is there some method that im not aware of that is more convenient than copy paste next block copy paste etc because that can be quite tedious when theres thirty-two placement blocksSupermodder911 wrote:It's possible, but not necessary.
Forge 2.5
sneakyn8 wrote:is there some method that im not aware of that is more convenient than copy paste next block copy paste etc because that can be quite tedious when theres thirty-two placement blocksSupermodder911 wrote:It's possible, but not necessary.
Just use extract and inject. Or do it by hand maybe?
ive been doing it by hand but extract and inject changes the placement aswell right?unknownv2 wrote:sneakyn8 wrote:is there some method that im not aware of that is more convenient than copy paste next block copy paste etc because that can be quite tedious when theres thirty-two placement blocksSupermodder911 wrote:It's possible, but not necessary.
Just use extract and inject. Or do it by hand maybe?
Nice app, but I found some errors 
Basically my map is made out of sloped box's etc, so my idea was to edit the yaw/pitch/roll to make the first box 100% straight but slanted, and then copy those values for the rest to make easy interlocking. But when you change any of those values, the box just stands upright completely straight.
Also someone already mentioned but the "Place At Start" is the wrong way round, if it's set to no it's ticked and yeah, just the wrong way round lol.
And out of curiosity, do the Run Time Maximum options actually work? Haven't had a change to test that yet, same goes for the money options etc.

Basically my map is made out of sloped box's etc, so my idea was to edit the yaw/pitch/roll to make the first box 100% straight but slanted, and then copy those values for the rest to make easy interlocking. But when you change any of those values, the box just stands upright completely straight.
Also someone already mentioned but the "Place At Start" is the wrong way round, if it's set to no it's ticked and yeah, just the wrong way round lol.
And out of curiosity, do the Run Time Maximum options actually work? Haven't had a change to test that yet, same goes for the money options etc.
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That may be due to the unknown rotations needing to be edited to match your y, p, and r values as well (see here for some idea of what I mean), or it could be that you are editing the values yourself incorrectly. I would recommend getting the rotation info you want from another object and either writing down the values or using Forge's "Extract Rotation" command.Picceta wrote:Basically my map is made out of sloped box's etc, so my idea was to edit the yaw/pitch/roll to make the first box 100% straight but slanted, and then copy those values for the rest to make easy interlocking. But when you change any of those values, the box just stands upright completely straight.
Editing the run time maximum, design time max, and budget beyond what is normally allowed in the game does not work - it simply resets to what it would be normally.Picceta wrote:And out of curiosity, do the Run Time Maximum options actually work? Haven't had a change to test that yet, same goes for the money options etc.
Oh I see, so I would need to go into hex to do this? And is there any way for me to know what to change the values too? And too find them in the hex?That may be due to the unknown rotations needing to be edited to match your y, p, and r values as well (see here for some idea of what I mean), or it could be that you are editing the values yourself incorrectly. I would recommend getting the rotation info you want from another object and either writing down the values or using Forge's "Extract Rotation" command.
What if say, I used all 24 double boxs, changed the run time maximum, and then cloned a chunk for a box to get a 25th. Would that work?Editing the run time maximum, design time max, and budget beyond what is normally allowed in the game does not work - it simply resets to what it would be normally.
Thanks for the help :]
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It depends. I haven't actually used this app (Forge 2.3) to speak of, so I don't know if it lets you extract the unknown rotations too, or if it only extracts the yaw/pitch/roll. Try extracting/injecting the info from the object with desired rotation into all the boxes without desired rotation first. If that doesn't work, hex is your only other option. The unknown rotation values start 40 bytes into each placement block and are a total of 12 bytes in size (3 floats, each 4 bytes long).Picceta wrote:Oh I see, so I would need to go into hex to do this? And is there any way for me to know what to change the values to? And to find them in the hex?
Not on any object normally spawnable in the game. It does work on objects such as trees, mounted missile pods, dismounted chainguns, effects, and everything else that isn't normally in Forge.Picceta wrote:What if say, I used all 24 double boxs, changed the run time maximum, and then cloned a chunk for a box to get a 25th. Would that work?
No problemPicceta wrote:Thanks for the help :]

I tried extracting/injecting some chunks from map to map. When I loaded the new one, all the y, p and r values were reset to their original values. I think it may be something to do with this: Look about half way down.
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Those who can't play, mod.
And those who can't mod, mod PC.
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If Forge rehashes and resigns, yes. Once you click the "Resign" button, just put it on your Xbox 360 and you are good to go. Unless it is another person's film. You would need to change the IDs.hockeyman271 wrote:just a question after i change info in the film in forge can i use the resigner built into forge on the film then dump it directly into my 360 WITHOUT having to resign it with any other programs?

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