Pravada
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| Joined: 31 Dec 2009 |
| Total Posts: 323 |
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| 20 Jul 2012 04:47 AM |
| In short, what is the biggest size I can make it, and is there any way I can make multiple terrain objects? |
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| 20 Jul 2012 04:48 AM |
| I think the largest size is a power of two, like 1024 or 2048. You probably can't make another terrain object, but I'll try right now. |
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Pravada
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| Joined: 31 Dec 2009 |
| Total Posts: 323 |
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| 20 Jul 2012 04:49 AM |
| Don't think it is possible within studio. Can I do it by modifying XML and such? |
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Pravada
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| Joined: 31 Dec 2009 |
| Total Posts: 323 |
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| 20 Jul 2012 04:52 AM |
Just tried it, got this in the output:
"Unable to change Terrain's parent. Workspace already has Terrain"
Any other ways? |
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| 20 Jul 2012 04:55 AM |
Alright - results of trying to make another Terrain object:
> Instance.new("Terrain", Workspace).Name = "Second terrain" 05:53:45 - Unable to change Terrain's parent. Workspace already has Terrain 05:53:45 - Script "Instance.new("Terrain", Workspace).Name = "Second terrain"", Line 1 05:53:45 - stack end > Instance.new("Terrain").Name = "Second terrain" (nothing)
I'll try editing the XML now. |
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| 20 Jul 2012 04:57 AM |
| I just edited the XML by copying the existing terrain, pasting it into the workspace subtree, and changing the referent. Nope, studio won't even open it. :< |
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| 20 Jul 2012 05:01 AM |
I removed the terrain (Set archivable to false, run, reset) and tried to get another one.
Result of inserting via Insert > Object: Roblox crashed.
Using command bar: Created terrain, threw "Unable to change Terrain's parent. Workspace already has Terrain" if I tried again.
Inserting into a service other than Workspace via command bar: Threw "Unable to change Terrain's parent. Workspace already has Terrain", although there was in fact no Terrain and did not create terrain. |
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Pravada
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| Joined: 31 Dec 2009 |
| Total Posts: 323 |
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| 20 Jul 2012 05:10 AM |
| Well, thanks for attempting it guys. Why would ROBLOX limit the size to something so small? Don't they claim that terrain is virtually "lagless"? |
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BenBonez
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| Joined: 29 Aug 2008 |
| Total Posts: 19362 |
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| 20 Jul 2012 05:32 AM |
@Pravada
Exactly what I was wondering about too. |
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aboy5643
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| Joined: 08 Oct 2010 |
| Total Posts: 5458 |
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| 20 Jul 2012 07:02 AM |
@Pravada
Because it being lagless is dependent on the simplicity of its physics and rendering. Basically, it only has to draw based on the voxel grid, and it only has to do physics based on the voxel grid. Here's the kicker: It's all dependent on the grid being in a static position in space so that the calculations are always constant. Yes, they could allow you to make a second one, but that would mean that there's a whole NEW grid somewhere else so it's running physics twice. My two cents on this. |
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Parthax
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| Joined: 27 Apr 2011 |
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agent767
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| Joined: 03 Nov 2008 |
| Total Posts: 4181 |
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| 20 Jul 2012 08:00 AM |
| The maximum Size is 512x512x64 terrainblocks and the size of each block is 4x4x4 studs. |
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Garnished
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| Joined: 09 Apr 2012 |
| Total Posts: 12695 |
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| 20 Jul 2012 11:02 AM |
>4x4x4 studs.
Are you okay?
~Friends are like potato chips, you eat them they die.~ |
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