Can you switch an object or group of objects around like a mirror? Not just rotating them around but an actual mirror effect. If I want to make a map with 2 towers on each side of a base can I group one tower and mirror it so it fits the other side the exact same?
well to be fair forge has always had something like this, it was just never visible and editing the coordinates for it yourself never worked to well. the new implementation is looking a lot better.
The texture of terrain rocks can be customized in each canvas. You could choose to place the black rocks from the space canvas on the 'Glacier' forge terrain if you wanted. Something you should consider though, is that having a single texture package in use makes for your light mass and overall performance allowance more efficient. CANVAS SIZE Each canvas is larger than a war zone map. Not sure how much larger because we didn't get to measure this.
https://content.halocdn.com/media/D...g-teaser-3043bb286a674ffa8e13d74de236837c.gif in this gif, is the top left cylindar object running into gimbal lock?
Forge has never had a gimbal style rotational tool like this before, we have struggled with rotation restrictions in the past. This makes everything so much easier, one of the best new workflow enhancement features added. You will find its placement at the top of your list once you start using it.
will clarify this in the next update about forge: GROUPING GIF They used footage for group rotation when the objects were not 'grouped' together at all. This gif shows what happens when you try to rotate a large selection of objects. To clarify, when objects are 'grouped' together, they all rotate on the same axis together. Its amazing. Unfortunately in their recent blog post, they demonstrated this incorrectly.
Cool seeing our forge buddies on camera... and at i no less. I am blown away by all the new features, so much of which is things we've been wanting and dreaming about for so long. The December thing sucks, but what can you do, I'd rather have it working when it comes out than have it have bugs when it first drops. Questions... 1. I'm really curious to how much input you guys had and how much was already built before you got there or if this was more a conclusion to an ongoing conversation? 2. It said there's more footage to come, will we see more of what you guys built in that week? 3. Why does Warholic look like a philosopher at the end of the video? Really cool stuff. I'm excited.
hmm. i thought the gimbal was just the rotational axis around a single pivot point. looking up it seems that i was slightly mistaken, it allows you to rotate one axis at a time around a pivot point. this should be quite useful. for the gimbal lock i mentioned in a previous reply, that's where 2 axis's end up in the same position so rotating either one provides the same results, for example the Y axis gets in the same postion as X axis so if you try to rotate Y you'll be rotating it the same way as if you were rotating X. this can be pretty annoying but shouldn't be much of an issue.
You can also rotate based on the 'object' or based on the 'world', or both at the same time. You need to feel it to understand.
i think i understand. the world rotation has fixed pre-defined axis locations for you to rotate an object around while rotating using 'object', as in local to the object the axis's rotate with the objects rotation. this would allow for different rotation abilities which would be quite useful for those odd rotation angles. something like rotating locally first to get the first odd angle you want, but trying to rotate it into the other angle causes iregularites we already experience so this is where the world option comes in, it will allow you to rotate the object while keeping the angle you'd chose with the local option. am i close?
close, but it gets more complicated when you can also select "camera" as the fixed point. As i said, you really need to have a controller in your hand to understand. It took me almost 4 days to figure it out but once you do you can instinctively move and rotate things to exactly where you need them, either freehand, or using transitive snap. More on that later.
Dark Souls map, buried church map, helicopter hangar map, Sword Base with a parallel highway running down the middle. Only plans don't even know if I will get the game. RestinPeace guy did you play reach and know a guy named IIITYRANTIII? Schnitzel making me get on halo. That looks nice Blaze the map is very clean. Layout looks solid. Happy War. lol
i understand and i can see how that would easily complicate things. looks like the new rotation options are going to take some getting used to. thanks for the info.
What was your favorite new block? Was it relatively easy to make different themes? (unsc, forerunner, urban, etc.) how good were the terrain options? What did they mean by change the shinyness of a block? did you see if the warzone variants of vehicles and weapons were available?
Welding is by far the most useful tool when we are going into the scripting features. Unfortunately it currently does not support the welding of objects to vehicles. With that said, this forge is going to have continued support throughout H5's lifetime. They will be taking community feedback and suggestions for future updates, so please be as active and vocal as possible to help make this forge wish a reality some day. We have never had the level of support available as we will in our near future. We're in great hands.
The available pallet was predominantly human themed and each canvas has the same block and terrains pieces available. You can create the same structure in any environment, with all of the customization options available on all canvases. The shapes of the blocks are very primitive by nature so with enough creativity themes can be crafted by altering color, overall geometry usage and many of the features available.