Scale / Resize Objects

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  • Scale / Resize Objects (Invasion + WC).


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    What is the scale mod feature?

    "Scale" lets you give forge objects a label and then size them up or down by changing the "spawn sequence" in forge. This has been used to create some truly jaw-dropping maps. Note that the objects have certain properties:
    + The 'hitbox' scaled up correctly so that the visual appearance of the object always matches what parts which block bullets, projectiles, and grenades.
    - The 'physics box' doesn't change size at all, so players and other objects will collide the the object as though it were its original size.

    Tips
    + You can exploit the physics box limitation to size objects down to 1% (effectively invisible) to create 'invisible' walls.
    + You can remedy the physics box limitation by placing normal objects just below the surface of enlarged ones to give them artificial collision. E.g. you could scale up a shiny Forerunner door object to 30x the normal size and then place grids just below its surface to allow players to appear walk on it, creating 'ice'.

    Mongel skies opening
    How to use the scale mod feature

    1) Download Resizing Forge Tools * from my fileshare
    2) Launch forge with that gametype selected (it's in the Basic Editing category)
    3) Place an object and give it label "scale" and change the spawn sequence to make it bigger or smaller. destroy an object (like a ghost or machine gun turret) or kill your own spartan player to make it update its size in real time. It'll spawn a weird killball but just ignore that, it doesn't save on the map.
    4) Make a cool ass map.
    5) Play the game with any modded gametype which includes the scale script. I have invasion gametypes, slayer, Mythic Slayer, Infection, Winter Contingency (Infection-Invasion), and it's pretty easy for me to put the scale script in other gametypes if you want it with a different mode.

    Other options for the scale label (won't occur real time in forge)
    Purple team = gives an object phased physics, no collision, and makes it indestructible.
    Green team = same as purple, plus also causes the object to cast a shadow.

    * You can alternatively use the AnvilEditor forge tool. This has a lot of nifty features which some people prefer to use when forging. Just note that if you use AnvilEditor to forge maps for my mods, the Spawner, Attachment, and Object by Index are NOT compatible with my mods so won't work in custom games.



    The FOUR different scale ranges
    I waffle on about this a bit here, there is a TL;DR summary at the bottom.

    Different scale ranges: 33x and 71x
    Originally, there were two incompatible versions of the scale mod, 33x and 71x, whose names refer to the largest size increase possible in each version. This can be a minor inconvenience for most people. The 71x one is technically better because it has a higher limit, but most existing maps are made using the 33x one so most of my gametypes use the 33x version.
    Look at which gametype strain you plan to use for a map (see "Available Rabid Mods!), and use the scale range it supports. If unsure which gametype you'll want, I recommend starting forge with 33x and then switching over to 71x if you get to a situation where the maximum size in 33x is too small for something you want (which usually doesn't happen because 33x is still utterly huge).
    .
    47x
    Now there's a 47x scale range too. This is TrustySn00ze's new scale range, and the new default scale range in Weesee's AnvilEditor. Currently, Enriched Invasion is the only one of my mods which has a 47x scale strain available. If you want to use AnvilEditor for my mods, I suggest using the scale toggle to change to 33x, 71x, or 330x, since those will be supported in more of my mods.



    330x scale (aka Titan scale, Tx)
    Okay folks, got an announcement: I've finished up my NEW scale range. For anyone keeping track, yes, this is now the 4th scale range in existence. And what's more, it's the only one to be COMPLETELY incompatible with the rest of them at every spawn sequence value lol.

    Why though?
    So why have I made this? Well it turns out there's an unmet demand for a scale range which goes right up to the maximum possible value. Milk's space map "Asteroid Pursuit" needed an object to be the maximum possible size to provide the black skybox for the map, and since I made that I've been surprised to see 2 other forgers adopting that gametype to make objects at the largest size possible. The scale range in the Asteroid Pursuit gametype is a messy experimental one, but since there's apparently demand I've sat down and taken the time to make a proper high quality one.

    Also, when TrustySn00ze recently reinvented his 33x scale into 47x to make small improvements, it got me thinking about what features I'd want in a perfect scale range. This new demand for a max scale range has given me a reason/opportunity to rework how scale works a little to how I'd ideally want it to.

    Introducing: 330X SCALE (aka Titan scale, aka Tx)
    + The maximum possible size. The largest number allowed in gametype scripting is 32,767, which means the maximum possible scale of an object is 327.67x. The new scale range ends at 327.34x. Not bad eh?

    + An exponential scale range (instead of linear).
    This provides very fine tuning at the lower values to get sensibly sized objects exactly the size you want them, whilst leaping in size dramatically the bigger the object gets to reach an obscene maximum. The object's CURRENT size increases by ~4% every time you increase spawn sequence by 1.

    + Doubled the number of shrinking spawn sequences. You now have 20 spawn sequence steps to shrink an object with, decreasing by a flat 5% every time.

    + Wrap around. Like Trusty's new 47x scale range, the spawn sequences of this one 'wrap around' from +100 to -100 so that it sizes up naturally when scrolling through spawn sequences in forge.

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    Why though?
    So why have I made this? Well it turns out there's an unmet demand for a scale range which goes right up to the maximum possible value. Milk's space map "Asteroid Pursuit" needed an object to be the maximum possible size to provide the black skybox for the map, and since I made that I've been surprised to see 2 other forgers adopting that gametype to make objects at the largest size possible. The scale range in the Asteroid Pursuit gametype is a messy experimental one, but since there's apparently demand I've sat down and taken the time to make a proper high quality one.

    Also, when TrustySn00ze recently reinvented his 33x scale into 47x to make small improvements, it got me thinking about what features I'd want in a perfect scale range. This new demand for a max scale range has given me a reason/opportunity to rework how scale works a little to how I'd ideally want it to.
    If anyone wants to try out the new scale range, the forge tool is in my fileshare: "Resizing Forge Tool (330x)"

    Because of Microsoft's ridiculous censorship of 3-digit numbers, in a lot of gametype titles and descriptions I will have to refer to this scale range as "Titan scale" or "Tx" instead of "330x"




    TL;DR Which scale range should I use?
    The bottom line is, while they all work great, the newer ones (especially 330x) are slightly more useful BUT most gametype mods & maps are set up to work with 33x because that was the first one created.

    A) When making a standalone invasion map with its own unique gametype, I'd recommend 330x

    B) When making an invasion map which you want to share a gametype with other maps, (like Milk and I do with Counter Ops, Council's Hand, etc.) so that you can play it alongside lots of maps in a lobby on the Custom Games Browser, I'd recommend 33x.

    C) When making a map which ISN'T for invasion or linear infection, I'd recommend 47x and using one of Weesee's AnvilEditor gametypes.