DeathstarsOG
02-02-2009, 11:43 PM
FORGING 101
This thread is made to replace the current sticky made by Mephisto to bring the forge forums more up-to-date on forging tricks. Do NOT spam up this thread please so those of us that need to learn, can. If you have tricks you would like to add, please do. Most credit to this thread will go to Mephisto for his great write-up and all other contibutors.
Interlocking:
Interlocking is the means of fusing two or more objects together in order to create a smooth transition. While it is not always necessary it will aid in keep players on a smooth walking surface and stop grenades from getting lost in the cracks between seperate items. This is one of the biggest tricks used in forging. Here is a detailed explaination of how to interlock along with a video:
1. Set the "base object" for which to be merged*
2. Point at the object then press X
3. Set RESPAWN RATE to "180"
4. Set PLACE AT START to "No"
5. Back out , then press start > START NEW ROUND
6. Set an object to be merged
7. Set a duplicate "base object"
8. Point at that object, then press X twice
9. Set RUN TIME MINIMUM to match the number PLACED ON MAP (which is right above)
10. Quickly point at the orignal "base object" and set PLACE AT START to "Yes"
11. Then set the RUN TIME MINIMUM back to zero
sbZgeu50krU
The video shows very quickly of how objects are interlocked in the simplest way. For your map, make sure you use guides to interlock neatly. More on guides later.
Geomerging:
Geommerging is the act of interlocking a placable object with actuall map geometry.(Walls, floor, cieling etc.)
This element of forging is used for the exact same reason interlocking is, and that is to create geometry that flows together smoothly and doesn't eat grenades in the crevices around your map. Geomerging into the floor will help with varied heights needed for your map. There are a few different ways to geomerge. There is the "Double Tap" method, the "Save/Quit" method, and the most recent "Teardrop method". Here i'll explain all three of these methods:
Double Tap:
The double tap method is by far the quickest way of geomerging. There are usually no new rounds needed or saving/quiting involved. The object you wish to merge into the maps geometry is simply placed exactly where you want, then braced around all sides. Here is the quote by Nexn along with the video:
Originally Posted by tigaer
Been getting alot of messages on live to post a tut, so heres one
You can do it with whatever you want, I use teleporters most of the time.
1. Put the object where you want it, make sure its perfectly in the position you want it.
2. Go down to the tear drop and put you monitor right onto it and aim at it then double tap A.
If you merging it down, sender nodes (you can use fence walls, boxes, whatever) around it, 1-2 on each side spread out so the box wont shift.
If your merging it into the wall put 2-3 on each side spread out.
3. Put one receiver node ontop of each corner of the box, even more if you want so it wont go up.
4. Put your doors in the way you want the box to go in, if you want it down put it on top, the left put them in on the right side of the box.
5. Go to the tear drop on the box and double tap
Right now the box probably isnt perfectly straight, whatever side/corner isnt double tap A on that corner, it depends where you tap A on how the box will be ajusted.
6. When the box is straight delete the teleports/fence walls and your done.
yUZKH2o28h0
Save/Quit:
The save quit method is by far the most used method for accurate geomerging. The way this method works is identical to how the double tap method works. The twist here is once you grab the object hit start and you need to save it as soon as possible. You can hit "save changes" or "save as new map" however either way you do it, it needs to be done REALLY fast. You can save as new map very fast by just not re-naming it, but instead letting it auto-save. It basically just adds a new mumber to the save count such as 008 or 009. This number will continually count up as long as you keep using this method.
Saving as a new map will have it's advantages. If the result isn't good when you come back to it, you can always go back to a previous save. When using "save changes" you cannot. Learn these options before you start making an actual map.
Blood Fire's Turtorial (http://www.youtube.com/watch?gl=CA&hl=en&v=RSAEpNYImbQ)
Teardrop:
This method is the most recent method of geomerging to date. The basic idea of how this works is when placing an object you must use the right trigger to rotate the object. The last angle the object is rotated in using the right trigger it will keep the object locked at that angle no matter where you move the object to as long as you save and quit before letting the object go. Here is a link to explain this a little better along with pictures:
http://www.forgehub.com/forum/halo-forge-discussion/46688-geomerging-without-doors.html
Or watch the video:
TearDrop Method (http://www.youtube.com/watch?v=xS3vccBhhyQ&feature=related)
This method is best used when combined with the save/quit method. As long as you never let go of the object after grabbing it, it will stay locked at that angle. Currently, us forgers are working on algorithms to set objects up using this method. An algorthm is needed in order to brace to object your trying to teardrop in an exact spot. Very important an a symmetrical map where that geo will more than likely need to be done more than once.
Teardrop Algorithm list
Double wall ramps at box height: (http://www.mlgpro.com/forum/showthread.php?t=216364)
I will add more algorithms as they are found as well. Also we are working on an algorithm to create double box ramps.
Floating Immovable Objects:
Floating objects in mid air is a very useful trick in forge. Often times you will need to use this trick to create walkways(More on this later). Only immovable objects will float forever mid-air.
1. Hold an object in mid-air anywhere, it doesn't matter where
2. Press start > SAVE CHANGES > END GAME
3. Start over, your object will be in place wherever you were holding it when you saved
Another way to do this trick is to stack a bunch of items on the floor. Get them as high as you want it then place the piece you want floating on the top. Then from the bottom up, delete everything under it and your object will stay floating. Here's a video on how to float objects:
vQeufpwP9jM
TIPS SECTION
This section is going to be a database for little tips and tricks you can learn to help your forging improve. These are the little tricks in forging that you usually pick up along the way. Please if you have some more tricks to add or video footage, please post up.
Creating Walkways:
Walkways are a high priority in forged creations. They allow you to make your map more multi-dimensional with walkways above the base floor. Walkways also help with connectivity of routes available in gameplay and can change drastically how a map flows. Here's a great video of how to make walkways using the Floating Object Trick:
MIDVxdgek5I
Eliminating the jump caused by stairs:
For some unknown reason Bungie decided to play a joke on the forge community and made stairs a different height than boxes. What happens then is you end up with a very large bump while walking DOWN the stairs. Here is a tutorial by Baron on how to fix this:
Originally Posted by Baron Saturday
I thought Id share this method I use for eliminating the jump caused when walking down stair joins, the jump can be eliminated by pushing the stairs down slightly to the same level of the boxes.
I do this by placing a wall flat on top of the box where the stairs join, while the stairs are not spawned.
I then set the box and wall not to spawn and restart the round, with the stairs spawned.
I Then secure the stairs on all sides with teles. but use weapon holders or your preferred immovable object.
Then spawn the wall and set it to spawn 10 or 20 secs into a round.
Restart round and grab the stairs before the wall spawns.
If the stairs are secured properly they should only be pushed down to the height of the box, and you will get a nice smooth motion when walking over the join and down the stairs.
ksulpP5xmaGESM
Floating Objects with Mancannons
Floating can be done in almost any fashion. This tip is to use mancannons/lifts to float objects without have to save/quit. It can be very suefull and save a bit of time while forging.
1. Start off with the object you want to float something under. Depending on how far away from the floor it is, you want to place mancannons(lifts should work too) underneath that object.
2. Next get a wall or fence wall to place underneath the floating object. The mancannon will then thrust the wall under the first object and after a few seconds will become stable.
3. Delete the mancannons and your done!
continued.....
This thread is made to replace the current sticky made by Mephisto to bring the forge forums more up-to-date on forging tricks. Do NOT spam up this thread please so those of us that need to learn, can. If you have tricks you would like to add, please do. Most credit to this thread will go to Mephisto for his great write-up and all other contibutors.
Interlocking:
Interlocking is the means of fusing two or more objects together in order to create a smooth transition. While it is not always necessary it will aid in keep players on a smooth walking surface and stop grenades from getting lost in the cracks between seperate items. This is one of the biggest tricks used in forging. Here is a detailed explaination of how to interlock along with a video:
1. Set the "base object" for which to be merged*
2. Point at the object then press X
3. Set RESPAWN RATE to "180"
4. Set PLACE AT START to "No"
5. Back out , then press start > START NEW ROUND
6. Set an object to be merged
7. Set a duplicate "base object"
8. Point at that object, then press X twice
9. Set RUN TIME MINIMUM to match the number PLACED ON MAP (which is right above)
10. Quickly point at the orignal "base object" and set PLACE AT START to "Yes"
11. Then set the RUN TIME MINIMUM back to zero
sbZgeu50krU
The video shows very quickly of how objects are interlocked in the simplest way. For your map, make sure you use guides to interlock neatly. More on guides later.
Geomerging:
Geommerging is the act of interlocking a placable object with actuall map geometry.(Walls, floor, cieling etc.)
This element of forging is used for the exact same reason interlocking is, and that is to create geometry that flows together smoothly and doesn't eat grenades in the crevices around your map. Geomerging into the floor will help with varied heights needed for your map. There are a few different ways to geomerge. There is the "Double Tap" method, the "Save/Quit" method, and the most recent "Teardrop method". Here i'll explain all three of these methods:
Double Tap:
The double tap method is by far the quickest way of geomerging. There are usually no new rounds needed or saving/quiting involved. The object you wish to merge into the maps geometry is simply placed exactly where you want, then braced around all sides. Here is the quote by Nexn along with the video:
Originally Posted by tigaer
Been getting alot of messages on live to post a tut, so heres one
You can do it with whatever you want, I use teleporters most of the time.
1. Put the object where you want it, make sure its perfectly in the position you want it.
2. Go down to the tear drop and put you monitor right onto it and aim at it then double tap A.
If you merging it down, sender nodes (you can use fence walls, boxes, whatever) around it, 1-2 on each side spread out so the box wont shift.
If your merging it into the wall put 2-3 on each side spread out.
3. Put one receiver node ontop of each corner of the box, even more if you want so it wont go up.
4. Put your doors in the way you want the box to go in, if you want it down put it on top, the left put them in on the right side of the box.
5. Go to the tear drop on the box and double tap
Right now the box probably isnt perfectly straight, whatever side/corner isnt double tap A on that corner, it depends where you tap A on how the box will be ajusted.
6. When the box is straight delete the teleports/fence walls and your done.
yUZKH2o28h0
Save/Quit:
The save quit method is by far the most used method for accurate geomerging. The way this method works is identical to how the double tap method works. The twist here is once you grab the object hit start and you need to save it as soon as possible. You can hit "save changes" or "save as new map" however either way you do it, it needs to be done REALLY fast. You can save as new map very fast by just not re-naming it, but instead letting it auto-save. It basically just adds a new mumber to the save count such as 008 or 009. This number will continually count up as long as you keep using this method.
Saving as a new map will have it's advantages. If the result isn't good when you come back to it, you can always go back to a previous save. When using "save changes" you cannot. Learn these options before you start making an actual map.
Blood Fire's Turtorial (http://www.youtube.com/watch?gl=CA&hl=en&v=RSAEpNYImbQ)
Teardrop:
This method is the most recent method of geomerging to date. The basic idea of how this works is when placing an object you must use the right trigger to rotate the object. The last angle the object is rotated in using the right trigger it will keep the object locked at that angle no matter where you move the object to as long as you save and quit before letting the object go. Here is a link to explain this a little better along with pictures:
http://www.forgehub.com/forum/halo-forge-discussion/46688-geomerging-without-doors.html
Or watch the video:
TearDrop Method (http://www.youtube.com/watch?v=xS3vccBhhyQ&feature=related)
This method is best used when combined with the save/quit method. As long as you never let go of the object after grabbing it, it will stay locked at that angle. Currently, us forgers are working on algorithms to set objects up using this method. An algorthm is needed in order to brace to object your trying to teardrop in an exact spot. Very important an a symmetrical map where that geo will more than likely need to be done more than once.
Teardrop Algorithm list
Double wall ramps at box height: (http://www.mlgpro.com/forum/showthread.php?t=216364)
I will add more algorithms as they are found as well. Also we are working on an algorithm to create double box ramps.
Floating Immovable Objects:
Floating objects in mid air is a very useful trick in forge. Often times you will need to use this trick to create walkways(More on this later). Only immovable objects will float forever mid-air.
1. Hold an object in mid-air anywhere, it doesn't matter where
2. Press start > SAVE CHANGES > END GAME
3. Start over, your object will be in place wherever you were holding it when you saved
Another way to do this trick is to stack a bunch of items on the floor. Get them as high as you want it then place the piece you want floating on the top. Then from the bottom up, delete everything under it and your object will stay floating. Here's a video on how to float objects:
vQeufpwP9jM
TIPS SECTION
This section is going to be a database for little tips and tricks you can learn to help your forging improve. These are the little tricks in forging that you usually pick up along the way. Please if you have some more tricks to add or video footage, please post up.
Creating Walkways:
Walkways are a high priority in forged creations. They allow you to make your map more multi-dimensional with walkways above the base floor. Walkways also help with connectivity of routes available in gameplay and can change drastically how a map flows. Here's a great video of how to make walkways using the Floating Object Trick:
MIDVxdgek5I
Eliminating the jump caused by stairs:
For some unknown reason Bungie decided to play a joke on the forge community and made stairs a different height than boxes. What happens then is you end up with a very large bump while walking DOWN the stairs. Here is a tutorial by Baron on how to fix this:
Originally Posted by Baron Saturday
I thought Id share this method I use for eliminating the jump caused when walking down stair joins, the jump can be eliminated by pushing the stairs down slightly to the same level of the boxes.
I do this by placing a wall flat on top of the box where the stairs join, while the stairs are not spawned.
I then set the box and wall not to spawn and restart the round, with the stairs spawned.
I Then secure the stairs on all sides with teles. but use weapon holders or your preferred immovable object.
Then spawn the wall and set it to spawn 10 or 20 secs into a round.
Restart round and grab the stairs before the wall spawns.
If the stairs are secured properly they should only be pushed down to the height of the box, and you will get a nice smooth motion when walking over the join and down the stairs.
ksulpP5xmaGESM
Floating Objects with Mancannons
Floating can be done in almost any fashion. This tip is to use mancannons/lifts to float objects without have to save/quit. It can be very suefull and save a bit of time while forging.
1. Start off with the object you want to float something under. Depending on how far away from the floor it is, you want to place mancannons(lifts should work too) underneath that object.
2. Next get a wall or fence wall to place underneath the floating object. The mancannon will then thrust the wall under the first object and after a few seconds will become stable.
3. Delete the mancannons and your done!
continued.....