Merging Immovable Objects with Map Geometry

Discussion in 'Halo and Forge Discussion' started by Shock Theta, Jan 18, 2008.

  1. Shock Theta

    Shock Theta Father of 4chub
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    Forging 101: Merging Immovable Objects with Map Geometry


    [​IMG]

    [​IMG]


    This time round we've got another more advanced forging technique that follows on from the interlocking objects forging 101.

    We'll start off by explaining how to push a double box into the ground - once that's explained it's a similar process to force any immovable objects into a wall or any other map geometry.

    As an example, the double box in the first screenshot was forced into the ground to leave it 3 walls high above the floor. To do this, lay 3 walls flat on top of each other and then place the double box on top. Delete the walls so you have a floating double box. Now set the floating box to 'Place on Start: No' and assign it a long respawn time to give yourself time to complete the next steps. Start a new round and the double box will not yet have spawned - however, it's small blue dot representing it's spawn location will still be visible. Looking directly down at the floor above the spawn location, place another double box and lower it onto the ground. Don't ever let go of this double box you are placing, or it will disappear in later steps. Press X twice to bring up the object menu and set the 'Run Time Minimum' for the double box to the 'Run Time Maximum'. This will cause the floating double box you placed earlier to instantly respawn and force the double box you are holding into the ground. Whilst still holding the double box, press start to bring up the menu, save, and then quit.

    Restart forge and the double box will be merged with the ground. Now all that is left is to delete the 'pushing' double box resting atop it, et viola!

    How far do you want the object in the ground/wall?

    It depends how high you float your 'pushing' object off the ground. The space between the ground and the 'pushing' object is how much of the 'pushed' object will be left visible above ground. The same process applies for pushing objects into walls, except you have to go through the procedure at 90° to the floor.

    The object comes out sideways or not straight, how do I make it straight?

    Simple, use double boxes to keep it straight. Put some on all sides so it will go into the ground/wall perfectly straight.

    The objects keep disappearing when I let go!

    Dont let go of it, instead press start, save your map and quit, when you load up your map again the object will be in the ground/wall.


    Alternate Method: Using the Door
    Faster, easier and more precise

    Place the object you want to merge and secure it with other immovable objects like in the other method. Spawn a door and place it upside-down on top of the box. You'll see it sink into the box about a third of the way. Once it has settled, grab the box and let go right away. The door will now push the box down into the floor. If you want the box deeper in the floor, grab the door again and let it go and it'll sink back into the box.

    This method is much faster and easier than the save and quit method. You can also use the sides of the doors to make smaller adjustments. Use multiple doors at the same time to push objects evenly.

    Original topic using this technique (brought to my attention by Furious D 18)

    An extra special thank you goes out to iTs_NeXn for the original discovery.



    LIGHTSOUT225 says:

    This is probably the most difficult thing to do in Forge. But let me try and take a crack at explaining it, and how it works. This tutorial is on Avalanche, but it works the same on all Heroic and Legendary maps. In Foundry, I use bridges and fence walls to brace, and a door to force the object into the ground. On Avalanche, I use bridges and walls or barriers to brace, and energy blockers to force objects into the ground. I'll refer to the energy blockers as just doors here though, for ease.

    Step by Step

    1. Save/Quit the box at the exact angle you want the box, just barely above the ground where you plan on sinking it into the floor.

    2. Brace the box as tightly and as flush as possible. Bridges (with the bottom of them in contact with the box surface) are the best bracing tools in this situation.

    [​IMG]

    • You need to brace all 4 "long" sides of the box

    • Save/quit one bridge at the time snugly against the box (no spaces anywhere in between)

    3. Once all 4 bridges are bracing the box snugly, you now need to put an upside down door into the "short" end (opposite the side that will merge into the ground) of the box.
    • Save/Quit the door (top facing directly into the box) at the exact same angle as the box, down as far as it can be pushed into the box.
    • Make sure you have this saved.

    4. Simply grab and release the box one time, and it will sink into the ground at the angle you have it braced at.

    [​IMG]

    After the first round of sinking, I realized the bridges were too long and preventing me from sinking the door into the box, so i switched to fence walls/barriers.
    • Sometimes it will work perfectly, sometimes things go bad and it angles in awkwardly despite the braces. If this is the case, do not fret, just quit the game and load up it up again (this is why its so important to save), then repeat step 4 again until it looks right.
    • If the box is at the correct angle, but you need it to be sunk further into the ground, save that merged box version, then repeat steps 3 and four again. (Just move the top of the door further into the box again then grab/release again)

    Hope this helps you out, I tried to be as specific as possible, but if you have any questions feel free to ask. Most importantly you just need to be patient, it may take several times to get it right, but it sure is sweet when you do.
     
    #1 Shock Theta, Jan 18, 2008
    Last edited by a moderator: May 5, 2008
    Shad0w Viper likes this.
  2. Ray Benefield

    Ray Benefield Godly Perfection
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    Great success... Aesthetics go??? making maps look ALOT better, by actually being able to line up perfectly with walls and such. I'm down with that...
     
    Ja Red is Ninja likes this.
  3. iTs_NeXn

    iTs_NeXn Legendary
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    Nice man, thanks for putting it on the front page!
     
  4. AqueousBeaver

    AqueousBeaver Ancient
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    Wow. This is gonna be huge for aesthetics.

    I understand how this would work at right angles, but how did you get the bridge in the ground at a slanted angle?
     
  5. iTs_NeXn

    iTs_NeXn Legendary
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    Put the double box at the angle you want the bridge, then do the steps and itll push the bridge into the ground at the angle of the box.
     
  6. Shock Theta

    Shock Theta Father of 4chub
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    I'm going to lock your old thread and redirect to here, NeXn.

    I'm a real fan of this technique.
     
  7. Blazen Nite

    Blazen Nite Ancient
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    this is cool in making like a multileveled region
     
  8. Warlord Alpha

    Warlord Alpha Ancient
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    Amazing, simply amazing!

    This will be great in making multi-leveled structures, like a spilt-level kinda thing. I love how the maps like The Pit and Sandtrap arent on one flat level. There is alot of small ramps and different levels so that to get that headshot, you constantly have to be adjusting your aim. With foundry, its all one level, so you basically get your crosshairs dialed in and you get headhsots left and right. If we make variable floors, then we will be able to make our maps alot better.

    Also, as for getting the right height, do what i do when i make stuff float-

    small-window panels
    medium- wall (fence or regular) or door- about 3 window panels
    large- dumpster/crate - about 2 or 3 walls

    The window panels are really skinny, so precise adjustments can be made with them. Also, they cost $0, so it doesnt hurt you if half your map is built and you need a few window panels and 2 walls.
     
  9. Furious D 18

    Furious D 18 Ancient
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    This is amazing! Couldn't you have shared it with us last week? I just spent an eternity on a map that could have been done much easier with this technique. I can't wait to start using this.
     
  10. Ufochaser42

    Ufochaser42 Ancient
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    I mentioned this before in the interlocking objects thread. I hope the auto-update doesn't mess up maps using this glitch. I would avoid using it unless absolutely necessary in case of problems with the auto-update. They probably don't test to make sure glitches still work with the updates.
     
  11. Lemonyguy47

    Lemonyguy47 Ancient
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    DUDE BITCHIN! doing the stairs looks hard though.... ooh i cant wait to use this with man cannons... people are gonna be walking and then be like "WTF am i flying?" lol awesomeness
     
  12. sparten45

    sparten45 Ancient
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    Ok im am like offically confused. Can u make a video on you tube or somthin. It would just make it easier.
     
  13. TheShadyGnome

    TheShadyGnome Ancient
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    We're working down the list of the Forging-101 Tutorials... perhaps we could do this one early since its new and rather complicated. I'll talk to Kellan.
     
  14. daijitsu

    daijitsu Ancient
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    ABSOLUTELY brilliant. I still don't know how people figure this out.

    Is the process pretty accurate, or are there a ton of slip-ups when trying to get this right?
     
  15. PLTownsU

    PLTownsU Ancient
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    woah nice, thanks for this now i can make some good maps
     
  16. WingsPwns

    WingsPwns Ancient
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    I still dont get how you put bridges or stuff similiar to that in the ground. Also this process takes a while. What if you want to keep the box above ground but fuse 2 together, what do I do? :squirrel_eyebrow:
     
  17. Shanon

    Shanon Loves His Sex Fruits
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    that's cool, ill find a way to add that technique into my maps.thx guys xD
     
  18. Shock Theta

    Shock Theta Father of 4chub
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    Use the Interlocking Objects Forging 101. ; )
     
  19. ghostarsenal

    ghostarsenal Ancient
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    U guys actually think Bungie has a game that does this by accident LMFAO!
    Bungie has all sorts of "Glitches" in halo they hides these just so u can find them like the man outside of Standoff u can only see him clearly if u get out of the map. and fusing objects.....if they really didnt want u 2 do that They could have made everything like the LR containers to keep u from doing that and the only maps ever to get there superbounces patched in halo 2 were tombstone and Desolation and those were bcuz every1 complained bout them!!!!!! and if bungie didnt want u 2 get out of the map an s**t then y outside of Backwash in Halo 2 it says in giant red letters PRETTY COLD OUT HERE AIN'T IT? Proving my point THIS GLITCH WILL NOT B PATCH UNLESS U COMPLAIN ABOUT IT!!!!!!!! :squirrel_rant:
     
  20. eating beans

    eating beans Ancient
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    this is amazing but sounds complicated or maybe its just me lol
     

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