kjet
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| Joined: 31 Jul 2008 |
| Total Posts: 5618 |
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| 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
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| Joined: 31 Jul 2008 |
| Total Posts: 5618 |
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kjet
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| Joined: 31 Jul 2008 |
| Total Posts: 5618 |
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iSython
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| Joined: 01 Jan 2011 |
| Total Posts: 20145 |
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| 20 Jan 2014 04:03 AM |
| What sort of terrain are you looking for? |
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| 20 Jan 2014 04:10 AM |
| 10000 ROBUX for me to click 'Generate Terrain' in studio. |
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| 20 Jan 2014 04:45 AM |
| What sort of terrain are you looking for? [2] |
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kjet
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| Joined: 31 Jul 2008 |
| Total Posts: 5618 |
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| 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
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| Joined: 26 Dec 2013 |
| Total Posts: 619 |
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kjet
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| Joined: 31 Jul 2008 |
| Total Posts: 5618 |
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thea96
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| Joined: 09 Feb 2011 |
| Total Posts: 37634 |
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| 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
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| Joined: 16 Feb 2012 |
| Total Posts: 573 |
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| 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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kjet
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| Joined: 31 Jul 2008 |
| Total Posts: 5618 |
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| 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
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| Joined: 31 Jul 2008 |
| Total Posts: 5618 |
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Azureous
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| Joined: 29 Jan 2012 |
| Total Posts: 25287 |
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| 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
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| Joined: 29 Jan 2012 |
| Total Posts: 25287 |
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| 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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