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| == Inroduction ==
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| So you have a problem. You want some nice terrain, but you don't want to take the time to make it. Problem solved! Use these terrain generators(more coming soon) to make the terrain for you!
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| == What This Page is For ==
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| On this page I will be putting up terrain generators. They will be edited versions of [http://wiki.roblox.com/index.php/User:Mindraker/Terrain#Terrain_generator Mindraker's terrain generator,] unless I say otherwise.
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| == Grassy Terrain ==
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| These scripts will generate grassy terrain.
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| === Fields ===
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| ==== Small Field ====
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| This one generates small grassy field terrain.
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| <pre>x=1
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| y=1
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| z=1
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| for i = 0, 50, 10 do
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| for j = 0, 0, 1 do
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| for k = 0, 50, 10 do
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| a=math.random(1,4)
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| x=i
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| y=a
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| z=i
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| p = Instance.new("Part")
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| p.CFrame = CFrame.new(Vector3.new(i,j,k))
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| p.Size = Vector3.new(10,a,10)
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| p.Anchored = true
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| p.Parent = game.Workspace
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| if a == 1 then
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| p.BrickColor = BrickColor.new("Bright blue")
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| p.CanCollide = false
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| elseif a == 2 then
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| p.BrickColor = BrickColor.new("Bright green")
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| elseif a == 3 then
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| p.BrickColor = BrickColor.new("Dark green")
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| elseif a == 4 then
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| p.BrickColor = BrickColor.new("Earth green")
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| --wait(1)
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| end
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| end
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| end
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| end </pre>
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| ==== Large Field ====
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| This one will generate larger grassy field terrain.
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| <pre>x=1
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| y=1
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| z=1
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| for i = 0, 100, 10 do
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| for j = 0, 0, 1 do
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| for k = 0, 100, 10 do
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| a=math.random(1,4)
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| x=i
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| y=a
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| z=i
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| p = Instance.new("Part")
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| p.CFrame = CFrame.new(Vector3.new(i,j,k))
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| p.Size = Vector3.new(10,a,10)
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| p.Anchored = true
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| p.Parent = game.Workspace
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| if a == 1 then
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| p.BrickColor = BrickColor.new("Bright blue")
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| p.CanCollide = false
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| elseif a == 2 then
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| p.BrickColor = BrickColor.new("Bright green")
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| elseif a == 3 then
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| p.BrickColor = BrickColor.new("Dark green")
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| elseif a == 4 then
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| p.BrickColor = BrickColor.new("Earth green")
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| --wait(1)
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| end
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| end
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| end
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| end </pre>
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| === Hills ===
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| ==== Small Hills ====
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| This one generates small hills terrain.
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| <pre>x=1
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| y=1
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| z=1
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| for i = 0, 50, 10 do
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| for j = 0, 0, 1 do
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| for k = 0, 50, 10 do
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| a=math.random(1,20)
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| x=i
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| y=a
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| z=i
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| p = Instance.new("Part")
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| p.CFrame = CFrame.new(Vector3.new(i,j,k))
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| p.Size = Vector3.new(10,a,10)
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| p.Anchored = true
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| p.Parent = game.Workspace
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| if a <= 6 then
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| p.BrickColor = BrickColor.new("Bright blue")
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| p.CanCollide = false
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| elseif a >= 5 and a <= 11 then
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| p.BrickColor = BrickColor.new("Bright green")
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| elseif a >= 10 and a <= 16 then
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| p.BrickColor = BrickColor.new("Dark green")
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| elseif a >= 15 and a <= 21 then
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| p.BrickColor = BrickColor.new("Earth green")
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| --wait(1)
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| end
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| end
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| end
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| end </pre>
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| == Desert ==
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| ==== Small Desert ====
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| This one will generate a small desert.
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| <pre>x=1
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| y=1
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| z=1
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| for i = 0, 50, 10 do
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| for j = 0, 0, 1 do
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| for k = 0, 50, 10 do
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| a=math.random(1,4)
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| x=i
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| y=a
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| z=i
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| p = Instance.new("Part")
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| p.CFrame = CFrame.new(Vector3.new(i,j,k))
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| p.Size = Vector3.new(10,a,10)
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| p.Anchored = true
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| p.Parent = game.Workspace
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| if a == 1 or a == 2 then
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| p.BrickColor = BrickColor.new("Cool yellow")
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| elseif a == 3 or a == 4 then
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| p.BrickColor = BrickColor.new("Brick yellow")
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| --wait(1)
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| end
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| end
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| end
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| end </pre>
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| ==== Large Desert ====
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| This one will generate a larger desert.
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| <pre>x=1
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| y=1
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| z=1
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| for i = 0, 100, 10 do
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| for j = 0, 0, 1 do
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| for k = 0, 100, 10 do
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| a=math.random(1,5)
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| x=i
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| y=a
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| z=i
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| p = Instance.new("Part")
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| p.CFrame = CFrame.new(Vector3.new(i,j,k))
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| p.Size = Vector3.new(10,a,10)
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| p.Anchored = true
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| p.Parent = game.Workspace
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| if a == 1 or a == 2 then
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| p.BrickColor = BrickColor.new("Cool yellow")
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| elseif a == 3 or a == 4 or a == 5 then
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| p.BrickColor = BrickColor.new("Brick yellow")
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| --wait(1)
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| end
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| end
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| end
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| end </pre>
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| == Mountains ==
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| === Mountan Edges ===
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| ==== Small Mountain Edge ====
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| This is a small mountain edge generator that I made.
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| <pre>p1 = Instance.new("Part")
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| p1.Parent = game.Workspace
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| p1.Position = Vector3.new(75, 1.2, 10)
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| p1.Size = Vector3.new(10, 2.4, 10)
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| p1.BrickColor = BrickColor.new("Earth orange")
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| p1.Anchored = true
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| p2 = Instance.new("Part")
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| p2.Parent = game.Workspace
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| p2.Position = Vector3.new(75, 2.4, 20)
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| p2.Size = Vector3.new(10, 4.8, 10)
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| p2.BrickColor = BrickColor.new("Earth orange")
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| p2.Anchored = true
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| p3 = Instance.new("Part")
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| p3.Parent = game.Workspace
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| p3.Position = Vector3.new(65, 3, 10)
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| p3.Size = Vector3.new(10, 13.2, 10)
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| p3.BrickColor = BrickColor.new("Earth orange")
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| p3.Anchored = true
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| p4 = Instance.new("Part")
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| p4.Parent = game.Workspace
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| p4.Position = Vector3.new(65, 3.6, 20)
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| p4.Size = Vector3.new(10, 7.2, 10)
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| p4.BrickColor = BrickColor.new("Earth orange")
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| p4.Anchored = true
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| p5 = Instance.new("Part")
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| p5.Parent = game.Workspace
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| p5.Position = Vector3.new(75, 4.2, 30)
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| p5.Size = Vector3.new(10, 8.4, 10)
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| p5.BrickColor = BrickColor.new("Earth orange")
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| p5.Anchored = true
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| p6 = Instance.new("Part")
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| p6.Parent = game.Workspace
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| p6.Position = Vector3.new(55, 4.8, 10)
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| p6.Size = Vector3.new(10, 9.6, 10)
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| p6.BrickColor = BrickColor.new("Earth orange")
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| p6.Anchored = true
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| p7 = Instance.new("Part")
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| p7.Parent = game.Workspace
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| p7.Position = Vector3.new(65, 6.6, 30)
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| p7.Size = Vector3.new(10, 6, 10)
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| p7.BrickColor = BrickColor.new("Earth orange")
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| p7.Anchored = true
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| p8 = Instance.new("Part")
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| p8.Parent = game.Workspace
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| p8.Position = Vector3.new(55, 7.8, 20)
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| p8.Size = Vector3.new(10, 15.6, 10)
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| p8.BrickColor = BrickColor.new("Earth orange")
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| p8.Anchored = true
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| p9 = Instance.new("Part")
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| p9.Parent = game.Workspace
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| p9.Position = Vector3.new(55, 9.6, 30)
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| p9.Size = Vector3.new(10, 19.2, 10)
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| p9.BrickColor = BrickColor.new("Earth orange")
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| p9.Anchored = true </pre>
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