You know when you are making a racetrack and every time you float a wall or block it always comes out imperfect with a bump? I have found a technique that will completely eliminate this problem and float objects the way they were when you saved them. The Science Its based on the way the forge works. To decrease file size of maps the forge saves a bunch of numbers that describe the map, instead of the actual map itself. Then your Xbox assembles the map every time you load it using these numbers. Analogy: Instead of giving your xbox a building, it gives your xbox blueprints for the building. Now, notice how the saves are always accurate when your object is on the floor but not in the air? This is because the Save and Quit method often leaves out a key step in the save process. I have found a simple solution to add this step back in. Let me explain more about the forge. When you create an object it is added to that set of "numbers" I mentioned earlier. When you move an object it is added to that set of numbers. When you rotate an object it is added to that set of numbers. However, with rotation, it is only added to the set of numbers when you press the RT button (Rotate) or the A button (Drop). Sometimes you can collide your object against another object to rotate it. This is NOT added to the set of numbers. Therefore if you are lining your object up, you rub it along a different object, then Save and Quit, it will NOT save this rotation. It will only save the movement. It will only save the rotation when the rotation is reset (Pressing RT or A). That is why it is inaccurate. The Solution Line you object up, Before you Save and Quit tap the RT button. (Since A is not an option) Then S and Q. Also By exploiting this glitch we find a new way to Geomerge. Set your rotation, then move the object to the desired spot near Map Geometry, without pressing A or RT. Save and Quit. When you return the object will have the rotation you gave it before, and in the spot you placed it.
I might try this... hope it works. And the thing you said at the bottom has been found out before... it's called teardrop merging.
Thank you. This actually makes sense to me, unlike when Bungie tried to explain how Forge works in February. I will try this and hope it works.
Good guide, but you are mistaken on a few things. These "numbers" you speak of aren't actually numbers, they're the teardrops. Forge saves maps by the teardrops, and not the objects. There's already a large guide to geo merging with the teardrop (I made it myself... oh boy) so the thing you listed at the bottom was discovered a while ago.
Even though that everything you said is correct, there will still be a bump. You see, EVEN IF you tap the right trigger, then save, it will still tilt to the left. This is because the teardrop itself is off. I have a guide to using the Right Trigger tapping technique here. http://www.forgehub.com/forum/halo-...-level-straight-walls-avalanches-terrain.html
No those Teardrops are numbers. They have to record the coordinates of the teardrops and the rotation of the teardrops. Those are all numbers.
Yes, that last way of Geomerging has been discovered awhile back. Good write-up though. However, I always hold RT when I Save-Quit anyways, so this really wasn't that much of use to me. I'm sure it will be for many people though.
I could go in depth on why you're not right about this, but for simplicity's sake I'll give the short version: Teardrops are not numbers. The Forge mode can't record complex ambiguous numbers. Each map is not a perfectly symmetrical square, so it is impossible to record angles because there cannot be a proper grid. Also, since the teardrop is the source of an object's spawn, what you are doing by Tear drop geomerging is essentially moving the teardrop without changing the angle. Because Forge was not designed to do things like that, it can't record complex ambiguous angles. Plus, if they recorded numbers per teardrop, budget glitched maps that use the max amount of objects would exceed the 56kb file size.
Im not sure what you said but the last sentence proves you right. Still, same blueprint concept as before.
With the teardrop merging, you can actually geomerge in the crypt, since the object is not phisically moved into the wall, and therefore can't space out of the wall. The only catch is that the teardrop must be inside the map.
This is so old... I don't believe you wrote such an excited post. Well, thanks for telling the community at large, I suppose.
This has actually already been found out and I'm pretty sure it was on the front page. The guide was made by a hardly known member and he included pictures and a step-by-step guide. I'll try to find it for you.