Using this plugin is easier done than said. If roblox had a built in mesh making system, then this system would work flawlessly! HOW DO I USE THIS? I do not recommend pixelating models that are larger than 400x400x400 studs, as you may encounter some heavy lag, or even a crash. Or else your potato laptop will turn into a baked potato. Just what ever you do, DO NOT UNANCHOR THE MODEL. So in reality, this system is quite optimized. Since this system uses raycasting, the models will be hollow, and they will be made up of cubes which has only a few polygons. If you are going to be pixelating a model that is 200x200x200 studs or below, your game will most likely not lag. As that may seem a lot of parts, that’s actually the lowest you can go with out getting holes in your model. Generating a sphere that is 25x25x25 studs, will give you about 1.9k parts. While generating models may cause a bit a of lag, performance with these models in-game is quite optimized. If you are going to use this plugin on a model that has Unions or MeshParts and you want an accurate result, then make sure that the Unions/MeshParts have their CollisionFidelity is set the Precise, or else your pixelate model may not look the same. This plugin works by scanning all 6 sides of the model with rays, and if the ray hits an object within the model a cube will be created! Meaning that if you have a part that has a SpecialMesh in it, then the result will be dependent to the shape of your part rather than the mesh. Please note that this system goes off by collision. Meaning this will work on any BaseParts! Such as
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