Halo Infinite Forge Feedback & Suggestions

I am not a pro forger or editor so maybe i am just missing something but my biggest complaints right now are scaling and textures.

Some textures dont seem to able to be used on some objects like camo paint only seems to work on certain objects for example there are more ive notice as well. A way to edit the positioning and scale of the textures would be nice so u can alighn textures and use the differently by scaling them or moving them.

Also scaling objects is nice but some items u can only change certain axis and some not at all like the triangle in primitives can not be scaled on the x y or z seperatly it can only scale all three at the same time so it is always a equal triangle u can not make a un equal triangle makes it hard to make the shapes u need or want for your builds when u can not create the proper shapes or even find them in the list of objects. Also i do not know if u can skew items but being able to change the skew of a item might help acheive certain shapes u need as well. Really want to see full freedom in the scaling

Thats all i can think of atm mostly would like scaling and texturing to work better.

Here’s my feedback: MAKE THE FRICKER PLAYABLE OFFLINE!

2 Likes

REF: PC VERSION

  1. Would like to able to highlight a object and grab the object to move it with a mouse instead of the way it is now like we could in pass Halo Forges. It’s a pain in the hyney to move objects the way it is now.

  2. In the community search for maps and prefabs please fix these areas.
    Example:If you are on page 50 of the maps area and you decide to download a map to check it out. So you want to continue to check out what else is out there to download and go back where you left off.

The problem is if you want go back where you left off on page 50 "YOU CAN"T!!! You have to start alll over from page 1 and hit your “X” button 50 times to get back where you left off! . . . Are you kidding me? :rofl:

  1. I agree 100% we really need a search bar for FORGE!! :+1:

  2. Would be nice to be able to use the same key bindings we use in the game in forge like we could in pass Halo Games.

  3. FIx the crashing issue when in Forge. ( We never get a error message to find what what caused forge to crash )

  4. Weapons and Weapon Pads: Can’t see to find where you can set the respawn time settings for weapons or weapon pads like we can in pass Halo Games.

  5. Can’t seem to find what weapons are for weapon pads. Are weapon pads all random? or specific for a weapon or what?

  6. I have no idea where the textures are located in forge.

  7. Why when I save my prefabs on a map then goto a different map all my prefabs are all gone. WTH is that all about? Does that mean when I go to a different map I have to create my Prefabs all over again for each map? Really? :face_with_symbols_over_mouth:
    Side Note:
    Would have been nice to have some “DOX” so we could understand forge alittle better!

This is just for starters. More to come :slight_smile:

Peace! :fist_right: :fist_left:

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Make vehicles driveable in test mode… I dont want to be pulled into play mode while someone is meticulously testing something

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Yes, please!
A search bar is desperately needed! I’ve been trying my luck with the node graphs and apart from the buggy nature of the menu, the lack of search bars is my biggest gripe. For examble when placing a new string variable, I can’t just write my own string (which is annoying by itself), I have to select one from a very long list. I guess at least it’s alphabetically sorted, but having an easily accessible search bar would save me hours, if not days of time in the long run.

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Primitive blocks don’t have access to all materials, primitive cylinders are not able to have any material applied to them, rotation on prefabs gets screwed up if using undo after deleting a part of the prefab. Also being able to scale grouped items would be very useful, and maybe allow us to set the global water high of the map that has it or allow us to add in a plane of water, we don’t need to be able to swim just more for the decoration aspect.

3 Likes

For #7 when editing the object properties there is an advanced weapons option or something and under that is static weapons settings. Not only do you have to select the weapon you want, but you also have to enable the use static weapon field or else its still random. This goes for equipment as well.

I would like the option to disable a vehicle’s abilities when placing them in forge. For example, you could deactivate the chopper/ghost’s primary weapon, but allow for the use of boost (or vice versa).

Alternatively you could add this option in other ways (e.g., scripting, or through game mode options).

1 Like

Would be nice to have a “FORGE ONLY FORUM” for Forge. Can’t believe we dont have one these forums.

Does 343 not support Forge? humm :face_with_raised_eyebrow:

Peace! :fist_right: :fist_left:

3 Likes

I went to the weapon rack that has a BR in it. I selected the weapon rack then went to object properties. Thanks for the heads up I found it!

To Bad you don’t the rocket launcher in the list :slight_smile:

Side note: Would be nice to have some “DOX” for forge :slight_smile:

Peace! :fist_right: :fist_left:

The Fourunner door does not fit the fourunner Door frame single… grrr the animated door being the worst offender of this. please create a new door that fits

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I’ve noticed a few bugs- one is that when scaling objects through the properties menu with directional pad on controller sometimes the value input will snap back by a 10th. Another is that magnets in object groups are all turned on when they should just be on for the parent object. I’m also wondering why there are no invisible gravity lifts or man cannons and why you can’t adjust their trajectory in the object properties menu. Another shortcoming is that invisible blockers are not scalable. Lastly why don’t we have the camera test feature in the tool settings menu like we did in H5 that made it so much easier to take screenshots of maps and prefabs.

1 Like

It would be cool if we could multi edit objects to set whether they are dynamic or static. Kind of a pain especially when its a prefab that has several objects.

Also It would be cool if the objects in a prefab could be static to allow for scaling, but the prefab itself be dynamic so you can make it move.

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I’ll probably post this in a new thread but… :clap: GIVE :clap: US :clap: DOCUMENTATION. This is a scripting language without a primer. It is completely unreal that we have to just “figure this out” via trial and error and hit a brick wall when there’s no info available. All we have is 4 cursory official videos (which show prebuilt functionality that is more demo than tutorial), a forum, a discord, and whatever smarter people have figured out and have kindly shared with us on YouTube. This is not the way.

2 Likes

Give us more options with physics properties. Too many inconsistencies with how heavy/light an object behaves when you give it normal physics. The weight you give it should correspond to how much damage it can do at X velocity.

Also give us options to edit vehicle properties like speed, health, TOGGLE COUNTDOWN DEATH, etc.

2 Likes

What ticks me off is the damn crashing in forge. I know its a beta but for crying out loud fix the crashing in forge already!

Peace! :fist_right: :fist_left:

1 Like

Dear Christ THIS

Nobody else is talking about this, but yeah. Wood structures are impossible bc half the textures aren’t there.
Primitive Blocks are missing half of their materials. Region 2 on all Primitive Blocks doesn’t have the Wood Block/Wood Distressed Materials, making wooden buildings just impossible.

1 Like

Could we pleased get the 7 Wood in Forge? I have a map/gamemode that requires it. We have a soccer ball, and golf ball, but Gravity hammers do not really give the Balls serious forward momentum, which completely disables my Zombie Pinball map/gamemode I am working on.

Here are the Forge Fourms:

https://forums.halowaypoint.com/c/games/forge/35

Peace! :fist_right: :fist_left:

Something I ran into that may or may not be more of a bug than a feedback/feature request (and also may have already been reported):

The positional coordinates of an object when in move mode (reegardless of whether movement is set to world or object) in the HUD are never the same as the coordinates in the Properties menu. This makes it a giant pain in the rear to type a specific value into the properties menu when trying to match another piece’s X/Y/Z position.

I’d also love to see a toggleable option for the “duplicate” feature which would allow duplication of phased objects directly on top of one another. off to one side/above/below is fine and good when trying to make walls and such, but when trying to place, say, sidewalls to a ramp or staircase, it’d be really nice to just duplicate the piece at the exact same {x,y,z} and drag it on just the one needed axis. too often the duplicate command either creates it above, below or somewhere half a mile away and it slows down a lot of the workflow.

just a couple somewhat minor things (though i do realize “minor” in the world of programming something as complex as Forge is hardly a realistic descriptor).