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{{Infobox class}}[[File:Terrain.jpg|400px|thumb|A screenshot showing off the Legacy Terrain.]]
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{{Infobox class
The '''Terrain''' object is a feature of ROBLOX which was introduced in 2011. In May 2015, smooth terrain was introduced and new worlds created will use that type of terrain.
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| explorer order = 0
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| tags = notCreatable}}
   
==Smooth terrain==
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Object representing a high performance bounded grid of static 4x4 parts. This class cannot be [[instantiated]].
Smooth terrain is an update to terrain in 2015. It is a type of terrain that has a realistic feel to it, but it isn't blocky, unlike legacy terrain.
 
   
==Legacy Terrain==
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== Properties ==
{{Warning|Legacy Terrain is being '''completely removed''' on January 1st, 2017. Any places that still use old terrain will be forced to use new terrain.}}
 
Legacy Terrain, usually referred to as just Terrain, is the terrain object when the smooth Terrain feature is disabled. The Terrain object allows for a player to build landscapes without using Parts. The Terrain is made up of many individual cells including ramps, cubes, and corner ramps. When the cells are filled in the terrain automatically determines what faces are showing and then creates the terrain mesh based off the cells.
 
   
As it is based off the BasePart class most properties the Terrain object inherits are not modifiable. An explosion will remove the cells in its blast radius if the explosion is set up to do so. This provides a simple way to create craters ingame.
 
   
In ROBLOX Studio the [[Terrain plugin|Terrain]] [[Plugins|plugin]] allows you to create craters, mountains, etc, or you could just randomize it using the [[Terrain Generator]] script in the plugin. Read more about the terrain generator [http://blog.roblox.com/?s=terrain+generator here].
 
   
==Features==
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=== {{property|readonly|name=IsSmooth|type=bool|deprecated}} ===
*Vast voxel-based grid of boxes and wedges.
 
*Integrated with the ROBLOX physics engine.
 
*Sand & Grass environments currently available.
 
*Destructible terrain
 
*It is fully scriptable in Lua (but API will change before release).
 
*Editable with ROBLOX and user-made Studio plugins.
 
*First version out in September.
 
   
===Terrain Materials (Voxel)===
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Returns whether or not this game has smooth terrain. Flat terrain was removed in January 2017, so this is always true.
[[File:Terrain Materials.jpg|thumb|500px|The sixteen different materials of Voxel Terrain.]]
 
#Grass
 
#Sand
 
#Brick
 
#Granite
 
#Asphalt
 
#Iron Plate
 
#Aluminum Plate
 
#Gold
 
#Wood Planks
 
#Logs
 
#Gravel
 
#Cinderblock
 
#Mossy Rock
 
#Concrete
 
#Red Plastic
 
#Blue Plastic
 
#Water
 
   
===Terrain Materials (Smooth)===
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=== {{property|readonly|name=MaxExtents|type=Region3int16}} ===
# Wood Planks
 
# Sand
 
# Grass
 
# Water
 
# Granite
 
# Brick
 
# Stone
 
# Cement
 
   
==Hacks==
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=== {{property|name=WaterColor|type=Color3}} ===
When the Terrain object was released, people had the ability to hack [[ROBLOX]] [[Game universe|games]], by [[Terrain Generator|generating Terrain]] over the existing [[place]]. This makes the place hard to play or even broken because of the terrain that was not supposed to be in the level. The place could also be [[Water|flooded]]. There are some scripts that prevent terrain hacks from occurring. However, not all hacks are yet resolved.
 
   
The hacks were done by replacing all voxel values (including the empty ones) to any other values that weren't empty.
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The color of the [[Water]] material.
   
==Criticism==
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=== {{property|name=WaterReflectance|type=float}} ===
[[File:RobloxandMinecraftTerrainComparison.png|thumb|220x220px|ROBLOX's terrain (left) compared to Minecraft's terrain (right).]]
 
Many people thought that the terrain were resembling [[wikipedia:Minecraft|Minecraft]]'s terrain, however they are barely similar in any way. It was also criticized for the amount of lag in places and lack of effort in building bases in places.
 
   
==History==
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The reflectance of the [[Water]] material.
In an update, more Terrain Voxel textures were introduced, bringing the number up to sixteen.
 
   
[[File:Imagewater.jpg|thumb|[[Water]] was added to Terrain.]]
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=== {{property|name=WaterTransparency|type=float}} ===
   
On December 7, 2013, an update was added that increased the size of the Terrain from 512x64x512 to 64000x64000x64000. This allowed players to add Terrain Water to existing places that are very large.
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The transparency of the [[Water]] material.
   
In a later update to ROBLOX, the appearance of Terrain materials was updated to match the Part's material appearance.
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=== {{property|name=WaterWaveSize|type=float}} ===
   
On May 31, 2015, a new type of Terrain named Smooth Terrain was added, increasing the graphical fidelity and changing the physics engine from a blocky style to a smoother, more photo-realistic, style.
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The maximum size [[Water]] waves can be.
   
Also at one point they made water more realistic by reflecting everything.
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=== {{property|name=WaterWaveSpeed|type=float}} ===
   
==Deprecation==
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The speed of the [[Water]] material.
On January 1, 2017, ROBLOX scheduled to remove Legacy terrain. The forum post on the devforums can be found [http://http://devforum.roblox.com/t/old-terrain-is-deprecated-and-will-be-removed-in-january-2017/28214 here]. This caused rage throughout the community.
 
   
==Gallery==
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== Methods ==
<gallery>
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File:Terrain 1.jpg
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File:Terrain 2.jpg
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File:Terrain 3.jpg
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=== {{method|deprecated|bool|name=AutowedgeCell|int x|int y|int z}} ===
File:Terrain 4.jpg
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File:Terrain Materials.jpg
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=== {{method|deprecated|void|name=AutowedgeCells|Region3int16 region}} ===
File:Terrain Toolbar.jpg
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File:Water.jpg
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=== {{method|Vector3|name=CellCenterToWorld|int x|int y|int z}} ===
File:Water 2.jpg
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File:Water 3.jpg
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=== {{method|Vector3|name=CellCornerToWorld|int x|int y|int z}} ===
File:smooth-0.png
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</gallery>
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=== {{method|void|name=Clear}} ===
[[Category:Terrain]]
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Removes all smooth terrain from the game.
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=== {{method|PluginSecurity|void|name=ConvertToSmooth|deprecated}} ===
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Converts the game from flat to smooth terrain.
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=== {{method|Instance|name=CopyRegion|Region3int16 region}} ===
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Copies the given region and returns a {{Class link|TerrainRegion}}.
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=== {{method|int|name=CountCells}} ===
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Counts the amount of terrain cells.
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=== {{method|void|name=FillBall|Vector3 center|float radius|Material material}} ===
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Creates a ball of terrain that reaches out from the given center point.
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=== {{method|void|name=FillBlock|CoordinateFrame cframe|Vector3 size|Material material}} ===
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Creates a block of terrain from the given CoordinateFrame and goes out by size.
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=== {{method|void|name=FillRegion|Region3 region|float resolution|Material material}} ===
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Fills a region with the given material.
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=== {{method|deprecated|Tuple|name=GetCell|int x|int y|int z}} ===
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Returns CellMaterial, CellBlock, CellOrientation
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=== {{method|deprecated|Tuple|name=GetWaterCell|int x|int y|int z}} ===
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Returns hasAnyWater, WaterForce, WaterDirection
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=== {{method|Color3|name=GetMaterialColor|Material material}} ===
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Retrives the color of a material previously set with [[#SetMaterialColor|SetMaterialColor]]
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=== {{method|void|name=PasteRegion|Instance region|Vector3int16 corner|bool pasteEmptyCells}} ===
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Pastes the given {{Class link|TerrainRegion}}, with the corner being a corner.
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=== {{method|Tuple|name=ReadVoxels|Region3 region|float resolution}} ===
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=== {{method|void|name=SetMaterialColor|Material material|Color3 value}} ===
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=== {{method|deprecated|void|name=SetCell|int x|int y|int z|CellMaterial material|CellBlock block|CellOrientation orientation}} ===
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=== {{method|deprecated|void|name=SetCells|Region3int16 region|CellMaterial material|CellBlock block|CellOrientation orientation}} ===
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=== {{method|deprecated|void|name=SetWaterCell|int x|int y|int z|WaterForce force|WaterDirection direction}} ===
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=== {{method|Vector3|name=WorldToCell|Vector3 position}} ===
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=== {{method|Vector3|name=WorldToCellPreferEmpty|Vector3 position}} ===
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=== {{method|Vector3|name=WorldToCellPreferSolid|Vector3 position}} ===
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=== {{method|void|name=WriteVoxels|Region3 region|float resolution|Array materials|Array occupancy}} ===
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== External links ==
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* {{DevHub class link}}
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* {{Roblox API Reference class link}}

Latest revision as of 03:09, March 3, 2019

Object representing a high performance bounded grid of static 4x4 parts. This class cannot be instantiated.

Properties Edit

Pubfield bool IsSmooth [readonly] [deprecated] Edit

Returns whether or not this game has smooth terrain. Flat terrain was removed in January 2017, so this is always true.

Pubfield Region3int16 MaxExtents [readonly] Edit

Pubfield Color3 WaterColor Edit

The color of the Water material.

Pubfield float WaterReflectance Edit

The reflectance of the Water material.

Pubfield float WaterTransparency Edit

The transparency of the Water material.

Pubfield float WaterWaveSize Edit

The maximum size Water waves can be.

Pubfield float WaterWaveSpeed Edit

The speed of the Water material.

Methods Edit

Pubmethod bool AutowedgeCell(int x, int y, int z) [deprecated] Edit

Pubmethod void AutowedgeCells(Region3int16 region) [deprecated] Edit

Pubmethod Vector3 CellCenterToWorld(int x, int y, int z) Edit

Pubmethod Vector3 CellCornerToWorld(int x, int y, int z) Edit

Pubmethod void Clear() Edit

Removes all smooth terrain from the game.

Protmethod void ConvertToSmooth() [deprecated] [PluginSecurity] Edit

Converts the game from flat to smooth terrain.

Pubmethod Instance CopyRegion(Region3int16 region) Edit

Copies the given region and returns a ExplorerImageIndex 65TerrainRegion.

Pubmethod int CountCells() Edit

Counts the amount of terrain cells.

Pubmethod void FillBall(Vector3 center, float radius, Material material) Edit

Creates a ball of terrain that reaches out from the given center point.

Pubmethod void FillBlock(CoordinateFrame cframe, Vector3 size, Material material) Edit

Creates a block of terrain from the given CoordinateFrame and goes out by size.

Pubmethod void FillRegion(Region3 region, float resolution, Material material) Edit

Fills a region with the given material.

Pubmethod Tuple GetCell(int x, int y, int z) [deprecated] Edit

Returns CellMaterial, CellBlock, CellOrientation

Pubmethod Tuple GetWaterCell(int x, int y, int z) [deprecated] Edit

Returns hasAnyWater, WaterForce, WaterDirection

Pubmethod Color3 GetMaterialColor(Material material) Edit

Retrives the color of a material previously set with SetMaterialColor

Pubmethod void PasteRegion(Instance region, Vector3int16 corner, bool pasteEmptyCells) Edit

Pastes the given ExplorerImageIndex 65TerrainRegion, with the corner being a corner.

Pubmethod Tuple ReadVoxels(Region3 region, float resolution) Edit

Pubmethod void SetMaterialColor(Material material, Color3 value) Edit

Pubmethod void SetCell(int x, int y, int z, CellMaterial material, CellBlock block, CellOrientation orientation) [deprecated] Edit

Pubmethod void SetCells(Region3int16 region, CellMaterial material, CellBlock block, CellOrientation orientation) [deprecated] Edit

Pubmethod void SetWaterCell(int x, int y, int z, WaterForce force, WaterDirection direction) [deprecated] Edit

Pubmethod Vector3 WorldToCell(Vector3 position) Edit

Pubmethod Vector3 WorldToCellPreferEmpty(Vector3 position) Edit

Pubmethod Vector3 WorldToCellPreferSolid(Vector3 position) Edit

Pubmethod void WriteVoxels(Region3 region, float resolution, Array materials, Array occupancy) Edit

External links Edit

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