Official Forge Feedback Thread

id love to have the option to disable sounds on FX like water splashes, covenant energy etc aswell as the ability to opt in/out of collaborator

6 Likes

Just a few mouse and keyboards improvements and annoyances I can think of off the top of my head

  • The rotate tool really seemed off when using a mouse
  • Can’t really move objects while moving the camera (holding down right click just stops it)
  • I wish I could scale an object by the individual side like roblox studio in a way
    like if I were to align a block with another using magnets
    and then I try scaling said block
    well if its on fixed physic a lot of times it just won’t scale at all
    and if its on phased it will probably scale into the other block causing me to realign
  • Moving and scaling objects seems a bit sensitive
    especially since I can accidently click an object and send it half way across the map
  • Keybinds are a bit weird sometimes
    like I forgot the “End” key existed until forge came out and I would prefer if delete was backspace
  • I wish we could use the scroll wheel or maybe a click and drag for the value slider things
    like the “SIZE X” one for example
  • locking an object could be a bit easier
    as in finding said object faster or maybe a dedicated lock button or tool
  • I wish I could input custom snap values but the current ones we have are already pretty good

Edit:

  • I also really like the suggestion others have made
    of allowing us to keep the browser/properties menu open while working in forge or in the node graph
    or at the very least allowing us to select other objects while its open
2 Likes

I have a suggestion with regards to Nav Mesh and the Nav Cutter.

One of the things I noticed was that the Nav Cutter for the Nav Mesh was very specific; to remove Nav Mesh data from generating in this box (no matter how big or small).

Instead of needing about twenty different Nav Cutters in order to generate Nav Mesh data in a small area, could we have a sort of Nav Generator which would generate Nav Mesh in the boxes created. Or even have an option to reverse the outcome that the Nav Cutter does.

This way I can just plop a singular Nav Generator box over my entire map, then use the Nav Cutters to narrow down where I want the bots to go.

This has been my most major difficulty with Forge at this time, may return at a later period as I get more familiarized with the very impressive tool you guys have provided.

1 Like

Would be so so so awesome to add where we can play in third person in forge would be awesome for mini games like hide and seek obbys etc . Also a system for trading skins, items etc with each other

Here’s a few of my scripting wishlist items:

  1. MIN/MAX/CLAMP under “MATH” for Number Variables (and possibly Vector Variables?)
  2. INCREMENT/DECREMENT/SCALE NUMBER VARIABLE nodes without needing GET NUMBER VARIABLE > ADD/SUBTRACT/MULTIPLY > SET NUMBER VARIABLE nodes (and possibly the same for Vector Variables?)
  3. Extend the COMPARE node with >= and <= so we don’t need an additional BOOLEAN LOGIC (OR) node
  4. Find/Filter Objects by tag/identifier/label (i.e. get an object list of all items with the Strongholds label)
2 Likes

@MadmanEpic @l_HyperLethal_l

It’s called the GET VECTOR LENGTH node. :slight_smile:


There is! It’s D-PAD down on controller. Not sure what it is on M&K though…

1 Like

Perhaps the Nav Seed Point is what you are looking for?

(p.s. snickerdoodle, I can’t edit my posts, otherwise I would have #donthateme)

  • Box scaling (where you can drag out the sides of an object to stretch it in that direction while keeping the other side in place like what Unity has) would be extremely useful for working with primatives. Having to always scale things from the center is pretty slow and cumbersome.

  • Not being able to scale multiple objects/prefabs (even in each’s local space) is just a strange limitation. I get that letting you scale them all together could cause problems since they may not have the same orientations, but a way to scale a number of objects on the X axis (for example) would be handy.

  • While Nav Clutter areas are useful, an inverse “Nav Play Area” would be helpful for maps with lots of surrounding scenery that the nav mesh incorrectly identifies as accessible.

  • Unless I’m missing something, doesn’t seem to be a way to resize teleporter entrance zones like in previous games.

  • An On Damaged player event node, a Rotate Vector node, To/From Local Space nodes, and a grenade return value on the On Grenade Thrown node would be much appreciated.

  • As far as requested objects go, I’m surprised there isn’t a right angle triangle primative to make ramps with.

6 Likes

Please allow us to resize any object we want including the special effects. Also allow us to change the color of any object we want including the rocks. Thanks!

3 Likes

I commend the dev team on putting the product together, because it is neat - but I have trouble finding a purpose in this other than creating maps and very lightweight combinations of traits. In all honestly, it feels like I’m using an editor which has been dumbed down for console UX

Controls: PC is handicapped by console design

  • In both node editor and map, I shouldn’t have to close the browser every time I want to do something. Why can’t i navigate separately?
  • Let us type in-line, using the window prompt is a waste of time.
  • Copy Paste is bad in node editor where it appears in some random location
  • Copy paste in map editor is worse. Why not have it like every other app and just drag from the location it was in?
  • Can’t we just have an up/down/flat terrain editor vs this funky hill objects?

Node graph really makes my heart sink. I had very high expectations that we’d be able to do a lot within this, but it’s so limiting that I’ve resigned myself to realizing the only thing I can do is make map-specific gizmos but nothing worth bragging about.

  • I want to create my own traits, not mix and match: e.g. frictionless sliding (a la Tribes)
  • I want control over weapons, not mix and match mechanics: e.g grenade launcher, flame thrower
  • I want input events: “is player holding jump” not states “is player airborne”. e.g. you shouldn’t need to have zoom as the input for a jetpack.
  • I want to debug scripts with print screen outputs, not just have node graph fail with no message.
  • I want to define classes and spawn things programmatically. I shouldn’t have to preload everything! e.g. “players drop object x when they die”

Without this, all we have is a level editor with a severely handicapped scripting engine

4 Likes

I’m posting my wishlist of forge features here. Hopefully this is the right place to do so:

  • Ability to turn off the player mark limit so that we don’t have to wait 30 seconds after marking too much. The ON PLAYER MARK tool is very useful for scripting custom behaviors and this can limit intended gameplay.
  • Ability to group nodes visually and provide comments or at least titles for the groups.
  • Ability to have the properties window open while working on nodes. As of now, you have to close it if you want to even select a different node.
  • Ability to click on different objects in the scene without having to close the properties window.
  • For GET [VARIABLE TYPE] nodes (and any nodes with the identifier input field), it would be nice to be able to click on the “identifier” field and choose from a dropdown list rather than having to open the properties and type it out manually.
  • On that note, it would be nice to be able to edit any of the node fields without having to open the properties window.
  • The ON PLAYER MARK node only outputs static objects. It would be nice if it also output dynamic objects.
  • The ability to delete prefabs within the editor instead of having to go to the menu to do it.
  • Better errors in scripts. Sometimes I just get “Node graph failed to build” and I have to go hunt down the issue.
  • Search bar in the node browser
  • Search bar in the object browser
  • Search bar in the scene objects browser
  • The ability to spawn into play mode (F6) at the same place that you were in edit mode.
  • While hovering over an object in the scene, it can be very hard to see the outline that appears. Right now it shows a very light gray. Would be nice if it was a brighter color so that we could see which object will be selected when we click.
  • The ability to spawn objects from weapons.
  • An ON WEAPON FIRED or ON PLAYER SHOOT WEAPON event node.

Will come back more as I continue to mess create.
Overall though, forge is fantastic. I was surprised by the depth of what can be created. Especially with scripting. If we can keep adding more features, nodes, bug fixes, quality of life changes to forge, this tool will spawn a generation of creators and developers. Thanks for making something so fun and revitalizing the community 343.

6 Likes

it would be great to have a “thickness” slider for rounded walls would be very useful when creating trims

2 Likes

some kind of button controls for moving objects, I feel like it would make map creation a lot faster. Some ideas I’ve seen is to either let us select an axis and then use the scroll wheel to move the object in that axis or to bind move the object with arrow keys

2 Likes

Not being able to change the textures/colors on multiple objects at once is the biggest time killer for me, as well as having only certain textures available for certain objects/parts of the object.

I’ve made 3 blockouts and went to finally start the art process on 1, only to find imma have to change the color of every piece individually T_T

7 Likes

I hope it’s okay to post a link here instead of retyping it all—here’s a list of feedback / requests I worked on with some community input on Reddit:

https://www.reddit.com/r/halo/comments/yabgcp/343plz_forge_wishlist/

3rd person would be a cool custom game setting for sure

4 Likes

Just want to say forge is great and I’m looking forward to more improvements! Here’s a couple things I’d like to see!
—-

Lighting and FX feedback.

Please give us the option to hide player blockers from displaying. Makes it a visual nightmare in a confined area.

Forerunner Emissive and Emissive coatings do not properly carry over their coloring options into custom games. Not sure if a bug or what

I would like more accurate lighting bakes in forge as I’m constantly switching back and forth trying to get my lights correct.

FX tend to look 2D as well in play, specifically unlit Fog in low lighting comes off as 2D in a lot of angles.

—-
Gameplay feedback

The ability to test modes and spawn points without loading into customs.

—-
UI feedback

Would like an option to highlight through all. Meaning if I do the “select all of” I want a toggle on my tools to also show highlighted items thru clipping. Give us more flexibility in terms of where and when we see highlighted items.

Precision/Boost speed toggling on controller. Let us toggle between all speed options with a click instead of holding to boost.

Would also like an Ultafine precision mode, as even the lowest setting is sometimes too fast.
Sometimes monitor move speed randomly switches between toggle and hold to boost, not sure why.

—-
Build options, can I select more than one to build at a time? Specifically lighting and reflections, even if functionally they are loaded one at a time, if just like to check multiple boxes and have them all bake behind the same screen. Saves me a couple clicks for something I need to wait for anyways

3 Likes

Blocking Volume Feedback

The current implementation of blocking volumes feels clumsy to use and can require a lot of work and guess work to apply correctly. This is due to there being 4 different types of blocking volume, with Vehicle, Projectile and Player Blocking Volumes creating the most work.

Use Case: Creating an irregular shaped “Shield Wall” using the “Energy Barrier FX” and blocking volumes.
In order to create the functionality of the shield wall you might end up with 3 different blocking volumes sitting on top of each other. The nature of these volumes all being large objects means that any adjustments that need to be made to them, or any objects that intersect with them, after placement can be clumsy and hard to work with. Especially when working with smaller objects like FX handles.

An additional quirk of it’s current implementation is that finding the correctly sized blocking volumes can take time and if you’re blocking off a large area, having to manually place the largest of the blocking volumes, duplicate it, move it to where it needs to be and repeat is also a time consuming process, especially if you want to be blocking more than one thing I.E Vehicles & Projectiles.

Proposed Solution: Applying a “One Size Fits All” approach rather than having X amount of variants for size and item, with settings exposed in the details panel. I understand that scaling volumes can cause issues but I wonder if it would be possible to expose the “Box Extent” variables within the details panel whilst still preventing scaling using the gizmo. The new details panel settings would appear as:

  • Box Extent: X: Y: Z:
  • One Way: True/False (Plus Team settings)
  • Block Projectiles: True/False
  • Block Players: True/False
  • Block Vehicles: True/False
  • Lewis “LeGrayster”
1 Like

My Requests:

• I don’t know if this is possible for y’all, but it would be great if you made a tool that lets you fuse basic shapes (Stuff from the Halo Design Set or Primitive Shapes) together into a singular solid object. (Not like prefabing where its multiple objects glued together but can still be ungrouped) Because I ran into a problem where whenever I re-opened a stair prefab I made, it would just spawn a cluttered mess of the shapes it was made out of.

• For the water DLC, please add rushing water so I can finally give life to the giant waterfall on my map🙏

• It would be cool to save current map lighting, visual, and auditory effects as a preset that we could then share with others through file share.

• Make a ‘recently used’ section for textures in object properties and for the audio emitters as well because sometimes its a pain just looking for the single texture you need.

• We desperately need a color wheel, please add a color wheel, it’s frustrating not being able to choose the exact color that you need. (Preferably with a box on the side where you can input the hex code of a color.

• I’m pretty sure this was mentioned before but add a mirroring tool if possible.

• Give us the ability to tweak the volume of the sound effects on the audio emitter and the ability to change how far a sound can be heard from the audio emitter.

• Give us the ability to change the color of the grass, dirt, or any water that the canvas might have.

That’s all I can think of for now. Great job with Forge, I’m addicted.

5 Likes

Could we get the ability to scale multiple objects or prefabs if possible. Also could we get some banished/covenant assets in forge at some point . That would benefit forge massively. And maybe more static vehicle assets like maybe destroyed vehicles/vehicle parts/ disassembled vehicles like we see in campaign or a static pelican. Maybe the ability to scale FX s or at least bigger fxs in some areas like fire or energy if possible.

2 Likes