Author Topic: map mod  (Read 1401 times)

im sure many people left blockland because they took out the one thing that made it different from roblox: terrain maps. I have an idea though: a mod that allows you to use the terrain maps. if anyone knows someone who is capable of doing something like this, please tell me. thanks.

Pretty sure this isn't possible.
They were removed completely.

it wouldn't be something that would be easy to add in again at least

The only way to do this now is via static shapes placed with Marbuild or Mission Editor. Terrains and interiors were completely removed. However, I do plan to do some experimenting with static shapes in the future, so keep a heads up for "maps" in the near future.

static shapes are a bad idea for complex interior/terrain

static shapes are a bad idea for complex interior/terrain
Maybe, but it's currently the only non-brick method. The trick is to make a simple "map" and add bricks onto it. This allows for large maps without rendering a bunch of extra bricks that make up the base or terrain.

the only real maps we need is slopes, bedroom, kitchen, and other really complicated terrain maps

the only real maps we need is slopes, bedroom, kitchen, and other really complicated terrain maps
agreed. most of the good servers were made using those maps!

The only way to do this now is via static shapes placed with Marbuild or Mission Editor. Terrains and interiors were completely removed. However, I do plan to do some experimenting with static shapes in the future, so keep a heads up for "maps" in the near future.
Has anyone ever imported a large map using static shapes and tested performance?

Has anyone ever imported a large map using static shapes and tested performance?
Yes, using Marbuild I tested the default map (bedroom; not original bedroom). It works just fine; if you think about it, a static shape shouldn't be all that taxing, allowing for a lot of them to be placed. However, there are a couple "problems" with using static shapes:

- The number of convex collision meshes you can use on a dts is limited, requiring many static shapes to create a complex structure. This may not really be a problem, though, because as far as I can tell, many static shapes loaded at once (all with collision meshes) didn't tax my system in the slightest.
- Static shapes can be weird sometimes; I tried playing around with a large one once, and noticed that if I turned far enough away from the object's origin, it would disappear. I'm still not sure if this was just error on my part, or if it's a legitimate concern (and can it be fixed).

But the short answer is: no. There really is nothing stopping someone from recreating bedroom or kitchen or a few instances of slopes; it's just a really painstaking process, more than many people are probably willing to commit to. But if someone misses interiors that much, and they have at least somewhat of a head for blender/static shapes, I'd say go for it.

Yes, using Marbuild I tested the default map (bedroom; not original bedroom). It works just fine; if you think about it, a static shape shouldn't be all that taxing, allowing for a lot of them to be placed.
Through scripts, you would have to place a small section of "terrain" and rotate it so it meets the edges of other sections of terrain.  The biggest problem would be that the boundaries between individual static shapes would not line up with exact precision as doing that may cause a problem with performance.

Maybe we could have a mock reimplementation of terrain.

Valid point. The easiest way to fix that would be to have it flat at each edge, making it impossible for there to be any misalignments.

Could you explain what you mean by "mock terrain"? It sounds intriguing.

Valid point. The easiest way to fix that would be to have it flat at each edge, making it impossible for there to be any misalignments.

Could you explain what you mean by "mock terrain"? It sounds intriguing.
I'm thinking of a ton of terrain triangles just like the original terrain but without textures and just having only one color per triangle. Replicating the heights of a map is a simple task.

I want to try it out but I feel like the slight mismatch (due to loss of precision) of triangle edges with their neighbors will cause an unbearable performance drop. Official support for terrain again (without shaders or with shaders not showing on terrain) is not an impossible task.