Imagine this, but in outer space and instead of blocks it's rocks. Decrease gravity, add two bases on either side, grappling hooks, some pelicans and you've got outer space combat
This is the biggest Halo new to not come from Halo. Imagine all the possibilities down the road like animating the doors in a specific way, node scripting linked to the scripting system in Halo, even further adding customization of textures and textures themselves, I mean this is HUGE!
This is really cool! Do you think you could give a simple explanation of how this works? Would a map made with the tool be able to be put in the fileshare/used without mods?
Yes it probably will work with file share the mcc has a similar tool for forge. My goal with this is to strictly make forge easier / faster by using blender by editing the map file. Kinda like in single player games you might edit your save file to give you infinite money. Well that exactly what is happening here. Except we are limited by what this save file supports. Like NOT being ablet to import custom models into forge. Once this project is fully done you should be able to fully create a map in blender if you want. Idk if ill take it that far but its possible
This is insanely cool. I assume you're not directly translating the geometry and instead you're just taking the object's data and using that to set the location/rotation/scale of a bunch of cubes in a forge map. Any plans to extended this to other forge objects? Like obviously exporting custom meshes from blender into forge is out of the question, but if you could specify the ID of the forge item you want in the blender object's properties you could do insane shit like procedurally generated forests by just placing a bunch of cubes with "forge_tree_pine_001" (or something like that) in their properties.
Exactly, blenders geometry nodes/ Houdini would Allow you to randomly generate a forest or scatter grass and rocks on the ground. I plan on at first adding the block ids/models that are used in blocking out map and then add other detail objects. Once done all you would need to do is download a .blend file and load it as an asset library then place objects like its the official forge mode. Export the data out from blender and then covert that data into the real .mvar. right now there is a lot of steps to this process but I'm going to automate it eventually. eventually you will be able to load maps into blender but right now I've mostly been focusing on that one direction.
There was a psychotic moment there wherein I imagined importing Forbidden West assets into Infinite via blender, but I realise that's not what this tool does now. It was a beautiful moment... Nice work! Gonna be fun when forge drops! Is this just like a simple particle system that you've swapped to objects?
Geometry nodes, I randomly generate blender cubes in geonodes and save out their rotation position and scale. I originally wanted to make it in Houdini but that would alienate a lot of the forge community. My current goal is to make the block out stage of mapping faster by using blenders superior snapping and placement tools and eventually want to focus more on the geometry node uses. Like using geo nodes to scatter grass randomly in an area. i really wish they treated this game more like Garry's mod, s&box and Roblox. Being able to import custom models and having access to a lower level programming language would make infinite my #1 game all time. Maybe one day.
@@derrikcreates may be sooner than you think, there was mention of a program to open up the engine to specific people in the community to ask for help with bugfixing
a map idea with only space and rocks with one shot kill snipers both on body and head with grappling hooks and thrusters provided to all people also no gravity
Yeah I plan on supporting opening existing maps but for now I've been focusing on going from blender to forge. I don't have any plans on going directly to unreal though
@Derric Creates can you use blender to place down a model of like a human or something? Most likely an anime character since you can only go so far with detail.
With this method you are limited to the items in forge officially. But you could use this method to create pixel art/Minecraft maps (or anything that can be created with official items). I plan on getting around to potentially doing both.
Oooohhhh. I'm torn, on one hand this should make blocking maps way faster, on the other I have a habit of running around as a Spartan every minute or so... so it might actually be slower
That might be possible using another method. But how I'm making this work is by editing the saved map file. There is no way currently to import custom models by editing the map file. What I'm doing will allow you to use blenders tools to place objects quickly. Like creating a curve in blender and converting that into primitive cubes. Allowing you to create a race track very quickly. I have a video showing that off. That video is scuffed but shows my point
Quick question 🤔 I'm working on a map in ue5. If I ported it to blender as a .fbx or obj file to blender would I be able to then export it using your program that way?
Sadly no. Since halo forge doesn't support using custom models you can't really 1:1 import. Because of this we're focusing on making forging easier by using blender.
@@derrikcreates I'm ignorant of the process you are using so my apologies. I guess I'm confused on how you are able to import simple geometry but not complex ones
@@RobertCosper doesn’t allow for custom geometry like from Unreal. This is using halo assets in blender for easier map making, then exporting from blender back into halo.
@@DanielCamargoTalks my understanding is it is a Halo model so yes you can customize it as you can in Forge already. This isnt importing custom assets into Forge.
3ds max has more plugins then blender for halo all the good maps back in the day where made with 3ds max people only started using blender as free alternative. sence 3ds max qaw quite pricy but I always liked max better. but this is really amazing!
As long as the objects exist in forge yes. this WILL NOT add support for custom models to be imported. BUT if you understand this and use the right workflow then yes you can in a way procedurally generate maps using the geometry node system in blender. One thing I plan on doing is creating a pixel art generator. Import an image lets say 32x32, 1024 total cubes and automatically setting the material colors.
To add to this. lets say you create multiple map variants and randomly place grass objects around a field. You could export each variant from blender and load up each one in the real game and see which one you like the most. Once the tool is ready for the public ill make a video showing how to use it and explain the limitations
Imagine this, but in outer space and instead of blocks it's rocks. Decrease gravity, add two bases on either side, grappling hooks, some pelicans and you've got outer space combat
I wonder how it would hold up with that much geometry
i would love that
@@alphagamma1289 with how much the currency in infinite is... pretty much.
This is fantastic. Cant wait to see what we can use within blender. Looking forward to true level creation
this looks like a perfect mini-game. everyone get to the top to grab the instant win oddball.
While this is a great test for future forge methods. This is already a very neat “Floor is lava” map with grappleshots and Team Slayer.
Good find!
It's seems so close to be a Mods maker!!
You Are Amazing!
This is the biggest Halo new to not come from Halo. Imagine all the possibilities down the road like animating the doors in a specific way, node scripting linked to the scripting system in Halo, even further adding customization of textures and textures themselves, I mean this is HUGE!
This is really cool! Do you think you could give a simple explanation of how this works? Would a map made with the tool be able to be put in the fileshare/used without mods?
Yes it probably will work with file share the mcc has a similar tool for forge. My goal with this is to strictly make forge easier / faster by using blender by editing the map file. Kinda like in single player games you might edit your save file to give you infinite money.
Well that exactly what is happening here. Except we are limited by what this save file supports. Like NOT being ablet to import custom models into forge. Once this project is fully done you should be able to fully create a map in blender if you want. Idk if ill take it that far but its possible
Put me in that map with an infinite grappleshot and I'm about to have a hell of a time.
gonna be a gamechanger man, cant wait
This makes me want Returnal’s third boss in Halo Infinite.
This is insanely cool. I assume you're not directly translating the geometry and instead you're just taking the object's data and using that to set the location/rotation/scale of a bunch of cubes in a forge map. Any plans to extended this to other forge objects? Like obviously exporting custom meshes from blender into forge is out of the question, but if you could specify the ID of the forge item you want in the blender object's properties you could do insane shit like procedurally generated forests by just placing a bunch of cubes with "forge_tree_pine_001" (or something like that) in their properties.
Exactly, blenders geometry nodes/ Houdini would Allow you to randomly generate a forest or scatter grass and rocks on the ground. I plan on at first adding the block ids/models that are used in blocking out map and then add other detail objects. Once done all you would need to do is download a .blend file and load it as an asset library then place objects like its the official forge mode. Export the data out from blender and then covert that data into the real .mvar. right now there is a lot of steps to this process but I'm going to automate it eventually. eventually you will be able to load maps into blender but right now I've mostly been focusing on that one direction.
@@derrikcreates That's so sick. Keep up the good work, it's very exciting.
legends right here wow...
Thank you for your work!!
This is gonna be revolutionary
With infinite hooks would be awesome
i cant wait my man!
Oh wow that's amazing!
This is fantastic so far
The mention of porting maps from blender made me giddy
Whoa. Very cool.
"We figured out why that wasn't the case, why they didn't work, and we have fixed it."
- No 343 Employee ever
Also what of couch co-op?
legends!
How the fuck is this channel not more popular!!
This is super cool!
Being able to Forge in Blender is Probable the Closest to using DEV TOOLS for map making We'll Ever Get.
If they don't patch this that means their statement of "Forge maps will look like dev maps" might actually turn out to be true.
So this is where all the default cubes go
big entropy energy
Holy fuck this is immensely based.
I don't understand what I am supposed to see here.
Amazing
This is huge omg
That would be a pretty fun infinite grapple + infinite sniper rifle ammo map.
Thank you
There was a psychotic moment there wherein I imagined importing Forbidden West assets into Infinite via blender, but I realise that's not what this tool does now. It was a beautiful moment...
Nice work! Gonna be fun when forge drops!
Is this just like a simple particle system that you've swapped to objects?
Geometry nodes, I randomly generate blender cubes in geonodes and save out their rotation position and scale. I originally wanted to make it in Houdini but that would alienate a lot of the forge community. My current goal is to make the block out stage of mapping faster by using blenders superior snapping and placement tools and eventually want to focus more on the geometry node uses. Like using geo nodes to scatter grass randomly in an area. i really wish they treated this game more like Garry's mod, s&box and Roblox. Being able to import custom models and having access to a lower level programming language would make infinite my #1 game all time. Maybe one day.
@@derrikcreates may be sooner than you think, there was mention of a program to open up the engine to specific people in the community to ask for help with bugfixing
There's no way this wouldn't crash your game on old gen
2:34 Discord sound
So F**** Cool!!!
This is unreal
At first I thought this video was about making a blender in forge. Lol
It would be worth it for me to learn how to get around this level with the grappling hook.
a map idea with only space and rocks with one shot kill snipers both on body and head with grappling hooks and thrusters provided to all people also no gravity
only fear is that Campain AI dont come
Now make them all dynamic with normal physics and see what happens
ill run that real quick and if my game doesn't crash ill upload a part 2
@@derrikcreates ty ty
So would it ever be possible to port your own models into forge some day?
Amazing stuff. Is it possible to create something in Forge and sent it out to Blender or Unreal Engine?
Yeah I plan on supporting opening existing maps but for now I've been focusing on going from blender to forge. I don't have any plans on going directly to unreal though
DUDE I CAN USE BLENDER NOW WITH FORGE!!!!!
@Derric Creates can you use blender to place down a model of like a human or something? Most likely an anime character since you can only go so far with detail.
With this method you are limited to the items in forge officially. But you could use this method to create pixel art/Minecraft maps (or anything that can be created with official items). I plan on getting around to potentially doing both.
UNLIMITED POWER!!
Holy sh!t!
The Animus look messed up
You just made this into a BTB grapple map on accident
Fixing things faster than three-four-shit
Hold up. Did you use place these blocks in blender using randomizers and modifiers in blender and then import it all into Halo??
Yea. It was blenders geometry nodes but yea.
@@derrikcreates oopsie yeah that's what I meant. I've made my blender donut but not much more after that. Anyways that would be huuuuuuuge
Do you want help with this project?
Oooohhhh. I'm torn, on one hand this should make blocking maps way faster, on the other I have a habit of running around as a Spartan every minute or so... so it might actually be slower
Does this mean you could put halo wars bases in the game and stuff like that?
That might be possible using another method. But how I'm making this work is by editing the saved map file. There is no way currently to import custom models by editing the map file. What I'm doing will allow you to use blenders tools to place objects quickly. Like creating a curve in blender and converting that into primitive cubes. Allowing you to create a race track very quickly. I have a video showing that off. That video is scuffed but shows my point
@@derrikcreates that's incredible!! Nice work!
Quick question 🤔 I'm working on a map in ue5. If I ported it to blender as a .fbx or obj file to blender would I be able to then export it using your program that way?
Sadly no. Since halo forge doesn't support using custom models you can't really 1:1 import. Because of this we're focusing on making forging easier by using blender.
@@derrikcreates I'm ignorant of the process you are using so my apologies. I guess I'm confused on how you are able to import simple geometry but not complex ones
@@RobertCosper doesn’t allow for custom geometry like from Unreal. This is using halo assets in blender for easier map making, then exporting from blender back into halo.
@@ryantansey1437 so once it’s imported into Halo, can you then customize the imported model inside Halo at that point?
@@DanielCamargoTalks my understanding is it is a Halo model so yes you can customize it as you can in Forge already. This isnt importing custom assets into Forge.
Imagine having grappling hooks
Ay, there's a mod for this on Reach too
I've seen it, a few weeks after I started this project someone told me about it. Kinda sucks to not be the first to do it.
3ds max has more plugins then blender for halo all the good maps back in the day where made with 3ds max people only started using blender as free alternative. sence 3ds max qaw quite pricy but I always liked max better. but this is really amazing!
This unlimited grapple and rockets 😁
holy lol
Updates
My mind is blown. Doesn't this mean that, among many other awesome things, that procedural map generation will be possible? This. Is. Insane.
As long as the objects exist in forge yes. this WILL NOT add support for custom models to be imported. BUT if you understand this and use the right workflow then yes you can in a way procedurally generate maps using the geometry node system in blender. One thing I plan on doing is creating a pixel art generator. Import an image lets say 32x32, 1024 total cubes and automatically setting the material colors.
To add to this. lets say you create multiple map variants and randomly place grass objects around a field. You could export each variant from blender and load up each one in the real game and see which one you like the most. Once the tool is ready for the public ill make a video showing how to use it and explain the limitations
@@derrikcreates Will the tool be open source?
GitHub link?