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Void Ecliptic Institute Barrage Seafloor Permafrost Arid Mires
The region that can be used to build and can be occupied by players in Forge/Customs.
Canvases extend 2000 units from 0,0 in each direction on the X and Y axes and between 500 and 2000 on the Z axis. Objects can be placed outside of this region, but players (even in Forge) will have soft-kill UX when out of bounds. There is an additional safe area outside of the normal play/build space under each canvas's intended safe area, from (0,0,-2000) to (0,0,-8000) that has the same horizontal limits. Contributors Captain Punch TheProgrammer163
TSG Forge Wiki provides adequate documentation surrounding Halo Infinite's Forge mode and the scripting system that comes with it.
Halo Infinite's Forge and Scripting, especially for newcomers, can be an insurmountable obstacle without proper reference material. Our goal is to provide knowledge and information to help you navigate some of the obstacles that may come your way. Keep in mind, this is an entirely volunteer effort and all information here is provided and maintained by community members going out of their way to collect, organize, and format it appropriately.
The categories are structured in a way where the most useful and most commonly used information is at the top of each category/folder.
The wiki is an ever-evolving work in progress largely managed by just a handful of people. The source of nearly all of the information on the wiki is The Scripter's Guild Discord server, where the information is collected and discussed.
If you've looked around the wiki and still have questions, hop to the discord and put a question in the [#🤷 | forge-help]
or [#🤷 | scripting-help]
forum. Your question and the answer to it may end up being the source of an article, as many others have been.
If you have questions or issues, or if you've submitted a pull request and haven't seen any action on it, reach out to Captain Punch
(server admin) or a Guild Officer
via Discord.
This article is a stub. You can help TSG Forge Wiki by expanding it.
Nav mesh data file
Audio data file
Lighting data file
Show network calls of these
For Forge related topics, head over to , for Scripting information, go to and for User-Generated Content and working with files, .
After reading the basics and the linked articles, you should be able to formulate ideas and questions with more confidence, as well as bridge your own knowledge gaps with trial and error. To browse more free-form knowledge that the Forge community has discovered about Forge, Scripting and UGC, check out the section.
Memebers of The Scripter's Guild community help each other on the Discord server and are discovering new things about Halo daily. Read more on article.
The TSG Forge Wiki works based off of a public and changes to the Wiki are made via Pull Requests to the repo. More information about how to contribute to the TSG Forge Wiki can be found here:
How to load into a map using the Forge level editor tool in Halo Infinite.
The first step of using Forge is actually loading into the editor on your selected map. This guide will show how that is done in Halo Infinite.
Loading into Forge in Halo Infinite is simple. Once you're loaded into Forge, you can do all the Forge-related tasks within that session without having to load into separate modes for setting up different gamemodes for instance like in Halo Reach. Follow these steps to load into Forge on a map.
Navigate to the lowest level of the Main Menu in Halo Infinite, and make sure the "Play" tab is selected on the top left.
Select the "Forge" section in the menu on the left.
Select the map that you want to load into in Forge from the "Map" tab. The default selected map is "Void", which is a blank canvas.
Select the desired map. On Keyboard & Mouse you can either Left Click
on it, or navigate to it with arrow keys or WASD and select it with Enter
.
Press "Play" to begin the process of loading the map in Forge.
Naming the New Map
Afterwards, loading a map from the "My Files" map category will not prompt you to make a copy of the map as you are already one of the collaborators on the original map.
Name the map and select "Confirm".
Continue to the next step.
Once complete, you will be loaded into the Forge mode on your map.
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Select the map category to find your map in, in this case "343 Industries", as we will use one of the default to start our first level. Read more about the different map categories at .
A screen will show prompting you to edit the name of the map. This is because you are creating a copy of the original map for your account instead of opening and editing the original file as you are not a on it. This is done because Infinite's Forge is online-based and all files are stored on the cloud instead of locally.
After a three-second countdown, the mode (Forge) and the map will be loaded. The time it takes to load the map depends on the size of the map file and it's , so a faster internet speed means loading the map and mode faster.
You may notice a message in the bottom left killfeed stating "Navigation data download x% complete". It relates to downloading the , but the reason for why it's shown is not clear as it didn't use to happen. The message should not be worried about.
An interface that displays adjustable properties for the selected objects.
The Object Properties tab is the second tab at the top of the Forge Menu and it displays properties for the selected object(s).
The Object Properties tab consists of categories and subcategories, within which are object options and settings. The categories can be opened and closed, and their state will persist until the Forge session is closed. A short description of the selected item is shown under the main interface. The common adjustable object properties include Object Mode, Transform, Visuals, and Gameplay.
Controls related to navigating the Object Properties tab. Options for both Keyboard and Mouse, and Controller are provided:
The sections below detail the different categories within the Object Properties tab. Includes the most common categories and properties; some listed properties may be missing from your selected object(s). Object-specific properties are not explained in this general article.
The number at the end of objects is a part of the object name. If an object with a duplicate name is created, an incrementing number will be appended to the end of the object name. If an object's name is already 40 characters long, a number won't be appended.
Toggles between Static and Dynamic object mode. Static object can be scaled, but are not movable in-game or scriptable. Dynamic objects are scriptable and movable in-game. Static objects consume budget. Dynamic object take up more budget than static objects, but consume no Static Geo budget.
Scale the selected object along the X (forward), Y (horizontal) or Z (vertical) axes. Note, that multiple objects can't be scaled at the same time.
Internally objects have a "Scale Limit Type", which determines what scaling constraints the object follows. The two known types are Unset and Scale Multiplier. Unset is used on most objects and it's scaling limits are as follows:
Input range (Unset): 0.50
- 4000.00
Scale Multiplier means that the object's minimum and maximum scale limits are determined by preset values on each axis that the object's default scale is multiplied by. Objects that have this Scale Limit Type can bypass the 0.50 and 4000.00 limits, depending on the multiplier calculation.
Input range (Scale Multiplier): Default scale * {min multiplier}
- Default scale * {max multiplier}
The most used object that has a Scale Limit Type of Scale Multiplier is the Halo Design Set > Cover > Ankle Cover Half Size, having scaling multipliers of minimum 0.001
and maximum 100
. Forgers use this object to make flat, rectangular pieces that can scale lower than 0.50. As the default scale of the object is X: 1.00
, Y: 8.00
, Z: 1.50
, the X axis can scale down to 0.001 units.
Note, that even if the object can be scaled below 0.10, the Object Browser size value input interface doesn't take values lower than 0.10, nor will it show values lower than that. To get an object lower than 0.10, the Scaling Snap of <none>
has to be selected and the object has to be manually scaled using the .
Sets the physics type of the object. Fixed objects collide with other objects, Phased objects can pass through other objects, No Collision objects only collide with projectiles, and Normal objects collide with other objects and respond to physics.
Change the object's X (forward), Y (horizontal) and Z: (vertical) position.
Change the object's Roll (X), Pitch (Y) and Yaw (Z) rotation.
By first selecting the object you want to copy the positional data from, and then selecting all other objects to apply them to, opening the Object Properties will show the positional data of the first object, but entering the same data again will now apply those values to all objects in the selection.
Regions are sections of an object that can have different swatches, colors and other visual properties assigned to them. The amount of editable regions ranges from one to three per object.
Changes the swatch applied to the selected region. A swatch is like a texture or material.
Changes the color applied to the swatch in the selected region.
Changes the saturation of the region's color. This option only shows up if the region's color is not "No Color".
Input range: 0.00
- 1.00
Adjusts color spread of the region color's base hue. Adjusting this can be almost like a secondary hidden color within the main color, as it brings out some hard-to-see details from the swatch.
Input range: 0.00
- 180.00
Changes the specular highlights of the swatch in the selected region to be more metallic or not metallic at all.
Determines how rough the swatch in this region will appear. From looking beat-up to glossy and wet.
Input range: 0.00
- 1.00
Determines how scratched the object will appear. The scratches are white on all objects and are most prominent on the outside edges of the object.
Input range: 0.00
- 1.00
Changes the grime type of the selected objects. Grime is often used to add some extra grit to an object's texture to make it look worn and more realistic.
Determines how much grime will be applied to the object.
Input range: 0.00
- 1.00
Changes the object's Team affiliation. Most useful on that allow players from only the assigned team to pass through the blocker. Otherwise used on gameplay-related objects such as CTF Flag Stands.
Used to include or exclude an object in a mode, to assign a gamemode-specific object identifier label or used to filter objects that can be easily referenced in scripting when calling specifically labeled objects.
"Include" means that the object will only be included in that gamemode. "Exclude" means that the object will be excluded from specifically that gamemode. The labels can be combined such as "BTB Include" & "Slayer Exclude" to make the object appear only in BTB modes, excluding BTB:Slayer.
Modify properties to adjust the size/shape of the object's boundary which can be e.g. the size of a hill or can be used to detect events via scripting.
Object-specific properties related mostly to the core functionality of the object.
The AI Move Zone object that the AI Spawner's AI units will be assigned to. Linking a zone will allow the spawner's AI units to move and fight outside the vicinity of the spawner.
To clear an assigned AI Move Zone link, select the selected AI Spawner from the list of options when assigning a new move zone.
The sections below detail different object-specific categories that are not found on most objects. These sections are explained on a general level.
Options to modify a light object's properties.
Options to change the size and probe spacing of the Light Probe Marker object.
Change the name of the location displayed to players within the Named Location Volume's boundary.
Options to change the behavior of the Reflection Volume object.
Modifiers to change how spawning on the selected spawn point should be affected.
Options to change the behavior of the Spawn Volume object.
Properties for placed vehicles.
Changes how closely the camera will follow the vehicle. Mounted turrets are also classified as vehicles.
Input range: 0.10
- 5.00
Properties for placed weapons.
The amount of additional/Spare Clips the weapon has. This option can be used to add more clips to a weapon than it can normally hold as the maximum amount of ammo.
Input range: 1
- 16
The amount of energy the weapon has. This is commonly used to limit the amout of shots that the Scorpion Tail has; with a value of 0.02, it has 4 total shots.
Input range: 0.00
- 1.00
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Examples of a basic folder structure to use on Halo Infinite Forge maps.
The folder structure doesn't have to be overly complicated to work efficiently. Below are some examples of basic folder structures that experienced forgers have come up with, and are tuned to work for the common object groups in a Forge map. A basic folder structure is useful for categorizing objects into large categories that still differentiate them enough to be understandable.
The advantages to having a basic folder structure are:
Fast to set up
Easy to understand
Easier to get forgers to use it who are unfamiliar or against using the Folders tab
Less budget usage, as every folder takes up Forge Simulation Memory. This is only really an issue on maps that are nearing 100% Forge Simulation Memory and really need to scrape the bottom of the optimization barrel to botch together the map being just under the forging budget limits.
The disadvantages to having a basic folder structure are:
Some objects will not be organized to descriptive enough folders
Selecting specific groups of objects is more difficult as objects from multiple categories may be in the same folder
It may take longer to find specific objects due to multiple objects of different types being in the same folder
Examples of basic folder structures used by experienced forgers:
Okom MikRips timmyforges
Open the Object Properties tab: +
Alternative: → /
Alternative: [Hold] → Object Properties / / /
Close the Object Properties tab:
Alternative:
Alternative:
Navigation: , , ,
Alternative: , , ,
Alternative: , ,
Quick Scroll Up:
Alternative:
Quick Scroll Down:
Alternative:
Select Item / Expand/Collapse Category:
Alternative:
Alternative:
Alternative:
Expand/Collapse All Categories:
Open the Object Properties tab: → /
Alternative: [Hold] → Object Properties
Close the Object Properties tab:
Navigation:
Alternative:
Quick Scroll Up:
Quick Scroll Down:
Select Item / Expand/Collapse Category:
Expand/Collapse All Categories:
Sets the name of the selected object. The name is displayed in , Object Properties, nodes and the panel. An object name up to 40 characters can be entered.
Some strings of characters or words are flagged as invalid, and won't be allowed in the Object Name. A list of the discovered ones has been compiled in: .
Changes the size or visual variant of a dynamic object. All objects under the category have this option, when the Object Mode is set to Dynamic.
Tool:
The object size values may not match the calculations correctly. This is because currently the visual object size and the object size values are affected by a major bug. Read more about the .
Object scaling limits can also be bypassed with an exploit. Read more about: .
Some objects can only be scaled on select axes. In these cases, the Scale Gizmo will be gray on the axes that cannot be scaled and the Size properties in the Object Properties tab may be hidden for those axes. Objects such as > Water Plane, and > Banished Stairs M fall into this category.
Some objects will scale on two or more axes when only one is scaled. Objects such as > Banished Ramp & Banished Wedge fall into this category.
Read more about the quirks of .
Some objects restrict their Physics selection such as everything under , but this can be bypassed with an exploit: as long as the object has an Object Mode of Dynamic.
Read more about .
Spawn order, despawn and respawn settings. Mostly used on mounted turrets to determine their spawning properties, as they cannot be spawned from .
Options for to change the trajectory taken by an object that enters the launcher.
The value "nan" can be applied to this option to make the camera distance go to 0.00, but a side-effect is that the weapon projectiles on the vehicle stop working. Read more about: .
If you're confused what the root folder
means, see
An interface that displays a list of objects to spawn in Forge.
The Object Browser tab is the first tab at the top of the Forge Menu and it displays a list of objects to spawn in Halo Infinite Forge.
Controls related to navigating the Object Browser tab. Options for both Keyboard and Mouse, and Controller are provided:
A list of the most recently placed objects. This list persists between Forge sessions, and only resets when the game is closed.
A list of Forge Modes that you are a collaborator on, or have bookmarked. The modes (consisting of only Mode Brains) can be placed on the map straight from the menu.
When a Forge session is loaded, each player requests all of their owned and bookmarked modes to be loaded so the game can display these in the Modes category. This happens for both modes and prefabs. For players who have a lot of these, it can cause upwards of 1000 network requests just from loading the same modes and prefabs every time a new Forge session is loaded.
This results in not being able to easily select modes or prefabs from the corresponding categories when the requests are being made as the list of items is constantly changing, which resets the position of the scroll bar to the top of the category. Only after all of the requests have been fulfilled, will the scroll bar stop resetting.
A list of Object Prefabs that you are a collaborator on, or have bookmarked. The prefabs can be placed on the map straight from the menu. When a Forge session is loaded, each player requests all of their owned and bookmarked prefabs to be loaded so the game can display these in the Prefabs category.
Full object list of all spawnable objects in Halo Infinite Forge:
There are hidden categories in the Object Browser which hold assets that have not been validated for Forge yet, but may have been used by 343 on their internal builds while making Forge maps. It also holds depreciated objects, that have been replaced by a new variant. Most of these are objects that have had their origin point changed.
A showcase of the hidden objects of Season 5 can be seen in this YouTube video:
The hidden categories are named "Hidden", "Kits" and "Templates":
Learn more about:
Okom Surasia
Topics about the basics of what Forge is in Halo Infinite and how to use its features.
This section shows the basics of the Forge tool in Halo Infinite, what it's capable of and how it compares to previous Forge tools.
Halo Infinite's Forge is the most feature-rich and complex Forge in the Halo franchise. While this complexity opens up a myriad of never-before-seen possibilities with the tool such as object scaling, undo-redo possibility, detailed lighting adjustment and more, it has also turned away players who just want to mess around on Forge and create quick and fun experiences due to there being so much options now.
Halo Infinite is missing a surface-level editor such as the Forge from Halo 3 or Halo Reach, and instead 343 Industries have doubled down on a game-engine type level editor as the direction for Forge, which has caused an effect where many people don't want to invest a large chunk of their time learning all the intricacies of the new Forge tool just to be able to create a level.
The TSG Forge Wiki aims to help new and experienced forgers fill in the gaps of knowledge of the tool that using Halo Infinite's Forge is bound to cause. 343 Industries has not provided any official documentation of Halo Infinite's Forge tool nor it's features ever since the launch of Forge in November, 2022, so this community-based Wiki aims to provide that.
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The Object Browser tab consists of object categories and subcategories, within which are spawnable objects. The categories can be opened and closed, and their state will persist until the Forge session is closed. A short description of the selected item is shown under the main interface. In addition to object categories, there are also categories for recently used objects, and Modes and Prefabs that you are a on or have bookmarked.
Open the Object Browser tab: +
Alternative: → /
Alternative: [Hold] → Object Browser / / /
Close the Object Browser tab:
Alternative:
Alternative:
Navigation: , , ,
Alternative: , , ,
Alternative: , ,
Quick Scroll Up:
Alternative:
Quick Scroll Down:
Alternative:
Select Item / Expand/Collapse Category:
Alternative:
Alternative:
Alternative:
Expand/Collapse All Categories:
Go Back:
Alternative: [Hover] Subcategory Name at the top →
Open the Object Browser tab: → /
Alternative: [Hold] → Object Browser
Close the Object Browser tab:
Navigation:
Alternative:
Quick Scroll Up:
Quick Scroll Down:
Select Item / Expand/Collapse Category:
Expand/Collapse All Categories:
Go Back:
The sections below detail the different categories within the Object Browser tab, and their contents in detail. The section acts as a searchable full object list for Halo Infinite Forge.
Tool:
Map:
Map: (alternative)
Forge is a level editor for Halo. It started as a tool to move around objects on existing dev-made levels, but with Halo 5 and more recently Halo Infinite, the tool has grown to such complexity that parallels between other level editors like Unreal Engine 5 and Unity have been drawn with Forge. Read more about Forge's history on the .
Anything that you do in Forge and want to be saved will be saved to 343's servers. Forge can be loaded in or in , but saving of the map file is prevented in these modes. To learn more about managing your saved files, see .
All spawnable objects from the Object Browser in Halo Infinite Forge.
A searchable list of all spawnable objects from the Object Browser in Halo Infinite Forge. The object list has to be updated manually by a wiki contributor when changes are made to Halo Infinite.
Booster Antenna
Cellular Antenna
Fixed Satellite Dish
Large Satellite Dish
Portable Satellite Dish
Radar Ball
Radar Tower Small
Signal Antenna
UHF Antenna
UNSC Antenna Boom
UNSC Radar Unit
UNSC Satellite Dish Mounted
UNSC Satellite Dish Portable
UNSC Satellite Dish Trailer
Radar Ball MP
Radar Tower Small MP
UHF Antenna MP
UNSC Antenna Boom MP
UNSC Satellite Dish Mounted MP
UNSC Satellite Dish Portable MP
Arena Block A
Arena Column A
Arena Corner Cover
Arena Cover A
Arena Octagon Cover
Attach Shield A
Attach Thruster A
Banished Food Container A
Barricade Cover Half B
Bridgeconsole B
Bridgeserver A
Cargobox Huge Open Bothend
Cargobox Large Side Panel A
Cargobox Large Side Panel B
Cargobox Midsection
Cargobox Open
Cargobox Small Side Panel A
Cargobox Small Side Panel B
Catwalk Bridge A
Catwalk Bridge B
Catwalk Bridge End A
Catwalk Console B
Catwalk Roof Connector End A
Catwalk Roof Connector End B
Catwalk Structure Corner A
Catwalk Structure Ramp E
Catwalk Structure Ramp Mid A
Catwalk Structure Straight A
Catwalk Structure Straight End A
Container Medium
Container Small
Container Stack
Crate Cover A
Crate Cover Full B
Crate Cover Half A
Dropped Hatch Destroyed
Droppod Base A
Droppod Hatch Intact
Dropwall Catwalk Structure Straight A
Dropwall Catwalk Structure Straight A Open
Dropwall Structure Straight Platform A
Elevator Shaft
Elevator Tunnel Platform A
Floor Grating
Food Container Stack
Gate Outpost Engine
Grating Floor Upper Connection
Grating Floor Upper Short
Harvester Antenna
Harvester Base
Harvester Generator
Harvester Large Spike
Helmetrack Cover A
Holotable A
Holotable B
Holotable Controlterminal A
Modular Dropwall
Modular Dropwall Divider
Modular Ramp Grating Lower Cover
Motorpool Shelf
Motorpool Warthog Cage A
Prison Cell Door
Prison Fence 45° Turn A
Prison Fence Post A
Prison Fence Straight A
Prison Interior Door
Prison Interrogation Doorway
Railing Cover Half A
Refinery Pipe Connection A
Refinery Pipe Connection B
Refinery Pipe Corner 45° Short A
Refinery Pipe Corner 45° Short B
Refinery Pipe Corner 90°
Refinery Pipe Straight Long
Refinery Pipe Straight Short
Scrap Container
Security Half Wall A
Security Wall A
Security Wall Connection A
Security Wall Connection B
Security Wall Corner A
Security Wall Flat A
Spike Light
Tanktrap Cover
Vehicle Baler Arm A
Walkway - Plug
Walkway - Socket
Watchtower Arm A
Watchtower Base A
Watchtower Main A
Control Room Window
Barrel Closed
Barrel Closed Rusty Striped
Barrel Closed Striped
Barrel Closed Worn
Barrel Open
UNSC Barrel
Water Barrel
Barrel Closed Rusty Striped MP
Barrel Closed Striped MP
Barrel Closed Worn MP
UNSC Barrel MP
Books A
Dirty Bucket
Tire Bald
Tire Bald w/Wheel
Tire w/Tread
Tire w/Wheel
Wheel
Books A MP
Dirty Bucket MP
Metallic Fuel Canister MP
Plastic Fuel Canister MP
Plastic Liquid Canister MP
Shutter Doors MP
Tire Bald MP
Tire Bald w/Wheel MP
Tire w/Tread MP
Tire w/Wheel MP
UNSC Duffle Bag MP
Wheel MP
Brute Body A
Brute Body B
Brute Body C
Brute Body D
Brute Body E
Brute Body F
Brute Body G
Brute Body H
Elite Body A
Elite Body B
Elite Body C
Elite Body D
Elite Body E
Grunt Body A
Grunt Body B
Grunt Body C
Grunt Body D
Grunt Body E
Jackal Body A
Jackal Body B
Jackal Body C
Marine Body A
Marine Body B
Marine Body C
Marine Body D
Marine Body E
Marine Body F
Sentinel Wreckage A
Sentinel Wreckage B
Sentinel Wreckage C
Spartan Griffin's Armor
Spartan Hovarth's Armor
Spartan Kovan's Armor
Spartan Makovich's Armor
Spartan Sorel's Armor
Spartan Sorel's Armor Infected
Spartan Stone's Armor
Spartan Stone's Armor Infected
Spartan Vettel's Armor
Spartan Vettel's Armor Infected
AC Unit Large
Bench
Billboard for Enlist in the UNSC
Billboard for Gauss Soda
Billboard for Holopuppy
Billboard for Mister Chief Fragrance
Billboard for Slipspace Burger
Billboard for Transport Dynamics
Chair
Cloth Window Awning
Concrete Bench
Double Seat
Extendable Ladder
Firehouse Mount
Gauss Lemonade Can
Gauss Soda Can
Gauss Soda Vending Machine
Hand Cart
Locker
Metal Pallet
Mop
Plastic Water Canister
Round Traffic Cone
Scissor Lift
Shelves
TV
Tool Cart
Traffic Pylon
Triangle Traffic Cone
Ventilation Unit Large
Ventilation Unit Roof
Ventilation Unit Wall
Wall Air Machine
Window Facade
AC Unit Large MP
Concrete Bench MP
Construction Barrier MP
Extendable Ladder MP
Firehouse Mount MP
Hand Cart MP
Mombasa Traffic Cone MP
Plastic Water Canister MP
Poster MP
Surveillance Camera MP
Tarp E MP
Tarp F MP
Ventilation Unit Large MP
Ventilation Unit Roof MP
Ventilation Unit Wall MP
Wall Air Machine MP
Covenant Antenna
Covenant Arch
Covenant Blocker A
Covenant Closed Drop Pod
Covenant Containment Tank
Covenant Cover A
Covenant Crate A
Covenant Crate B
Covenant Crate C
Covenant Deco A
Covenant Drop Pod
Covenant Drop Pod Door
Covenant Fuel Cell
Covenant Hologram Generator
Covenant Hologram Plinth
Covenant Methane Fan A
Covenant Pillar Wall A
Covenant Pillar Wall B
Covenant Plinth Deco A
Covenant Portable Shield
Covenant Power Station
Covenant Projector
Covenant Shield Projector
Covenant Shield Stabilizer
Covenant Supply Crate
Covenant Terminal Base A
Covenant Terminal Top A
Covenant Terraformer
Covenant Wall Emblem
Covenant Wall Light A
Covenant Wall Sconce
Covenant Watchtower Base
Covenant Watchtower Platform
High Charity Door
High Charity Doorframe
Concrete Barrier Long
Concrete Barrier Short
Curved Half Cover
Gabion Rock Filled Tall
Gabion Sand Filled
Gabion Sand Filled Large
Gabion Sand Filled Tall
Plated Half Cover
Steel Concrete Barrier Long
Steel Concrete Barrier Short
UNSC Deployable Cover Large
UNSC Deployable Cover Small
Concrete Barrier Long MP
Concrete Barrier Short MP
Gabion Rock Filled Tall MP
Gabion Sand Filled Large MP
Gabion Sand Filled MP
Gabion Sand Filled Tall MP
Steel Concrete Barrier Long MP
Steel Concrete Barrier Short MP
UNSC Deployable Cover Large MP
UNSC Deployable Cover Small MP
Ammo Case
Ammo Case Open
Crate Pallet
Crate Ruggedized
Hard Case No Handle
Horizontal Hard Case
Lift Crate Double
Lift Crate Half
Lift Crate Quarter
Medical Workbox
Pallet Of Crates
Small Ammo Can
Small Hard Case
Square Hard Case
Square Hard Case Open
Tarp Covered Crates
UNSC Cargo Crate
UNSC Toolbox
UNSC Top Load Case
Water Pallet
Weapon Crate
Ammo Case MP
Ammo Case Medic MP
Ammo Case Military 01 MP
Ammo Case Military 02 MP
Ammo Case Open MP
Ammo Case Pioneer MP
Ammo Case SpecOps MP
Crate Pallet Tan MP
Crate Ruggedized MP
Hard Case No Handle MP
Hard Case No Handle MP Medic
Hard Case No Handle MP SpecOps
Horizontal Hard Case Green MP
Horizontal Hard Case MP
Horizontal Hard Case Medic MP
Horizontal Hard Case Pioneer MP
Lift Crate Double MP
Lift Crate Half MP
Lift Crate Quarter MP
Medical Workbox MP
Pallet Of Crates MP
Small Ammo Can MP
Small Hard Case MP
Small Hard Case MP SpecOps
Square Hard Case MP
Square Hard Case Medic MP
Square Hard Case Military 01 MP
Square Hard Case Open MP
Square Hard Case Pioneer MP
Square Hard Case SpecOps MP
Tarp Covered Crates MP
UNSC Cargo Crate MP
UNSC Toolbox MP
UNSC Toolbox Medic MP
UNSC Toolbox Pioneer MP
UNSC Toolbox SpecOps MP
UNSC Top Load Case MP
UNSC Top Load Case Pioneer MP
UNSC Top Load Case SpecOps MP
Water Pallet MP
Weapon Crate MP
Clay Pot A
Clay Pot B
Clay Pot C w/Palm A
Clay Pot C w/Palm B
Clay Pot C w/Palm C
Conduit Computer
Creature Tank
Destructible Keypad A
Destructible Keypad B
Destructible Keypad B - Closed
Destructible Monitor A
Destructible Monitor C
Destructible Monitor D
Destructible Monitor G
Destructible Vent Cover
Electrical Box A
Electrical Box B
Electrical Box C
Electrical Box D
Electrical Box E
Electrical Box F
Electrical Box G
Framed Picture A
Framed Picture B
Framed Picture C
Framed Picture D
Fuel Canister
Fuel Station
Landmine
Oxygen Tank
Plastic Crate Empty
Small Wooden Bench
Soda Crate Empty
Soda Crate w/Soda
Stackable Chair
Target Dummy Brute
Target Dummy Grunt
Wall Keypad
Wooden Bookcase A
Wooden Bookcase B
Wooden Box Apple
Wooden Box Banana
Wooden Box Carrot
Wooden Box Empty
Wooden Box Mango
Wooden Box Tomato
Wooden Box Watermelon
Wooden Chair
Wooden Column Round - Full
Wooden Column Square
Wooden Column Square Broken Railing A
Wooden Column Square Broken Railing B
Wooden Lattice
Wooden Market Table
Wooden Pallet A
Wooden Pallet B
Wooden Pallet C
Wooden Railing
Wooden Railing Broken A
Wooden Railing Broken B
Wooden Railing Stairs
Woven Basket
Books Stack B MP
Cafe Stool MP
Cardboard Box A Bluetape MP
Cardboard Box A MP
Cardboard Box A White MP
Cardboard Box B Bluetape MP
Cardboard Box B MP
Cardboard Box B MP White
Cardboard Box C MP
Cardboard Box C MP White
Cardboard Box Open MP
Clay Pot A MP
Clay Pot B MP
Clay Pot C MP
Clay Pot C w/ Palm Tree A MP
Clay Pot C w/ Palm Tree B MP
Clay Pot C w/ Palm Tree C MP
Conduit Computer MP
Destructible Keypad B - Closed MP
Destructible Keypad B MP
Destructible Monitor A MP
Destructible Monitor C MP
Destructible Monitor D MP
Destructible potted plant A MP
Destructible potted plant B MP
Electrical Box A MP
Electrical Box B MP
Electrical Box C MP
Electrical Box E MP
Electrical Box F MP
Electrical Box G MP
Fire Extinguisher MP
Framed Picture A MP
Framed Picture B MP
Framed Picture C MP
Framed Picture D MP
Market Table A Fruits A MP
Market Table A Fruits B MP
Market Table A Fruits C MP
Market Table A Fruits D MP
Market Table A Fruits E MP
Oxygen Tank MP
Plastic Crate Empty MP
Small Wooden Backless Bench MP
Soda Crate Empty MP
Soda Crate w/Soda MP
Target Dummy Brute MP
Target Dummy Grunt MP
Wall Keypad MP
Wet Floor MP
Wood Chair A MP
Wood Plank A MP
Wood Plank B MP
Wood Plank C MP
Wood Plank Pile A MP
Wood Plank Pile B MP
Wood Plank Pile C MP
Wooden Bench MP
Wooden Box Apple MP
Wooden Box Banana MP
Wooden Box Carrot MP
Wooden Box Empty MP
Wooden Box Mango MP
Wooden Box Tomato MP
Wooden Box Watermelon MP
Wooden Column Round - Full MP
Wooden Column Round - Half MP
Wooden Column Square Broken Railing A MP
Wooden Column Square Broken Railing B MP
Wooden Column Square MP
Wooden Crate A MP
Wooden Crate B MP
Wooden Crate C MP
Wooden Lattice MP
Wooden Market Table MP
Wooden Pallet A MP
Wooden Pallet B MP
Wooden Pallet C MP
Wooden Railing Broken A MP
Wooden Railing Broken B MP
Wooden Railing MP
Wooden Railing Stairs MP
Wooden Table MP
Woven Basket MP
Vent 15° Corner
Vent 30° Corner
Vent 45° Corner
Vent 90° Corner
Vent Cap
Vent Cover
Vent Height Change
Vent Straight Section
Vent Support
Vent T Joint
Vent X Joint
Chain link Fence
Chain link Fence - Non-Telescoping
Chain link Fence Corner
Chain link Fence Gate
Chain link Fence Gateway
Fence Single
Chain link Fence Corner MP
Chain link Fence Gate MP
Chain link Fence Gateway MP
Fence Tall MP
Gates Commercial District A MP
Gates Commercial District B MP
Human Brutalist Concrete Base A
Human Brutalist Concrete Base B
Human Brutalist Concrete Base C
Human Brutalist Concrete Base D
Human Brutalist Ramp Metal Support
Human Brutalist Rebar
Human Brutalist Rebar Broken A
Human Brutalist Rebar Broken B
Human Brutalist Rebar Broken C
Human Brutalist Rebar Broken D
Blightlands Flood Stalk A MP
Blightlands Flood Stalk B MP
Blightlands Flood Stalk C MP
Blightlands Flood Stalk D MP
Blightlands Flood Stalk E MP
Blightlands Flood Stalk F MP
Blightlands Flood Stalk G MP
Blightlands Growth Cluster A MP
Blightlands Growth Cluster B MP
Blightlands Growth Cluster C MP
Blightlands Growth Cluster D MP
Blightlands Growth Cluster E MP
Blightlands Growth Cluster F MP
Blightlands Growth Cluster G MP
Blightlands Growth Flat A MP
Blightlands Growth Flat B MP
Blightlands Growth Flat C MP
Blightlands Growth Flat D MP
Blightlands Growth Flat E MP
Blightlands Growth Flat F MP
Blightlands Growth Flat G MP
Blightlands Growth Pod Cluster A MP
Blightlands Growth Pod Cluster B MP
Blightlands Growth Pod Cluster C MP
Blightlands Growth Pod Cluster D MP
Blightlands Growth Pod Cluster E MP
Blightlands Growth Pod Cluster F MP
Blightlands Growth Pod Cluster G MP
Blightlands Growth Pod Flat A MP
Blightlands Growth Pod Flat B MP
Blightlands Growth Pod Flat C MP
Blightlands Growth Pod Flat D MP
Blightlands Growth Pod Shell A MP
Blightlands Growth Pod Shell B MP
Blightlands Growth Pod Shell C MP
Blightlands Growth Pod Shell D MP
Blightlands Growth Tendrils A MP
Blightlands Growth Tendrils B MP
Blightlands Growth Tendrils C MP
Blightlands Growth Tendrils D MP
Blightlands Growth Tendrils E MP
Blightlands Growth Tendrils F MP
Blightlands Growth Tendrils G MP
Blightlands Growth Tendrils H MP
Blightlands Growth Tendrils I MP
Blightlands Growth Wall A MP
Blightlands Growth Wall B MP
Blightlands Growth Wall C MP
Blightlands Growth Wall D MP
Blightlands Growth Wall Pod A MP
Blightlands Growth Wall Pod B MP
Blightlands Pod Cluster Ruptured A MP
Blightlands Pod Cluster Ruptured B MP
Blightlands Pod Cluster Ruptured C MP
Blightlands Pod Cluster Ruptured D MP
Blightlands Pod Cluster Ruptured E MP
Blightlands Pod Cluster Ruptured F MP
Blightlands Pod Cluster Ruptured G MP
Blightlands Pod Cluster Ruptured H MP
Blightlands Substrate A MP
Blightlands Substrate B MP
Blightlands Substrate C MP
Blightlands Substrate D MP
Blightlands Substrate E MP
Blightlands Substrate F MP
Blightlands Substrate G MP
Blightlands Substrate H MP
Blightlands Substrate I MP
Blightlands Substrate J MP
Blightlands Substrate K MP
Blightlands Substrate L MP
Blightlands Substrate M MP
Human Brutalist Concrete Base A MP
Human Brutalist Concrete Base B MP
Human Brutalist Concrete Base C MP
Human Brutalist Concrete Base D MP
Human Brutalist Ramp Metal Support MP
Human Brutalist Rebar Broken A MP
Human Brutalist Rebar Broken B MP
Human Brutalist Rebar Broken C MP
Human Brutalist Rebar Broken D MP
Human Brutalist Rebar MP
Forerunner 24 x 60 x 24 Angled Support
Forerunner 8 x 36 x 32 Angled Support
Forerunner Angled Cover/Support
Forerunner Beam A
Forerunner Beam B
Forerunner Behemoth Door
Forerunner Behemoth Hatch w/Material Swap
Forerunner Catwalk Beam
Forerunner Catwalk Left A
Forerunner Catwalk Left B
Forerunner Catwalk Left C
Forerunner Catwalk Left D
Forerunner Catwalk Left E
Forerunner Catwalk Railing
Forerunner Catwalk Right A
Forerunner Catwalk Right B
Forerunner Catwalk Right C
Forerunner Catwalk Right D
Forerunner Catwalk Right E
Forerunner Control Point
Forerunner Cover Block
Forerunner Cover Full A
Forerunner Cover Full B
Forerunner Cover Full C
Forerunner Cover Full D
Forerunner Cover Half A
Forerunner Cover Half Left B
Forerunner Cover Half Right B
Forerunner Dead Door Small
Forerunner Decorative Pylon
Forerunner Door Small Animated
Forerunner Hex Pillar 128 x 384
Forerunner Hex Pillar 16 x 08
Forerunner Hex Pillar 16 x 24
Forerunner Hex Pillar 16 x 384
Forerunner Hex Pillar 16 x 48
Forerunner Hex Pillar 32 x 96
Forerunner Hex Pillar 64 x 120
Forerunner Hex Pillar 64 x 168 A
Forerunner Hex Pillar 64 x 168 B
Forerunner Hex Pillar 64 x 168 C
Forerunner Hex Pillar 64 x 168 D
Forerunner Hex Pillar 64 x 168 E
Forerunner Hex Pillar 64 x 168 F
Forerunner Hex Pillar 64 x 168 G
Forerunner Hex Pillar 64 x 168 H
Forerunner Hex Pillar 64 x 168 I
Forerunner Hex Pillar 64 x 168 J
Forerunner Hex Pillar 64 x 168 K
Forerunner Hub Cover
Forerunner Light Bridge Emitter
Forerunner Machinery Cover A
Forerunner Machinery Cover B
Forerunner Pedestal
Forerunner Pillar A
Forerunner Pillar B
Forerunner Pillar C
Forerunner Piston
Forerunner Platform 06 x 10 x 44 Left
Forerunner Platform 06 x 10 x 44 Right
Forerunner Platform 10 x 06 x 48 Left
Forerunner Platform 10 x 06 x 48 Right
Forerunner Platform 12 x 04 x 56
Forerunner Platform 12 x 10 x 42 Left A
Forerunner Platform 12 x 10 x 42 Left B
Forerunner Platform 12 x 10 x 42 Right A
Forerunner Platform 12 x 10 x 42 Right B
Forerunner Platform 16 x 08 x 42
Forerunner Platform 18 x 06 x 46 Left A
Forerunner Platform 18 x 06 x 46 Left B
Forerunner Platform 18 x 06 x 46 Right A
Forerunner Platform 18 x 06 x 46 Right B
Forerunner Plinth
Forerunner Podium Large A
Forerunner Podium Large B
Forerunner Ramp
Forerunner Ramp Cover
Forerunner Support A
Forerunner Support B
Forerunner Support C
Forerunner Support D
Forerunner Totem Ring A
Forerunner Totem Ring B
Forerunner Totem Ring C
Forerunner Totem Ring Chunk
Forerunner Totem Ring Debris
Forerunner Beam A MP
Forerunner Beam B MP
Forerunner Behemoth Door MP
Forerunner Behemoth Hatch MP
Forerunner Catwalk Beam MP
Forerunner Catwalk Left A MP
Forerunner Catwalk Left B MP
Forerunner Catwalk Left C MP
Forerunner Catwalk Left D MP
Forerunner Catwalk Left E MP
Forerunner Catwalk Railing MP
Forerunner Catwalk Right A MP
Forerunner Catwalk Right B MP
Forerunner Catwalk Right C MP
Forerunner Catwalk Right D MP
Forerunner Catwalk Right E MP
Forerunner Cover Block MP
Forerunner Cover Full A MP
Forerunner Cover Full B MP
Forerunner Cover Full C MP
Forerunner Cover Full D MP
Forerunner Cover Half A MP
Forerunner Cover Half Left B MP
Forerunner Cover Half Right B MP
Forerunner Dead Door Small
Forerunner Door Inquisitor MP
Forerunner Hex Pillar 128 x 384 MP
Forerunner Hex Pillar 16 x 08 MP
Forerunner Hex Pillar 16 x 24 MP
Forerunner Hex Pillar 16 x 384 MP
Forerunner Hex Pillar 16 x 48 MP
Forerunner Hex Pillar 32 x 96 MP
Forerunner Hex Pillar 64 x 120 MP
Forerunner Hex Pillar 64 x 168 A MP
Forerunner Hex Pillar 64 x 168 B MP
Forerunner Hex Pillar 64 x 168 C MP
Forerunner Hex Pillar 64 x 168 D MP
Forerunner Hex Pillar 64 x 168 E MP
Forerunner Hex Pillar 64 x 168 F MP
Forerunner Hex Pillar 64 x 168 G MP
Forerunner Hex Pillar 64 x 168 H MP
Forerunner Hex Pillar 64 x 168 I MP
Forerunner Hex Pillar 64 x 168 J MP
Forerunner Hex Pillar 64 x 168 K MP
Forerunner Light Bridge Emitter MP
Forerunner Pillar A MP
Forerunner Pillar B MP
Forerunner Pillar C MP
Forerunner Piston MP
Forerunner Platform 06 x 10 x 44 Left MP
Forerunner Platform 06 x 10 x 44 Right MP
Forerunner Platform 10 x 06 x 48 Left MP
Forerunner Platform 10 x 06 x 48 Right MP
Forerunner Platform 12 x 04 x 56 MP
Forerunner Platform 12 x 10 x 42 Left A MP
Forerunner Platform 12 x 10 x 42 Left B MP
Forerunner Platform 12 x 10 x 42 Right A MP
Forerunner Platform 12 x 10 x 42 Right B MP
Forerunner Platform 16 x 08 x 42 MP
Forerunner Platform 18 x 06 x 46 Left A MP
Forerunner Platform 18 x 06 x 46 Left B MP
Forerunner Platform 18 x 06 x 46 Right A MP
Forerunner Platform 18 x 06 x 46 Right B MP
Forerunner Support A MP
Forerunner Support B MP
Forerunner Support C MP
Forerunner Totem Ring A MP
Forerunner Totem Ring B MP
Forerunner Totem Ring C MP
Forerunner Totem Ring Chunk MP
Forerunner Totem Ring Debris MP
Hacking Terminal MP
Bottle Glass
Bottle Open
Civilian Dumpster
Dumpster
Garbage Can
Plastic Bottle
Plastic Bottle Bent
Recycle Bin
To-Go Cup Open
To-Go Cup Straw
Trash Bin A
Trash Can Closed
Warthog Tire Flat
Bottle B Bottom Shard MP
Bottle B Top Shard MP
Civilian Dumpster MP
Clutter Pile A MP
Clutter Pile B MP
Clutter Pile C MP
Empty Water Bottle MP
Garbage Pile A MP
Garbage Pile B MP
Garbage Pile C MP
Garbage Pile D MP
Garbage Pile E MP
Garbage Pile F MP
Garbage Pile G MP
Garbage Pile H MP
Garbage Pile I MP
Garbage Pile J MP
Plastic Bottle Bent MP
Plastic Bottle MP
Recycle Bin MP
Trash Bin A MP
Trash Can Closed MP
Trashbag A MP
Trashbag B MP
Warthog Tire Flat MP
Glass Transparent 10%
Glass Transparent 20%
Glass Transparent 30%
Glass Transparent 40%
Glass Transparent 50%
Glass Transparent 60%
Glass Transparent 70%
Glass Transparent 80%
Glass Transparent 90%
Hologram Ring A
Hologram Ring B
Prison Structure Hologram
Missile Launcher Turret
Missile Rack
Sabre Missile
Sabre Missile Rack
Sabre Missile MP
Sabre Missile Rack MP
Exposed Panel
Skeletal Panel
Tapered Panel
Tech Panel
Y Panel
Pipe 15° Corner
Pipe 45° Corner
Pipe 90° Corner
Pipe Cap
Pipe Clamp
Pipe Straight Section
Pipe T Joint
Pipe X Joint
Pipe Y Joint
UNSC Railing A
UNSC Railing Angled A
UNSC Railing Angled B
UNSC Railing Angled C
UNSC Railing Corner Inner A
UNSC Railing Corner Inner B
UNSC Railing Corner Outer A
UNSC Railing Corner Outer B
UNSC Railing Covered A
UNSC Railing Covered Angled A
UNSC Railing Covered Angled B
UNSC Railing Covered Angled C
UNSC Railing Covered Corner A
UNSC Railing Covered Slanted A
UNSC Railing Covered Slanted B
UNSC Railing Slanted Inner A
UNSC Railing Slanted Inner B
UNSC Railing Slanted Inner C
UNSC Railing Slanted Outer A
UNSC Railing Slanted Outer B
UNSC Railing Slanted Outer C
UNSC Railing A MP
UNSC Railing Angled A MP
UNSC Railing Angled B MP
UNSC Railing Angled C MP
UNSC Railing Corner Inner A MP
UNSC Railing Corner Inner B MP
UNSC Railing Corner Outer A MP
UNSC Railing Corner Outer B MP
UNSC Railing Covered A MP
UNSC Railing Covered Angled A MP
UNSC Railing Covered Angled B MP
UNSC Railing Covered Angled C MP
UNSC Railing Covered Corner A MP
UNSC Railing Covered Slanted A MP
UNSC Railing Covered Slanted B MP
UNSC Railing Slanted Inner A MP
UNSC Railing Slanted Inner B MP
UNSC Railing Slanted Inner C MP
UNSC Railing Slanted Outer A MP
UNSC Railing Slanted Outer B MP
UNSC Railing Slanted Outer C MP
Rubble Pile A
Rubble Pile B
Rubble Pile C
UNSC Rubble Pile Small
Sandbag
Sandbag Curve Large
Sandbag Curve Medium
Sandbag Curve Small
Sandbag Pallet Large
Sandbag Pallet Small
Sandbag Pile
Sandbag Pyramid Large
Sandbag Pyramid Medium
Sandbag Slope Large
Sandbag Slope Medium
Sandbag Slope Small
Sandbag Trio
Sandbag Wall - 16ft
Sandbag Wall - 32ft
Sandbag Wall - 4ft
Sandbag Wall - 64ft
Sandbag Wall - 8ft
UNSC Sandbag
UNSC Sandbag Halfcover
Sandbag Curve Large MP
Sandbag Curve Medium MP
Sandbag Curve Small MP
Sandbag MP
Sandbag MP Green
Sandbag Pallet Large MP
Sandbag Pallet Small MP
Sandbag Pile MP
Sandbag Pyramid Large MP
Sandbag Pyramid Medium MP
Sandbag Slope Large MP
Sandbag Slope Medium MP
Sandbag Slope Small MP
Sandbag Trio MP
Sandbag Wall - 16ft MP
Sandbag Wall - 32ft MP
Sandbag Wall - 4ft MP
Sandbag Wall - 64ft MP
Sandbag Wall - 8ft MP
UNSC Sandbag Halfcover MP
UNSC Sandbag MP
Blank Sign
Cinema Sign
Exit Sign
Fronk's
Hospital Sign
Hotel Sign
Star Neon
Angled Boomerang
Bracket
Ceiling support
Double Sided Bracket
Double Sided Support
Double Skeletonized Bracket
Large Ceiling Support
Large Wall Bracket
Scaffolding A
Scaffolding B
Scaffolding C
Single Sided Bracket
Skeletonized Bracket
Skinny Support
Skinny Support H
Squared Truss
Support A
Support Beam
Support Bracket E
Support Bracket I
Support Bracket J
Support Scaffolding
Thick Wall Bracket
Y Beam Support
Duct Tape Roll MP
Tool - Angle Grinder MP
Tool - Drill MP
Tool - Hammer MP
Tool - Impact Driver MP
Tool - Multitool MP
Tool - Pen MP
Tool - Plasma Stapler MP
Tool - Torch MP
Tool - Torque Wrench MP
Tool - Wrench MP
Angled Wall Insert
Angled Wire Fence
Bridge Support Pillar
Bulkhead
Bullet Pile Large
Bullet Pile Small
Canvas Bag
Ceiling Conduit
Ceiling Corner Deco
Chute Hatch
Clip-on Light A
Clip-on Light B
Clip-on Light Clamp
Concrete Block A
Concrete Block B
Concrete Block C
Concrete Block D
Concrete Block E
Concrete Block F
Concrete Column
Conduit Cover
Control Panel
Cooling Fin
Crumpled Vent Panel
Data Tower
Dry Erase Board
Dry Erase Marker
Electrical Junction Boxes
Finned Accent
Floor Machine
Floor Podium
Floor Storage
Floor Tower
Folding Chair
Gantry Crane
Generator Medium
Generator Small
Generator Standalone
Gun Mount Flap A
Gun Mount Flap B
Gun Mount Girder
Gun Mount Panel
Gun Mount Support Girder
Hanging UNSC Monitor
Jumbotron Monitors
Large UNSC Pillar
Large Wall Module
Machine Large
Metal Beam
Metal Shutter
Mounted Speaker
Overhead Track
Pallet Hydrogen Bottles
Pallet Water Barrels
Panel Cover
Patch Kit
Radio Reciever
Rectangle Cover
Rolling Chair
Roof Exhaust
Roof Hatch Vent
Rooftop AC
Round Platform
Sleeping Bag Packed
Sleeping Bag Unrolled
Target - Small
Trim Beam A
Trim Beam B
Trim Beam Corner
Truss/Girder
UNSC Bot Separation Pen
UNSC Catwalk Long
UNSC Catwalk Short
UNSC Crane Body
UNSC Crane Hook
UNSC Crane Top
UNSC Crane Trolley
UNSC Duffle Bag
UNSC Generator
UNSC Powercore
UNSC Road
UNSC Roof Panel Shield
UNSC Wall Tech Extra Large A
UNSC Wall Tech Extra Large B
UNSC Wall Tech Extra Large C
UNSC Wall Tech Extra Large D
UNSC Wall Tech Large A
UNSC Wall Tech Large B
UNSC Wall Tech Med A
UNSC Wall Tech Med B
UNSC Wall Tech Med C
UNSC Wall Tech Med D
UNSC Wall Tech Med E
UNSC Wall Tech Small
UNSC Wall Trim Straight
Wall Meter
Wall Module
Wreckage Hull Box
Wreckage Hull Panel
Wreckage Hull Panel A Large
Wreckage Hull Panel B Large
Wreckage Hull Support Beam
Wreckage Panel A
Wreckage Panel B
Wreckage Panel C
Wreckage Panel D
Wreckage Panel E
Angled Wire Fence MP
Bridge Support Pillar MP
Canvas Bag MP
Clip-on Light MP
Concrete Block MP
Concrete Column MP
Control Panel MP
Crumpled Vent Panel MP
Folding Chair MP
Gantry Crane MP
Generator Medium MP
Generator Small MP
Gun Mount Flap A MP
Gun Mount Flap B MP
Gun Mount Girder MP
Gun Mount Panel MP
Gun Mount Support Girder MP
Hanging UNSC Monitor MP
Large UNSC Pillar MP
Line of Shells MP
Machine Large MP
Metal Beam MP
Mounted Speaker MP
Pallet Hydrogen Bottles MP
Pallet Water Barrels MP
Patch Kit MP
Pelican Manual MP
Ready To Eat Meal A MP
Ready To Eat Meal B MP
Ready To Eat Meal C MP
Ready To Eat Meal D MP
Ready To Eat Meal E MP
Scissor Lift MP
Siren Light MP
Sleeping Bag Packed MP
Sleeping Bag Unrolled MP
Target - Small MP
Truss/Girder MP
UNSC Breakfast Field Ration MP
UNSC Cargo Container Tan MP
UNSC Fan
UNSC Field Ration B-9 Unit MP
UNSC Field Ration Individual MP
UNSC Field Ration K-Unit MP
UNSC Field Ration Open B-9 Unit MP
UNSC Open Breakfast Field Ration MP
UNSC Open Pop-Top Field Ration MP
UNSC Pop-Top Field Ration MP
UNSC Wall Trim Straight MP
Wreckage Hull Box MP
Wreckage Hull Panel A Large MP
Wreckage Hull Panel B Large MP
Wreckage Hull Panel MP
Wreckage Hull Support Beam MP
Wreckage Panel A MP
Wreckage Panel B MP
Wreckage Panel C MP
Wreckage Panel D MP
Wreckage Panel E MP
Civilian Van
Forklift
UNSC Cargo Truck
UNSC Cart
UNSC Sabre
UNSC Submarine
UNSC Truck Wheel
Forklift MP
Tanker Truck MP
UNSC Cargo Truck MP
UNSC Pelican
UNSC Pelican (Landed)
UNSC Sabre MP
UNSC Truck Wheel MP
Cable
Cable Cap
Capped Cable
Curved Wires
UNSC Hanging Cables
UNSC Hanging Wires C
UNSC Hanging Wires D
UNSC Hanging Wires E
Curved Wires MP
UNSC Hanging Cables MP
UNSC Hanging Wires C MP
UNSC Hanging Wires D MP
UNSC Hanging Wires E MP
Holotable A
Holotable B
Workstation A
Workstation B
Workstation C
Workstation D
Workstation Partition
Holotable A MP
Holotable B MP
Rolling Chair MP
Workstation A MP
Workstation B MP
Workstation C MP
Workstation D MP
Workstation Partition MP
Alien Pearl A MP
Alien Pearl B MP
Alien Tree A MP
Alien Tree B MP
Alien Tree C MP
Alien Tree D MP
Alien Tree E MP
Alien Tree F MP
Alien Tree G MP
Alien Tree H MP
Anemone Cluster A MP
Anemone Cluster B MP
Anemone Pod MP
Anemone Set MP
Anemone Web MP
Blue Snake Plant A MP
Blue Snake Plant B MP
Blue Snake Plant C MP
Cabbage Coral A MP
Cabbage Coral B MP
Cabbage Coral C MP
Cabbage Coral D MP
Cabbage Coral Wall MP
Carnivorous Pipe A MP
Carnivorous Pipe B MP
Carnivorous Pipe C MP
Celestial Cornflower A MP
Celestial Cornflower B MP
Celestial Cornflower C MP
Celestial Cornflower D MP
Celestial Cornflower E MP
Celestial Plant MP
Clara Ferreus Fungorum MP
Coral Tree A MP
Coral Tree B MP
Coral Tree C MP
Coral Tree D MP
Cosmic Growth A MP
Cosmic Growth B MP
Cosmic Growth C MP
Cosmic Growth D MP
Cosmic Growth E MP
Cosmic Growth Feather A MP
Cosmic Growth Feather B MP
Cosmic Growth Feather C MP
Cosmic Thistle Bud A MP
Cosmic Thistle Bud B MP
Cosmic Thistle Bud C MP
Cosmic Thistle Tree Branch MP
Cosmic Thistle Tree Petal MP
Cosmic Thistle Tree Trunk MP
Cosmic Wallflower A MP
Cosmic Wallflower B MP
Deadly Rubus A MP
Deadly Rubus B MP
Deadly Rubus C MP
Durum Fungorum A MP
Durum Fungorum B MP
Egg Bush MP
Etheric Wall Plant A MP
Etheric Wall Plant B MP
Etheric Wall Plant C MP
Extraterrestrial Egg Plant A MP
Extraterrestrial Egg Plant B MP
Feather Fern A MP
Feather Fern B MP
Feather Fern C MP
Flower Egg Cracked MP
Land Kelp A MP
Land Kelp B MP
Land Kelp C MP
Magnum Folium MP
Mushroom Purple A MP
Mushroom Purple B MP
Mushroom Purple C MP
Nebulous Alien Pod MP
Nebulous Weeds A MP
Nebulous Weeds B MP
Nebulous Weeds C MP
Neon Pilea A MP
Neon Pilea B MP
Neon Pilea C MP
Octorose Plant MP
Ovum Pod MP
Oyster Mushroom Leaf A MP
Oyster Mushroom Leaf B MP
Oyster Mushroom Leaf C MP
Oyster Mushroom Leaf D MP
Pastel Waterlily MP
Pastel Waterlily Single MP
Plant Coral A MP
Plant Coral B MP
Plant Coral C MP
Plant Coral D MP
Plant Coral E MP
Plant Coral F MP
Plant Coral Set A MP
Plant Coral Set B MP
Plant Coral Set C MP
Plant Sponge Coral MP
Plant Sponge Coral Set MP
Plant Sponge Coral Web MP
Root Wall Flat MP
Stone Drosera A MP
Stone Drosera B MP
Stone Drosera C MP
Tree Mushroom A MP
Tree Mushroom B MP
Tree Mushroom C MP
Tree Mushroom Foundation Sphere A MP
Tree Mushroom Foundation Sphere B MP
Tree Mushroom Stalk MP
Tree Mushroom Trunk A MP
Tree Mushroom Trunk B MP
Wall Calendrum A MP
Wall Calendrum B MP
Wall Calendrum C MP
Alpine Bush A
Alpine Bush B
Leafy Bush A
Leafy Bush B
Leafy Bush C
Leafy Bush D
Pine Bush A
Pine Bush B
Pine Bush C
Pine Bush D
Pine Bush E
Alpine Bush A MP
Alpine Bush B MP
Burnt Pine Bush MP
Leafy Bush A MP
Leafy Bush B MP
Leafy Bush C MP
Leafy Bush D MP
Pine Bush A MP
Pine Bush B MP
Pine Bush C MP
Pine Bush D MP
Pine Bush E MP
Snow Covered Bush A MP
Snow Covered Bush B MP
Snow Covered Bush C MP
Snow Covered Bush Cluster A MP
Snow Covered Bush Cluster B MP
Snow Covered Bush D MP
Snow Covered Pine Bush A MP
Snow Covered Pine Bush B MP
Snow Covered Pine Bush C MP
Snow Covered Pine Bush Cluster A MP
Snow Covered Pine Bush D MP
Bracken Fern L
Bracken Fern S
Braid Bulb Shrub S
Braid Bulb Shrubs M
Braid Shrub S
Braid Shrubs M
Cattails L
Cattails S
Cliff Paintbrush Flowers M
Cliff Paintbrush Flowers S
Desert Flower L
Desert Flower M
Desert Flower S
Desert Flower XL
Elder Plant L
Elder Plant S
Elephant Ear M
Elephant Ear S
Hyacinth Patch Medium
Hyacinth Patch Small
Ivy Patch L Long
Ivy Patch L Wide
Ivy Patch M
Ivy Patch S
Moss Patch L
Moss Patch S
Natural Grass L
Natural Grass M
Natural Grass S
Natural Grass XL
Natural Shrub Leafy S
Natural Shrubs Leafy L
Natural Shrubs Leafy M
Phallales Mushroom L
Phallales Mushroom S
Redswept Grass L
Redswept Grass M
Redswept Grass S
Redswept Grass XL
Reeds L
Reeds M
Reeds S
Reeds XL
Silverweed Plant L
Silverweed Plant S
Swordfern L
Swordfern S
Tall Pale Plants L
Tall Pale Plants M
Tall Pale Plants S
Tall Pale Plants XL
Thistle Patch Small
Thistle Patch large
Weed Patch L
Weed Patch M
Weed Patch S
Weed Patch XL
Beargrass Flower Patch L MP
Beargrass Flower Patch M MP
Beargrass Flower S MP
Brackenfern L MP
Brackenfern S MP
Braid Bulb Shrub S MP
Braid Bulb Shrubs M MP
Braid Shrub S MP
Braid Shrubs M MP
Burned Bush L MP
Burned Bush M MP
Burned Bush S MP
Burned Bush XL MP
Burned Grass Pile L MP
Burned Grass Pile M MP
Burned Grass Pile XL MP
Burned Grass S MP
Burnt Branches A MP
Burnt Branches B MP
Cattails L MP
Cattails S MP
Cliff Paintbrush Flowers M MP
Cliff Paintbrush Flowers S MP
Dead Shrub L MP
Dead Shrub M MP
Dead Shrub S MP
Dead Shrub XL MP
Desert Flower L MP
Desert Flower M MP
Desert Flower S MP
Desert Flower XL MP
Elder Plant L MP
Elder Plant S MP
Elephant Ear M MP
Elephant Ear S MP
Grass Dry L MP
Grass Dry M MP
Grass Dry S MP
Grass Dry XL MP
Grass Red L MP
Grass Red M MP
Grass Red S MP
Grass Red XL MP
Horsetail L MP
Horsetail S MP
Hyacinth M MP
Hyacinth S MP
Hydnellum Mushroom M MP
Hydnellum Mushroom S MP
Inaka Shrub L MP
Inaka Shrub M MP
Inaka Shrub S MP
Ivy Patch L Long MP
Ivy Patch L Wide MP
Ivy Patch M MP
Ivy Patch S MP
Lavender Flowers L MP
Lavender Flowers M MP
Lavender Flowers S MP
Maple Sapling Large A MP
Maple Sapling Small A MP
Maroon Flower S MP
Maroon Flowers L MP
Maroon Flowers M MP
Maroon Flowers XL MP
Moss Patch L MP
Moss Patch S MP
Mushroom Patch L MP
Mushroom Patch S MP
Natural Grass L MP
Natural Grass M MP
Natural Grass S MP
Natural Grass Tall L MP
Natural Grass Tall M MP
Natural Grass Tall S MP
Natural Grass Tall XL MP
Natural Grass XL MP
Natural Shrub Leafy S MP
Natural Shrubs Leafy L MP
Natural Shrubs Leafy M MP
Needle Shrub S MP
Needle Shrubs M MP
Orange Flower S MP
Orange Flowers L MP
Orange Flowers M MP
Orange Flowers XL MP
Phallales Mushroom M MP
Phallales Mushroom S MP
Red Ground Cover Plant S MP
Red Ground Cover Plants M MP
Reed Grass L MP
Reed Grass M MP
Reed Grass S MP
Reed Grass XL MP
Scattered Twigs L MP
Scattered Twigs M MP
Scattered Twigs S MP
Scattered Twigs XL MP
Scorched Grass L MP
Scorched Grass M MP
Scorched Grass S MP
Scorched Grass XL MP
Short Natural Shrub M MP
Short Natural Shrub S MP
Short Snowy Shrub M MP
Short Snowy Shrub S MP
Silverweed Plant M MP
Silverweed Plant S MP
Small Dead Bush L MP
Small Dead Bush M MP
Small Dead Bush S MP
Small Dead Bush XL MP
Snowy Brackenfern L MP
Snowy Brackenfern S MP
Snowy Swordfern L MP
Snowy Swordfern S MP
Swordfern L MP
Swordfern S MP
Tall Pale Plant S MP
Tall Pale Plants L MP
Tall Pale Plants M MP
Tall Pale Plants XL MP
Thistle M MP
Thistle S MP
Tomato Bush M MP
Tomato Bush S MP
Water Lily L MP
Water Lily M MP
Water Lily S MP
Waterleaf M MP
Waterleaf S MP
Weed Patch L MP
Weed Patch M MP
Weed Patch S MP
Weed Patch XL MP
Ice Shard A L MP
Ice Shard A M MP
Ice Shard A XL MP
Ice Shard B L MP
Ice Shard B M MP
Ice Shard B XL MP
Ice Shard C L MP
Ice Shard C M MP
Ice Shard C XL MP
Ice Shard Chunk A L MP
Ice Shard Chunk B L MP
Ice Shard Cluster A L MP
Ice Shard Cluster A M MP
Ice Shard Cluster A S MP
Ice Shard Cluster B M MP
Ice Shard Cluster B S MP
Ice Shard Cluster C M MP
Ice Shard Cluster C S MP
Ice Shard Cluster D M MP
Ice Shard D XL MP
Ice Sheet A S MP
Ice Sheet B S MP
Ice Sheet C S MP
Ice Sheet Cluster A MP
Snow Clumps L MP
Snow Clumps M MP
Snow Clumps Round M MP
Snow Clumps S MP
Snowball A MP
Snowball B MP
Snowball C MP
Snowball Cluster A MP
Snowball D MP
Snowball Pile A MP
Boulders Levitation MP
Limestone Boulder A MP
Limestone Boulder B MP
Limestone Boulder C MP
Limestone Boulder D MP
Megalith Arrangement A MP
Megalith Arrangement B MP
Megalith Arrangement C MP
Megalith Stone A MP
Megalith Stone B MP
Megalith Stone C MP
Megalith Stone D MP
Megalith Stone E MP
Megalith Stone F MP
Megalith Stone G MP
Monolith Rock A MP
Monolith Rock B MP
Monolith Rock C MP
Monolith Rock D MP
Monolith Rock Overgrown A MP
Monolith Rock Pile A MP
Monolith Rock Pile B MP
Monolith Rock Set A MP
Opal Boulder A MP
Opal Boulder B MP
Opal Boulder C MP
Opal Boulder D MP
Opal Boulder Fossil A MP
Opal Boulder Fossil B MP
Opal Boulder Fossil C MP
Opal Boulder Fossil D MP
Opal Cracked Boulder A MP
Opal Cracked Boulder B MP
Opal Cracked Boulder C MP
Opal Cracked Boulder D MP
Alpine Boulder
Alpine Rock Arch
Alpine Rock Chunk A
Alpine Rock Chunk B
Alpine Rock Chunk C
Alpine Rock Chunk D
Alpine Rock Chunk E
Alpine Rock Chunk F
Alpine Rock Chunk G
Alpine Rock Chunk H
Alpine Rock Chunk I
Alpine Rock Chunk J
Alpine Rock Chunk K
Alpine Rock Chunk L
Alpine Rock Chunk M
Alpine Rock Chunk N
Alpine Rock Chunk O
Alpine Rock Chunk P
Alpine Rock Cliff
Alpine Rock Column
Alpine Rock Flat
Alpine Rock Group A
Alpine Rock Group B
Alpine Stalactites A
Alpine Stalactites B
Alpine Stalactites C
Alpine Stalactites D
Alpine Stalactites E
Alpine Stalactites F
Burnt Forest Boulder
Burnt Forest Rock Arch
Burnt Forest Rock Chunk A
Burnt Forest Rock Chunk B
Burnt Forest Rock Chunk C
Burnt Forest Rock Chunk D
Burnt Forest Rock Chunk E
Burnt Forest Rock Chunk F
Burnt Forest Rock Chunk G
Burnt Forest Rock Chunk H
Burnt Forest Rock Chunk I
Burnt Forest Rock Chunk J
Burnt Forest Rock Chunk K
Burnt Forest Rock Chunk L
Burnt Forest Rock Chunk M
Burnt Forest Rock Chunk N
Burnt Forest Rock Chunk O
Burnt Forest Rock Chunk P
Burnt Forest Rock Cliff
Burnt Forest Rock Column
Burnt Forest Rock Flat
Burnt Forest Rock Group A
Burnt Forest Rock Group B
Burnt Forest Stalactites A
Burnt Forest Stalactites B
Burnt Forest Stalactites C
Burnt Forest Stalactites D
Burnt Forest Stalactites E
Burnt Forest Stalactites F
Desert Boulder
Desert Rock Arch
Desert Rock Chunk A
Desert Rock Chunk B
Desert Rock Chunk C
Desert Rock Chunk D
Desert Rock Chunk E
Desert Rock Chunk F
Desert Rock Chunk G
Desert Rock Chunk H
Desert Rock Chunk I
Desert Rock Chunk J
Desert Rock Chunk K
Desert Rock Chunk L
Desert Rock Chunk M
Desert Rock Chunk N
Desert Rock Chunk O
Desert Rock Chunk P
Desert Rock Cliff
Desert Rock Column
Desert Rock Flat
Desert Rock Group A
Desert Rock Group B
Desert Stalactites A
Desert Stalactites B
Desert Stalactites C
Desert Stalactites D
Desert Stalactites E
Desert Stalactites F
Glacier Boulder
Glacier Chunk L MP
Glacier Chunk M MP
Glacier Chunk S MP
Glacier Rock Arch
Glacier Rock Chunk A
Glacier Rock Chunk B
Glacier Rock Chunk C
Glacier Rock Chunk D
Glacier Rock Chunk E
Glacier Rock Chunk F
Glacier Rock Chunk G
Glacier Rock Chunk H
Glacier Rock Chunk I
Glacier Rock Chunk J
Glacier Rock Chunk K
Glacier Rock Chunk L
Glacier Rock Chunk M
Glacier Rock Chunk N
Glacier Rock Chunk O
Glacier Rock Chunk P
Glacier Rock Cliff
Glacier Rock Column
Glacier Rock Flat
Glacier Rock Group A
Glacier Rock Group B
Glacier Stalactites A
Glacier Stalactites B
Glacier Stalactites C
Glacier Stalactites D
Glacier Stalactites E
Glacier Stalactites F
Eroded Terrain Column A
Eroded Terrain Column B
Eroded Terrain D
Eroded Terrain E
Eroded Terrain E [TI]
Terrain Hex Granite A
Terrain Hex Granite A - Original
Terrain Hex Granite C
Space Boulder
Space Rock Arch
Space Rock Chunk A
Space Rock Chunk B
Space Rock Chunk C
Space Rock Chunk D
Space Rock Chunk E
Space Rock Chunk F
Space Rock Chunk G
Space Rock Chunk H
Space Rock Chunk I
Space Rock Chunk J
Space Rock Chunk K
Space Rock Chunk L
Space Rock Chunk M
Space Rock Chunk N
Space Rock Chunk O
Space Rock Chunk P
Space Rock Cliff
Space Rock Column
Space Rock Flat
Space Rock Group A
Space Rock Group B
Space Stalactites A
Space Stalactites B
Space Stalactites C
Space Stalactites D
Space Stalactites E
Space Stalactites F
Tidal Boulder
Tidal Rock Arch
Tidal Rock Chunk A
Tidal Rock Chunk B
Tidal Rock Chunk C
Tidal Rock Chunk D
Tidal Rock Chunk E
Tidal Rock Chunk F
Tidal Rock Chunk G
Tidal Rock Chunk H
Tidal Rock Chunk I
Tidal Rock Chunk J
Tidal Rock Chunk K
Tidal Rock Chunk L
Tidal Rock Chunk M
Tidal Rock Chunk N
Tidal Rock Chunk O
Tidal Rock Chunk P
Tidal Rock Cliff
Tidal Rock Column
Tidal Rock Flat
Tidal Rock Group A
Tidal Rock Group B
Tidal Stalactites A
Tidal Stalactites B
Tidal Stalactites C
Tidal Stalactites D
Tidal Stalactites E
Tidal Stalactites F
Wetlands Boulder
Wetlands Rock Arch
Wetlands Rock Chunk A
Wetlands Rock Chunk B
Wetlands Rock Chunk C
Wetlands Rock Chunk D
Wetlands Rock Chunk E
Wetlands Rock Chunk F
Wetlands Rock Chunk G
Wetlands Rock Chunk H
Wetlands Rock Chunk I
Wetlands Rock Chunk J
Wetlands Rock Chunk K
Wetlands Rock Chunk L
Wetlands Rock Chunk M
Wetlands Rock Chunk N
Wetlands Rock Chunk O
Wetlands Rock Chunk P
Wetlands Rock Cliff
Wetlands Rock Column
Wetlands Rock Flat
Wetlands Rock Group A
Wetlands Rock Group B
Wetlands Stalactites A
Wetlands Stalactites B
Wetlands Stalactites C
Wetlands Stalactites D
Wetlands Stalactites E
Wetlands Stalactites F
Broken Stump A
Broken Stump B
Broken Stump C
Broken Stump A MP
Broken Stump B MP
Broken Stump C MP
Burnt Broken Stump A MP
Burnt Broken Stump B MP
Burnt Broken Stump C MP
Bank Full
Bank Full (TI)
Bank Half
Bank Half (TI)
Bowl/Hill
Bowl/Hill (TI)
Ramp
Ramp (TI)
Ramp Corner Exterior
Ramp Corner Exterior (TI)
Ramp Corner Interior
Ramp Corner Interior (TI)
Ramp Transition
Ramp Transition (TI)
Slope Helper 20°
Slope Helper 20° (TI)
Slope Helper 40°
Slope Helper 40° (TI)
Slope Helper 60°
Slope Helper 60° (TI)
Sphere Terrain
Sphere Terrain (TI)
Terrace Terrain
Terrace Terrain (TI)
Terrain Flat
Terrain Flat (TI)
Terrain Rugged
Terrain Rugged (TI)
Trench Terrain
Trench Terrain (TI)
Alpine Highlands Fir Medium B
Alpine Highlands Fir Small A
Alpine Highlands Fir Small B
Alpine Highlands Fir Small C
Date Palm Large A
Date Palm Large B
Date Palm Medium A
Date Palm Medium B
Dead Fir Medium A
Dead Fir Medium B
Snagged Log A
Snagged Log B
Snagged Log C
Snagged Log D
Sub Alpine Fir Extra Small
Sub Alpine Fir Large A
Sub Alpine Fir Large B
Sub Alpine Fir Medium A
Sub Alpine Fir Medium B
Sub Alpine Fir Medium C
Sub Alpine Fir Medium D
Sub Alpine Fir Medium E
Sub Alpine Fir Medium F
Sub Alpine Fir Small A
Sub Alpine Fir Small B
Sub Alpine Fir Small C
Tree Larch Large A
Tree Larch Large B
Tree Larch Large C
Tree Larch Medium A
Tree Larch Medium B
Tree Larch Small A
Tree Larch Small B
Fallen Tree A
Fallen Tree B
Fallen Tree C
Fallen Tree D
Fallen Tree E
Burnt Fallen Tree A MP
Burnt Fallen Tree B MP
Burnt Fallen Tree C MP
Burnt Fallen Tree D MP
Burnt Fallen Tree E MP
Burnt Fallen Tree w/Roots MP
Burnt Snagged Log A MP
Burnt Snagged Log B MP
Burnt Snagged Log C MP
Burnt Snagged Log D MP
Burnt Snagged Log E MP
Fallen Frozen Tree w/Roots MP
Fallen Tree A MP
Fallen Tree B MP
Fallen Tree C MP
Fallen Tree D MP
Fallen Tree E MP
Fallen Tree w/Roots MP
Frozen Fallen Tree A MP
Frozen Fallen Tree B MP
Frozen Fallen Tree C MP
Frozen Fallen Tree D MP
Frozen Fallen Tree E MP
Frozen Root Cluster MP
Frozen Snagged Log A MP
Frozen Snagged Log B MP
Frozen Snagged Log C MP
Frozen Snagged Log D MP
Frozen Snagged Log E MP
Snagged Log A MP
Snagged Log B MP
Snagged Log C MP
Snagged Log D MP
Burnt Root Cluster MP
Burnt Roots A MP
Burnt Roots B MP
Burnt Roots C MP
Burnt Roots Hanging A MP
Burnt Roots Hanging B MP
Frozen Roots Hanging A MP
Frozen Roots Hanging B MP
Root Cluster MP
Roots A MP
Roots B MP
Roots C MP
Roots Frozen A MP
Roots Frozen B MP
Roots Frozen C MP
Roots Hanging A MP
Roots Hanging B MP
Alpine Highlands Fir Medium B MP
Alpine Highlands Fir Small A MP
Alpine Highlands Fir Small B MP
Alpine Highlands Fir Small C MP
Burnt Small Tree A MP
Burnt Small Tree B MP
Burnt Small Tree C MP
Burnt Small Tree D MP
Date Palm Large A MP
Date Palm Large B MP
Date Palm Large Dead MP
Date Palm Medium A MP
Date Palm Medium B MP
Date Palm Sprout A MP
Date Palm Sprout B MP
Dead Fir Medium A MP
Dead Fir Medium B MP
Larch Dead A MP
Larch Dead B MP
Larch Dead C MP
Larch Large A MP
Larch Large B MP
Larch Large C MP
Larch Medium A MP
Larch Medium B MP
Larch Small A MP
Larch Small B MP
Snowy Alpine Highlands Fir A S MP
Snowy Alpine Highlands Fir B M MP
Snowy Alpine Highlands Fir B S MP
Snowy Alpine Highlands Fir C S MP
Snowy Dead Fir A M MP
Snowy Dead Fir B M MP
Snowy Sub Alpine Fir A L MP
Snowy Sub Alpine Fir A M MP
Snowy Sub Alpine Fir A S MP
Snowy Sub Alpine Fir B L MP
Snowy Sub Alpine Fir B M MP
Snowy Sub Alpine Fir B S MP
Snowy Sub Alpine Fir C M MP
Snowy Sub Alpine Fir C S MP
Snowy Sub Alpine Fir D M MP
Snowy Sub Alpine Fir E M MP
Snowy Sub Alpine Fir ES MP
Snowy Sub Alpine Fir F M MP
Sub Alpine Fir Extra Small MP
Sub Alpine Fir Large A MP
Sub Alpine Fir Large B MP
Sub Alpine Fir Medium A MP
Sub Alpine Fir Medium B MP
Sub Alpine Fir Medium C MP
Sub Alpine Fir Medium D MP
Sub Alpine Fir Medium E MP
Sub Alpine Fir Medium F MP
Sub Alpine Fir Small A MP
Sub Alpine Fir Small B MP
Sub Alpine Fir Small C MP
Water Plane
Water Plane Reactive
One Way Blocker 128x128x128
One Way Blocker 128x2x64
One Way Blocker 128x32x32
One Way Blocker 128x32x32
One Way Blocker 128x32x64
One Way Blocker 16x16x16
One Way Blocker 16x2x8
One Way Blocker 16x32x8
One Way Blocker 16x4x4
One Way Blocker 16x4x4
One Way Blocker 1x1x1
One Way Blocker 256x256x256
One Way Blocker 256x2x128
One Way Blocker 256x32x128
One Way Blocker 256x64x64
One Way Blocker 256x64x64
One Way Blocker 2x2x2
One Way Blocker 32x2x16
One Way Blocker 32x32x16
One Way Blocker 32x32x32
One Way Blocker 32x8x8
One Way Blocker 32x8x8
One Way Blocker 4x4x4
One Way Blocker 64x16x16
One Way Blocker 64x16x16
One Way Blocker 64x2x32
One Way Blocker 64x32x32
One Way Blocker 64x64x64
One Way Blocker 8x2x2
One Way Blocker 8x2x2
One Way Blocker 8x2x4
One Way Blocker 8x32x4
One Way Blocker 8x8x8
Player Blocker 128x128x128
Player Blocker 128x2x64
Player Blocker 128x32x32
Player Blocker 128x32x32
Player Blocker 128x32x64
Player Blocker 16x16x16
Player Blocker 16x2x8
Player Blocker 16x32x8
Player Blocker 16x4x4
Player Blocker 16x4x4
Player Blocker 1x1x1
Player Blocker 256x256x256
Player Blocker 256x2x64
Player Blocker 256x32x128
Player Blocker 256x64x64
Player Blocker 256x64x64
Player Blocker 2x2x2
Player Blocker 32x2x16
Player Blocker 32x32x16
Player Blocker 32x32x32
Player Blocker 32x8x8
Player Blocker 32x8x8
Player Blocker 4x4x4
Player Blocker 64x16x16
Player Blocker 64x16x16
Player Blocker 64x2x32
Player Blocker 64x32x32
Player Blocker 64x64x64
Player Blocker 8x2x2
Player Blocker 8x2x2
Player Blocker 8x2x4
Player Blocker 8x32x4
Player Blocker 8x8x8
Projectile Blocker 128x128x128
Projectile Blocker 128x2x64
Projectile Blocker 128x32x32
Projectile Blocker 128x32x32
Projectile Blocker 128x32x64
Projectile Blocker 16x16x16
Projectile Blocker 16x2x8
Projectile Blocker 16x32x8
Projectile Blocker 16x4x4
Projectile Blocker 16x4x4
Projectile Blocker 1x1x1
Projectile Blocker 256x256x256
Projectile Blocker 256x2x128
Projectile Blocker 256x32x128
Projectile Blocker 256x64x64
Projectile Blocker 256x64x64
Projectile Blocker 2x2x2
Projectile Blocker 32x2x16
Projectile Blocker 32x32x16
Projectile Blocker 32x32x32
Projectile Blocker 32x8x8
Projectile Blocker 32x8x8
Projectile Blocker 4x4x4
Projectile Blocker 64x16x16
Projectile Blocker 64x16x16
Projectile Blocker 64x2x32
Projectile Blocker 64x32x32
Projectile Blocker 64x64x64
Projectile Blocker 8x2x2
Projectile Blocker 8x2x2
Projectile Blocker 8x2x4
Projectile Blocker 8x32x4
Projectile Blocker 8x8x8
Scalable One Way Blocker
Scalable Player Blocker
Scalable Projectile Blocker
Scalable Team Blocker
Scalable Universal Blocker
Scalable Vehicle Blocker
Team Blocker 128x128x128
Team Blocker 128x2x64
Team Blocker 128x32x32
Team Blocker 128x32x32
Team Blocker 128x32x64
Team Blocker 16x16x16
Team Blocker 16x2x8
Team Blocker 16x32x8
Team Blocker 16x4x4
Team Blocker 16x4x4
Team Blocker 1x1x1
Team Blocker 256x256x256
Team Blocker 256x2x128
Team Blocker 256x32x128
Team Blocker 256x64x64
Team Blocker 256x64x64
Team Blocker 2x2x2
Team Blocker 32x2x16
Team Blocker 32x32x16
Team Blocker 32x32x32
Team Blocker 32x8x8
Team Blocker 32x8x8
Team Blocker 4x4x4
Team Blocker 64x16x16
Team Blocker 64x16x16
Team Blocker 64x2x32
Team Blocker 64x32x32
Team Blocker 64x64x64
Team Blocker 8x2x2
Team Blocker 8x2x2
Team Blocker 8x2x4
Team Blocker 8x32x4
Team Blocker 8x8x8
Universal Blocker 128x128x128
Universal Blocker 128x2x64
Universal Blocker 128x32x32
Universal Blocker 128x32x32
Universal Blocker 128x32x64
Universal Blocker 16x16x16
Universal Blocker 16x2x8
Universal Blocker 16x32x8
Universal Blocker 16x4x4
Universal Blocker 16x4x4
Universal Blocker 1x1x1
Universal Blocker 256x256x256
Universal Blocker 256x2x64
Universal Blocker 256x32x128
Universal Blocker 256x64x64
Universal Blocker 256x64x64
Universal Blocker 2x2x2
Universal Blocker 32x2x16
Universal Blocker 32x32x16
Universal Blocker 32x32x32
Universal Blocker 32x8x8
Universal Blocker 32x8x8
Universal Blocker 4x4x4
Universal Blocker 64x16x16
Universal Blocker 64x16x16
Universal Blocker 64x2x32
Universal Blocker 64x32x32
Universal Blocker 64x64x64
Universal Blocker 8x2x2
Universal Blocker 8x2x2
Universal Blocker 8x2x4
Universal Blocker 8x32x4
Universal Blocker 8x8x8
Vehicle Blocker 128x128x128
Vehicle Blocker 128x2x64
Vehicle Blocker 128x32x32
Vehicle Blocker 128x32x32
Vehicle Blocker 128x32x64
Vehicle Blocker 16x16x16
Vehicle Blocker 16x2x8
Vehicle Blocker 16x32x8
Vehicle Blocker 16x4x4
Vehicle Blocker 16x4x4
Vehicle Blocker 1x1x1
Vehicle Blocker 256x256x256
Vehicle Blocker 256x2x128
Vehicle Blocker 256x32x128
Vehicle Blocker 256x64x64
Vehicle Blocker 256x64x64
Vehicle Blocker 2x2x2
Vehicle Blocker 32x2x16
Vehicle Blocker 32x32x16
Vehicle Blocker 32x32x32
Vehicle Blocker 32x8x8
Vehicle Blocker 32x8x8
Vehicle Blocker 4x4x4
Vehicle Blocker 64x16x16
Vehicle Blocker 64x16x16
Vehicle Blocker 64x2x32
Vehicle Blocker 64x32x32
Vehicle Blocker 64x64x64
Vehicle Blocker 8x2x2
Vehicle Blocker 8x2x2
Vehicle Blocker 8x2x4
Vehicle Blocker 8x32x4
Vehicle Blocker 8x8x8
Leak Extraterrestrial A
Leak Extraterrestrial B
Leak Extraterrestrial C
Mold Extraterrestrial A
Mold Extraterrestrial B
Mold Extraterrestrial C
Mold Extraterrestrial E
Mold Extraterrestrial F
Mold Extraterrestrial G
Net Extraterrestrial A
Net Extraterrestrial B
Net Extraterrestrial C
Net Extraterrestrial D
Net Extraterrestrial E
Net Extraterrestrial F
Web Extraterrestrial A
Web Extraterrestrial B
Web Extraterrestrial C
Web Extraterrestrial D
Web Extraterrestrial E
Web Extraterrestrial F
Banished Glyph 01
Banished Glyph 02
Banished Glyph 03
Banished Glyph 04
Banished Glyph 05
Banished Glyph 06
Banished Glyph 07
Banished Glyph 08
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Banished Glyph 12
Banished Glyph 13
Banished Glyph 14
Banished Glyph 15
Armory
Arrival
Barracks
Command Center
Common
Communication
Departure
Engineering
Entrance
Entrance Sign
Entrance Sign - Green
Entrance Sign - Striped
Exit Sign - Red
Exit Sign - Striped
Exit Sign 1 - White
Exit Sign 2 - White
Launchsite
Mac Storage
Power Generator
Storage
Supply Depot
Covenant Glyph 00
Covenant Glyph 01
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Covenant Glyph 03
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Covenant Glyph A
Covenant Glyph B
Covenant Glyph C
Covenant Glyph D
Covenant Glyph E
Covenant Glyph F
Covenant Glyph Phrase A
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Covenant Glyph Phrase D
Covenant Glyph Phrase E
Covenant Glyph Phrase F
Covenant Outline Glyph 00
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Covenant Outline Glyph A
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Covenant Outline Glyph D
Covenant Outline Glyph E
Covenant Outline Glyph F
Covenant Tech Glyph 00
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Covenant Tech Glyph 03
Covenant Tech Glyph 04
Covenant Tech Glyph 05
Covenant Tech Glyph 06
Covenant Tech Glyph 07
Covenant Tech Glyph 08
Covenant Tech Glyph 09
Covenant Tech Glyph A
Covenant Tech Glyph B
Covenant Tech Glyph C
Covenant Tech Glyph D
Covenant Tech Glyph E
Covenant Tech Glyph F
Cracks
Dirt Patchy
Leaks A
Leaks B
Road
Runoff
Splatter
Stain
Stones
Streak
Blightlands Growth A
Blightlands Growth B
Blightlands Leak A
Blightlands Leak B
Blightlands Leak C
Blightlands Leak D
Blightlands Leak E
Blightlands Mold A
Blightlands Mold B
Blightlands Mold C
Blightlands Tendrils A
Blightlands Tendrils B
Glyph C01
Glyph C01 Emissive
Glyph C02
Glyph C02 Emissive
Glyph C03
Glyph C03 Emissive
Glyph C04
Glyph C04 Emissive
Glyph C05
Glyph C05 Emissive
Glyph C06
Glyph C06 Emissive
Glyph C07
Glyph C07 Emissive
Glyph C08
Glyph C08 Emissive
Glyph C09
Glyph C09 Emissive
Glyph C10
Glyph C10 Emissive
Glyph C11
Glyph C11 Emissive
Glyph C12
Glyph C12 Emissive
Glyph C13
Glyph C13 Emissive
Glyph C14
Glyph C14 Emissive
Glyph C15
Glyph C15 Emissive
Glyph C16
Glyph C16 Emissive
Glyph C17
Glyph C17 Emissive
Glyph C18
Glyph C18 Emissive
Glyph C19
Glyph C19 Emissive
Glyph C20
Glyph C20 Emissive
Glyph C21
Glyph C21 Emissive
Glyph C22
Glyph C22 Emissive
Glyph C23
Glyph C23 Emissive
Glyph C24
Glyph C24 Emissive
Glyph C25
Glyph C25 Emissive
Rune Set 01
Rune Set 01 Emissive
Rune Set 02
Rune Set 02 Emissive
Rune Set 03
Rune Set 03 Emissive
Rune Set 04
Rune Set 04 Emissive
Rune Set 05
Rune Set 05 Emissive
Rune Set 06
Rune Set 06 Emissive
Rune Set 07
Rune Set 07 Emissive
Rune Set 08
Rune Set 08 Emissive
Rune Set 09
Rune Set 09 Emissive
Rune Set 10
Rune Set 10 Emissive
Sigil A01
Sigil A01 Emissive
Sigil A02
Sigil A02 Emissive
Sigil A03
Sigil A03 Emissive
Sigil A04
Sigil A04 Emissive
Sigil A05
Sigil A05 Emissive
Sigil A06
Sigil A06 Emissive
Sigil A07
Sigil A07 Emissive
Sigil A08
Sigil A08 Emissive
Sigil A09
Sigil A09 Emissive
Sigil A10
Sigil A10 Emissive
Sigil A11
Sigil A11 Emissive
Sigil A12
Sigil A12 Emissive
Symbol B01
Symbol B01 Emissive
Symbol B02
Symbol B02 Emissive
Symbol B03
Symbol B03 Emissive
Symbol B04
Symbol B04 Emissive
Symbol B05
Symbol B05 Emissive
Symbol B06
Symbol B06 Emissive
Symbol B07
Symbol B07 Emissive
Symbol B08
Symbol B08 Emissive
Symbol B09
Symbol B09 Emissive
Symbol B10
Symbol B10 Emissive
Symbol B11
Symbol B11 Emissive
Symbol B12
Symbol B12 Emissive
Symbol B13
Symbol B13 Emissive
Symbol B14
Symbol B14 Emissive
Symbol B15
Symbol B15 Emissive
Symbol B16
Symbol B16 Emissive
Symbol B17
Symbol B17 Emissive
Symbol B18
Symbol B18 Emissive
Symbol B19
Symbol B19 Emissive
Symbol B20
Symbol B20 Emissive
Symbol B21
Symbol B21 Emissive
Symbol B22
Symbol B22 Emissive
Symbol B23
Symbol B23 Emissive
Symbol B24
Symbol B24 Emissive
'A' Large
'A' Med
'A' Med Variant
'B' Large
'B' Med
'B' Med Variant
'C' Large
'C' Med
'C' Med Variant
'D' Large
'D' Med
'D' Med Variant
'E' Large
'E' Med
'E' Med Variant
'F' Large
'F' Med
'F' Med Variant
Arrow '1'
Arrow '2'
Arrow '3'
Arrow '4'
Arrow '5'
Arrow '6'
Arrow '7'
Arrow '8'
Arrow '9'
Square '1'
Square '2'
Square '3'
Square '4'
Square '5'
Square '6'
Square '7'
Square '8'
Square '9'
Striped '1'
Striped '2'
Striped '3'
Striped '4'
Striped '5'
Striped '6'
Striped '7'
Striped '8'
Striped '9'
'0' Large
'0' Med
'0' Med Variant
'1' Large
'1' Med
'1' Med Variant
'2' Large
'2' Med
'2' Med Variant
'3' Large
'3' Med
'3' Med Variant
'4' Large
'4' Med
'4' Med Variant
'5' Large
'5' Med
'5' Med Variant
'6' Large
'6' Med
'6' Med Variant
'7' Large
'7' Med
'7' Med Variant
'8' Large
'8' Med
'8' Med Variant
'9' Large
'9' Med
'9' Med Variant
'C' Symbol
Arrow Downward Small
Arrow Upward Small
Black Handed Warning
Black Striped Tape
Black Yellow Plug Warning
Bracketed Orange Hazard
Bracketed Red Danger
Bracketed White Caution
Bracketed White Danger
Bracketed White Hazard
Bracketed Yellow Caution
Breach of Security
Caution Falling Hazard
Caution High Voltage Area
Danger Fire Risk
Dashes
Decorative Glyphs
Decorative Paint A
Decorative Paint B
Decorative Paint C
Decorative Paint D
Decorative Paint E
Emergency
Entrance Caution
Falling Hazard
Flammable Material
Hash Marks Solid
Hash Marks Transparent
Hazard Radiation
Hazardous Gas
High Voltage Bolt
Hot Surface
Inhalation Hazard
Keep Area Clear
Large Red Warning
Laser Hazard
Laser warning
Multi Plug
Notched Triangle
Plug Warning
Radioactive Warning
Red Black Diamond
Red Caution Tape Bracket
Red Handed Warning
Red Inset Triangle
Red Striped Tape
Red Triangle
Red White Diamond
Red White Plug
Restricted Area
Security
Small Red Danger
Small White Caution
Small White Danger
Small White Hazard
Small Yellow Caution
Small Yellow Hazard
Square Caution Tape
Steam Warning
Striped Black Handed Warning
Tiling White Caution
Tiling White Strip
Tiling Yellow Caution
Tiling Yellow Strip
Triangle Symbol
UNSC Logo
Unauthorized Presence
Underground Cables
V Symbol
Warning List
White Handed Warning
White Hash Diamond
White Plug
White Striped Tape
Yellow Black Caution Tape
Yellow Black Diamond
Yellow Striped Tape
Yellow Triangle
Alien Drops A
Alien Drops B
Alien Petals A
Alien Petals B
Opale Cloud A
Opale Cloud B
Birds Distant Continuous
Birds Distant Unlit
Butterflies Small
Firefly Swarm Medium
Fish Swarm Unlit
Forerunner Insect Swarm Medium
Gnats Medium
Gnats Small
Dust Devil 16x16
Dust Devil 2x2
Dust Devil 4x4
Dust Drifts 2x16
Dust Drifts 2x2
Dust Drifts 2x32
Dust Drifts 2x4
Dust Drifts 2x8
Dust Drifts 4x16
Dust Drifts 4x32
Dust Drifts 4x4
Dust Drifts 4x8
Dust Drifts Medium
Dust Drifts Small
Dust Hanging Large
Dust Hanging Medium
Dust Motes Unlit
Dust Motes Unlit Dense
Ice Falling A
Ice Falling B
Snow Blowing A
Snow Blowing B
Snow Blowing C
Snow Drift Large A
Snow Falling A
Snow Falling B
Snow Falling C
Steam Falling Large
Steam Falling Large Unlit
Steam Fill
Steam Fill Unlit
Steam Jet Burst Medium
Steam Jet Burst Medium Unlit
Steam Jet Medium
Steam Jet Medium Unlit
Steam Low Crawling
Steam Rise Large
Steam Rise Large Unlit
Steam Rise Medium
Steam Rise Small
Steam Rise Small Unlit
Steam Vent Falling Large
Steam Vent Falling Medium
Steam Vent Falling Small
Steam Vent Rising Large
Steam Vent Rising Medium
Steam Vent Rising Small
Banished Energy Barrier Large
Banished Energy Barrier Medium
Banished Energy Impact
Banished Mining Laser
Banished Plasma Disc
Banished Plasma Energy Beam
Covenant Energy Medium
Energy Glow 4x4
Energy Glow 8x8
Forerunner Ambient Energy Fast
Forerunner Ambient Energy Linger
Forerunner Bamf Medium
Forerunner Beacon Flare
Forerunner Beacon Flare Extra Large
Forerunner Beacon Flare Large
Forerunner Beacon Large
Forerunner Beacon Pulse Large
Forerunner Energy Barrier 16x16
Forerunner Energy Barrier 16x18
Forerunner Energy Barrier 18x64
Forerunner Energy Barrier 26x12
Forerunner Energy Barrier 32x16
Forerunner Energy Barrier 32x18
Forerunner Energy Barrier 32x64
Forerunner Energy Barrier 36x28
Forerunner Energy Barrier 46x28
Forerunner Energy Barrier 8x12
Forerunner Energy Barrier 8x18
Forerunner Energy Burst Large
Forerunner Energy Burst Medium
Forerunner Energy Burst Small
Forerunner Energy Column
Forerunner Energy Column Whispy
Forerunner Energy Fire 01 Extra Large
Forerunner Energy Fire 01 Large
Forerunner Energy Fire 01 Medium
Forerunner Energy Fire 01 Small
Forerunner Energy Fire 02 Extra Large
Forerunner Energy Fire 02 Large
Forerunner Energy Fire 02 Medium
Forerunner Energy Fire 02 Small
Forerunner Energy Fire 03 Extra Large
Forerunner Energy Fire 03 Large
Forerunner Energy Fire 03 Medium
Forerunner Energy Fire 03 Small
Forerunner Energy Fire 04 Extra Large
Forerunner Energy Fire 04 Large
Forerunner Energy Fire 04 Medium
Forerunner Energy Fire 04 Small
Forerunner Energy Pane Extra Large
Forerunner Energy Pane Large
Forerunner Energy Pane Medium
Forerunner Energy Pane Small
Forerunner Energy Ring
Forerunner Energy Ring Inward
Forerunner Energy Ring Outward
Forerunner Energy Spiral In
Forerunner Energy Spiral Out
Forerunner Energy Stream Long 01
Forerunner Energy Stream Long 02
Forerunner Energy Stream Short 01
Forerunner Energy Stream Short 02
Forerunner Laser Curtain Activate Extra Large
Forerunner Laser Curtain Activate Large
Forerunner Laser Curtain Activate Medium
Forerunner Laser Curtain Activate Small
Forerunner Laser Curtain Extra Large
Forerunner Laser Curtain Large
Forerunner Laser Curtain Medium
Forerunner Laser Curtain Small
Forerunner Totem Energy Ring
Light Beam Fade 4x16
Light Beam Fade 8x16
Light Beam Full 4x16
Light Beam Full 4x32
Light Beam Full 4x8
Light Beam Full 8x16
Light Beam Full 8x32
Light Beam Full 8x8
Plasma Beam Fade 4x16
Plasma Beam Fade 4x32
Plasma Beam Fade 4x8
Plasma Beam Fade 8x16
Plasma Beam Fade 8x32
Plasma Beam Fade 8x8
Plasma Beam Full 4x16
Plasma Beam Full 4x32
Plasma Beam Full 4x8
Plasma Beam Full 8x16
Plasma Beam Full 8x32
Plasma Beam Full 8x8
Plasma Energy Large
Plasma Energy Medium
Plasma Energy Small
Plasma Energy Sphere Large
Plasma Energy Sphere Medium
Plasma Energy Sphere Small
Plasma Energy Tiny
Covenant Air Explosion Huge
Covenant Air Explosion Medium
Covenant Explosion Huge
Covenant Explosion Medium
UNSC Air Explosion 01 Medium
UNSC Air Explosion 02 Medium
UNSC Air Explosion Huge
UNSC Air Explosion Multiple Medium
UNSC Explosion Huge
UNSC Explosion Medium
Covenant Fire Extra Small
Covenant Fire Extra Small No Smoke
Covenant Thrusters
Forerunner Rear Thrusters Extra Large
Forerunner Rear Thrusters Large
Pelican Thruster Main
UNSC Fire Extra Small
UNSC Fire Extra Small No Smoke
UNSC Fire Jet Extra Small
UNSC Fire Medium
UNSC Fire Medium No Smoke
UNSC Fire Pyre Medium
UNSC Ground Fire Extra Wide
UNSC Ground Fire Extra Wide No Smoke
UNSC Ground Fire Narrow
UNSC Ground Fire Narrow No Smoke
UNSC Ground Fire Wide
UNSC Ground Fire Wide No Smoke
UNSC Jet Fire Medium
UNSC Pyre Fire Extra Small
UNSC Thruster Huge
UNSC Thrusters
UNSC Wreckage Fire Heavy Smoke Small
UNSC Wreckage Fire Small
UNSC Wreckage Fire Small Light
UNSC Wreckage Fire Small Light No Smoke
UNSC Wreckage Fire Small No Smoke
Flood Drops A
Flood Drops B
Flood Leakage A
Flood Leakage B
Fog Ground
Fog Slow
Goo Drips A
Goo Drips B
Spores Disposal A
Spores Disposal B
Swarm A
Swarm B
Blinking Mine
Circle Blinking
Circle Line
Circle Solid
Data Pad 01
Data Pad 02
Data Pad 03
Dot Square
Dot Square Blinking
Grunt Birthday 01
Grunt Birthday 02
Lightning Distant Large
Lightning Distant Medium
Lightning Distant Small
Lightning Strike Large
Plus Blinking
Plus Line
Plus Solid
Slipspace Close
Slipspace Idle
Slipspace Open
Square Blinking
Square Line
Square Solid
Triangle Blinking
Triangle Line
Triangle Solid
Banished Digital Glitch
Banished Digital Glitch Large
Banished Digital Haze
Banished Hacking Cloud
Banished Interference Haze
Banished Map Hologram Cloud
Banished Starfield Haze
Covenant Galaxy Medium
Covenant Swirl Medium
Forerunner Holograms Data Circle
Forerunner Holograms Data Cloud
Forerunner Holograms Pillar
Forerunner Holograms Pillar Glow
Forerunner Terminal Small
Starfield Large
UNSC Cortana Orb
Forerunner Lens Flare Medium
Lensflare Horizontal Sharp
Lensflare Horizontal Sharp Flicker
Lensflare Horizontal Soft
Lensflare Horizontal Soft Flicker
Lensflare Sharp
Lensflare Sharp Flicker
Lensflare Soft
Lensflare Soft Flicker
Lensflare Vertical Sharp
Lensflare Vertical Sharp Flicker
Lensflare Vertical Soft
Lensflare Vertical Soft Flicker
God Rays
Light Ray Noisy Unlit
Light Ray Noisy Unlit Fixed
Light Ray Noisy Unlit Soft
Light Ray Noisy Unlit Soft Fixed
Light Ray Noisy Unlit Wide
Light Ray Noisy Unlit Wide Fixed
Light Rays Noisy Random Unlit
Light Rays Noisy Random Unlit Fixed
Light Rays Shimmer
Light Rays Shimmer Sharp
Light Rays Shimmer Single
Light Rays Shimmer Single Sharp
Light Rays Shimmer Single Soft
Light Rays Shimmer Soft
Light Rays Static
Light Rays Static Sharp
Light Rays Static Single
Light Rays Static Single Sharp
Light Rays Static Single Soft
Light Rays Static Soft
Water Splashes Turbulent 2x16
Bubbles Aerial 4x8
Bubbles Rising 2x16
Bubbles Rising 2x2
Bubbles Rising 2x32
Bubbles Rising 2x4
Bubbles Rising 2x8
Bubbles Rising 4x16
Bubbles Rising 4x32
Bubbles Rising 4x4
Bubbles Rising 4x8
Water Drips Heavy Large
Water Drips Heavy Medium
Water Drips Heavy Small
Water Drips Light Large
Water Drips Light Medium
Water Drips Light Small
Water Drips Minimal Large
Water Drips Minimal Small
Water Splashes Turbulent
Water Splashes Turbulent 2x2
Water Splashes Turbulent 2x8
Water Splashes Turbulent 4x16
Water Splashes Turbulent 4x4
Water Splashes Turbulent 4x8
Covenant Smoke Large
Covenant Smoke Medium
UNSC Smoke Burning Embers Medium
UNSC Smoke Glowing Embers Medium
UNSC Smoke Large
Electric Arc
Electric Ball
Electric Beam
Electric Floor
Electric Panel
Electric Shock
Rising Electric Field
Spark Trickle A
Spark Trickle A Smoke
Spark Trickle B
Spark Trickle B Smoke
Spark Trickle C Smoke
Spark Trickle D
Spark Trickle D Smoke
Spark Trickle E Smoke
Spark Trickle F
Spark Trickle F Smoke
Sparks Electrical Small
Sparks Electrical Small Intermittent
Sparks Electrical Tiny
Sparks Electrical Tiny Intermittent
Sparks Welding Small
Spherical Electric Field
AI Droppod Spawner
AI Move Zone
AI Phantom Spawner
AI Spawner
AI Vehicle Spawner
Audio Emitter
Classic Equipment Spawn
Classic Grenade Spawn
Dynamo Grenade
Equipment Dispenser
Equipment Pod
Grenade Dispenser
M9 Frag Grenade
Plasma Grenade
Power Equipment Pad
Spike Grenade
Team Banner
Team Banner Pole MP version
Attrition Dodgeball Overtime Zone
Ball Stand
Extraction Zone
Flag Delivery Plate
Flag Spawn
Generic Ball
Generic Delivery Point
Generic Flag Spawn
Generic Power Seed
Generic Shrinking Zone
Generic Skull
Generic Zone
KOTH Capture Zone
Landgrab Capture Zone
Power Seed Spawn
Power Socket Forerunner
Power Socket UNSC
Power Socket UNSC Engine Blue
Power Socket UNSC Engine Red
Power Socket UNSC Green Sand
Power Socket UNSC Yellow
Power Socket UNSC Yellow Sand
Shrinking Zone
Stronghold Capture Zone
Total Control Zone
Zone Capture Plate
Gravity Slide 002x004
Gravity Slide 002x004 (Invisible)
Gravity Slide 002x008
Gravity Slide 002x008 (Invisible)
Gravity Slide 002x016
Gravity Slide 002x016 (Invisible)
Gravity Slide 002x032
Gravity Slide 002x032 (Invisible)
Gravity Slide 002x064
Gravity Slide 002x064 (Invisible)
Gravity Slide 002x128
Gravity Slide 002x128 (Invisible)
Gravity Slide 004x004
Gravity Slide 004x004 (Invisible)
Gravity Slide 004x008
Gravity Slide 004x008 (Invisible)
Gravity Slide 004x016
Gravity Slide 004x016 (Invisible)
Gravity Slide 004x032
Gravity Slide 004x032 (Invisible)
Gravity Slide 004x064
Gravity Slide 004x064 (Invisible)
Gravity Slide 004x128
Gravity Slide 004x128 (Invisible)
Gravity Slide 008x004
Gravity Slide 008x004 (Invisible)
Gravity Slide 008x008
Gravity Slide 008x008 (Invisible)
Gravity Slide 008x016
Gravity Slide 008x016 (Invisible)
Gravity Slide 008x032
Gravity Slide 008x032 (Invisible)
Gravity Slide 008x064
Gravity Slide 008x064 (Invisible)
Gravity Slide 008x128
Gravity Slide 008x128 (Invisible)
Gravity Slide 016x004
Gravity Slide 016x004 (Invisible)
Gravity Slide 016x008
Gravity Slide 016x008 (Invisible)
Gravity Slide 016x016
Gravity Slide 016x016 (Invisible)
Gravity Slide 016x032
Gravity Slide 016x032 (Invisible)
Gravity Slide 016x064
Gravity Slide 016x064 (Invisible)
Gravity Slide 016x128
Gravity Slide 016x128 (Invisible)
Gravity Slide 032x004
Gravity Slide 032x004 (Invisible)
Gravity Slide 032x008
Gravity Slide 032x008 (Invisible)
Gravity Slide 032x016
Gravity Slide 032x016 (Invisible)
Gravity Slide 032x032
Gravity Slide 032x032 (Invisible)
Gravity Slide 032x064
Gravity Slide 032x064 (Invisible)
Gravity Slide 032x128
Gravity Slide 032x128 (Invisible)
Gravity Bouncer 04x04
Gravity Bouncer 04x04 (Invisible)
Gravity Bouncer 08x08
Gravity Bouncer 08x08 (Invisible)
Gravity Bouncer 12x12
Gravity Bouncer 12x12 (Invisible)
Gravity Bouncer 16x16
Gravity Bouncer 16x16 (Invisible)
Gravity Bouncer 20x20
Gravity Bouncer 20x20 (Invisible)
Gravity Bouncer 24x24
Gravity Bouncer 24x24 (Invisible)
Gravity Bouncer 32x32
Gravity Bouncer 32x32 (Invisible)
Gravity Bouncer 48x48
Gravity Bouncer 48x48 (Invisible)
Gravity Bouncer 64x64
Gravity Bouncer 64x64 (Invisible)
Gravity Lift (Invisible)
Gravity Lift Banished
Kinetic Gravity Lift (Invisible)
Kinetic Launcher (Invisible)
Kinetic Launcher Banished
Kinetic Launcher Forerunner
Kinetic Launcher UNSC
Map Intro Camera
Team Intro Arrow Front
Team Intro Line Left
Team Intro Line Right
Winning Team Outro
Bot Crouch One Way
Bot Crouch Two Way
Bot Jump Hint One Way
Bot Jump Hint Two Way
Bot Movement One Way
Bot Movement Two Way
Bot Nav Marker
Bot Walk One Way
Bot Walk Two Way
Nav Cutter
Nav Seed Point
Spawn Point [Backup]
Spawn Point [Initial]
Spawn Point [Respawn]
Spawn Volume [Respawn]
Ammo Crate
Auto Turret
Fusion Coil Hardlight
Fusion Coil Hardlight - Large
Fusion Coil Kinetic
Fusion Coil Kinetic - Large
Fusion Coil Plasma
Fusion Coil Plasma - Large
Fusion Coil Shock
Fusion Coil Shock - Large
Hacking Terminal
Shield Emitter
Mode Brain
Pointer
Script Brain
Scriptable Switch (Invisible)
Scriptable Switch Banished Terminal
Scriptable Switch Banished Touchpanel
Scriptable Switch Banished Touchpanel Wall
Scriptable Switch Forerunner Terminal
Scriptable Switch Forerunner Terminal Worn
Scriptable Switch UNSC Console
Teleporter
Teleporter (Invisible)
Banshee
Chieftain Chopper
Chopper
Classic Vehicle Spawn
Ghost
Gungoose
Mongoose
Razorback
Rockethog
Scorpion
Shade Turret
Vehicle Pad
Warthog
Wasp
Wraith
Ghost - Damaged
Warthog - Damaged
Kill Ball (Invisible)
Kill Ball Classic
Kill Ball Electro
Kill Ball Jr. (Invisible)
Kill Ball Jr. Classic
Kill Ball Jr. Electro
Kill Volume
Named Location Volume
Safe Volume
Soft Kill Safe Volume
Soft Kill Volume
Weapon Pad
Weapon Pod
Weapon Rack
Weapon Rack Back Plate - Ancients MP
Weapon Rack Back Plate - Base
Weapon Rack Back Plate - Damaged Ancients MP
Weapon Rack Back Plate - Dry Ancients MP
Weapon Rack Back Plate - Full
Weapon Rack Back Plate - Green Ancients MP
Weapon Rack Back Plate - Top
Weapon Trunk
Arcane Sentinel Beam
BR75 Battle Rifle
BR75 Breacher
Backdraft Cindershot
Bandit Evo
CQS48 Bulldog
Calcine Disruptor
Cindershot
Convergence Bulldog
Diminisher of Hope
Disruptor
Duelist Energy Sword
Elite Bloodblade
Energy Sword
Gravity Hammer
Heatwave
Impact Commando
Infected Energy Sword
M247 HMG
M247 HMG Turret
M392 Bandit
M41 Rocket Launcher
M41 Tracker
MA40 Assault Rifle
MA40 Longshot
MA5K Avenger
MLRS-2 Hydra
Mangler
Mk50 Sidekick
Mythic Sandwich
Needler
Normal Sandwich
Pinpoint Needler
Plasma Cannon
Plasma Cannon Turret
Plasma Pistol
Pulse Carbine
Purging Shock Rifle
Pursuit Hydra
Rapidfire Pulse Carbine
Ravager
Ravager Rebound
Riven Mangler
Rushdown Hammer
S7 Flexfire Sniper
S7 Sniper Rifle
Scatterbound Heatwave
Scorpion Tail
Scrap Cannon
Scrap Cannon Turret
Sentinel Beam
Shock Rifle
Skewer
Stalker Rifle
Stalker Rifle Ultra
Striker Sidekick
Unbound Plasma Pistol
VK78 Commando Rifle
Volatile Skewer
2x2 Round Column C
2x2 Round Column D
2x2 Square Column A
2x2 Square Column B
4x4 Round Column C
4x4 Round Column D
4x4 Square Column A
4x4 Square Column B
6x6 Round Column C
6x6 Round Column D
6x6 Square Column A
6x6 Square Column B
2x2 Round Column C MP
2x2 Round Column D MP
2x2 Square Column A MP
2x2 Square Column B MP
4x4 Round Column C MP
4x4 Round Column D MP
4x4 Square Column A MP
4x4 Square Column B MP
6x6 Round Column C MP
6x6 Round Column D MP
6x6 Square Column A MP
6x6 Square Column B MP
Ankle Cover Half Size
Ankle Cover Quarter Size
Full Cover Half Size
Full Cover Standard Size
Half Cover Half Size
Half Cover Standard Size
Rock Half Cover A
Rock Half Cover B
Ankle Cover Half Size MP
Ankle Cover Quarter Size MP
Full Cover Half Size MP
Full Cover Standard Size MP
Half Cover Half Size MP
Half Cover Standard Size MP
Rock Half Cover A MP
Rock Half Cover B MP
4.5x8 Crate
4x4 Crate
4x8 Crate
8x16 Crate
8x8 Crate
4.5x8 Crate MP
4x4 Crate MP
4x8 Crate MP
8x16 Crate MP
8x8 Crate MP
Angled Double Doorway
Angled Single Doorway
Curved Double Doorway
Double Doorway
Forerunner Doorway
Forerunner Doorway Wide
Single Doorway A
Single Doorway B
Angled Double Doorway MP
Angled Single Doorway MP
Curved Double Doorway MP
Double Doorway MP
Forerunner Doorway MP
Forerunner Doorway Wide MP
Single Doorway A MP
Single Doorway B MP
Floor Angled Standard A
Floor Angled Standard B
Floor Half A
Floor Half B
Floor Quadruple Size
Floor Standard
Floor Angled Standard A MP
Floor Angled Standard B MP
Floor Half A MP
Floor Half B MP
Floor Quadruple Size MP
Floor Standard MP
Curved Railing Half Size
Curved Railing Standard Size
Railing Half Size
Railing Standard Size
Curved Railing Half Size MP
Curved Railing Standard Size MP
Railing Half Size MP
Railing Standard Size MP
1 over 3 Ramp Eighth A
1 over 3 Ramp Eighth B
1 over 3 Ramp Half A
1 over 3 Ramp Half B
1 over 3 Ramp Half C
1 over 3 Ramp Quarter
1 over 3 Ramp Sixteenth
1 over 3 Ramp Standard A
1 over 3 Ramp Standard B
1 over 4 Ramp Half A
1 over 4 Ramp Half B
Corner Ramp Eighth A
Corner Ramp Eighth B
Curved Ramp Standard - Left
Curved Ramp Standard - Right
Four Way Ramp Eighth
1 over 3 Ramp Eighth A MP
1 over 3 Ramp Eighth B MP
1 over 3 Ramp Half A MP
1 over 3 Ramp Half B MP
1 over 3 Ramp Half C MP
1 over 3 Ramp Quarter MP
1 over 3 Ramp Sixteenth MP
1 over 3 Ramp Standard A MP
1 over 3 Ramp Standard B MP
1 over 4 Ramp Half A MP
1 over 4 Ramp Half B MP
Corner Ramp Eighth A MP
Corner Ramp Eighth B MP
Curved Ramp Standard - Right MP
Four Way Ramp Eighth MP
Player Scale Object
Angle Wall Half
Angled Corner Wall Standard
Angled Wall Double Window A
Angled Wall Double Window B
Angled Wall Double Window C
Angled Wall Standard A
Angled Wall Standard B
Angled Wall Window A
Angled Wall Window B
Angled Wall Window C
Corner Wall Standard
Curved Double Window Wall A
Curved Double Window Wall B
Curved Wall Double
Curved Wall Standard
Curved Wall Triple
Wall Cube Angled
Wall Cube Corner Angled
Wall Cube Standard
Wall Double Window A
Wall Double Window B
Wall Half
Wall Standard A
Wall Standard B
Wall Window A
Wall Window B
Angle Wall Half MP
Angled Corner Wall Standard MP
Angled Wall Double Window A MP
Angled Wall Double Window B MP
Angled Wall Double Window C MP
Angled Wall Standard A MP
Angled Wall Standard B MP
Angled Wall Window A MP
Angled Wall Window B MP
Angled Wall Window C MP
Corner Wall Standard MP
Curved Double Window Wall A MP
Curved Double Window Wall B MP
Curved Wall Double MP
Curved Wall Standard MP
Curved Wall Triple MP
Wall Cube Angled MP
Wall Cube Corner Angled MP
Wall Cube Standard MP
Wall Double Window A MP
Wall Double Window B MP
Wall Half MP
Wall Standard A MP
Wall Standard B MP
Wall Window A MP
Wall Window B MP
Camera
Generic Skull, Escalation
Team Banner Pole
UNSC Heavy Door
UNSC Heavy Door Base Wear MP
Glyph C26
Glyph C26 Emissive
Glyph C27
Glyph C27 Emissive
Glyph C28
Glyph C28 Emissive
Glyph C29
Glyph C29 Emissive
Glyph C30
Glyph C30 Emissive
Glyph C31
Glyph C31 Emissive
Glyph C32
Glyph C32 Emissive
Glyph C33
Glyph C33 Emissive
Glyph C34
Glyph C34 Emissive
Glyph C35
Glyph C35 Emissive
Glyph C36
Glyph C36 Emissive
Glyph C37
Glyph C37 Emissive
Glyph C38
Glyph C38 Emissive
Glyph C39
Glyph C39 Emissive
Glyph C40
Glyph C40 Emissive
Glyph C41
Glyph C41 Emissive
Glyph C42
Glyph C42 Emissive
Glyph C43
Glyph C43 Emissive
Glyph C44
Glyph C44 Emissive
Glyph C45
Glyph C45 Emissive
Glyph C46
Glyph C46 Emissive
Glyph C47
Glyph C47 Emissive
Glyph C48
Glyph C48 Emissive
Glyph C49
Glyph C49 Emissive
Glyph C50
Glyph C50 Emissive
Glyph C51
Glyph C51 Emissive
Ball Stand DM
Banished Gravity Lift MP
CPC Plant Object MP
Class Spawner All
Class Spawner Assault Rifle
Class Spawner Equipment
Class Spawner Grenade
Class Spawner Launcher
Class Spawner Melee
Class Spawner Pistol
Class Spawner Power-Up
Class Spawner SMG
Class Spawner Shotgun
Class Spawner Sniper Rifle
Class Spawner Tactical Rifle
Class Spawner Vehicle
Damage Emitter
Flag Spawn MP version
Flag Spawn Sand
Gauss Hog
Gravity Volume 128x128x128
Gravity Volume 128x128x128 (Invisible)
Gravity Volume 128x128x128 Strong
Gravity Volume 128x128x128 Strong (Invisible)
Gravity Volume 128x128x256
Gravity Volume 128x128x256 (Invisible)
Gravity Volume 128x256x128
Gravity Volume 128x256x128 (Invisible)
Gravity Volume 16x16x16
Gravity Volume 16x16x16 (Invisible)
Gravity Volume 16x16x16 Strong
Gravity Volume 16x16x16 Strong (Invisible)
Gravity Volume 16x16x32
Gravity Volume 16x16x32 (Invisible)
Gravity Volume 16x32x16
Gravity Volume 16x32x16 (Invisible)
Gravity Volume 16x32x16 Strong
Gravity Volume 16x32x16 Strong (Invisible)
Gravity Volume 256x256x256
Gravity Volume 256x256x256 (Invisible)
Gravity Volume 32x32x32
Gravity Volume 32x32x32 (Invisible)
Gravity Volume 32x32x32 Strong
Gravity Volume 32x32x32 Strong (Invisible)
Gravity Volume 32x32x64
Gravity Volume 32x32x64 (Invisible)
Gravity Volume 32x64x32
Gravity Volume 32x64x32 (Invisible)
Gravity Volume 32x64x32 Strong
Gravity Volume 32x64x32 Strong (Invisible)
Gravity Volume 64x128x64
Gravity Volume 64x128x64 (Invisible)
Gravity Volume 64x128x64 Strong
Gravity Volume 64x128x64 Strong (Invisible)
Gravity Volume 64x64x128
Gravity Volume 64x64x128 (Invisible)
Gravity Volume 64x64x64
Gravity Volume 64x64x64 (Invisible)
Gravity Volume 64x64x64 Strong
Gravity Volume 64x64x64 Strong (Invisible)
Gravity Volume 8x16x8
Gravity Volume 8x16x8 (Invisible)
Gravity Volume 8x16x8 Strong
Gravity Volume 8x16x8 Strong (Invisible)
Gravity Volume 8x8x16
Gravity Volume 8x8x16 (Invisible)
Gravity Volume 8x8x8
Gravity Volume 8x8x8 (Invisible)
Gravity Volume 8x8x8 Strong
Gravity Volume 8x8x8 Strong (Invisible)
Invisible Forerunner Kinetic Launcher MP
Launchsite Large Gravity Lift MP
Launchsite Small Gravity Lift MP
Pelican Drop
Phantom
Vehicle Damage Volume
Ammo Case Open Muddy
Arena Starting Platform
BTB Total Control Zone
Banished Cone original
Banished Cube
Banished Gravity Lift
Banished Ramp
Cardboard Box B
Chainlink Fence Tall
Classic Weapon Spawn
Concrete Block B MP
Concrete Doorway MP
Design Arrow
Dirt Pile B MP
Dirt Pile D MP
Electrical Box D MP
Engine Rotor 08
Floating Platform
Forerunner 24 x 60 x 24 Angled Support - Original
Forerunner Cover Half A - Original
Forerunner Door Medium MP
Forerunner Floor Trim Light MP
Forerunner Floor Trim Light w/Light - Original
Forerunner Sphere - Original Pivot
Forerunner Support Pillar w/Light MP
Generator Standalone MP
Gravity Lift Banished - Original
Large Vent Hatch A
Midship Proxy
Mombasa Traffic Cone
Multibulb Two Bulb Grill w/Light MP
Mutilator
Overhead Light - Original
Potted Plant A
Potted Plant B
Primitive Ring Half - Original Magnets
Primitive Sphere - Original Pivot
Puck Round w/Light MP
Pyramoid
Pyramoid Block
Pyramoid Ramp
Radio
Relic Proxy
Shade Turret
Soccer Ball - Original
Street Cover
Street Light w/Light - Original
SubSurfaceScatting Grunt Test
UNSC Antenna Dome
UNSC Cargo Container Base Wear B MP
UNSC Cargo Container Green MP
UNSC Cargo Container Sandy MP
UNSC Cargo Container Sandy Tan MP
UNSC Infantry Bridge Angle Corner - Original
UNSC Railing B
UNSC Railing B MP
UNSC Railing C
UNSC Railing C MP
UNSC Railing Corner Inner C
UNSC Railing Corner Inner C MP
UNSC Railing Corner Outer C
UNSC Railing Corner Outer C MP
UNSC Railing Covered B
UNSC Railing Covered B MP
UNSC Railing Covered C
UNSC Railing Covered C MP
UNSC Railing Covered Corner B
UNSC Railing Covered Corner B MP
UNSC Satellite Dish Trailer MP
UNSC Spartan Door - Original
UNSC Sphere - Original Pivot
UNSC Stairs XS - Original
UNSC Vehicle Bridge - Original
UNSC Vehicle Bridge Elbow Corner - Original
UNSC Vehicle Door - Original
UNSC Wall Generic 45 In A - Original
UNSC Wall Window Straight B - Original
Vehicle Lift
Wooden Bench
Flood Light A w/Light
Ground Light A w/Light
Overhead Light w/Light
Wall Light A w/Light
Wall Light B w/Light
Wall Puck Light w/Light
Flood Light A
Ground Light A
Overhead Light
Wall Light A
Wall Light B
Wall Puck Light
Forerunner Block Light w/Light
Forerunner Floor Trim Light w/Light
Forerunner Gravlift Receiver w/Light
Forerunner Ledge w/Light
Forerunner Light A w/Light
Forerunner Light B w/Light
Forerunner Light C w/Light
Forerunner Light D w/Light
Forerunner Light E w/Light
Forerunner Light F w/Light
Forerunner Light G w/Light
Forerunner Light H w/Light
Forerunner Support Light w/Light
Forerunner Support Pillar w/Light
Forerunner Weapon Post A w/Light
Forerunner Block Light w/Light MP
Forerunner Floor Trim Light w/Light MP
Forerunner Ledge w/Light MP
Forerunner Light A w/Light MP
Forerunner Light B w/Light MP
Forerunner Light C w/Light MP
Forerunner Light D w/Light MP
Forerunner Light E w/Light MP
Forerunner Light F w/Light MP
Forerunner Light G w/Light MP
Forerunner Light H w/Light MP
Forerunner Block Light
Forerunner Floor Trim Light
Forerunner Gravlift Receiver
Forerunner Ledge
Forerunner Light A
Forerunner Light B
Forerunner Light C
Forerunner Light D
Forerunner Light E
Forerunner Light F
Forerunner Light G
Forerunner Light H
Forerunner Support Light
Forerunner Support Pillar
Forerunner Weapon Post A
Forerunner Block Light MP
Forerunner Ledge MP
Forerunner Light A MP
Forerunner Light B MP
Forerunner Light C MP
Forerunner Light D MP
Forerunner Light E MP
Forerunner Light F MP
Forerunner Light G MP
Forerunner Light H MP
Forerunner Support Pillar MP
Light
Light probe marker
Reflection Volume
Exterior Wall w/Light
Flood Short w/Light
Flood Tall w/Light
Fluorescent Covered Small w/Light
Fluorescent Covered Trim Small w/Light
Fluorescent Covered Trim w/Light
Fluorescent Covered w/Light
Fluorescent Exposed Extra Large w/Light
Fluorescent Exposed Large w/Light
Fluorescent Exposed Med w/Light
Fluorescent Exposed Small w/Light
Fluorescent Exposed w/Light
Flush Fluorescent Covered Extra Large w/Light
Flush Fluorescent Covered Large w/Light
Flush Fluorescent Covered Med w/Light
Interior Wall Covered w/Light
Interior Wall Exposed w/Light
Multibulb Three Bulb Grill w/Light
Multibulb Three Bulb w/Light
Multibulb Two Bulb Grill w/Light
Multibulb Two Bulb w/Light
Overhead Round Large w/Light
Panel Flush Large w/Light
Panel Flush Small w/Light
Panel Large w/Light
Panel Small w/Light
Puck Round Small w/Light
Puck Round w/Light
Spot Round Angled w/Light
Spot Round Straight w/Light
Street Light w/Light
Work Light Grill w/Light
Exterior Wall w/Light MP
Flood Short w/Light MP
Flood Tall w/Light MP
Fluorescent Covered Small w/Light MP
Fluorescent Covered Trim Small w/Light MP
Fluorescent Covered Trim w/Light MP
Fluorescent Covered w/Light MP
Fluorescent Exposed Extra Large w/Light MP
Fluorescent Exposed Large w/Light MP
Fluorescent Exposed Med w/Light MP
Fluorescent Exposed Small w/Light MP
Fluorescent Exposed w/Light MP
Flush Fluorescent Covered Extra Large w/Light MP
Flush Fluorescent Covered Large w/Light MP
Flush Fluorescent Covered Med w/Light MP
Interior Wall Covered w/Light MP
Interior Wall Exposed w/Light MP
Multibulb Three Bulb Grill w/Light MP
Multibulb Three Bulb w/Light MP
Multibulb Two Bulb w/Light MP
Overhead Round Large w/Light MP
Panel Flush Large w/Light MP
Panel Flush Small w/Light MP
Panel Large w/Light MP
Panel Small w/Light MP
Puck Round Small w/Light MP
Spot Round Angled w/Light MP
Spot Round Straight w/Light MP
Street Light w/Light MP
Work Light Grill w/Light MP
Work Light w/Light MP
Exterior Wall w/o Light
Flood Short w/o Light
Flood Tall w/o Light
Fluorescent Covered Trim Dynamic w/o Light
Fluorescent Covered Trim Small w/o Light
Fluorescent Covered Trim w/o Light
Fluorescent Covered w/o Light
Fluorescent Exposed Extra Large w/o Light
Fluorescent Exposed Large w/o Light
Fluorescent Exposed Med w/o Light
Fluorescent Exposed Small w/o Light
Fluorescent Exposed w/o Light
Flush Fluorescent Covered Extra Large w/o Light
Flush Fluorescent Covered Large w/o Light
Flush Fluorescent Covered Med w/o Light
Interior Wall Covered w/o Light
Interior Wall Exposed w/o Light
Multibulb Three Bulb Grill w/o Light
Multibulb Three Bulb w/o Light
Multibulb Two Bulb Grill w/o Light
Multibulb Two Bulb w/o Light
Overhead Mount Double
Overhead Mount Quad
Overhead Mount Single
Overhead Round Large w/o Light
Panel Flush Large w/o Light
Panel Flush Small w/o Light
Panel Large w/o Light
Panel Small w/o Light
Puck Round Small w/o Light
Puck Round w/o Light
Spot Round Straight w/o Light
Street Light w/o Light
Traffic Lights
Work Light Grill w/o Light
Work Light Mount Large
Work Light Mount Small
Work Light Mount Tripod
Work Light Mount Wall
Work Light Trailer
Work Light w/o Light
Exterior Wall w/o Light MP
Flood Short w/o Light MP
Flood Tall w/o Light MP
Fluorescent Covered Trim Small w/o Light MP
Fluorescent Covered Trim w/o Light MP
Fluorescent Covered w/o Light MP
Fluorescent Exposed Extra Large w/o Light MP
Fluorescent Exposed Large w/o Light MP
Fluorescent Exposed Med w/o Light MP
Fluorescent Exposed Small w/o Light MP
Fluorescent Exposed w/o Light MP
Flush Fluorescent Covered Extra Large w/o Light MP
Flush Fluorescent Covered Large w/o Light MP
Flush Fluorescent Covered Med w/o Light MP
Interior Wall Covered w/o Light MP
Interior Wall Exposed w/o Light MP
Multibulb Three Bulb Grill w/o Light MP
Multibulb Three Bulb w/o Light MP
Multibulb Two Bulb Grill w/o Light MP
Multibulb Two Bulb w/o Light MP
Overhead Mount Double MP
Overhead Mount Quad MP
Overhead Mount Single MP
Overhead Round Large w/o Light MP
Panel Flush Large w/o Light MP
Panel Flush Small w/o Light MP
Panel Large w/o Light MP
Panel Small w/o Light MP
Puck Round Small w/o Light MP
Puck Round w/o Light MP
Spot Round Straight w/o Light MP
Street Light w/o Light MP
Work Light Grill w/o Light MP
Work Light Mount Large MP
Work Light Mount Small MP
Work Light Mount Tripod MP
Work Light Mount Wall MP
Work Light Trailer MP
Work Light w/o Light MP
Banished Block
Covenant Block
Forerunner Block
Primitive Block
UNSC Block
Banished Cone
Covenant Cone
Forerunner Cone
Primitive Cone
UNSC Cone
Banished Cylinder
Covenant Cylinder
Forerunner Cylinder
Primitive Cylinder
UNSC Cylinder
Banished Pyramid
Covenant Pyramid
Forerunner Pyramid
Primitive Pyramid
UNSC Pyramid
Banished Ring Eighth
Banished Ring Full
Banished Ring Half
Banished Ring Quarter
Covenant Ring Eighth
Covenant Ring Full
Covenant Ring Half
Covenant Ring Quarter
Forerunner Ring Eighth
Forerunner Ring Full
Forerunner Ring Half
Forerunner Ring Quarter
Primitive Ring Eighth
Primitive Ring Full
Primitive Ring Half
Primitive Ring Quarter
UNSC Ring Eighth
UNSC Ring Full
UNSC Ring Half
UNSC Ring Quarter
Banished Sphere
Covenant Sphere
Forerunner Sphere
Primitive Sphere
UNSC Sphere
Banished Trapezoid
Covenant Trapezoid
Forerunner Trapezoid
Primitive Trapezoid
UNSC Trapezoid
Banished Triangle
Covenant Triangle
Forerunner Triangle
Primitive Triangle
UNSC Triangle
Golf Ball
Soccer Ball
Beach Chair
Beach Parasol
Party Cup
Surfboard
Arbiter
Atriox
Cortana
Die
Funko Arbiter
Funko Master Chief with Energy Sword
GRD Spartan Doll
Grunt
Halo Arcade Party MP
Jameson Locke
Master Chief
Sergeant Major Johnson
Spartan Sandwich MP
The Didact
The Harbinger
The Librarian
The Pilot
Warden Eternal
Banished Beam
Banished Beam Corner
Banished Beam T-Joint
Banished Beam X-Joint
Covenant Beam
Covenant Beam Corner
Covenant Beam T Joint
Covenant Beam X Joint
Forerunner Beam
Forerunner Beam Corner
Forerunner Beam T Joint
Forerunner Beam X Joint
UNSC Beam
UNSC Beam Corner
UNSC Beam T Joint
UNSC Beam X Joint
Banished Vehicle Bridge
Banished Vehicle Bridge Angle Corner
Banished Vehicle Bridge Chamfered Corner
Banished Vehicle Bridge Elbow Corner
Covenant Infantry Bridge
Covenant Infantry Bridge Elbow Corner
Forerunner Infantry Bridge
Forerunner Infantry Bridge Angle Corner
Forerunner Infantry Bridge Chamfered Corner
Forerunner Infantry Bridge Elbow Corner
Recharge Bridge
UNSC Infantry Bridge
UNSC Infantry Bridge Angle Corner
UNSC Infantry Bridge Chamfered Corner
UNSC Infantry Bridge Elbow Corner
UNSC Vehicle Bridge
UNSC Vehicle Bridge Angle Corner
UNSC Vehicle Bridge Chamfered Corner
UNSC Vehicle Bridge Elbow Corner
Forerunner Lightbridge A MP
Forerunner Lightbridge B MP
Recharge Bridge MP
Banished Column Round
Banished Column Square
Bismuth Column A
Forerunner Round Column
Forerunner Square Column
Limestone Layered Column
Opal Unrefined Column A
UNSC Round Column
UNSC Square Column
Bismuth Column A MP
Bismuth Column B MP
Cracked Crystal Column MP
Limestone Layered Column MP
Opal Cracked Column MP
Opal Unrefined Column A MP
Opal Unrefined Column B MP
Banished Cover Full
Bismuth Cover A
Bismuth Cover B
Bismuth Cover Half A
Bismuth Cover Half B
Bismuth Cover Tall A
Bismuth Cover Tall B
Forerunner Full Cover
Forerunner Half Cover
Human Brutalist Cover A
Human Brutalist Cover B
Human Brutalist Cover Half A
Human Brutalist Cover Half B
UNSC Full Cover
UNSC Half Cover
Bismuth Cover A MP
Bismuth Cover B MP
Bismuth Cover Half A MP
Bismuth Cover Half B MP
Bismuth Cover Tall A MP
Bismuth Cover Tall B MP
Human Brutalist Cover A MP
Human Brutalist Cover B MP
Human Brutalist Cover Half A MP
Human Brutalist Cover Half B MP
Opal Unrefined Cover A MP
Opal Unrefined Cover B MP
Opal Unrefined Cover C MP
Opal Unrefined Cover D MP
Opal Unrefined Cover Half A MP
Opal Unrefined Cover Half B MP
Opal Unrefined Cover Half C MP
Opal Unrefined Cover Half D MP
Opal Unrefined Cover Tall A MP
Opal Unrefined Cover Tall B MP
Opal Unrefined Cover Tall C MP
Opal Unrefined Cover Tall D MP
Banished Spartan Door
Banished Spartan Doorframe
Banished Vehicle Door
Banished Vehicle Doorframe
Base Doorway
Base Doorway Angled
Covenant Spartan Door
Covenant Spartan Doorframe
Covenant Tank Door
Covenant Tank Doorframe
Forerunner Spartan Door
Forerunner Spartan Doorframe
Forerunner Vehicle Door
Forerunner Vehicle Doorframe
Human Brutalist Door A
Human Brutalist Door B
Human Brutalist Door Bottom A
Human Brutalist Door Bottom B
Human Brutalist Door Top A
Human Brutalist Door Top B
Human Brutalist Doorframe A
Human Brutalist Doorframe B
Human Brutalist Doorframe C
Human Brutalist Doorframe D
Massive Welded Gate
Massive Wooden Gate
Opal Unrefined Door B
Opal Unrefined Door C
Opal Unrefined Door D
Opal Unrefined Door E
Opal Unrefined Doorframe A
Opal Unrefined Doorframe B
UNSC Generic Doorframe Tall
UNSC Generic Doorframe Tall Large
UNSC Heavy Door
UNSC Spartan Door
UNSC Spartan Doorframe
UNSC Tank Door
UNSC Tank Doorframe
UNSC Vehicle Door
UNSC Vehicle Doorframe
Welded Double Security Door
Welded Security Door
Forerunner Door Animated MP
Forerunner Door Static MP
Human Brutalist Door A MP
Human Brutalist Door B MP
Human Brutalist Door Bottom A MP
Human Brutalist Door Bottom B MP
Human Brutalist Door Top A MP
Human Brutalist Door Top B MP
Human Brutalist Doorframe A MP
Human Brutalist Doorframe B MP
Human Brutalist Doorframe C MP
Human Brutalist Doorframe D MP
Large Vent Hatch B
Megalith Stone Doorway MP
Opal Unrefined Door A MP
Opal Unrefined Door B MP
Opal Unrefined Door C MP
Opal Unrefined Door D MP
Opal Unrefined Door E MP
Opal Unrefined Door F MP
Opal Unrefined Doorframe A MP
Opal Unrefined Doorframe B MP
UNSC Heavy Door Base Wear MP
UNSC Heavy Door Wide MP
Welded Double Security Door MP
Welded Security Door MP
Wooden Door MP
Wooden Doorframe MP
Banished Floor
Bismuth Floor A
Bismuth Floor B
Bismuth Floor C
Bismuth Floor D
Covenant Floor
Forerunner Floor
Opal Unrefined Floor A
Opal Unrefined Floor B
Opal Unrefined Floor C
Opal Unrefined Floor D
UNSC Floor
UNSC Level Start Floor
Bismuth Floor A MP
Bismuth Floor B MP
Bismuth Floor C MP
Bismuth Floor D MP
Human Brutalist Floor A MP
Human Brutalist Floor B MP
Human Brutalist Floor C MP
Human Brutalist Floor D MP
Human Brutalist Floor E MP
Human Brutalist Floor F MP
Human Brutalist Floor G MP
Human Brutalist Floor H MP
Opal Unrefined Floor A MP
Opal Unrefined Floor B MP
Opal Unrefined Floor C MP
Opal Unrefined Floor D MP
Banished Ramp
Banished Stairs Connector
Banished Stairs L
Banished Stairs M
Banished Stairs S
Banished Stairs XL
Banished Stairs XS
Banished Wedge
Covenant Ramp
Covenant Stairs L
Covenant Stairs M
Covenant Stairs S
Covenant Stairs XL
Covenant Stairs XS
Covenant Wedge
Forerunner Ramp
Forerunner Stairs Connector
Forerunner Stairs L
Forerunner Stairs M
Forerunner Stairs S
Forerunner Stairs XL
Forerunner Stairs XS
Forerunner Wedge
Human Brutalist Ramp A
Human Brutalist Ramp B
Human Brutalist Ramp C
Human Brutalist Ramp D
Human Brutalist Wedge A
Human Brutalist Wedge D
Human Brutalist Wedge E
Human Brutalist Wedge F
Metal Staircase
Opal Unrefined Ramp A
Opal Unrefined Ramp B
Opal Unrefined Ramp E
Opal Unrefined Ramp G
Opal Unrefined Wedge Fossil A
Opal Unrefined Wedge Fossil B
UNSC Ramp
UNSC Stairs Connector
UNSC Stairs L
UNSC Stairs M
UNSC Stairs S
UNSC Stairs XL
UNSC Stairs XS
UNSC Wedge
Human Brutalist Ramp A Clean MP
Human Brutalist Ramp A MP
Human Brutalist Ramp B Clean MP
Human Brutalist Ramp B MP
Human Brutalist Ramp C Clean MP
Human Brutalist Ramp C MP
Human Brutalist Ramp D Clean MP
Human Brutalist Ramp D MP
Human Brutalist Wedge A MP
Human Brutalist Wedge B MP
Human Brutalist Wedge C MP
Human Brutalist Wedge D MP
Human Brutalist Wedge E MP
Human Brutalist Wedge F MP
Human Brutalist Wedge G MP
Human Brutalist Wedge H MP
Opal Unrefined Ramp A MP
Opal Unrefined Ramp B MP
Opal Unrefined Ramp C MP
Opal Unrefined Ramp D MP
Opal Unrefined Ramp E MP
Opal Unrefined Ramp F MP
Opal Unrefined Ramp G MP
Opal Unrefined Ramp H MP
Opal Unrefined Wedge A MP
Opal Unrefined Wedge B MP
Opal Unrefined Wedge Fossil A MP
Opal Unrefined Wedge Fossil B MP
Banished Wall
Banished Wall Corner
Banished Window Wall
Bismuth Wall A
Bismuth Wall B
Bismuth Wall C
Covenant Wall
Covenant Wall Corner
Covenant Wall Window
Forerunner Wall
Forerunner Wall Corner
Forerunner Window Wall
Human Brutalist Wall Concrete A
Human Brutalist Wall Concrete D
Human Brutalist Wall Double A
Human Brutalist Wall Double B
Human Brutalist Wall Metal A
Human Brutalist Wall Metal B
Limestone Layered Wall A
Limestone Layered Wall B
Limestone Layered Wall C
Panel Wall Piece A
Panel Wall Piece B
Panel Wall Piece C
Panel Wall Piece D
UNSC Wall
UNSC Wall Corner
UNSC Wall Generic 45 In A
UNSC Wall Generic 45 In B
UNSC Wall Generic 45 Out
UNSC Wall Generic Straight Large
UNSC Wall Generic Straight Narrow
UNSC Wall Window Straight A
UNSC Wall Window Straight B
UNSC Window Wall
Bismuth Wall A MP
Bismuth Wall B MP
Bismuth Wall C MP
Cracked Crystal Wall A MP
Cracked Crystal Wall B MP
Cracked Crystal Wall C MP
Human Brutalist Wall Concrete A MP
Human Brutalist Wall Concrete B MP
Human Brutalist Wall Concrete C MP
Human Brutalist Wall Concrete D MP
Human Brutalist Wall Concrete E MP
Human Brutalist Wall Concrete F MP
Human Brutalist Wall Double A MP
Human Brutalist Wall Double B MP
Human Brutalist Wall Double C MP
Human Brutalist Wall Double D MP
Human Brutalist Wall Double E MP
Human Brutalist Wall Double F MP
Human Brutalist Wall Metal A MP
Human Brutalist Wall Metal B MP
Limestone Layered Wall A MP
Limestone Layered Wall B MP
Limestone Layered Wall C MP
Opal Cracked Wall A MP
Opal Cracked Wall B MP
Opal Cracked Wall C MP
Opal Unrefined Wall A MP
Opal Unrefined Wall B MP
Opal Unrefined Wall C MP
Opal Unrefined Wall D MP
Opal Unrefined Wall E MP
Okom AddiCt3d 2CH Surasia
Current list up-to-date as of .
An interface that allows for object organization with folders.
The Folders tab is the third tab at the top of the Forge Menu and it allows users to create folders and subfolders where objects can be moved into.
The Folders tab consists of main folders and subfolders where forge objects placed on the map are stored. The main folders and subfolders can be opened and closed, and their state will persist until the Forge session is closed. The folders can be renamed, and their positioning is based on alphabetical order. A folder and the objects within the folder can be locked or hidden. These options prevent the object from being selected and hide their visibility respectfully.
Controls related to navigating the Folders tab. Options for both Keyboard and Mouse, and Controller are provided:
This section is still a stub.
Gameplay
Bots
Cameras
Initial Spawns
Respawn Points
Vehicles
Weapons
Modes
Attrition
CTF
King of the Hill
Oddball
Stockpile
Strongholds
Turns a folder-only object selection into a viewport selection of the object group. A maximum of 150 objects can be in a viewport selection. Multiple prefabs can be selected, but the total number of objects within them can't be over 255, which is the true limit, instead of 150.
Moves the selected object(s) or folder with object(s) to a different folder. When a move is in progress, the menu navigation changes from object-to-object to folder-to-folder which helps with finding the destination folder quicker.
Don't move two subfolders at the same time as the objects within them will not be nested in the subfolders anymore.
A selection bug can happen if an object or a collapsed folder in it's entirety is selected and moved while other folders are collapsed. This bug causes random non-selected objects to be brought in with the object selection and be moved to the destination folder. To prevent this follow these steps:
Open the Folders tab
Navigate to your objects and select the desired objects
Alternatively get to this point by selecting the desired objects straight from the map
Close the Folders tab and re-open it
Now select Move on one of the objects in your selection and move the selected objects to the desired folder
When attempting to move groups of objects, it is recommended to expand all folders first before making the move to avoid an object selection bug.
Places the selected object(s) in a new folder within the same main folder named "My Subfolder".
Creates a new subfolder with the specified name within the selected main folder; the default name is "My Subfolder". This option can only be accessed by opening the Options Menu of a main folder.
Hiding unnecessary objects while forging is common practice, but don't forget to unhide the objects before handing off the map for someone else to forge on, as the next person might think the map is missing objects, if they don't clue in to checking the Folders tab for hidden objects.
Organizing objects in folders helps you and others find objects on the map quicker, and hide or lock specific object categories. It becomes difficult locating objects or hiding all of the player containment objects on the map if everything is together in one big folder, as is usually the case.
Tips from experienced forgers about using the Folders tab to it's fullest.
As the folder structure in Forge is alphabetically ordered, a numbering system can be used to order the folders. Prefixing a number either in the form of 1, 2, 3...
or 01, 02, 03...
to a main folder is commonplace in the folder structures of many experienced forgers. Subfolders usually aren't number-ordered like this, but there's no harm in doing it.
A great folder structure allows the forgers who care about folderizing objects to do so while still keeping newly placed objects organized in one place if the forger forgot to set a working folder. Below are references to recommended folder structures used by experienced forgers that have been tried and tested over multiple different maps to work efficiently.
For categorizing objects into large categories that still differentiate them enough to be understandable.
Learn more about:
For categorizing every object type efficiently and semantically. Takes a bit longer to set up and takes up more budget, but is much more useful on larger projects or feature-rich maps.
Learn more about:
Each folder adds on to the Forge Simulation budget, which can be an issue on maps at the budget limit where no more new folders can be made.
Changes within the folder structure such as item moving or folder deletion cannot be undone with the undo-action.
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snap
spaces
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Explanations of the interface and all of it's menus within Forge's level editor.
This page describes the elements of the Halo Infinite Forge level editor interface and what they do. It also links to other pages where you can learn more about the topics.
Halo Infinite's Forge interface has some quality-of-life limitations as it has a static interface. Keep these in mind while reading:
Menu placement cannot be changed
Controls and shortcuts cannot be remapped
When you open a map in Forge, you will see the following interface:
Displays the contents of your Level, with the other menus overlaid on top.
Displays the Game Simulation Memory usage of the map.
Displays the position, rotation and size of the last selected object.
Displays controls and shortcuts for various actions.
Forge gameplay is optimized for window sizes above 1600x1200.
The Controls Helper menu is located at the top right of the screen and displays controls and shortcuts for various actions. The size of the menu will change depending on how many relevant controls and shortcuts can be done in the current state of manipulating objects or having different menus open.
Learn more about:
If an object is selected, the Forge interface changes slightly, revealing more information:
Displays the amount of objects currently selected. A maximum of 150 can be selected at the same time.
Displays the Object Mode, Physics and Name of the last selected object.
Highlights the positional data of the currently selected transform gizmo.
Displays the snap values and coordinate space of the currently selected transform gizmo.
The Object Information string is located in the bottom middle of the screen, and displays the Object Mode, Physics and Name of the last selected object. The syntax is as follows:
[{Object Mode}: {Physics}] {Object Name}
The number at the end of objects is a part of the object name. If an object with a duplicate name is created, an incrementing number will be appended to the end of the object name.
The Object Mode indicator color is white for Static objects and orange for Dynamic objects. There is also a third uncommon Object Mode "None" that can be seen on gameplay objects.
The transform gizmos can be cycled between with the following shortcuts:
If the same gizmo shortcut is entered while that gizmo is already selected, the gizmo will disappear and the Object Positional Data menu will return to showing all values highlighted while still having an object selected.
The available snap values are as follows:
Movement & Scale: <none>
, 0.001'
, 1/8'
, 1/4'
, 1/2'
, 1'
, 2'
, 4'
, 8'
& 16'
Rotation: <none>
, 1/2°
, 1°
, 5
°, 15°
, 30°
, 45°
, 60°
, 90°
& 180°
For more information about snapping, see .
The available space/type values are as follows:
Movement: World
& Object
Rotation: World
, Camera
& Object
For more information about spaces, see .
The Forge Menu is located on the top left corner of the screen and it displays various properties related to Forge objects and map settings. The menu is divided into five unique tabs housing the most important information a Forger needs.
A list of objects to spawn in Forge.
Properties for the selected object(s).
A hierarchical tree view of all objects placed on the map.
Options for changing map lighting, wind and sound, and inspecting budget usage.
Options for changing the Forge tool properties, and toggling various debug options and menus.
The Object Browser tab is the first tab at the top of the Forge Menu and it displays a list of objects to spawn in Forge.
Learn more about:
The Object Properties tab is the second tab at the top of the Forge Menu and it displays properties for the selected object(s).
Learn more about:
The Folders tab is the third tab at the top of the Forge Menu and it displays a hierarchical tree view of all objects placed on the map.
Learn more about:
The Map Options tab is the fourth tab at the top of the Forge Menu and it displays options for changing map lighting, wind, sound, and inspecting budget usage.
Learn more about:
The Tool Settings tab is the fifth tab at the top of the Forge Menu and it displays options for changing the Forge tool properties, and toggling various debug options and menus.
Learn more about:
Create a savable group of a minimum two objects.
Modify the properties of the selected object(s).
Combine the selected objects into an existing selected prefab.
Group together Dynamic objects. The origin object has to have Normal physics.
Save a selected Prefab to My Files.
Break the weld from a group of welded Dynamic objects, making the object group into a prefab.
Disconnect a group of prefabbed objects or a group of welded Dynamic objects.
Open the Object Browser menu to see a list of objects to spawn in Forge.
The Create Prefab / Create Mode Prefab tab is located on the top of the radial Actions Menu and is used to create a savable group of a minimum two objects. A prefab is a group of objects that pivot around a single object and can easily be saved to share with others. Prefabs have a green outline around all of the child objects within it, with the parent object having a cyan outline.
The Object Properties tab is located on the top right of the radial Actions Menu and is used to modify the properties of the selected object(s).
Learn more about:
The Add To Prefab tab is located on the right of the radial Actions Menu and is used to combine the selected objects into an existing selected prefab. Adding new objects to an Object Prefab will reset the prefab name and make it an entirely new asset. Adding new objects to a Mode Prefab will keep the same prefab name and asset ID.
The Weld tab is located on the bottom right of the radial Actions Menu and is used to group together Dynamic objects. The origin object of the group has to have Normal physics for the weld to be possible; the rest of the objects can be any physics, but their Object Mode must not be Static. Two vehicles cannot be welded together.
Welded Prefabs have a purple outline around all of the child objects within it, with the parent object having a cyan outline.
Mounted Turret weapons classify as vehicles so they sadly cannot be welded to other vehicles.
Welding is similar to prefabbing, but there are a few differences:
Welds cannot contain static objects
Vehicle physics don't apply to prefabs
Welds cannot contain two vehicles
Welds cannot contain some Dynamic, Normal physics objects. Currently known list:
Launchers
Welding is often used to create vehicles that have objects attached to them:
Welds can also be used to make interactable map objects, sometimes using clever tricks:
Welded Prefabs have a setting called "Massless Children" found in the Object Properties of the prefab. This setting makes the welded prefab not take into account the mass it's child objects when calculating physics.
Although welds can be used as useful gameplay elements, there are a ton of bugs surrounding them, which makes working with welded prefabs extremely annoying, sometimes to the point of having to scrap the idea that would have worked if there weren't some obscure issues happening to them.
The Unweld tab is located on the bottom left of the radial Actions Menu and is used to break the weld from a group of welded Dynamic objects, making the object group into a prefab.
After unwelding, the group of objects will turn into a prefab.
The Ungroup tab is located on the left of the radial Actions Menu and is used to disconnect a group of prefabbed objects or a group of welded Dynamic objects.
After ungrouping, the group of objects that made up the prefab will stay selected. If the prefab included more than 150 objects, only the first 150 objects will stay in the selection. If the remaining objects are Static, they will keep a green outline until a temporary hover-over selection is performed on them.
The Object Browser tab is located on the top left of the radial Actions Menu and is used to open the Object Browser menu to see a list of objects to spawn in Forge.
Learn more about:
Open the Node Graph to create scripts.
Build data for various map elements.
Save the current map version with no custom version note added.
The Build Menu tab is located on the right of the radial Tools Menu and is used to build data for various map elements. The available map data to build are:
Yellow warning symbols are displayed on the elements that aren't up-to-date with the current state of the map. While these do convey a real problem, the map can still be played and published even if some build data has a warning symbol next to it.
Due to all the warning symbols appearing right after even a single object's position is altered on the map, it is not recommended to constantly keep building map element data just because there is a warning symbol next to it. Instead, learn when map data should be built and build it only when necessary.
A quicksave will not prompt for a version note to be added to the saved version. Instead, the string "Quicksave" will be automatically added as the note for the version.
Displays the runtime budget which is the most full based on the current state of the map.
Displays the score of two teams and an unlimited timer that counts upwards.
Displays the runtime state of the Node Graph including potential errors and warnings.
Displays controls and shortcuts for various actions
The Runtime Budget Meter is located in the bottom left of the screen, and displays the runtime budget which is the most full based on the current state of the map. The different budgets that can be displayed are:
Runtime Objects
Navpoints
Objectives
AI Units
A yellow warning symbol appears on the Runtime Budget Meter if the displayed budget of the map reaches 80%, and at 100% the progress bar turns red.
The UI for the score display is built to support values up to 4 digits long before it starts to overflow. The score field can display values up to 2147483647 and down to -2147483647, which is the maximum value for a 32-bit signed binary integer. All values beyond those will display "EE".
The Global Log is located in the top right of the screen, and displays the runtime state of the Node Graph including potential errors and warnings.
The syntax for an error is as follows:
Warning/Caution <{Script Brain Name}> {error statement} --- Node Graph failed to build
Many scripters have despised the lack of detail in the error statements printed in the Global Log as they can often be too vague such as "node missing required property", which doesn't indicate which node is the cause, and which property is missing.
At a glance, Halo Infinite's Forge is modeled heavily after Halo 5's. The default control scheme for controllers is also reminiscent of Halo 5's defaults. Users of previous titles have control schemes available to choose from to have an experience closer to those titles.
While the menus are similarly placed and handle very similarly to Halo 5's, there is the addition of radial menus that can be called for accessing functions like prefabbing, group welding, opening a Script Brain's node graph, etc., and the options available across the board are much deeper.
It is apparent via node graphs, the expanded lighting options, and more, that many cues have been taken from more fully-featured game dev IDEs and repackaged to work well and have parity between console and pc.
As with any tool of this complexity and depth, there is a learning curve present with the tool, but it remains that the surface-level is still accessible enough to build simple levels. The forger will just need to know the majority of the toolset in order to bring their level to a higher standard, which wasn't previously possible, and now is expected of the top performing levels.
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An interface that displays adjustable options and information about the map.
The Map Options tab is the fourth tab at the top of the Forge Menu and it displays options such as changing map lighting, wind, sound, and inspecting budget usage.
The Map Options tab consists of categories and subcategories, within which are adjustable map options and settings. The categories can be opened and closed, and their state will persist until the Forge session is closed. A short description of the selected item is shown under the main interface. The common adjustable map options include Sunlight, Light Bounce, Ambient Sound, Budget, and Level Bound Probes.
Controls related to navigating the Map Options tab. Options for both Keyboard and Mouse, and Controller are provided:
The sections below detail the different categories within the Map Options tab.
Settings to adjust the lighting, fog and wind.
Changes the brightness of the sunlight.
Input range: 0.00
- 100.00
Changes the position of the sun in relation to the map cardinal directions. In simpler terms: left and right.
Input range: 0.00
- 360.00
Changes the position of the sun in relation to the time of day. In simpler terms: up and down.
Input range: 0.00
- 360.00
Changes the brightness of bounce light from the sun and all other light sources.
Input range: 0.00
- 100.00
Changes the color of bounce light.
Changes the brightness of sky lighting.
Input range: 0.00
- 100.00
Changes the color of sky lighting.
Changes the color of sky lighting coming from above the map.
Changes the color of sky lighting coming from the north side of the map.
Changes the color of sky lighting coming from the south side of the map.
Changes the color of sky lighting coming from the east side of the map.
Changes the color of sky lighting coming from the west side of the map.
Sets the brightness of the sky. Uses Rayleigh scattering.
Input range: 0.00
- 100.00
Sets the brightness of the sun. Uses Mie scattering.
Input range: 0.00
- 100.00
Sets the color of the sky.
Sets how intense the sky color is.
Input range: 0.00
- 100.00
Sets how intense the sun color is.
Input range: 0.00
- 5.00
Sets the distance from player where atmospheric fog starts rendering.
Input range: 0.00
- 10,000.00
Sets atmospheric fog density.
Input range: 0.00
- 1.00
Input range: 0.00
- 1,500.00
Sets the amount of atmoshperic fog falloff that occurs upwards from the horizon.
Input range: 0.00
- 5.00
Sets the amount of atmoshperic fog falloff that occurs downwards from the horizon.
Input range: 0.00
- 5.00
Input range: 0.00
- 5,000.00
Sets the amount of light that scatters throughout the atmosphere. Lower values result in stronger scattering.
Input range: 0.00
- 1.00
Sets a false color scatter throughout the atmosphere.
Volumetric Fog can be turned off client-side from the video settings, so it shouldn't be relied on for major fog effects.
Toggles the display of volumetric fog.
Sets the volumetric fog density.
Input range: 0.00
- 1.00
Sets the volumetric fog color.
Sets the distance from player where the volumetric fog starts rendering.
Input range: 0.00
- 600.00
Sets the distance from player where the volumetric fog stops rendering.
Input range: 0.00
- 1,000.00
Wind settings affect the movement of some dynamic objects such MP Trees, as well as Screen Effects.
Changes the direction of the wind in relation to the map cardinal directions. In simpler terms: left and right.
Input range: -180.00
- 180.00
Changes the angle of the wind in relation to the ground plane. In simpler terms: up and down.
Input range: -180.00
- 180.00
Changes the speed of the wind.
Input range: 1.00
- 12.00
Screen Effects are global moving particles that display on every player's screen.
Changes the screen effect such as rain, dust, bubbles, etc.
Toggles the visibility of decorators in the map. Decorators are small foliage details on the built-in canvas floor of Forge canvases.
Ambient Sounds are audio loops heard throughout the map at a quiet volume.
The primary ambient sound that plays in the map.
The secondary ambient sound that plays in the map.
The type of reverb applied to the map. Reverb can be commonly heard in the form of object impacts, gunshots and explosions.
The secondary ambient sound that plays in the map.
Toggles the playing of primary and secondary ambient sounds during Forge edit mode.
Object placement limits and the current costs of various elements in the map. The budgets show a progress bar of how much of a specific budget has been used up. If a budget reaches 80%, a yellow warning icon shows up in the Map Options tab. If a budget reaches 100%, its progress bar turns red and a red warning icon shows up in the Map Options tab.
The cost of simulating entities in a networked environment, including dynamic objects, projectiles, units, actions, etc. This is separate from the additional cost of networking entities in Forge.
Budget range: 0.0%
- 100.00%
The Game Simulation budget is the hard limit on what a map can simulate in gameplay. Dynamic objects and large scripts take up the majority of Game Simulation budget.
The cost of simulating entities in Forge, including dynamic and static objects, prefabs, user strings, Node Graph elements, etc. This is separate from the base cost of simulating entities in a networked environment.
Budget range: 0.0%
- 100.00%
Forge Simulation often reaches 100.00% before Game Simulation, as the interfaces for modifying objects and elements in Forge require additional resources. One way to alleviate Forge Simulation budget is to convert on-level scripts from Script Brains into a Forge Mode script within Mode Brains.
A breakdown of the categories of the Forge Simulation budget.
The total percent of the Forge Simulation budget used by Object entities, including static objects and dynamic objects.
Budget range: 0.0%
- 100.00%
The total percent of the Forge Simulation budget used by Node Graph entities, including nodes, connections, and node properties.
Budget range: 0.0%
- 100.00%
While the budget range is up to 100.00%, players have reported not being able to load map versions with Node Graph budget in the range of 14-20%. This real limit is affected by the amount of other objects on the map, but 14-20% should be considered the 100% of the Node Graph budget on full maps.
The total percent of the Forge Simulation budget used by miscellaneous entities, including prefabs, user strings, some properties, etc.
Budget range: 0.0%
- 100.00%
Object count limits for various types of objects.
The percentage usage of the static render meshes in the map. Static objects can be composed of multiple render meshes. This is a hard limit and cannot be exceeded.
Budget range: 0.0%
- 100.00%
Budget range: 0
- 40
/ 40
While the limit is only 40, it's a very safe limit, as the real hard limit for vehicles is 128. Some vehicles like the Scorpion and Warthog are made out of two vehicles: the mover and the turret. Creating vehicles during gameplay such as spawning players in vehicles or cloning vehicles via scripting only has the hard limit of 128 total vehicles in play.
Budget range: 0
- 15
/ 15
The number of movers in the map. This is a hard limit and cannot be exceeded.
Budget range: 0
- 48
/ 48
The percentage usage of animation states used by objects in the map. This is a hard limit and cannot be exceeded.
Budget range: 0.0%
- 100.00%
Never reported as being the cause of issues.
The percentage usage of the total Physics budget. This is a soft limit and can be exceeded, but doing so may have a negative impact on performance, and some objects may stop working correctly.
Budget range: 0.0%
- 100.00%
Never reported as being the cause of issues.
The percentage usage of the total Collision budget. This is a soft limit and can be exceeded, but doing so may have a negative impact on performance, and some objects may stop working correctly.
Budget range: 0.0%
- 100.00%
Never reported as being the cause of issues.
The bounding type determines the area where to generate light probes by default. For details about custom light probes, see .
Level: Light Probes are generated within the entire Forge canvas gameplay space. Only useful in maps with large skyboxes in the canvas gameplay space that need light bounce data.
Objects: Light Probes are generated only within a bounding box that covers all objects placed in the map. Useful in maps built in interiors, or maps where the skybox doesn't need to have accurate light bounce data.
Input range: 1.00
- 100.00
Value range: 0
- 14000
/ 14000
Reset all map properties, such as fog, and reference colors to the default values as dictated by the Forge canvas base map.
This action cannot be undone.
This action cannot be undone.
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Examples of an advanced folder structure to use on Halo Infinite Forge maps.
The folder structure doesn't have to be overly complicated to work efficiently. Below are some examples of advanced folder structures that experienced forgers have come up with, and are tuned to work for all object groups in a Forge map. An advanced folder structure is useful for categorizing every object type efficiently and semantically. Takes a bit longer to set up and takes up more budget, but is much more useful on larger projects or feature-rich maps.
The advantages to having an advanced folder structure are:
All object types have a descriptive folder allocated for them
Selecting or hiding specific groups of objects is easy and streamlined
You are more willing to folderize objects correctly, when a good folder structure is set up
The disadvantages to having an advanced folder structure are:
More budget usage as every folder takes up Forge Simulation memory. This only becomes an issue on maps with the Forge Simulation memory almost at 100% when attempting to re-do the folder structure
Some forgers may find it too intimidating to use
Examples of advanced folder structures used by experienced forgers:
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Topics about using the Forge tool efficiently to create geometry and visual art for a level.
The Layout section focuses on the geometry and visual art of a level. As the design of each map is largely a creative process by the Forger, this section will focus on building up the knowledge required to use the Forge tool smartly in order to build out your level experience.
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Topics about the planning and creation of working and correctly scaled basic geometry for your level.
Data about the standard measurements used for players and level geometry in Halo Infinite.
Metrics in the context of level design mean the proportions and distances of the gameplay space and the players playing on it. It is important to have a good baseline knowledge of these standard values used in Halo Infinite so the scaling and movement on your level feels correct.
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Open the Folders tab: +
Alternative: → /
Close the Folders tab:
Alternative:
Alternative:
Navigation: , , ,
Alternative: , , ,
Alternative: , ,
Quick Scroll Up:
Alternative:
Quick Scroll Down:
Alternative:
Select Object/Folder:
Alternative: [Hover] →
Delete Selected items:
Select Setting: [Hover] , , , → , , ,
Open Options Menu: [Hover] Object/Folder Name →
Alternative: [Hover] → , , ,
Expand/Collapse Folder: [Hover] →
Alternative: [Hover] Folder Name → , ,
Focus Object: [Hover] Object Name → , ,
Expand/Collapse All Folders:
Open the Folders tab: → /
Close the Folders tab:
Navigation:
Alternative:
Quick Scroll Up:
Quick Scroll Down:
Expand/Collapse All Folders:
Each of the has a set of default folders that are localized to every supported language. If the names of these folders are changed, the localization support will be broken. The list of default folders is as follows:
Layout
By opening the Options Menu (see ) of an object or folder the following options will be available based on your selected item:
Learn more about: .
Selecting Move on an entire folder moves only the objects within the folder to the new destination folder, regardless of your other selected items. Moving two folders at the same time by selecting the folders with is not recommended as the move process will result in the objects within those subfolders now being under the destination main folder, instead of in the subfolders in the destination main folder.
Moving singular subfolders between main folders works as expected, but moving a main folder to another main folder will turn the initial main folder into a subfolder of the destination main folder. Any subfolders of the initial main folder will be moved to the destination main folder as subfolders. Forcefully attempting to move a subfolder to another subfolder with is not possible.
Select and
Collapse/Expand all folders with / until all folders are expanded
Folders can temporarily be collapsed with / after the "Move" button has been pressed and then expanded again in order to navigate around the folder structure quicker
Sets the name of the selected object or folder. The object name is displayed in Folders, , nodes and the panel while the folder name is only displayed in the Folders tab. An object name up to 40 characters can be entered.
Deletes the selected object(s) or folder. If a folder is deleted, all objects within the folder will also be deleted. Selected objects and folders can be quickly deleted with the key.
Drops a specific object from the .
Drops all selected objects in the Folders tab selection from the .
Sets the selected folder as the directory where all newly created objects will be put into. Persists only for the current Forge session, after which the working folder will return to the .
Turns the selected subfolder into a main folder and turns it into the root folder. All objects within the subfolder will be transferred to the new main folder. The root folder of a map is set as the by default when a Forge session is loaded.
Creates a new main folder with the specified name; the default name is "My Folder". This option can only be accessed by opening the Options Menu of a main folder. The newly created main folder will also automatically become the new .
The icon toggles the visibility of objects from the map viewport. Hiding an object only applies to Test Mode. Hidden objects can't be selected directly from the map viewport, but can still be selected via mouse drag-select or by them from the Folders tab.
The icon toggles the selectability of objects from the map viewport. Locked objects can still be selected and grabbed from the Folders tab. Locked objects will have a red lock icon next to the object's Object Mode indicator on the panel. The option "(DELETE ALL UNLOCKED)" in will not delete any locked objects.
The quickest way to select groups of individual objects where selecting the entire folder isn't applicable is by selecting the object with (keyboard) , pressing or to go to the next object, and repeating the cycle. If you want to then move that group of objects, read the instructions on how to .
The folder structure doesn't have to be overly complicated to work efficiently. The objects on a map can roughly be divided into: Layout, Gameplay, Containment & Scripts. It's also useful to separate the playable geometry and the skybox geometry of the map to by hiding the skybox during .
Before Season 4, selecting an item in the folder structure automatically . This was changed to allow objects more than 150 to be moved between folders at the same time as well as to lessen the potential for performance issues when selecting 150 objects at the same time.
The Level Viewport fills the entire screen and displays the contents of your level along with all Forge interfaces overlaid on top. The viewport is a 3D view of the level in real time and players can play their level in-engine using the different . There is no orthographic 2D view option in Halo Infinite's Forge.
are optimized for a field of view (FOV) of 100°. A lower field of view will result in larger transformation widgets.
The Budget Meter is located in the bottom left corner of the screen and displays the memory usage of the map. Game Simulation memory is the cost of simulating entities in a networked environment, including dynamic objects, projectiles, units, actions and similar.
This budget is often the first to reach 100% on maps that have more dynamic aspects to them such as multiple gamemode support and scripting rather than just mostly static geometry, but still many maps reach 100% on memory earlier, so the full reasoning for only displaying the Game Simulation Memory in this menu is unknown.
A decimal-accurate value of this budget can be seen in Map Options > . The budget shown on the Budget Meter cannot be changed to display another budget. A yellow warning symbol appears on the Budget Meter if the Game Simulation memory of the map reaches 80%, and at 100% the progress bar turns red.
Visibility of the Budget Meter can be toggled from > .
The Object Positional Data menu is located at the bottom middle of the screen and displays axis values of the position, rotation and size of the last selected object. While the counterpart to this positional data interface in > Transform can only display a maximum value of 9999.90 and a minimum of -9999.90, this on-screen menu can display values up to 2147483647.00 and down to -2147483647.00, which is the maximum value for a 32-bit signed binary integer. All values beyond those will display "EE".
For more functionality of this menu, see .
How a scale of this size was achieved was with an exploit to .
While there are a lot of shortcuts shown in the helper menu, it does not display all shortcuts possible in Forge. These and more are explained in detail in .
Visibility of the Controls Helper can be toggled from > .
The Selected Object Count indicator is located in the bottom middle of the screen, and displays the amount of objects currently selected. A maximum of 150 objects can be selected at the same time, but more may be selected if some of the items in the selection are in a prefab. Learn more about .
Objects that have been locked from the tab of the will have a red lock icon to the left of the Object Mode indicator.
The menu changes slightly when an object is selected and one of the three are selected; The positional data of the currently selected transform gizmo is highlighted, and the other data displays are made less opaque.
Movement: + (keyboard) or [Hold] (controller)
Rotation: + (keyboard) or [Hold] (controller)
Size: + (keyboard) or [Hold] + (controller)
Cycle between all: (keyboard)
Another way to isolate the Object Positional Data without selecting an object is to hover your cursor over the object and press (keyboard) to cycle between the gizmos. This has no real use and is most likely a bug. A potential purpose of this is to act as a hacky way to simulate hovering over objects and previewing their properties as the movement gizmo is not rendered and is the default gizmo here.
The Transform Snap and Coordinate Space menu is located in the top right of the screen, and displays the snap values and coordinate space of the currently selected transform gizmo. The snap values can be adjusted with / and / (keyboard) or [Hold] // & + (controller), and the space/type can be cycled with (keyboard) or [Hold] / + (controller).
Pressing (keyboard) or (controller) opens up the Forge Menu, which houses more options:
The tabs on the Forge Menu can be changed with & (keyboard) or & (controller).
The shortcut for opening this tab is + (keyboard).
The shortcut for opening this tab is + (keyboard).
The shortcut for opening this tab is + (keyboard).
The shortcut for opening this tab is + (keyboard).
The shortcut for opening this tab is + (keyboard).
Holding (keyboard) or (controller) at any time while in Monitor Mode will open the radial Actions Menu:
Learn more about .
A Mode Prefab can be made with two or more as the only objects in the group of objects. Mode Brains are used to make playable .
Learn more about .
Learn more about .
Map:
The vehicles were momentarily made to have Phased physics with an exploit before welding in order to phase the cover objects into them because the only physics option for vehicles is Normal. Learn more about: .
Map:
Learn more about .
The Save Prefab tab is located on the bottom of the radial Actions Menu and is used to save a selected Prefab to . After selecting, an interface to enter the name of the prefab will be shown. A quirk of this interface is that a prefab name up to 40 characters can be entered, unlike the 32-character limit of renaming a file through the interface. This also works for naming Forge Modes by saving Mode Prefabs.
Be aware of the that may occur when unwelding a welded prefab.
Learn more about: .
Prefab:
Holding (keyboard) or (controller) at any time while in Monitor Mode will open the radial Tools Menu:
The Node Graph tab is located on the top of the radial Tools Menu and is used to open the Node Graph to create scripts. The Node Graph Interface can also be opened with (keyboard).
Learn more about .
The Quicksave tab is located on the bottom of the radial Tools Menu and is used to save the current map version with no custom version note added. After activation, a message will show in the killfeed indicating that the map version has been saved successfully. A quicksave can also be done with + (keyboard).
Learn more about: .
If Play Mode is entered with (keyboard) or [Hold] (controller), the Forge interface changes to show information relevant to gameplay:
The budget shown on the Runtime Budget Meter cannot manually be changed to display another budget. It only always displays the budget with the most usage at runtime. Visibility of the Runtime Budget Meter can be toggled from > HUD > .
The Score and Timer are located in the bottom middle of the screen, and display the score of two teams and an unlimited timer that counts upwards. The score in the Forge Play Mode can only be adjusted via scripting with the node.
Visibility of the Play Mode Global Log can be toggled from > .
The Controls Helper is located in the top right of the screen, and displays controls and shortcuts for various actions. In Play Mode, it only displays the control to return to Monitor Mode, (keyboard) or [Hold] (controller).
Open the Map Options tab: +
Alternative: → /
Alternative: [Hold] → Map Options / / /
Close the Map Options tab:
Alternative:
Alternative:
Navigation: , , ,
Alternative: , , ,
Alternative: , ,
Quick Scroll Up:
Alternative:
Quick Scroll Down:
Alternative:
Select Item / Expand/Collapse Category:
Alternative:
Alternative:
Alternative:
Expand/Collapse All Categories:
Open the Map Options tab: → /
Alternative: [Hold] → Map Options
Close the Map Options tab:
Navigation:
Alternative:
Quick Scroll Up:
Quick Scroll Down:
Select Item / Expand/Collapse Category:
Expand/Collapse All Categories:
Settings to adjust the sunlight and it's direction. For more details, see .
Changes the color of the sunlight. Note that this doesn't change the color of the sun itself. For changing the color of the sun, see .
Settings to control how bounce light affects the level. For more details, see .
Sky light settings adjust the sky lighting and it's positional colors. For more details, see .
Sky rendering settings adjust the look of the sky and sun. For more details, see and .
Sets the color of the sun. Note that this doesn't change the color of the sunlight. For changing the color of the sunlight, see .
Atmospheric fog settings emulate light scattering in the atmosphere. For more details, see .
Sets the distance to offset the fog falloff from where atmospheric fog starts rendering to the horizon. Based on .
Sets the atmospheric fog density at a distance. Works with the value.
Determines how much atmospheric fog is in the atmosphere. Color is based on .
The value must be under 1.00 for the color to show.
Volumetric fog settings simulate 3D fog as cost from a light source. For more details, see .
To easily preview the wind settings, change the to Retro Heavy, and turn the to 12.00.
Having global Screen Effects on may cause issues on maps with multiple such as . Turning the Screen Effects off in these cases helps prevent issues with FX overload.
The Game Simulation budget is also shown on the in the standard Forge interface.
and names take up Forge Simulation budget, but the impact is negligible to take into consideration. If the Forge Simulation budget is at 100.00%, you may not be able to create prefabs or rename folders.
The number of vehicles in the map. Does not account for vehicles created during gameplay. Includes all types of .
The number of in the map. This is a hard limit and cannot be exceeded.
Only one object is known to fall into this category, being the Vehicle Lift .
Settings to adjust the light probes generated by default in a map. For details on what light probes are, see .
Sets the distance between default light probes. For details about custom light probes, see . Lower spacing values result in more accurate lighting at the expense of increased light probe counts and times.
Estimated number of light probes based on the current settings across the Level Bound Probes and the . Larger probe count values result in more accurate lighting at the expense of increased times.
Delete all unlocked objects in the map. For more details about locked and unlocked objects, see .
If you're confused what the root folder
means, see .
Basic Folder Structure
Advanced Folder Structure
Controls and Shortcuts
Object Browser
Object Properties
Folders
Map Options
Tool Settings
Object Properties
Object Browser
Topics about the various terrain objects in Halo Infinite and how to manipulate them to create smooth terrain.
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Bullet points for the topic:
Level Design methodologies
How to design for Halo's arena gameplay
Sandbox balance
Designing for ranked play
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Units in this table are Halo World Units. 1 WU = 10 Units in the Infinite Forge UI.
Walking Speed
0.512
0.512
0.56
Run Forward
2.25
2.2
2.6
Run Backward
2
1.98
2.34
Run Sideways
2
1.98
2.34
Run Acceleration
9.6
8.5
11.6
Sneak Forward
0.9
0.9
1.35
Sneak Backward
0.65
0.81
1.22
Sneak Sideways
0.6
0.81
1.22
Sneak Acceleration
1.05
6.5
9
Airborne Acceleration
1.05
1.05
1.05
Jump Velocity
3.08
2.3 (H4: 2.36)
N/A
Standing
0.62
0.6 (H4: 0.725)
N/A
Crouching
0.45
0.42 (H4: 0.5)
N/A
Standing Height
0.725
0.6
N/A
Crouching Height
0.5
0.42
N/A
Note: N/A indicates that the value is not applicable or not available for that particular Halo game.
Kwatzy Captain Punch
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Bullet points of the topic:
How to make smooth terrain
How to blend terrain textures
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Topics about creating level art for a map, how to do it efficiently and understand what the limits are of Halo Infinite's Forge tool when it comes to arting a level.
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Bullet points about the topic:
Reasoning for following art techniques
Small Terrain Rugged issues (ref: )
Link to art techniques explained in articles in the section
TI and Non-TI Terrain
Terrain Guidelines
Team Intro Spawns are the main way for players to initially spawn in team-based modes.
Team Intro Spawns can be assigned to different Teams, and the Squad setting should be adjusted if more than four players per team should spawn on separate Team Intro Spawns.
The object names for the Team Intro Spawn are Team Intro Arrow Front
, Team Intro Arrow Left
& Team Intro Arrow Right
.
Gameplay
Match Flow
Team Intro Arrow Front
Team Intro Arrow Left
Team Intro Arrow Right
The Team Intro Spawn should be placed where a group of four players on a Team should initially spawn on. In most cases these are in or around the main bases. If some of the spawn points on the Team Intro Spawn are floating, the players will be put on the nearest surface, and won't float in the air.
Make sure that no objects are blocking the view of the Camera. Otherwise, the Camera movement will look weird as it's passing through solid geometry or blocking the view towards the players at the end.
The spawn points can intersect the ground by 1.5 units and still let a player spawn on them. Any floating spawns will set the player on the nearest surface underneath them.
In situations where the ground is uneven and some spawns may be floating, the view of the final Camera should be prioritized over the height positioning of the spawn points.
Prioritize the final Camera placement over spawn point height as long as all players are able to spawn on their spawn point. This ensures that all players are fully visible in the final Camera view.
The Team Intro Spawn can be rotated without issues, as long as no spawn points get blocked in the process. The final Camera view will take on the rotation of the Camera in the Forge Kit object.
If the Team Intro Spawn is placed upside-down, the player showcase order is reversed, and the final Camera rotation will be upside-down.
Setting the Physics value to "Phased" or "No Collision" will make moving the object easier as it won't collide with other objects.
The Team Designator property determines which Team spawns on the Team Intro Spawn.
Team Designator:
TEAM
The Squad property determines which Squad spawns on the Team Intro Spawn. Squads are used to order which Team Intro Spawns are filled first.
Squad:
SQUAD
Here are examples on how to set up Team Intro Spawns in practice.
Team Intro Spawn 1
Team Designator:
Team 1 (Eagle)
Squad:
Alpha
Team Intro Spawn 1
Team Designator:
Team 2 (Cobra)
Squad:
Alpha
Team Intro Spawn 1
Team Designator:
Team 1 (Eagle)
Squad:
Alpha
Team Intro Spawn 2
Team Designator:
Team 1 (Eagle)
Squad:
Bravo
Team Intro Spawn 3
Team Designator:
Team 1 (Eagle)
Squad:
Charlie
Team Intro Spawn 1
Team Designator:
Team 2 (Cobra)
Squad:
Alpha
Team Intro Spawn 2
Team Designator:
Team 2 (Cobra)
Squad:
Bravo
Team Intro Spawn 3
Team Designator:
Team 2 (Cobra)
Squad:
Charlie
Infection and Firefight:King of The Hill are modes where Team Intro Spawns are required only on the Eagle side.
Team Intro Spawn 1
Team Designator:
Team 1 (Eagle)
Squad:
Alpha
Team Intro Spawn 2 (Infection)
Team Designator:
Team 1 (Eagle)
Squad:
Bravo
Team Intro Spawn 3 (Infection)
Team Designator:
Team 1 (Eagle)
Squad:
Charlie
Read more about Infection and Firefight:King of The Hill:
In some cases, it can be useful to have players spawn in a different location in asymmetrical modes that may be played on the same map where a symmetrical Team Intro Spawn setup is present. For these situations, Labels can be used to include and exclude certain spawns.
Regular spawns
Label 1:
ALT MODE
Exclude
Alternative spawns
Label 1:
ALT MODE
Include
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Information about what Backup Spawn Points do and some issues that they cause.
Purpose
The purpose of the Spawn Point [Backup]
object is to spawn the player or Forge monitor on the map when there are no other Spawn Points available.
Despite the object being able to be selected from the Forge Menu, it is rumored that it was accidentally left in the retail Forge Menu for players to use on their map, when it was never supposed to have been left there. This is backed up by the fact that any extra Backup Spawn Points placed on the map serve no purpose on a regular map experience.
On each map there is at least one invisible Backup Spawn Point object which can't be seen, selected nor deleted by the player. These are placed by 343 to prevent the player or Forge monitor from not being able to spawn on the map after deleting every object on the map.
Here are the positions of each invisible Backup Spawn Point on the listed maps that have been reverse-engineered:
As the lowest invisible Backup Spawn Points on each Forge canvas are at Z: 505, this means that the effective radius of these low Root Point objects can just about reach the Forge canvas floor in most areas due to the canvas floor not being perfectly flat at Z: 500, causing Nav mesh to spread from them.
Another more budget-efficient way is to place one Accents > Glass > Glass Transparent 10%
object at position: 0, 0, 504, scale: 2910, 2910, 7 (minimum X & Y, can be larger), rotation: 0, 0, 0. This will block all the 9 invisible Backup Spawn Points at Z: 505 so they can't spread the Nav mesh. This will also block players from spawning on those Backup Spawn Points as there is solid geometry blocking them.
This method is only viable on maps where the gameplay area does not utilize the Forge canvas floor in a way where having a large Glass object on it would hinter gameplay or the aesthetic of the map.
Early on when Forge launched for Halo Infinite, players were experiencing spawning outside their maps for seemingly no reason. At the time players had no idea what caused it, but later on research was conducted into the issue that led to the discovery that the invisible Backup Spawn Points were to blame.
Players would be queued to spawn on the invisible Backup Spawn points when all other safe spawns on the map were blocked. As this usually led to the gameplay of the map breaking, rumor has it that the functionality of the invisible Backup Spawn Points were disabled in non-Forge gamemodes.
Contributors Okom
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A Team Intro Spawn is a object consisting of four Initial Spawn Points and a Camera. This object is used to spawn in four players at the start of a match or round, and it has a built-in camera movement cycle that showcases each player before the initial .
After the sequence has ended and all players have successfully spawned in the game, the Camera in the Team Intro Spawn object will go through a static cycle showcasing all four players on it. After the four players have been shown, the Camera will move to the static position shown on the Forge Kit object.
Placing the spawns lower than 1.5 units into the ground will cause them to be blocked. If a player can't spawn on their designated spawn point of the Team Intro Spawn, they will be relocated to a on the map. If no Respawn Points are available, will be used.
The same Team Intro Spawns used for a 4v4 or 12v12 setup can be used as the spawns for Infection and FFKOTH, as long as the object doesn't prevent it.
Read more about: .
Players often run into an issue when generating Nav mesh where Nav mesh data is generating on the Forge canvas floor of their map for seemingly no reason. The cause for this comes from each invisible Backup Spawn Point acting as a .
To overcome this issue, one must block the so they can't spread the Nav mesh data. A universal way is to add a Nav Cutter over each invisible Backup Spawn point.
A prefab consisting of 27 Nav Cutters at each location of the invisible Backup Spawn Points on the listed Forge canvases has been made by TSG community members to help players overcome this issue. Read more here: .
This has still happened in Season 4 during an Arena:Infection playtest on where a survivor initially spawned on an invisible Backup Spawn Point outside the map at gameplay start. The lobby size was large and there might not have been enough initial spawns to supply all players. After the incident, three Glass objects were placed to cover all invisible Backup Spawn points.
Chasm
46
Live Fire
48
Argyle
50
Detachment
58
Launch Site
58
Empyrean
70
Recharge
71
Streets
82
Cliffhanger
95
Catalyst
102
Aquarius
105
Bazaar
105
Behemoth
135
Highpower
120
Deadlock
139
Oasis
157
Breaker
158
Fragmentation
160
Implementing FFA Slayer respawns on maps that disallow spawn flipping in Slayer gametypes (designated with an Include Slayer label on spawn volumes with Affects Opposing Team & Disable Spawn Points set to "On") can be negatively affected by Spawn Volumes.
To address the issue, it is recommended to put an Exclude FFA All label on map-covering spawn volumes set to Eagle and Cobra teams. This ensures that these volumes are ignored in FFA gametypes. Without this exclusion, players in the Neutral team (FFA) would have limited safe spawn areas, potentially causing undesirable gameplay situations.
FFA mode automatically sets the player's team to Neutral. The primary concern is that there are no safe spawns for the Neutral team if there are Spawn Volumes blocking spawns for all teams other than Team 1 and Team 2.
In FFA, the concept of Teams is replaced by FFA Allegiance. When units have Neutral FFA Allegiance, they find all other units to be hostile (neutral AI do not see other neutral AI as hostile), which is the default behavior in FFA. Players can be assigned an Allegiance, which uses the same datatype as Teams, and thus the same labels. Units with the same (non-neutral) FFA Allegiance see each other as if they are on the same team and see units with differing Allegiances as hostile.
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Spawn Volumes are used to adjust the weighting of spawns points inside it or to disable them completely.
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Topics about the various ways of influencing player spawn weighting on a level in Halo Infinite.
Setting up your map to support different game modes with separate respawn combinations. This tutorial will focus on setting up the map for CTF game modes.
Spawn Volume Respawn
Non-weighted respawn volumes are meant to
Label 1: Include CTF
Select the desired team (Eagle or Cobra) just below the boundary settings.
Weight: 0
Disable spawn points: ON
Affects opposing team: ON
Weighted respawn volumes can be useful for multiple reasons, mainly to help players spawn in to safe areas or potentially near combat action. This can useful after you have a baseline understanding of how your map is being played.
Since this example of the Spawn Volume Respawn is being setup for Capture the Flag game mode, the Include CTF label must be set on the object.
Settings under Gameplay -> Labels you will want to set the label to include CTF (or what ever game mode you are working with) this will make the volume only spawn up for CTF. Note: For example if you leave this blank you and decide to play slayer, Team sided spawns will still be on which can create a negative experience for spawn killing/ spawn control. So Just be mindful what volumes are set up for what mode
What this will do is will disable any spawn from any other teams expect the designated team that was set up above.
Why we set up the weight to be 0 so the volume doesn’t create any positive weighting for these zones the next section will set up weighted volumes. So its best to separate Team designated volumes from weighted volumes to give the user better control over how their map behaves.
After these are set up Feel free to scale the size and placement of the volume to your desire on how you want your map to play. Usually you will just want to cover the designated team side of the map. You can create over lap but this will make it so no one will spawn in this location. Flip side if you decide not to create over lap you will create a neutral location where both teams can spawn.
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Topics about gameplay objects in Halo Infinite, their purposes and properties.
The Gameplay section focuses on all things related to the gameplay of Halo Infinite excluding modes. Having a good gameplay setup on a level is fundamental to having a good playing experience. The sandbox topics, – Weapons, Equipment and Vehicles – along with Audio and Containment are split into multiple sections as they are the most involved, while the rest of the topics can be explained in a shorter form.
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Topics about sandbox objects in Halo Infinite, their purposes and properties.
The Sandbox section focuses on the sandbox objects in Halo Infinite. The three main categories of these are Weapons, Equipment and Vehicles. Ordnance pods' technical properties fall into both Weapons and Equipment, but their general info is explained separately. The Spawn Properties category explains the function of the common spawn properties of sandbox objects.
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Sandbox
Cameras
Launchers and Lifts
Teleporters
Audio
Named Location Volumes
Containment
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Reverse-engineered technical data about Halo Infinite weapons. The information in the spreadsheets has been compiled by .
Weapon Time To Kill
Weapon Rate of Fire and Reload Speeds
Weapon Single Round Damage
Weapon Projectile Behavior and Leading Ranges
Weapon Aim Assist Cone Data
Topics about the weapons in Halo Infinite. What weapons are available in the sandbox and how to spawn them.
Topics about the equipment in Halo Infinite. What equipment are available in the sandbox and how to spawn them.
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Fusion Coils are explosive objects found in various Halo games that can be used to deal significant damage to enemy players and vehicles. They are recognizable by their bright glowing colors and tall, rectangular, shape. In Halo Infinite they can be picked up, carried around the level, and thrown long distances.
One important thing to note about fusion coils is that the game mode setting for scaling weapon damage affects them even when they are not being carried or thrown. For example, if a player has turned down weapon damage to 10% and hits a fusion coil with a gravity hammer, the resulting explosion will also deal 10% damage. This applies to both the damage dealt to players and vehicles and any other damaging effects that occur when a fusion coil is damaged.
This is particularly notable with the large fusion coils that cannot be picked up. These are often strategically placed in certain areas of the map and can be used to deal significant damage to enemy players and vehicles if detonated at the right time.
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Grenade Dispensers
Classic Grenade Spawns
Grenade Objects
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Topics about the vehicles in Halo Infinite. What vehicles are available in the sandbox and how to spawn them.
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Vehicle Spawners
Classic Vehicle Spawns
Vehicle Objects
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Reverse-engineered technical data about Halo Infinite vehicles. The information in the spreadsheets has been compiled by .
Vehicle Repair Thresholds
Rounds Required to Pass Vehicle Repair Thresholds
Vehicle Damage Sections
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Intro Cameras are objects used to create cinematic sequences for pre-game and round intermissions.
Intro Cameras require two cameras per sequence. Camera one is placed as "Order 1" and serves as the starting point, while camera two is placed as "Order 2" and serves as the ending point. For example, in sequence 1, camera three is placed as "Order 3" and serves as the starting point, while camera four is placed as "Order 4" and serves as the ending point. Similarly, in sequence 2, camera five is placed as "Order 5" and serves as the starting point, while camera six is placed as "Order 6" and serves as the ending point.
To create smooth transition shots, it is important to physically place, orient, and rotate the Intro Cameras in a way that their movement from start to end does not go through objects. The movement between the two cameras is calculated automatically based on how they are placed.
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Topics about the capabilities of audio manipulation in Halo Infinite's Forge tool.
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