into blender and place a plane and export it as a FBX and make sure the export scale is 0.01 and just replace the mesh id and it should work
I got it to work on my end. I’m just confused though, why did you decide to use editable images for this? Why can’t you just upload a series of images in order (for the sprite sheet) and switch out their IDs? Wouldn’t that be more optimized?
Using sprite sheets are more optimized than tons of different images, plus the flickering when loading the images would be very noticeable when first running them
I used editable meshes because it was the only way I could have animated textures with PBR support, I could’ve done this with image labels but then I just would’ve have the same effect
Ah, I see. Well now that editable images and meshes are enabled for the client, you think you can add this in parallel lua to make it even more optimized?