When I set ‘d’ (guessing that’s density?) to > 0 instead of >= 0, it still generated the blocks below other blocks
function generateTerrain(mapSize)
local densityMap = {}
for x = 1, mapSize do
for y = 1, mapSize/2 do
for z = 1, mapSize do
mapSet(densityMap, x, y, z, density(x/mapSize, y/(mapSize/2), z/mapSize))
end
end
end
for x = 1, mapSize do
for y = 1, mapSize/2 do
for z = 1, mapSize do
local d = mapGet(densityMap, x, y, z)
if d > 0 then
local block = script.Block:Clone()
block.CFrame = CFrame.new(x * 4, y * 4, z * 4)
block.BrickColor = BrickColor.Green()
block.Parent = game.Workspace
end
end
end
wait()
end
end
Not sure what ‘lower_threshold’ actually equals? And another question that’s popped up. Increasing sizes. Atm it seems like a constant ‘size’ in terms of height. Is there a way I can add a variable or something to make it so some areas are really flat, while others are quite hilly/high