badfitz67
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| Joined: 03 Jun 2010 |
| Total Posts: 13165 |
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| 12 Nov 2015 03:27 PM |
It says 1552 but it gives me an error when I try to use it in SetCell
My goose is cooked! |
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badfitz67
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| Joined: 03 Jun 2010 |
| Total Posts: 13165 |
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| 12 Nov 2015 03:37 PM |
No it's not.
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chimmihc
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| Joined: 01 Sep 2014 |
| Total Posts: 17143 |
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| 12 Nov 2015 03:45 PM |
| SetCell is for legacy terrain. |
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badfitz67
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| Joined: 03 Jun 2010 |
| Total Posts: 13165 |
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badfitz67
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| Joined: 03 Jun 2010 |
| Total Posts: 13165 |
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| 12 Nov 2015 03:54 PM |
Anyway I can covert this to smooth terrain?
for x = 1, resolution do for z = 1, resolution do y1 = math.noise( (x*frequency)/resolution, (z*frequency)/resolution, seed )
local y2 = math.noise( (x*frequency*.2)/resolution, (z*frequency*.2)/resolution, seed )
local y3 = math.noise( (x*frequency*4)/resolution, (z*frequency*4)/resolution, seed )
y = ((y1*y2*power*power)+y3) for b = 1, 5 do if y <= -.3 then y = -.3 m = 17 elseif y > -0.5 and y < 3 then m = 1 elseif y > 3 and y < 12.5 then m = 4 elseif y >= 12.5 then m = 3 end s = game.Workspace.Terrain:SetCell(x-30,b+y,z-30,m,1,1) end end end
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chimmihc
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| Joined: 01 Sep 2014 |
| Total Posts: 17143 |
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| 12 Nov 2015 04:01 PM |
| SetCell still works but it requires legacy materials(Enum.CellMaterial), instead you could use FillBlock. |
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badfitz67
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| Joined: 03 Jun 2010 |
| Total Posts: 13165 |
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| 12 Nov 2015 04:03 PM |
Doesn't fill block need a brick?
or do you mean put a square block of terrain on a brick and then change the height and set material?
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chimmihc
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| Joined: 01 Sep 2014 |
| Total Posts: 17143 |
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| 12 Nov 2015 04:08 PM |
| Terrain:FillBlock(CFrame location,Vector3 size,Material material) |
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badfitz67
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| Joined: 03 Jun 2010 |
| Total Posts: 13165 |
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| 12 Nov 2015 04:17 PM |
s2 = workspace.Terrain:FillBlock(CFrame.new(0,0,0),Vector3.new(x,b+y,z),Enum.Material.Glacier)
not working (creates flat block)
y1 = math.noise( (x*frequency)/resolution, (z*frequency)/resolution, seed )
local y2 = math.noise( (x*frequency*.2)/resolution, (z*frequency*.2)/resolution, seed )
local y3 = math.noise( (x*frequency*4)/resolution, (z*frequency*4)/resolution, seed )
y = ((y1*y2*power*power)+y3)
My goose is cooked! |
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