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ROBLOX Forum » Game Creation and Development » Scripters
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Re: I made/am making a place generator script. :3

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Radioaktiivinen is not online. Radioaktiivinen
Joined: 25 Apr 2009
Total Posts: 18629
08 Apr 2012 12:42 PM
Not a random generator, but one that scans the place, and for each instance it calls a converter function which converts the instance into something (assuming a converter exists for instances of that name)


For example, a road converter would convert all boxes named "Road" into roads, adding sidewalks and fancy traffic markings and all, and possibly even detect intersections.


This is because resizing a single block is a lot easier than making roads out of multiple blocks, or building 100 houses.


It also allows you to use converters made by others easily.

The converters will deal with setting up everything correctly so you dont have to.


Like the traffic system could automatically plot traffic lights and instance objectvalues and all so that all you need to do is make a road network using blocks, run the generator, and get a road network with functioning traffic light system.


Of course, the blocks might allow putting lets say stringvalues inside them to allow you to adjust settings for them, like building color or something.




Do you think this is a good idea? What should i add? I think its already functional. I believe we could use this to make a scripter city, where we can plot buildings where we want, and scripters can provide the converters to make them into buildings with nice functionality and all.

Currently it does this:
1.Recursively scan a model or workspace or whatever you specified
2.For each instance, check the shared Converters table for a converter that converters stuff named like the instance
3.Call it, giving the instance
4.The converter does whatever it wants with it
5.The converter returns true if it allows the generator to scan inside the just converted instance (If you lets say make a block with a converter that generates a bunch of roads inside it, and the generator needs to convert those too)
6.???
7.Profit


Who supports the idea of us making converters so we can make awesome scripter cities?
Ideally, the converters should put a script (unless it already exists) in the workspace to lets say add a localscript to all players to allow your buildings to spawn its rooms as localparts when entered (a must actually)
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Radioaktiivinen is not online. Radioaktiivinen
Joined: 25 Apr 2009
Total Posts: 18629
08 Apr 2012 12:43 PM
Like a forest could be made by making a model named "Forest", and putting parts from 1 to n inside it, forming a polygon, which would then be rasterized into a forest. Or something else fancy.
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Radioaktiivinen is not online. Radioaktiivinen
Joined: 25 Apr 2009
Total Posts: 18629
08 Apr 2012 12:51 PM
We could also make our building converter just make the walls and floors and doors, then other converters to convert the single doors and windows and walls, and a floor converter to place furniture on top of it, and then converters for each furniture type.


complex eh?

I need to make it allow something like

FloorPlan->
Floor+Furniture->
Generated floor and furniture

that is, allow each converter to call other converters. which is easy. i think the converter maker should manage it.

shared.Converters["FloorPlan"]=function(inst)
*make floor and furnitures out of it*
local c=shared.Converters["Floor"]
if c~=nil then c(floor) end
end
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rcm is not online. rcm
Joined: 29 Jul 2008
Total Posts: 621
08 Apr 2012 01:04 PM
Sweet! I can't wait until you finish so I can try it.
Also, you should make it into a plugin!

Or even take it a step further: make it so it you can have it auto generate a city from the building/forest/street/etc blocks, that then get converted into a real city!
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Radioaktiivinen is not online. Radioaktiivinen
Joined: 25 Apr 2009
Total Posts: 18629
08 Apr 2012 01:05 PM
Im not probably bothering to make many converters, but this allows making them easily. :3
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Radioaktiivinen is not online. Radioaktiivinen
Joined: 25 Apr 2009
Total Posts: 18629
08 Apr 2012 01:09 PM
Ima just publish it. K publishd.
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rcm is not online. rcm
Joined: 29 Jul 2008
Total Posts: 621
08 Apr 2012 01:33 PM
Oh, I thought you meant it came with a bunch of premade functions for making forests and streets and stuff. Since idk how to get the script to work.
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Radioaktiivinen is not online. Radioaktiivinen
Joined: 25 Apr 2009
Total Posts: 18629
08 Apr 2012 03:55 PM
Yeah, it needs some converters in the converters model. So if you put a block named road, it would call a road converter which would make it have sidewalks and all.
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nate890 is not online. nate890
Joined: 22 Nov 2008
Total Posts: 21686
08 Apr 2012 03:57 PM
What I've been wanting to do for awhile is make an obby generating script.
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