Halo: Reach Forum
This topic has moved here: Subject: Forge: Lighting, FX, and natural objects.
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Subject: Forge: Lighting, FX, and natural objects.

Challenge me to a Hawaiian Punch chugging contest. I dare you.


Posted by: mubox47
$.50 in store credit.

Posted by: purew4rrior
Srry lol i just keep coming up with new ideas.

Stuff that you might find useful in machinima like a phone/computer/well theres a lot more
I'll add 'em.

  • 08.05.2009 1:48 PM PDT

Doc: "i'm a pacifist"
Caboose: "your a thing that babies suck on?"
Tucker: "no dude, that's a pedephile"
Church: "tucker, i think he means a pacifier"

The sad thing is that most cool things form a visual standpoint require to much bandwidth to be rendered in an online MP setting. It's a very unfortunate thing, but it is a very real concern. This is the reason that certain features from the Halo3 beta never made it's way into the final cut of the game, things like visibly damaged armor and reflective visors. The data needed to render these things and have each one appropriately interact with each individual user add's to the lag needlessly.

It's sad though because Halo games have always had some great visuals in campaign, and I would love to see it make it's way into solid MP.

  • 08.05.2009 2:55 PM PDT

Posted by: SweetTRIX
The sad thing is that most cool things form a visual standpoint require to much bandwidth to be rendered in an online MP setting. It's a very unfortunate thing, but it is a very real concern. This is the reason that certain features from the Halo3 beta never made it's way into the final cut of the game, things like visibly damaged armor and reflective visors. The data needed to render these things and have each one appropriately interact with each individual user add's to the lag needlessly.

It's sad though because Halo games have always had some great visuals in campaign, and I would love to see it make it's way into solid MP.

Fingers crossed for an epic Halo: Reach engine? It is new you know

  • 08.05.2009 2:57 PM PDT

Doc: "i'm a pacifist"
Caboose: "your a thing that babies suck on?"
Tucker: "no dude, that's a pedephile"
Church: "tucker, i think he means a pacifier"

Posted by: purew4rrior
Posted by: SweetTRIX
The sad thing is that most cool things form a visual standpoint require to much bandwidth to be rendered in an online MP setting. It's a very unfortunate thing, but it is a very real concern. This is the reason that certain features from the Halo3 beta never made it's way into the final cut of the game, things like visibly damaged armor and reflective visors. The data needed to render these things and have each one appropriately interact with each individual user add's to the lag needlessly.

It's sad though because Halo games have always had some great visuals in campaign, and I would love to see it make it's way into solid MP.


Fingers crossed for an epic Halo: Reach engine? It is new you know


You misunderstand my post, the game engine isn't the issue, the Halo3 engine can pull off some beautiful visuals, the issue is the internet. Even with servers there is only so much that can be done in a practical manner before the gameplay starts to suffer.

A good example of this is Warld of Warcraft. There is a reason that he visuals are not so top notch even though you need a high-end graphics card for it to run well, the quantity generated both in system and transmitted through your internet connection is so high, that having it be high res would add too much to the bandwidth, affectively slowing it down for most users.


[Edited on 08.05.2009 3:15 PM PDT]

  • 08.05.2009 3:03 PM PDT
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Destiny awaits. And it will be great.

I would personally like the addition of FX or "Effects" as an entirely different "tab," separate from the scenery tab. From this, you would be able to select ambient sounds, lights, and filters similar to those we already have as FX filters.

If they were to be included, for optimal customization they should be resizable in a manner akin to Respawn Areas - you can set their area of operation. This way, you could for example set up a room to be dark and foggy by a Shadow effect and a Fog effect overlapping. Likewise, you could have the shadow effect larger than the fog one so that gradual shadows build into fog as you enter a room.

Provided that Forge doesn't change in its essential structure (maps are built by pieces whose rotation values and xyz coordinates are saved as the map file & then spawned at the teardrop when the map is loaded), I would like to see some other things added.

Retexturing would be the big one - in fact, I think it would work best as one of those aforementioned Effects. Apply a Respawn Area-esque "Grass" object to your map, and all of the default map geometry within the area is retextured to be Grass. Perhaps there could even be a Forgeable object whose texture responded to these effects - for instance, a perfectly cubic "blank block" would respond to the texture of its environment, and in this case would become textured with the Grass texture due to the object's influence. There could only realistically be a few of these textures - idiots would overlap different textures. Unless, of course, textures were given a Spawn Order setting that allowed for overlapping textures. The lower the Spawn Order number, the higher the priority is that that texture be rendered. Bungie could force the game to assign subsequent Spawn Order numbers to each texture object spawned - that way the game wouldn't conflict with itself when trying to render overlapped Texture Areas.

The other thing I would like to see is a Forgeable elastic barrier. Because we will likely be unable to construct maps from scratch (as others couldn't join the game without having downloaded the map being played which would severely limit the accessibility of the Forge), I would like to be able to insure that players stay within the confines of my map. You see it all too often with enclosed Sandbox maps, specifically in the Crypt or on the Ground Floor - they're built high enough that players can't easily escape, but the Forger doesn't have enough resources for a roof so they remain open at the top and therefore escapable. For true map-making freedom, the ability to confine players within the map would be of paramount importance - maps' layouts would become far more organic and unique.

  • 08.05.2009 3:13 PM PDT
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-blam!- yeah. The worse part about forge is default lighting doesn't always give the map you made the feel it needs.

  • 08.05.2009 3:19 PM PDT

Voilà!In view,a humble vaudevillian veteran,cast vicariously as both victim and villain by the vicissitudes of Fate.This visage, no mere veneer of vanity,is a vestige of the vox populi,now vacant, vanished.However,this valorous visitation of a by-gone vexation,stands vivified and has vowed to vanquish these venal and virulent vermin van-guarding vice and vouchsafing the violently vicious and voracious violation of volition.

How bout background music like classical, the Guitar solo at the being of Halo 2, elevator music, the music from ferris bueller when he is runnig home to beat his sister, MJ's Thriller

  • 08.06.2009 5:01 AM PDT

It sounds a lot like Far cry 2 Map editor and I really liked making far cry maps so if bungie does this they need to put there own spin on it like fire fight its a lot GoW2 Horde mode which I like to play but bungie put there own touch in it the Skulls, and lives, etc. So if bungie does do it they need to make it there own make it uniquely AWESOME!

  • 08.06.2009 5:11 AM PDT
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Great ideas, seriously. These would be great to polish off maps. I really have no suggestions.

However, we need a true map editor. Forge has it's flaws, just as dragging and dropping objects.

  • 08.06.2009 7:02 AM PDT

In my opinion, when in Forge, (when holding objects) they should not be affected by physics. They should simply pass through other objects. This way, it would be much easier, take less time, and fusions would also be easy. There should also be pre-made buildings. Another thing that would be cool is choosing a ''skin set''. I.E. Snow skin set: All objects and terrain are snowy. Dessert skin set: All objects and terrain are sandy. Because really, that's all it would take to change the environment.

[Edited on 08.06.2009 7:53 AM PDT]

  • 08.06.2009 7:49 AM PDT

Challenge me to a Hawaiian Punch chugging contest. I dare you.


Posted by: mubox47
$.50 in store credit.

Posted by: ABotelho
In my opinion, when in Forge, (when holding objects) they should not be affected by physics. They should simply pass through other objects. This way, it would be much easier, take less time, and fusions would also be easy. There should also be pre-made buildings. Another thing that would be cool is choosing a ''skin set''. I.E. Snow skin set: All objects and terrain are snowy. Dessert skin set: All objects and terrain are sandy. Because really, that's all it would take to change the environment.
But then they would just fall through objects you try to stack them on. There should be a switch of some sort.

  • 08.06.2009 8:42 AM PDT

Add an Fx which makes the whole map look very dark so it gives a nighttime feeling it would help lots in Machinmas and would be cool for Infection.

  • 08.07.2009 5:06 AM PDT

I really hope bungie would do this

  • 08.07.2009 6:38 AM PDT
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I think yhat bungie should make halo reach have 2 discs. So they could pack more forge items into the second one. And you save the map and it gose directly to your 1 disc. -_-

  • 08.07.2009 7:04 AM PDT

Every time you sneeze into an open Febreze portal the boner-tree drive shaft will spin into ketchup. But it doesn't stop at the number two pizza bell, not even close. It continues into the seventy eight minute long pile of green, sobbing cheese trains with no more butter, but more like the steak owed the tin cans some lovin'.

Posted by: SweetTRIX
The sad thing is that most cool things form a visual standpoint require to much bandwidth to be rendered in an online MP setting. It's a very unfortunate thing, but it is a very real concern. This is the reason that certain features from the Halo3 beta never made it's way into the final cut of the game, things like visibly damaged armor and reflective visors. The data needed to render these things and have each one appropriately interact with each individual user add's to the lag needlessly.

It's sad though because Halo games have always had some great visuals in campaign, and I would love to see it make it's way into solid MP.
Why do people seem to think that the graphics are transfered over the internet in multiplayer games?

  • 08.07.2009 8:02 AM PDT

Vancouver BC, Canada.

I like the lighting ideas. Some of the other ones might be difficult to incorporate, but still, a good list.

  • 08.07.2009 8:20 AM PDT

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