Thanks. I guess this will be at least some kind of solution, but it’s quite absurd that ROBLOX cannot export a map without these kinds of issues. Shouldn’t have to go to these lengths.
If only there was a way to decrease the filesize so Roblox could export it without any hitches. I’ll be monitoring the exporter capabilities for any updates.
All things considered, given the studio file is 25MB, I have no idea why it’s outputting a 2GB OBJ. Or why it can’t output an OBJ greater than 2GB given it’s 2022.
For the most part, the terrain is Voxel data. When you convert that into a universal format, it’s gonna lose the optimizations Roblox has set in place. This made me wonder, does terrain exporting build a megatexture? If it does, your problem could also be that the terrain is so large it’s making the megatexture export tank.
As far as I am aware there is no texture processed when exporting terrain.
It must be struggling with the sheer size. What are your PC specs? Studio will run into problems depending on both your specs and what you’re doing, something others might not experience
CPU: i9-10900K
RAM: 32GB DDR4
GPU: RTX 3080 (Gigabyte Gaming OC)
Storage: 1TB nvme SSD
Well that answers that one
Unlabeled exporter limitation, or glitch! (But we hope not!)
Edit: those specs are bloxxer 1337 gigablox
Yeah lol, I kinda figured it couldn’t be a hardware limitation. Not with these specs. Puzzled as to how something like this wouldn’t already be a huge documented problem.
Maybe you could programatically separate it into 4 chunks, and export one at a time assuming roughly half a gig each! Other than something like that, we might need to try transferring this thread to a bug thread.
It’d have to be more. If the file is topping out at 2.1GB and well over half of the stuff is missing, the actual size of the export should probably be something more like 6-8GB+.
How would we go about transferring?
If you can find a way to estimate the size based on regions of the terrain itself you could determine how to cut it and separate it out
Sorry I meant transfer to bug thread lol
I think a forum regular can advise relations to move the thread, other than that I’m not sure how to
Couple years ago; around 3 or 4 years ago, I tried the same thing and got through Roblox engine support. The problem is exactly because of Roblox’s voxel system. The file is huge because it exports the terrain at the highest level of detail (LOD).
An example of what this means and why it exports such a high file. Image your terrain is 5000 by 5000 studs. Roblox uses voxels for terrain and a voxel is 4 by 4 studs. A voxel is two triangles.
So doing the math. A map with terrain 5000 by 5000 studs. IS 6,250,000 TRIANGLES. But there is more. Roblox is stupid. It does not only export the surface voxels but also the sides and bottom.
So 6,250,000 for the surface. Additionally. 6,250,000 for the bottom. Lastly, the side approximately 2,000,000. So in total for a 5000 by 5000 stud terrain map, which is pretty small. ROBLOX EXPORTS IT AS FOURTEEN MILLION, FIVE HINDERED THOUSAND TRIANGLES 14,500,000.
ROBLOX HAS NOT ELABORATED OR EXPLAIN HOW THEIR VOXEL/TERRAIN ALGORITHM READS DATA.
What the engine support people told me basically is “It’s a feature, not a bug.”
is there any new update regarding this?? I feel like I’m going insane with how barely this is talked about.