If blocks function similar to other Forges, a block that is not grabbed but its properties are changed from Phased to Normal, the block stays in that exact position until touch by anything and then Normal physics are activated. Under this assumption can you: 1. Build your base with blocks using Phased Physics 2. Once completed, change all blocks to normal. 3. Weld all blocks together 4. Duplicate weldment (a group of welded blocks) 5. Rotate the weldment 180 degrees (thus completing the mirror) 6. Place the weldment on a flat surface 7. Remove all blocks from the weldment 8. Change the physics of each block back to Phased. 9. Group all of the "mirrored" blocks. 10. Move the group to it's desired location. ?
The fog density can be turned up really high and operates globally. You can't just designate it to a single area like the floor, its everywhere.
Do I smell a new feature request for a future forge update? Having fog to cover certain sections along the Y axis could be really useful, and I can't imagine it would be too terribly hard to implement, and would do wonders for certain maps' aesthetics. Like the previously-mentioned Lockout remakes or infection maps (I'm envisioning a forest in a valley filled with fog where the zombies spawn and they run up the hill toward a mansion above the fog where the defenders are. Could be extremely creepy with the fog effects only working to fill the valley.) Or maybe setting the fog above the map to replicate heavy clouds
@bkpaguy Thats a lot of steps. It seems like you can select multiple pieces & rotate them while the all stay in the same spot. If that's the case you could link all the pieces of your base together then duplicate the base. Move it to the other side & unlink them. Then rotate each piece again (180 degrees) which you could do all of them at one time. I guess that's what you were saying but I got confused. But duplicating a base & rotating the entire base 180 doesn't mirror it. You would rotate each item in its place to complete the mirror but some asym items like platform/ramped from H4 & such would not work that way unless of course they have the mirrored version like H2A had. I don't see a need to change the physics of the blocks.
Hopefully one of the CC's will clarify if this isn't correct. Grouping and Welding should function the same within forge. Grouped/welded objects are essentially treated as if they're one object. If you rotate a grouping, the entire set of objects moves in unison, with each object keeping it's same orientation and positioning relative to the other objects within the group. What we saw in the video (with each of the objects spinning individually and simultaneously) was a result of selecting all of those objects and then rotating them. They were NOT 'grouped'. But yeah Zombie, your explanation of rotating a base sounds accurate to me. With the way rotation currently works, you would only be able to mirror a base that is symmetrical along BOTH the x and y axis' (+).
To clarify a few things about grouping and welding. A group of objects functions as a single object in forge and is subject to all of the same manipulations available for single objects including duplicating, rotating, etc. Rotating a group will not, however create a mirror effect as it creates radial symmetry. Welding takes a group and makes it act as a single object in the game's physics system. So, you can take an entire building and weld it, then set it to normal physics and have it flung around your map. Chunk's post is pretty spot-on. @Buddy Jumps I cannot confirm whether or not this is still an issue at this time.
I'm super pumped that we'll now be able to set the arc and landing point for lifts. That's going to save me so much time, and open up new design possibilities. Will we be able to adjust the speed of lifts also?
Modifying lift trajectories is very handy. I do not believe there was a thrust control in the builds we used, but one could certainly be added prior to launch.
I agree to that. It was so annoying to have an awesome lift/cannon idea just to trash it when the lifts weren't consistent
Adjusting the "speed" of the lifts is a bit confusing to me. Using the projectile motion equations, an object thrown in an arc must terminate at a some location. Assuming constant gravity in the negative y direction and no drag, the equations of motion dictate that given a fixed start point and fixed end point and fixed intial launch angle, the speed at which you are launched is already determined to meet the requirement of the fixed end location or landing. So to adjust the speed of the initial launch, just adjust the landing location. However, since this is a video game, I don't know how they will accomplish something like say a horizontal facing (launch angle = 0) man cannon with a specified end point along the same plane as the start point. Your speed would have to be so great that it would almost function like a teleporter. All that being said, power/initial speed is necessary to adjust the height of a vertical launch with a grav lift.
I was thinking of a vertical lift that sends you straight up and then moves you just slightly forward to land on a platform at the top. What I was hoping for is the ability to adjust how fast a player would go up. I don't really care if it functions in a realistic, real world manner.
On the topic of Lifts, will we be able to set the legnth of the lift effect? Think, the lifts in Construct. They go from the bottom floor to the top floor creating a sort of lift stream.
I wonder if adding some different bump maps for the forge pieces is doable without putting a bunch more strain on the engine. With a few bump maps, like wood, rock, clay, or even the covie hexagon pattern, that combined with all the new colors would make for nearly infinite possibilities in this forge. And with the new multi-budget system, I can really see this as not being too out-there.
Isn't it about time someone post a new updated Forge wish list and separate what we know so far list. As things get confirmed or included the lists get updated. This way we don't have to read through 200 pages of repeated wishes or Q&A's. I would start one but I'm am too lazy to bother keeping it up to date.
Is Alpine covered in grass? I remember Pegasus being particularly grassy. In the past, 3D, standing grass has surrounded the base of things such as tree's and rocks, but for the most part has never actually fully covered a maps ground texture (think Ragnarok, in contrast to the grass work in Farcry maps). Is there grass? Could there place able grass...? Can you work it in a way that gives a nice overcast sensation? Like as if it recently rained or was about to? Also, as far as these 'themes' for each canvas go, it looks like each canvas has like a noon, sunset, and then... a foggy time of day? Can you clarify a bit?
We have no information about how file sharing will work in Halo 5. On the dev builds we used, we could modify a single trajectory spline by changing x and y values. Even during our time there, there was talk of adding further control. Currently there is no support for a lift like you describe, however. A player would have to fall to the bottom of the lift shaft to be launched up. Alpine is grassy, though it is not blanketed in physical grass. There is some, though. Wind needs something to blow around. As for grass as a forge object, I wouldn't count on it. There is an Alpine variant with a dreary skybox which, combined with fog, gives precisely the effect you described. The canvas lighting variants offer pretty good variety including bright sunny settings, overcast settings, etc. The different skyboxes on the space canvas are wheere things get really interesting.
Thanks for taking the time to answer all these questions for everyone. I believe I have 3 more, though they're not exactly about forge itself but it would've been the first thing I brought up to 343 if they asked what I would want, sooooo. Did any of you guys mention or ask about mod support? Fallout 4 has been confirmed to have the ability to create and content and transfer it to the xbox version. This would be very useful to create objects, entities, textures and even entire maps and then port them to the game using Autodesk Maya. And less importantly but still a concern. They are having a browser system, right.......? And lastly, more save slots, so that we don't have to delete a map everytime we want to start a new one? Again, not sure if you can comment on those. However, they aren't exactly related to what you guys saw during your visit and more confirming you guys brought these things up.
Sorry if this has been asked, I read the blog and these comments but it's possible I missed something. As far as changing the time of say and such on maps, is this something you have to decide before you build the map, or is it something you can toggle after the map has been built? Like, is it treated as a separate canvas?