Yep, I used CloneTrooper’s Mod Manager as @ClockworkSquirrel said
Really wish we get some news about this. This feature literally dropped off the face of the earth.
Yeah… it’s a really really great feature which could help a huge amount of people a ton, but there’s no word around about re-enabling the feature. Main two reasons it’s amazing is:
- Possibly less time consuming,
- Easier to have a lot more detail than hand-sculpting terrain using Roblox’s tools,
- Any outside program of choice can be used.
That’s exactly my use case. I’m building a pirate game, so I need to build an infinite ocean if you will.
So I was using this feature to import and place landmasses around my procedurally generated ocean (although I only generate it once in studio). So without this feature I can’t build my world. The regular Roblox tools doesn’t work underwater.
So unless I focus my time building an ocean generator that can be ran without disturbing already existing terrain. Basically filling in the gaps with water. I’ll have to hand sculpt one or the other.
If you really need it, I’d recommend re-enabling it using the Mod Manager. I understand what you need, since I worked on a pirate game as a beginner. It’s so much easier and better to use this feature over the built-in terrain tools.
Yeah I did, even though it says its ignored, it actually doesn’t. For instance underwater the smooth tool makes weird artifacts on other materials such as sand.
I re-enabled it, but they said they disabled it because of critical bugs. So I’m trying to hold off just in case I end up messing up my game.
That’s true, I wouldn’t recommend using it on a serious project just yet.
Seems as if this doesn’t work at all now
Fantastic! I could see myself building some canyon roads in the future!
There’s evidence to suggest the bug they were referring to was just a lack of moderation for the images processed through the heightmap and colormap importing options.
Love the feature, It’s sad that it got disabled though. Hope to see it come back!
I’m curious how the plugin gets the actual height values from the heightmap? Does it take each pixel and get the darkness of it? Can we do it in a normal script??
i don’t see how abuse is going to be prevented with this feature, really. there are already third-party terrain height and texture map importers. if people are going to abuse it, they will find a way. only way to really moderate this is to rely on users reporting abuse, or ensuring games that use terrain are moderated when eligible to appear on the front page
all I can really suggest for this specific importer is that Roblox only allow decals to be used, rather than selecting files from your PC
Using terrain:ImportHeightMap doesn’t work. (I enabled FFlag)
Well that’s kinda senseless since people could just draw inappropriate stuff by hand.
There are also plugins that already accept image data converted to a RAW pixel data and they have no moderation.
Anyone stalking this topic like I’m stalking this topic? ;( Waiting for some sort of Staff Member to give the best news ever.
Facts, I had finally stumbled upon this feature only to find that its gone…
Thanks now its gonna take FOREVER to import heightmaps
Because having to wait an hour or two for an image to be moderated is “quick.” Not to mention it’s enabling other users on the site to “steal” the heightmaps when they’re uploaded, meaning you could make an awesome heightmap but have some random person steal it.
Personally, I think allowing the use of local files would’ve made this feature much more useful.
There’s already plugins on the website that don’t need access to moderated assets, meaning the creation of terrain with these plugins are much quicker than the current importer. (The previous importer without the moderation bottleneck would’ve been much faster.)