Created
August 29, 2018 11:50
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--[[ | |
Steps: | |
1. Use an editor to create a pixel map (e.g. https://www.piskelapp.com/) | |
1b. If your editor cannot export BMP files, use an online converter to generate a BMP file (e.g. https://image.online-convert.com/convert-to-bmp) | |
2. Convert BMP to Lua here: https://codepen.io/Domiii/pen/oMJvoJ?editors=0010 | |
3. Copy the final Lua code to workspace.LevelPixels (ModuleScript) | |
4. Fix configuration below: make sure that colors map to blocks that have been prepared | |
5. Run this script! | |
]] | |
local BlockSize = 4 | |
local ignore = 0xFFFFFF -- white | |
local x = 0 | |
local origin = Vector3.new(0, 0, 0) | |
local BlockPrefabFolder = 'Blocks' | |
local LevelBlockFolder = 'Level' | |
local PixelScript = workspace.LevelPixels | |
local PixelMap = {} | |
PixelMap[0x000000] = 'Grass' -- Black | |
PixelMap[0xFF0000] = 'Concrete' -- Red | |
local levelBlocks = workspace:FindFirstChild(LevelBlockFolder) | |
if levelBlocks then | |
levelBlocks:Destroy() | |
end | |
levelBlocks = Instance.new('Folder') | |
levelBlocks.Name = LevelBlockFolder | |
levelBlocks.Parent = workspace | |
local Blocks = workspace[BlockPrefabFolder] | |
local BlocksByPixel = {} | |
for pixelValue, name in pairs(PixelMap) do | |
local block = Blocks:FindFirstChild(name) | |
if not block then | |
error('Invalid block name: ' .. name) | |
end | |
BlocksByPixel[pixelValue] = block | |
end | |
local pixels = require(PixelScript:Clone()) | |
local w = #pixels[1] | |
local h = #pixels | |
function GenerateMap() | |
for j = 1, h do | |
for i = 1, w do | |
--local size = Vector3.new(Amount*Amount-(i*10),Y*(i*2),Amount*Amount-(i*10)) | |
--local pos = pos + Vector3.new(i * VoxelSize, k*VoxelSize, j*VoxelSize) | |
local px = pixels[j][i] | |
if px ~= ignore then | |
local pos = origin + Vector3.new(x, (h-j)*BlockSize, (w-i)*BlockSize) | |
local block = BlocksByPixel[px]:Clone() | |
block.Parent = levelBlocks | |
block.Position = pos | |
end | |
end | |
end | |
end | |
GenerateMap() | |
return; | |
-- local cancelName = 'TerrainCancel' | |
-- local guiName = 'TerrainGenStatusGui' | |
-- local cancelledRef | |
-- local gui | |
-- local statusLabel | |
-- function Cleanup() | |
-- if game.StarterGui:FindFirstChild(guiName) then | |
-- game.StarterGui:FindFirstChild(guiName):Destroy() | |
-- end | |
-- if workspace:FindFirstChild(cancelName) then | |
-- workspace:FindFirstChild(cancelName):Destroy() | |
-- end | |
-- end | |
-- function GetProgressPercent(current, max) | |
-- return current / max * 100 | |
-- end | |
-- function UpdateStatus(current, max) | |
-- local progressPct = GetProgressPercent(current, max) | |
-- statusLabel.Text = tostring(math.floor(progressPct + 0.5)) .. '%' | |
-- end | |
-- function ShowTerrainGui() | |
-- gui = Instance.new('ScreenGui') | |
-- gui.Name = guiName | |
-- statusLabel = Instance.new('TextLabel') | |
-- statusLabel.Parent = gui | |
-- statusLabel.Size = UDim2.new(1, 0, 0, 30) | |
-- gui.Parent = game.StarterGui | |
-- cancelledRef = workspace:FindFirstChild(cancelName) | |
-- if not cancelledRef then | |
-- cancelledRef = Instance.new('BoolValue') | |
-- cancelledRef.Name = cancelName | |
-- cancelledRef.Parent = workspace | |
-- end | |
-- cancelledRef.Value = false | |
-- -- select the Cancel object | |
-- local select = { cancelledRef } | |
-- game.Selection:Set(select) | |
-- end | |
-- function CheckCancel() | |
-- if cancelledRef and cancelledRef.Value then | |
-- print('Terrain Generation Cancelled') | |
-- Cleanup() | |
-- return true | |
-- end | |
-- return false | |
-- end | |
-- function GetMaterial(yNormalized) | |
-- local material | |
-- if yNormalized < 0.4 then | |
-- material = Enum.Material.Grass | |
-- elseif yNormalized < 0.8 then | |
-- material = Enum.Material.Rock | |
-- else | |
-- material = Enum.Material.Snow | |
-- end | |
-- return material | |
-- end | |
-- function GenTerrainFromHeightmap(origin) | |
-- Cleanup() | |
-- ShowTerrainGui() | |
-- for i = 1, xLen, Resolution do | |
-- local row = pixels[i] | |
-- for j = 1, zLen, Resolution do | |
-- local px = row[j] | |
-- local yNormalized = px / MaxPixelValue | |
-- local material = GetMaterial(yNormalized) | |
-- y = yNormalized * MaxHeight | |
-- --for k = 1, y do | |
-- local pos = origin + Vector3.new(i*VoxelSize, 0, j*VoxelSize) | |
-- local size = Vector3.new(VoxelSize, y * VoxelSize, VoxelSize) | |
-- game.Workspace.Terrain:FillBlock(CFrame.new(pos), size, material) | |
-- --end | |
-- end | |
-- if CheckCancel() then return end | |
-- UpdateStatus(i, xLen) | |
-- wait() | |
-- end | |
-- print('Terrain Generation Finished!') | |
-- Cleanup() | |
-- end | |
-- --GenTerrainFromHeightmap(origin, pixels) | |
-- --GenerateMountain(origin, xLen, zLen, height) | |
-- function GenTerrainBetweenParts(basePart) | |
-- Cleanup() | |
-- ShowTerrainGui() | |
-- workspace.Terrain:Clear() | |
-- local material = Enum.Material.Grass | |
-- local size = basePart.Size | |
-- local pos1 = basePart.Position - size / 2 | |
-- local pos2 = pos1 + size | |
-- local y = basePart.Position.Y + size.Y | |
-- --local y = (pos1.Y + pos2.Y) / 2 | |
-- local up = Vector3.new(0, 1, 0) | |
-- for z = pos1.Z, pos2.Z do | |
-- for x = pos1.X, pos2.X do | |
-- local origin = Vector3.new(x, y, z) | |
-- local ray = Ray.new(origin, origin + up * 100000) | |
-- local terrainCellsAreCubes = false | |
-- local ignoreWater = true | |
-- local part, pos, normal, material2 = workspace:FindPartOnRay ( | |
-- ray, | |
-- basePart, | |
-- terrainCellsAreCubes, | |
-- ignoreWater | |
-- ) | |
-- --print(x,y,z, part, pos, normal, material2) | |
-- -- local p = Instance.new('Part') | |
-- -- p.Shape = Enum.PartType.Ball | |
-- -- p.Position = origin | |
-- -- p.Parent = workspace.Tmp | |
-- --if part then | |
-- local blockSize = Vector3.new(1, (pos - origin).Y, 1) | |
-- -- NOTE: basePos is the center of the block! | |
-- local basePos = origin + blockSize/2 | |
-- game.Workspace.Terrain:FillBlock(CFrame.new(basePos), blockSize, material) | |
-- --end | |
-- end | |
-- if CheckCancel() then return end | |
-- UpdateStatus(z-pos1.Z, pos2.Z-pos1.Z) | |
-- wait() | |
-- end | |
-- print('Terrain Generation Finished!') | |
-- Cleanup() | |
-- end | |
-- GenTerrainBetweenParts(workspace.Baseplate) |
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