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Re: TERRAIN ABILITIES

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CrixusOdalisManiatus is not online. CrixusOdalisManiatus
Joined: 16 Jun 2011
Total Posts: 5987
23 Aug 2016 07:29 AM
Big title for maybe big #views



Terrain atm is pretty limited.
It has textures being added, better ways of forming and using, but one thing it lacks rn is pretty basic abilities (some advanced).


An ability would be like:
Change Transparency of Water (Already offered, but the one offered refers to the interior for when you are swimming inside (basically how clear is your camera), this would affect the Top of the water, to grant Murkey waters, or very clear waters that you can see the bottom of the lake/ocean or whatever even if its 40 studs down).

another:

Region - Coloring: The ability to color terrain based off of the Selected Region using the Regions -> Select. This would be great for games, especially those that would prefer not to have to use the universe system if it isn't needed, and even with that, perhaps someone wants to have one part of the map darker than the other or a different color.

another:

Waves: The ability to form a wave from Point A (X), Point B (Y) and Point C(Z)
A = Left / Right
B = Up/Down
C = Back/Front

>Also, the ability to manipulate Speed, Growth Speed, and Shrink Speed
Speed = 1 - Moves 1 stud per second
GrowSpeed = 2 - Wave grows 2 studs taller every second(just like how a wave rises up irl)
ShrinkSpeed = 1 - Shrinks 1 stud per second


Example:
A1 = -15
A2 = 15
--That means the wave stretches from point a1(-15) to point a2(15) in Width--

B = 15 --The wave will form to be 15 studs high

D1 = -20 --POSITIONING ON A Z/X! / LIFETIME (once at 20 its lowered down)--
D2 = 20
--Wave starts at -20, and ends at 20.--
C1 = -5
C2 = 5
--Wave is 10 studs long (front to back)


GrowSpeed = 2
Speed = 1
ShrinkSpeed = 2

End Result:
Ocean Coordinate: 0,0,0
Wave size at beginning: [-15, 15], [-0, 15], [-5, 5]


Wave Size at End: [-15,15], [-0, 0], [-0, 0]


Ofcourse, the X and Z axis can be swapped dependant on if you want the wave to be going Left/Right or Up/Down.


The manipulation of the wave via scripting would use UDim2.new(0,0,0,0,0,0) or so.


I feel that the oceans on roblox are becoming more and more advanced, but this would be by far the best update (other than when they first introduced smooth water) for Terrain.
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Alysus is not online. Alysus
Joined: 01 Jan 2013
Total Posts: 5893
23 Aug 2016 07:35 AM
woah this is actually a pretty good idea
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CrixusOdalisManiatus is not online. CrixusOdalisManiatus
Joined: 16 Jun 2011
Total Posts: 5987
23 Aug 2016 03:49 PM
Bump
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CrixusOdalisManiatus is not online. CrixusOdalisManiatus
Joined: 16 Jun 2011
Total Posts: 5987
24 Aug 2016 02:37 AM
best idea ever
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CounterforceStudio is not online. CounterforceStudio
Joined: 17 Nov 2013
Total Posts: 1067
24 Aug 2016 09:34 AM
The water transparency is already a thing; you just need to have the required graphic settings enabled. Unfortunately, older computers don't get transparent water because of the refraction filter applied to the water when it is transparent.
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CrixusOdalisManiatus is not online. CrixusOdalisManiatus
Joined: 16 Jun 2011
Total Posts: 5987
24 Aug 2016 05:35 PM
The current water transparency is bad though.
I put it on .9 and it was still very hard to see 4 studs down on max graphics


main focus:



we neeeeed actual waves.
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doggy00 is not online. doggy00
Joined: 11 Jan 2011
Total Posts: 3571
24 Aug 2016 05:41 PM
Does terrain use UDim2?


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CrixusOdalisManiatus is not online. CrixusOdalisManiatus
Joined: 16 Jun 2011
Total Posts: 5987
24 Aug 2016 06:15 PM
terrain uses Vector3, which would probably work too, just be harder to edit the wave tobe how you want.


i'd be all down for vector3 waves any day anyways.
idc as long as we get real waves lol
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