This is a beginners guide and nothing advanced at all. I'll be making more tutorials going into much more advanced techniques in the future 😀 If there is any other tutorials yall would like to see, don't hesitate to suggest!
This is the first time I have been excited for forge in YEARS.... very hopeful that this will revive the game and actually make it worth my time now lol
@NobleSix-B312 ya.... never ended up getting back into halo... infection seemed like a good add, but... I have heard bad things about how the game mode works... Probably just worth waiting till the next game.
It would be nice but the community will have it covered like all past Halo games. Remember there is a "controls helper" on the side of the screen that tells you all controls 🙂
First, I hope that all forge capabilities released are executable on the Series X. And secondly, I would like to remake a past Halo map, how would I be able to scale the remake to the exact specs (size) of the older original? Perhaps you can make a short video on how to do this.
if the old halo has forge, fly around with a Warthog or other item that has not changed much in size between the games. Then build everything based on that scale,,, so use "warthogs not inches". Only issue I forsee, is that different halos had slightly different movement speeds and jump characteristics. So you may want to change the scale a bit based on how different the two games feel with movement. Especially with the parkour like stuff in Infinite.
can't you make a huge flat square terrain and sculpt it only in specific places? or do you have to individually put those bumps on top of a flat terrain?
One thing I tend to mess up is scaling. I'll make a really nice rock formation and area and have a nice idea as to how the player should navigate and get through it, then I go into play mode and be like woah this is gigantic, but that's where you just need to be mindful of the size of your player, use the player model whenever you can and test play a few time to make sure you did everything right, cause I've had times where I spent hours on a canvas only to find out so much of it was waaay too big.
I need these as in trying to make a Warzone like map. I miss that mode from Halo 5 and want to create a map for it. The hardest part is learning the tools atm though
@@grilledsausage5236 that doesn't help. If two things are the same but one can't do something that the other can then there has to be something it can do the the other can't
@@rustediron4062 the mp has better rendered textures already applied to it, so you cant change it, but it looks better to start with. also, chill with the tone. im not the one who apparently cant do a simple google search of a basic question, and instead asks in a youtube thread and responds rudely instead of just asking again for more information. the increased texture is barely noticeable, the most important aspect when using forge, is that non mp can be changed in color and texture, while mp cannot. it affects building a lot more.
@@rustediron4062 also, being dynamic and not each have their own benefits and draw back depending on the situation. so even if it was just that they were the same, but one wasn't dynamic, that'd be enough for them to be used separately. like simulation load for example, you might want some objects to be able to be destroyed, and some not to be able to be destroyed. that would be helpful for building .
@@rustediron4062 btw, literally just googled it, and the difference is that mp objects cant be retextured and aren't dynamic the main reason is map play ability to reduce information load on game for smoother play. SOME have better texture. next time, maybe consider not being an ass for no reason, especially when you're wrong.
Subtractive and a like for you sir! Thanks for the basics. I got on the other night and got off after about 5 minutes because I was super overwhelmed. Glad to see there are still some great forge minds out there. I haven’t been in it since Reach on 360. Sadly, I never knew they made the transition of files possible and lost all my builds… rather disheartening.
While this is a game changer and I'm glad its coming to forge, I still can't wrap my head around the fact that this is so archaic compared to other editors, far cry instincts on the original xbox (2005) had a way better terrain editor, since forge exist the terrain editing are just a bunch of workarounds to get barely close to a 17 years old game, scaling rocks to hide terrain seams is such a waste of polygons imo, so is stacking hundreds of terrain objects on top of each other when it could be a single plane object, I just don't understand, I guess the devs themselves are limited by the engine they are using. Great video as always
Oh I agree and hope one day we can get a terrain editor. I think Far Cry was the only AAA console editor to have it. Fortnite, Doom, Forza Horizon 5, Dirt 5 and so on don't have it either. It is probably because of the engine, I would think, but again really hope Halo gets it one day 🙂
@@Ducain_Plays I'd personally prefer a full on map editor like Valve's Hammer editor. Allow users to make and share maps and have 343i add the best ones to the rotation!
I personally believe that adding such a terrain editor is more of a detriment than a benefit, terrain editors like that of Farcry do not work well with steep cliffs and overhangs, and many forgers will not take the effort to add them in manually with forge pieces if they have an easy to use terrain editor