Dark_EccentricYT

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Sep 13th, 2017
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  1. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
  2. -- @CloneTrooper1019, 2015 , Shyvha , 2017
  3. -- Infinite Smooth Canyon Generator :3
  4. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
  5. -- CONFIGURATION:
  6. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
  7.  
  8. baseHeight = 10
  9. -- ^ The main height factor for the terrain.
  10.  
  11. mountainHeight = 12
  12. -- ^ How tall should mountains be relative to the baseHeight of the terrain
  13.  
  14. mountainMaterialWeight = 0.4
  15. -- ^ The chance that a mountain terrain chunk will generate using slate rather than rock
  16. -- Should be a number between 0 and 1
  17. -- 0 = only rock, 1 = only slate, 0.5 = half n half
  18. canyonMaterialDensity = 0.1
  19. -- ^ The limestone rarity
  20. -- 0 = No Limestone at all , 1 = Only limestone (NOT RECOMMANDED) , 0.2 = small bumps (Realist)
  21. -- Note that limestone is not very different from sand, but it adds some realism
  22. chunkScale = 4
  23. -- ^ The grid scale for terrain generation.
  24.  
  25. renderDist = 90
  26. -- ^ The length/width of chunks in voxels that should be around the player at all times
  27.  
  28. xScale = 30
  29. -- ^ How much we should strech the X scale of the generation noise
  30.  
  31. zScale = 30
  32. -- ^ How much we should strech the Z scale of the generation noise
  33.  
  34. waterLevel = -0.9
  35. -- ^ Determines if we should generate ponds if the height level goes below this
  36. -- Should be a number between -1 and 1
  37. -- -1 = no water, 0 = all grass levels are filled with water, 1 = The entire map is flooded with water (Except for tall mountains)
  38.  
  39. seed = math.random()
  40. -- ^ Seed for determining the height map of the terrain.
  41. -- By default its random.
  42.  
  43. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
  44.  
  45. local chunks = {}
  46.  
  47. function chunkExists(chunkX,chunkZ)
  48. if not chunks[chunkX] then
  49. chunks[chunkX] = {}
  50. end
  51. return chunks[chunkX][chunkZ]
  52. end
  53.  
  54. function fillSmoothBlock(x,z,begY,endY,material)
  55. local location = CFrame.new(x*4+2, (begY+endY)*4/2, z*4+2)
  56. local fill = Vector3.new(4, (endY-begY)*4, 4)
  57. workspace.Terrain:FillBlock(location,fill,material)
  58. end
  59.  
  60. function mountLayer(x,heightY,z,material)
  61. -- Fill in Lakes/Ponds
  62. local waterFill = baseHeight * waterLevel
  63. if heightY < waterFill then
  64. material = Enum.Material.Sand -- Make the material sand.
  65. fillSmoothBlock(x,z,heightY-2,waterFill,Enum.Material.Water) -- Fill some water in.
  66. end
  67. -- Fill in the main terrain.
  68. fillSmoothBlock(x,z,-baseHeight,heightY,material)
  69. end
  70.  
  71. function makeChunk(chunkX,chunkZ)
  72. local rootPos = Vector3.new(chunkX*chunkScale,0,chunkZ*chunkScale)
  73. chunks[chunkX][chunkZ] = true -- Acknowledge the chunk's existance.
  74. for x = 0,chunkScale-1 do
  75. for z = 0,chunkScale-1 do
  76. local cx = (chunkX*chunkScale) + x
  77. local cz = (chunkZ*chunkScale) + z
  78. local noise = math.noise(seed,cx/xScale,cz/zScale)
  79. local isMountain = (noise > 0)
  80. local material,materialScale do
  81. if not isMountain then
  82. material = Enum.Material.Sand
  83. materialScale = 1
  84. else
  85. materialScale = mountainHeight
  86. if math.random() > mountainMaterialWeight then
  87. material = Enum.Material.Sandstone
  88. else
  89. if math.random() > canyonMaterialDensity then
  90. material = Enum.Material.Basalt
  91. else
  92. material = Enum.Material.Rock
  93. end
  94. end
  95. end
  96. end
  97. local cy = noise*baseHeight*materialScale
  98. mountLayer(cx,cy,cz,material)
  99. end
  100. end
  101. end
  102.  
  103. function doAreaFill(location)
  104. local chunkX,chunkZ = math.floor(location.X/4/chunkScale),math.floor(location.Z/4/chunkScale)
  105. local range = math.max(1,renderDist/chunkScale)
  106. for x = -range,range do
  107. for z = -range,range do
  108. local cx,cz = chunkX + x,chunkZ + z
  109. if not chunkExists(cx,cz) then
  110. makeChunk(cx,cz)
  111. end
  112. end
  113. end
  114. end
  115.  
  116. while true do
  117. for _,v in pairs(game.Players:GetPlayers()) do
  118. spawn(function ()
  119. local char = v.Character
  120. if char then
  121. local torso = char:findFirstChild("Torso")
  122. if torso then
  123. doAreaFill(torso.Position)
  124. end
  125. end
  126. end)
  127. end
  128. wait(1)
  129. end
  130.  
  131. ---------------------------------------------------------------------------------------------------------------------------------------
  132.  
  133. --Thanks for CloneTrooper1019 for the main script
  134. --I scripted the sand to be up there.
  135. --WIP
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