This will be so helpful, thanks! I’m excited to start trying it out
Wow this is awesome! I already have some external heightmap generator programs I’ve written. Will be easy to reconfigure for this.
Great update, I don’t use smooth terrain much but this will definitely help when I do especially when making mountains. If I can figure out how to make hight maps etc.
I like how Roblox is putting out good studio changes.
Here is the color palette converted to HEX:
Asphalt - RGB[115, 123, 107] - #737b6b
Basalt - RGB[ 30, 30, 37] - #1e1e25
Brick - RGB[138, 86, 62] - #8a563e
Cobblestone - RGB[132, 123, 90] - #847b5a
Concrete - RGB[127, 102, 63] - #7f663f
CrackedLava - RGB[232, 156, 74] - #e89c4a
Glacier - RGB[101, 176, 234] - #65b0ea
Grass - RGB[106, 127, 63] - #6a7f3f
Ground - RGB[102, 92, 59] - #665c3b
Ice - RGB[129, 194, 224] - #81c2e0
LeafyGrass - RGB[115, 132, 74] - #73844a
Limestone - RGB[206, 173, 148] - #cead94
Mud - RGB[ 58, 46, 36] - #3a2e24
Pavement - RGB[148, 148, 140] - #94948c
Rock - RGB[102, 108, 111] - #666c6f
Salt - RGB[198, 189, 181] - #c6bdb5
Sand - RGB[143, 126, 95] - #8f7e5f
Sandstone - RGB[137, 90, 71] - #895a47
Slate - RGB[ 63, 127, 107] - #3f7f6b
Snow - RGB[195, 199, 218] - #c3c7da
WoodPlanks - RGB[139, 109, 79] - #8b6d4f
Water - RGB[ 12, 84, 92] - #0c545c
Thanks everyone who pointed out that the cap is actually 16384x16384x1024 studs - the original post has been corrected to reflect this.
Oh, so we can import huge things now. That’s a amazing update which hugely scaled terrain manipulation, thanks to the team that made this possible.
Wow! Just what I needed! Working on a new map for my game and I was like, “I wish I could just make the terrain in blender” then I look at the developer forums and I see this! Keep up the good work roblox
This was an update I have been waiting on for weeks. Compared to other plugins I use, it is amazing how fast it can load in a 4096x512x4096 heightmap.
Will there be a later update to convert terrain selections into heightmaps?
Yes, there is a size limit as stated in the original post.
OMG! That looks beautiful, looks like the original 2001 island concepts from the Toa Mata sets and Powerpack. Great to see the Bionicle community thriving still. Build on brother! Unity, duty, destiny.
I love the ingenuity that the Roblox team puts into these update and I love this one as it allows art to be easily converted into terrain with low effort and outstanding results. I went ahead and tried this with a meme and I do have to say, after a bit of cleaning up, I am more than satisfied with the outcome.
I would love to see more updates that make this platform easier for new developers to navigate and create their dreams!
absolutely class, amazing. been wanting these for a while and before the solution was to use third-party software that never worked that well. THANKS
I’ve never been good at making heightmaps. It definitely speeds up the process to building terrains though. not that mine is looking good at the moment. Maybe someone could tell me why it turned out like this. Getting the scaling params correct is really tough.
Also because of this feature I went on a full hearty search for a terrain editor that was $0. And I found one. (Free for commercial use) QuadSpinner | Home of Gaea
Which leads me to asking if we’ll ever be able to import tiled heightmaps with ease based on a naming convention or something. For instance “X0Y1” where 0 and 1 refers to a implicit coordinate multiplied by the dimension of the heightmap or something similar would definitely be more efficient than importing each tile one by one.
Could you post some pictures of the close up terrain?
Do you keep track of imported heightmaps?
Will the cap be increased eventually if not removed at all?
The cap seems to run absolutely fine and fast already. Not sure if a cap is necessary?
Edit: Although… It’s already quite a map so I don’t mind that much. Just wondering
Would be good if the limit would be removed or atleast increased even more that would make this feature even greater than it already is.