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Re: Looking for someone to possibly make a terrain for me.

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kjet is not online. kjet
Joined: 31 Jul 2008
Total Posts: 5618
20 Jan 2014 01:52 AM
I can do all the buildings and such, I just need someone to make the terrains.

Details of the terrain and a price agreement can be made after I find someone who can do it for me.
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kjet is not online. kjet
Joined: 31 Jul 2008
Total Posts: 5618
20 Jan 2014 03:19 AM
B1
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kjet is not online. kjet
Joined: 31 Jul 2008
Total Posts: 5618
20 Jan 2014 03:59 AM
B2
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iSython is not online. iSython
Joined: 01 Jan 2011
Total Posts: 20145
20 Jan 2014 04:03 AM
What sort of terrain are you looking for?
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jetpackboy is not online. jetpackboy
Joined: 28 Feb 2010
Total Posts: 8914
20 Jan 2014 04:10 AM
10000 ROBUX for me to click 'Generate Terrain' in studio.
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Brickstoner is not online. Brickstoner
Joined: 23 Nov 2011
Total Posts: 1587
20 Jan 2014 04:45 AM
What sort of terrain are you looking for? [2]
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kjet is not online. kjet
Joined: 31 Jul 2008
Total Posts: 5618
20 Jan 2014 05:49 AM
I haven't got every detail down right not, although I know what I need somewhere fairly large, but not massive. I would want it to be reasonably detailed but nothing too over the top, and preferably somewhere in snow as I like that environment and it works well with my groups theme.

That's all I have to work off at the moment so far unfortunately, which isn't much I know.
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Archernal is not online. Archernal
Joined: 26 Dec 2013
Total Posts: 619
20 Jan 2014 06:05 AM
Blender. Will you use it?
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kjet is not online. kjet
Joined: 31 Jul 2008
Total Posts: 5618
20 Jan 2014 07:09 AM
What?
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thea96 is not online. thea96
Joined: 09 Feb 2011
Total Posts: 37634
20 Jan 2014 07:21 AM
blender dorito spam :)))
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PrincipessaPeach is not online. PrincipessaPeach
Joined: 20 Mar 2010
Total Posts: 15520
20 Jan 2014 07:23 AM
I would make myself a terrain using the terrain generation tools in ROBLOX Studio, build a city on the terrain, and expand the terrain when necessary.
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iToxical is not online. iToxical
Joined: 16 Feb 2012
Total Posts: 573
20 Jan 2014 07:23 AM
man you are dumb if you cant press generate terrain then move some sliders around
e_e

[Limiteds are Love; Limiteds are Life]
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PrincipessaPeach is not online. PrincipessaPeach
Joined: 20 Mar 2010
Total Posts: 15520
20 Jan 2014 07:24 AM
^
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kjet is not online. kjet
Joined: 31 Jul 2008
Total Posts: 5618
20 Jan 2014 07:37 AM
Godamnit, I hate that terrain, I meant like, making basically a normal empty base. Hard to explain what I mean like, for example, if you were to make say... WIJ's base, but scrapped of all buildings, structures and tech. That kind of terrain.

Except I wouldn't want a copied one obviously xD
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kjet is not online. kjet
Joined: 31 Jul 2008
Total Posts: 5618
20 Jan 2014 08:09 AM
B3
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Azureous is not online. Azureous
Joined: 29 Jan 2012
Total Posts: 25287
20 Jan 2014 08:09 AM
Original Blocky Terrain
Flat w/ Doritos
3d since waves
3d doritos
CFramed

which one u want
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Azureous is not online. Azureous
Joined: 29 Jan 2012
Total Posts: 25287
20 Jan 2014 08:17 AM
--[[azureous]]

local center = Vector3.new(0,20,0)
local xLength = 175
local zLength = 175
local spacing = 30
local randomseed = math.floor(tick())
local persistence = 7
local amplitude = 10
local frequency = 4
local octaves = 2
local wavelength = 105
local colour = "Black"
local material = "Slate"
local PerlinNoise2D = {
p = {},

gx = {},
gy = {}
}
function PerlinNoise2D:noise(x,y)
local p = self.p
local gx = self.gx
local gy = self.gy
local qx0 = math.floor(x)
local qx1 = qx0 + 1
local qy0 = math.floor(y)
local qy1 = qy0 + 1
local q00 = p[(qy0 + p[qx0])]
local q01 = p[(qy0 + p[qx1])]
local q10 = p[(qy1 + p[qx0])]
local q11 = p[(qy1 + p[qx1])]
local tx0 = x - math.floor(x)
local tx1 = tx0 - 1
local ty0 = y - math.floor(y)
local ty1 = ty0 - 1
local v00 = gx[q00]*tx0 + gy[q00]*ty0
local v01 = gx[q01]*tx1 + gy[q01]*ty0
local v10 = gx[q10]*tx0 + gy[q10]*ty1
local v11 = gx[q11]*tx1 + gy[q11]*ty1
local wx = (3 - 2*tx0)*tx0*tx0 -- 3t^2 - 2t^3
local v0 = v00 - wx*(v00 - v01)
local v1 = v10 - wx*(v10 - v11)
local wy = (3 - 2*ty0)*ty0*ty0 -- 3t^2 - 2t^3
local v = v0 - wy*(v0 - v1)
return v
end
function PerlinNoise2D:getValue(x,y)
local per = persistence
local amp = 1
local frq = frequency
local total = 0
for i = 0,octaves-1 do
amp = per^i
frq = frq^i
total = total + self:noise(x*frq,y*frq)*amp
end
return total*amplitude
end
function PerlinNoise2D:init(seed)
local this = {}
setmetatable(this,self)
self.__index = self
local p = this.p
local gx = this.gx
local gy = this.gy
math.randomseed(seed or 1)
math.random() math.random() math.random()
for i = 0,255 do
p[i] = i
end
for i = 0,255 do
local j = math.random(0,255)
p[i],p[j] = p[j],p[i]
end
p.__index = function(t,k)
return rawget(t,k%255)
end
setmetatable(p,p)
for i = 0,255 do
gx[i] = math.random() + math.random() - 1
gy[i] = math.random() + math.random() - 1
end
return this
end
function spawnTrianglePart(parent)
local p = Instance.new("WedgePart")
p.Anchored = true
p.BottomSurface = 0
p.TopSurface = 0
p.formFactor = "Custom"
p.Size = Vector3.new(1,1,1)
p.Parent = parent or game.Workspace
p.BrickColor = (colour) and BrickColor.new(colour) or BrickColor.new(194)
p.Material = (material) and material or Enum.Material.Plastic
return p
end
function drawTriangle(a,b,c,parent)
local len_AB = (b - a).magnitude
local len_BC = (c - b).magnitude
local len_CA = (a - c).magnitude
if (len_AB > len_BC) and (len_AB > len_CA) then
a,c = c,a
b,c = c,b
elseif (len_CA > len_AB) and (len_CA > len_BC) then
a,b = b,a
b,c = c,b
end
local dot = (a - b):Dot(c - b)
local split = b + (c-b).unit*dot/(c - b).magnitude
local xA = 0.2
local yA = (split - a).magnitude
local zA = (split - b).magnitude
local xB = 0.2
local yB = (split - a).magnitude
local zB = (split - c).magnitude
local diry = (a - split).unit
local dirz = (c - split).unit
local dirx = diry:Cross(dirz).unit
local posA = split + diry*yA/2 - dirz*zA/2
local posB = split + diry*yB/2 + dirz*zB/2
local partA = spawnTrianglePart(parent)
partA.Name = "TrianglePart"
partA.Size = Vector3.new(xA,yA,zA)
partA.CFrame = CFrame.new(posA.x,posA.y,posA.z, dirx.x,diry.x,dirz.x, dirx.y,diry.y,dirz.y, dirx.z,diry.z,dirz.z)*CFrame.new(-0.1,0,0)
dirx = dirx * -1
dirz = dirz * -1
local partB = spawnTrianglePart(parent)
partB.Name = "TrianglePart"
partB.Size = Vector3.new(xB,yB,zB)
partB.CFrame = CFrame.new(posB.x,posB.y,posB.z, dirx.x,diry.x,dirz.x, dirx.y,diry.y,dirz.y, dirx.z,diry.z,dirz.z)*CFrame.new(0.1,0,0)
end
local model = Instance.new("Model",game.Workspace)
model.Name = "TriangleTerrain"
local pn2D = PerlinNoise2D:init(randomseed)
print("TriangleTerrain will use "..((xLength/spacing)*(zLength/spacing)*4).." parts.")
local terrain = {}
print("TriangleTerrain: Generating...")
for z = 0,zLength,spacing do
local t = {}
for x = 0,xLength,spacing do
local n = pn2D:getValue(x/wavelength,z/wavelength)
local a = center.X + (x - xLength/2)
local b = math.max(0,center.Y + n)
local c = center.Z + (z - zLength/2)
table.insert(t,Vector3.new(a,b,c))
end
table.insert(terrain,t)
end
print("TriangleTerrain: Drawing...")
for z = 1,#terrain-1 do
for x = 1,#terrain[z]-1 do
local r = terrain[z][x]
local s = terrain[z][x+1]
local t = terrain[z+1][x]
drawTriangle(r,s,t,model)
local u = terrain[z+1][x+1]
local v = terrain[z+1][x]
local w = terrain[z][x+1]
drawTriangle(u,v,w,model)
end
end
print("TriangleTerrain: Done")
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