*NEW TECHNIQUE* Inter-merging

Discussion in 'Halo and Forge Discussion' started by diger44, Apr 21, 2009.

  1. diger44

    diger44 Ancient
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    INTER-MERGING
    (v.) Inter-merging combines both interlocking and geo-merging together to make a flat surface. Inter-Merging is very useful to join a flat object with a larger 3-Dementional object creating a seamless floor.

    I created Inter-merging because I saw one of my friends map that had wood bridges connecting different parts of the map. It was extremely bumpy, and looked bad. I have seen this technique used on foundry for bridges into double boxes, but it was done via saving and quitting. There was no actual guide that showed how to do it, until now. Inter-merging was called that because you are geo-merging into another object, creating and interlock. My friends map below, shows the problem:

    [​IMG]
    notice bumps

    So I will show you step by step how to Inter-merge:

    1st. Go into forge and place your two objects, I used double blocks.
    [​IMG]
    step 1

    2nd. Place the object you wish to push into the boxes on top of them.
    [​IMG]
    step 2
    3rd. Make the wall PLACE AT START = NO with a 180 respawn time. Start new round.

    4th. Put two double box pushers on top of the existing ones.
    [​IMG]
    step 4
    5th. Insta-Respawn the wall and set its respawn time to ten. *IMPORTAINT* make sure you leave the wall on insta-respawn and not to place at start when you start a new round.
    [​IMG]
    step 5
    6th. Go to the wall and grab it, it should sink down into the box. Then double tap it untill it's perfict.
    [​IMG]
    step 6
    FINISHED PRODUCTS:
    [​IMG]
    There you go!
    [​IMG]
    "Look Mom, No Bumps!"
    OTHER USES:
    [​IMG]
    [​IMG]
    [​IMG]
    Normal Geomerging using the same method
    [​IMG]
    Guide by diger44
    THANKS!
     
  2. Jpec07

    Jpec07 Ancient
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    I'd thought of the concept before, but I could never convince myself that it would actually work, especially considering this: won't the object seek equilibrium between the objects instead of choosing one collision model to overlap with instead of the other? Granted your method proves that the answer to that question is "no," so it makes it a viable option: especially useful when dealing with what I call, "floaterlocking."

    In other words, this is going to save me so much time and grief that I almost can't wait to get back into the Forge and implement it. =D
     
  3. Pegasi

    Pegasi Ancient
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    I've used this before in maps, I don't know if it counts as a new technique but it can be useful in some situations. To be honest in the situation you described I wouldn't call it the easiest way to get a flat surface, I personally would have done just what you did except when I placed the wall, I would instead set the first double blocks not to spawn, not bother with the second set of double blocks, then just pushed a wall on the underside of the first wall and save/quit. This would achieve the same results without the unreliability of using one object to push another object into a third one, it tends to turn a little and end up flat, but not straight.

    Still, this is something worth knowing. There are times when it's useful, I once made a ramp wall which was merged into the ground at the bottom and interlocked into a single box at the top. I wanted to avoid a bump and this was the easiest way to do the top interlock.
     
  4. aMoeba

    aMoeba Ancient
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    I don't think this is new, me and people I know have been doing this for a while. However, it is about time someone posted it. Good job.
     
  5. STWOW

    STWOW Ancient
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    This way is new to me, but the result isn't at all, and since it is like geo-merging, it isn't always perfectly straight/accurate. But, good job with thinking outside the box.
     
  6. EGP

    EGP Ancient
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    I have used this technique several times when forging on foundry. I would take a door and push something in when I got lazy and sometimes it turned out really clean. Good job for getting this techniqe on paper, or as you would call it, "On the Screen." Nice job, people that didn't know anything about this can now use this in the future.
     
  7. Ladnil

    Ladnil Ancient
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    Don't do that. Use a man cannon to press it against the underside of your guide object. Might require another guide to create a corner the man cannon presses the object into, but it saves you oodles of time compared to save&quit, and you don't have to wonder if the object is shifting while you're in the start menu.
     
  8. HunTedMeat

    HunTedMeat Ancient
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    I'm not quite sure that anyone has found this out but I've discovered the exact hight of a double/large block minus a wall. This means that you don't really need to start new round. The mesurements are, two STONE columns and one block flat. To better understand this, I've drawn a diagram:[​IMG]

    Note: The columns are placed with the longer side to the ground. This method does not work with any other column. It only works with STONE COLUMNS!
    Hope this helps some of you out there.
     
  9. Monolith

    Monolith Ancient
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    Huh. I never thought about it that way. I would always put a flat object ontop of the wall, set the wall to no spawn, then save and quit something under the flat object. I think this'll work a lot better. Thanks!
     
  10. Dragull

    Dragull Ancient
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    2 red/blue columns and a wall also do the job.

    I dont know if its new but I liked this technique and I didnt knew it.
     
  11. CaptnSTFU

    CaptnSTFU Ancient
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    i had done this many times by accident and thought there might be a technique but just didn't go for it thanks a lot man.
     
  12. diger44

    diger44 Ancient
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    Just to answer a few questions:
    Actually I thought the same. but the real trick is that having the wall ista-respawn instead of placing at start, the game engine see's that the object respawned inside the double box. when you pick it up, it wants to completely get it out, so it dis-regards the below box. Believe me, this is the ONLY way it works. I must have tried this 10 times before I figured it out.
    Actually it's perfect by the second double tap most likely. If you want to brace it around the edges to make it 100% perfect, be my guest, but it is really not necessary.
    Saving and quitting can also be used to create the same effect, but it is often hard to get it perfect, so I used this method.
    That's why I created this, because I did not see any guide about this on FH, and I knew other few people have know about this.
    --
    To the posts about the columns\block lineups:
    This is yet a third method, there are many ways to achieve this, I just see only 10-20% of maps use these though. I'm sick of people putting bridges over objects, it annoys me.

    THANKS EVERYONE!
     
    #12 diger44, Apr 22, 2009
    Last edited: Apr 22, 2009
  13. Dragull

    Dragull Ancient
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    Hey, question, how do I insta-respawn objects?

    Im new at forging, the only thinks I actually know are Interlocking and Geomerging (and it was hard to learn).
     
  14. abandoned heretic

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    ive tries ths with the doors on foundry very inconsistent and bad quality on foundry anyways but woldnt this just be interlocking
     
  15. chung_wii

    chung_wii Ancient
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    okay. For some new forgers out there, what is insta-respawn, and what is a double tap. I think insta-respawn is like run time min=1 and run time max=1. I'm pretty sure that's what it is. And I think that the tap tap method is tapping "A". But i'm not sure. If you could explain these terms it'd help me and some others. thanks
     
  16. diger44

    diger44 Ancient
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    INSTA-RESPAWN: When you press X on an object and set the minimum run time to the maximum runtime.
    DOUBLE TAPPING: rapidly press A on an object, making it slightly re-position itself.

    This is different than the doors on foundry, and it is very good quality as seen in the pictures. I call it Inter-merging because your geo-merging to make an interlock, so you end up with an interlock, and I guess your right, no geo-merged result.
     
  17. What's A Scope?

    What's A Scope? Ancient
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    Normal interlocking is less time consuming and more accurate. Use the method that Ladnil has said and it takes less time than save-and-quit and this method.
     
  18. Glasgow

    Glasgow Ancient
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    Umm...insta-respawn?

    Does this work for any other maps or just on Sandbox?
     
  19. diger44

    diger44 Ancient
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    ALL HALO 3 MAPS HAVE INSTA-RESPAWN.
    Acutually I tried his method out and using PAN-CAM I was able to tell that there was a .020 bump, noticeable. I tested my version out and I got .008 or something. It's hard to tell because the z-axis is constantly changing because the player breathes. And his method only works for double boxes. This method could work all the way down to a flat block.

    EDIT: In case anyone wants to know: http://halo.wikia.com/wiki/Pan_Cam
     
  20. Ja Red is Ninja

    Ja Red is Ninja Ancient
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    It is technically just geomerging and alot of people new that but nice job finding something nice and useful like this on your own.
     

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