XYmajik
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| Joined: 19 Apr 2015 |
| Total Posts: 424 |
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| 11 Jan 2017 01:03 PM |
| Is there a way I can script the water inside Terrain to rise and fall? Like a flood. |
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Soybeen
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| Joined: 17 Feb 2010 |
| Total Posts: 21462 |
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| 11 Jan 2017 01:32 PM |
Not without hardcore math, I've never seen this done. It's not feasibly on Roblox's platform I would use regular parts instead, but even then, yeesh It wouldn't look realistic by any means. You could probably re-create Minecraft's style at best
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| 11 Jan 2017 01:59 PM |
If you were to use the default terrain, it'd probably cause a lot of lag. This is because if every 1/30th of a second you are moving the TERRAIN water up and down, it takes up a lot of power.
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| 11 Jan 2017 02:03 PM |
If it's just one mass of water. You could probably create an area of water client-sided and not server-sided for each player? And this area is centered on the player's position. So when they move the mass moves with them? (just in terms of a 2D plane lol)
And over time the Y position of the centre of the terrain changes according to the tide.
So wherever the player goes they see water that's tidal. Even though it's not really there.
Idk how big this area would have to be though :/
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cntkillme
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| Joined: 07 Apr 2008 |
| Total Posts: 44956 |
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| 11 Jan 2017 02:07 PM |
I just tried it, it looks horrible. Here you can play around with it:
local t = workspace.Terrain
local iA, iB = Vector3.new(-50, 0, -50), Vector3.new(50, 4^2, 50) local gA, gB = Vector3.new(-50, 4^3, -50), Vector3.new(50, 4^3, 50) local r = 0
while true do local oldTop = iA + iA:Lerp(gA, r) * Vector3.new(0,1,0) r = (math.sin(tick())+1)/2
t:FillRegion(Region3.new( oldTop, gB ):ExpandToGrid(4), 4, Enum.Material.Air) -- clear top t:FillRegion(Region3.new( oldTop, iB:Lerp(gB, r) ):ExpandToGrid(4), 4, Enum.Material.Water) -- redraw from old top to new top wait() end |
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| 11 Jan 2017 02:10 PM |
Terrain has it's own property for water anyway.
workspace.Terrain.WaterWaveSize = 1 --Max height for the waves is 1
workspace.Terrain.WaterWaveSpeed = 20 --20 waves per minute
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| 11 Jan 2017 02:23 PM |
| GPUs handle vectors for a reason. We just don't have that access, however it was known that they were playing around with user-created shaders, which allow such a thing. I don't know where that died though. It's simple to implement on the developers side. I don't see the reason is not added. |
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| 11 Jan 2017 03:03 PM |
t'would be cool if someone changed the roblox player up a bit
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badfitz67
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| Joined: 03 Jun 2010 |
| Total Posts: 13165 |
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| 11 Jan 2017 03:04 PM |
"Not without hardcore math, I've never seen this done. It's not feasibly on Roblox's platform"
Pyromanic(I think that's his name?) did it, kind of laggy from what I remember.
Walking the world is so empty you know. In the land of the beautiful, beauty is cold. |
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| 11 Jan 2017 03:05 PM |
MortenRoblox created sine waves using individual parts.
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| 11 Jan 2017 03:06 PM |
| If you can't move the water up, move everything around it down :^) |
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mani_fold
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| Joined: 23 Dec 2016 |
| Total Posts: 546 |
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cntkillme
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| Joined: 07 Apr 2008 |
| Total Posts: 44956 |
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| 11 Jan 2017 04:10 PM |
Except you would feel yourself being moved down when you keep randomly free falling. You could probably set PS but that's going to make everything awkward. |
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XYmajik
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| Joined: 19 Apr 2015 |
| Total Posts: 424 |
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| 11 Jan 2017 04:25 PM |
| You can see an example of this water rising script in Whatever Floats Your Boat. Thus, I know it's possible. |
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| 12 Jan 2017 11:02 AM |
^ I think Quenty just moves the land down for that game
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