Alright, so I was using a Perlin noise terrain script which I got off of the devforum, but for some reason it generates blank areas with no terrain, along the inner corner of an "L" shaped generation. It doesn't clear up whenever you get near, and I haven't been able to figure out what's wrong. Is it something wrong with my settings or the script itself?
local Players = game:GetService("Players")
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local BASE_HEIGHT = 10 -- The main height factor for the terrain.
local CHUNK_SCALE = 3 -- The grid scale for terrain generation. Should be kept relatively low if used in real-time.
local RENDER_DISTANCE = 500 / 4 -- The length/width of chunks in voxels that should be around the player at all times
local X_SCALE = 150 / 4 -- How much we should strech the X scale of the generation noise
local Z_SCALE = 150 / 4 -- How much we should strech the Z scale of the generation noise
local GENERATION_SEED = math.random() -- Seed for determining the main height map of the terrain.
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local chunks = {}
local function mountLayer(x, heightY, z, material)
local genstruc = math.random(1,100000)
local beginY = -BASE_HEIGHT
local endY = heightY
local cframe = CFrame.new(x * 4 + 2, (beginY + endY) * 4 / 2, z * 4 + 2)
local size = Vector3.new(4, (endY - beginY) * 4, 4)
workspace.Terrain:FillBlock(cframe,size,material)
end
local function chunkExists(chunkX, chunkZ)
if not chunks[chunkX] then
chunks[chunkX] = {}
end
return chunks[chunkX][chunkZ]
end
function makeChunk(chunkX, chunkZ)
local rootPosition = Vector3.new(chunkX * CHUNK_SCALE, 0, chunkZ * CHUNK_SCALE)
chunks[chunkX][chunkZ] = true -- Acknowledge the chunk's existance.
for x = 0, CHUNK_SCALE - 1 do
for z = 0, CHUNK_SCALE - 1 do
local cx = (chunkX * CHUNK_SCALE) + x
local cz = (chunkZ * CHUNK_SCALE) + z
local noise = math.noise(GENERATION_SEED, cx / X_SCALE, cz / Z_SCALE)
local cy = noise * BASE_HEIGHT
mountLayer(cx, cy, cz, Enum.Material.Ice)
end
end
end
function checkSurroundings(location)
local chunkX, chunkZ = math.floor(location.X / 3 / CHUNK_SCALE), math.floor(location.Z / 3 / CHUNK_SCALE)
local range = math.max(1, RENDER_DISTANCE / CHUNK_SCALE)
for x = -range, range do
for z = -range, range do
local cx, cz = chunkX + x
local cz = chunkZ + z
if not chunkExists(cx, cz) then
makeChunk(cx, cz)
end
end
end
end
while true do
for _, player in pairs(Players:GetPlayers()) do
if player.Character then
local humanoidRootPart = player.Character:FindFirstChild("HumanoidRootPart")
if humanoidRootPart then
checkSurroundings(humanoidRootPart.Position)
end
end
end
wait(1)
end
I've tried changing render distance and chunk scale, but I don't really understand most of the math in the generation or how it's scripted. Somewhat of a noob to scripting, but trying to figure things out. Is this generator flawed? and if so, where can I find and or script a better one? Thanks.
