So, I've been messing around with some heightmap code from here
After messing around with the parameters, I changed the part of a hexagon shape and made a nice diamond like formation with it, but the problem is, there's gaps where the hexagon sides don't meet up shown here
here's the code responsible for generating and such:
local size = Vector3.new(10, -- Number of tiles along the width
10, -- Number of steps of heightmap
10) -- Number of tiles along the length
local base = script.Parent -- The part to replace with terrain
math.randomseed(tick()%1e5)
for x = 1, size.x do
for z = 1, size.z do
local y =x+z
wait()
local tile = game.ServerStorage.Hexagon:Clone()
local position = Vector3.new(x-1, 0, z-1) * tile.Size
tile.Size = tile.Size * Vector3.new(1, y, 1)
tile.CFrame = CFrame.new(tile.Size/2) --Shift the part by half it's size, so we can position the corner
tile.CFrame = tile.CFrame - base.Size / 2 --Shift it into one corner of the base
tile.CFrame = tile.CFrame + position --Put it in the right place
tile.CFrame = base.CFrame * tile.CFrame --Move it so that it is level with the surface of the base
tile.Parent=workspace
if tile.Position.Y < 30 then
tile.BrickColor = BrickColor.new("Brown")
elseif tile.Position.Y > 30 and tile.Position.Y < 100 then
tile.BrickColor = BrickColor.new("Bright green")
end
end
end -- an end for each for loop
base:Destroy()
I believe the solution to this problem is how you set the position. Try this instead:
local position = (Vector3.new(.75, 0, -.5)*(x-1) + Vector3.new(.75, 0, .5)*(z-1))*tile.Size
EDIT:
Full code (it also forms the group of tiles as "big hexagon" instead of "big diamond"):
local size = 10 -- Number of tiles along the side of "big hexagon"
local base = script.Parent -- The part to replace with terrain
math.randomseed(tick()%1e5)
for x = 0, 2*size do
for z = 0, 2*size do
if ((x + z)/size - 2)^2 > 1 then break end
local y = x+z
wait()
local tile = game.ServerStorage.Hexagon:Clone()
local position = Vector3.new(.75*(x+z), 0, .5*(z-x)) * tile.Size
tile.Size = tile.Size * Vector3.new(1, y, 1)
tile.CFrame = CFrame.new(tile.Size/2) --Shift the part by half it's size, so we can position the corner
tile.CFrame = tile.CFrame - base.Size / 2 --Shift it into one corner of the base
tile.CFrame = tile.CFrame + position --Put it in the right place
tile.CFrame = base.CFrame * tile.CFrame --Move it so that it is level with the surface of the base
tile.Parent=workspace
if tile.Position.Y < 30 then
tile.BrickColor = BrickColor.new("Brown")
elseif tile.Position.Y > 30 and tile.Position.Y < 100 then
tile.BrickColor = BrickColor.new("Bright green")
end
end
end -- an end for each for loop
base:Destroy()