Construct

A wealth of applications with which you will need to mod Halo 2.
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Click16
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Construct

Post by Click16 »

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Hello everyone,

Some time ago Zaid and DarkShallFall built Amorphous Remedy, which is a program designed to automate the migration process of collision box scale, rotation, and translation from a 3Ds Max scene into a Halo 2 Map.
This program was inspired by that concept.

Construct expands upon Amorphous' features to fully automate the collision box adding process.

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There are several advantages that (in my opinion) make Construct preferable to Amorphous.
One of the biggest reasons; Construct uses Machines instead of Crates. -- I found that when using crates, there are weird physics interactions, specifically with falling weapons (they would kind of slide around when falling, never fully landing).

3ds Max Scene:
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In Game Result:
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I've created a short video (~5 minutes) to showcase the features:
YouTube - Construct Feature Overview

Here is a more in-depth tutorial on how to use it with 3ds Max:
YouTube - Construct 3ds Max Tutorial


Included in the Attachment:
Construct binaries
3ds Max (modified) Amorphous script
Attachments
Construct.zip
Construct version 2.0.0.4
(355.13 KiB) Downloaded 318 times
Last edited by Click16 on Mon Dec 07, 2015 8:29 pm, edited 16 times in total.
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XZodia
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Re: Construct v2.0.0.0

Post by XZodia »

Cool.
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Re: Construct v2.0.0.1

Post by DarkShallFall »

Good work.
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DoorM4n
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Re: Construct

Post by DoorM4n »

OMG the potential

Finally I can put the Mombasa bridge on lockout! :lol:
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Click16
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Re: Construct

Post by Click16 »

New download is available. I found and removed the map-breaking bug.
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DoorM4n
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Re: Construct

Post by DoorM4n »

I'm thinking about trying to make a (maybe more than one) classic multiplayer map with halo 2 weapons.

It will take some effort and this may be lofty but I'm thinking one these options:
A goldeneye mp map
Two fort from team fortress
War map from conkers bad fur day
Spiral mountain from banjo kazooie
Nuketown from call of duty? To many unique objects I think.
So many good quake maps...ugh.
CS maps? Dust, office...

Any other recognizable ones to suggest? I'm thinking stuff I can extract with minimal effort. I don't have the free time I used to.

Texturing and modeling will take the longest for sure but its a cakewalk after that if this program works as expected.
---

This definitely isn't an order but just a thought for a possible next project for you click :)
In creating custom maps, I'm assuming we will still need to spawn building structure models. Any ideas on how I can spawn infrastructure and get multiple high quality bitmaps on a big map model or infrastructure model? Or any ideas on how to simplify that process?
Last edited by DoorM4n on Mon Dec 07, 2015 8:50 pm, edited 1 time in total.
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Click16
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Re: Construct

Post by Click16 »

DoorM4n wrote:... Nuketown from call of duty?
Hearing that gave me an idea to make the Zombies map Der Riese from CoD WaW. Maybe not make it exact, but like add a halo style twist where the teleporters that take you to the mainframe are halo teleporters and what not
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DoorM4n
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Re: Construct

Post by DoorM4n »

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And the race is on!
CS Source map! Iceworlds!

Facings Worlds may be next
http://i.kinja-img.com/gawker-media/ima ... rlhdws.jpg
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Click16
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Re: Construct

Post by Click16 »

Make sure that you rotate imported models -90 degrees about the X axis. The vertical axis (up, down, height, etc) should be the Z axis for Construct to work properly. Refer to my 3ds max tutorial if you aren't sure.
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Re: Construct

Post by xXF3RcHoXx »

This is really really cool, and I just installed 3D max, time to play around with this. Thanks Mike!
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Click16
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Re: Construct

Post by Click16 »

xXF3RcHoXx wrote:This is really really cool, and I just installed 3D max, time to play around with this. Thanks Mike!
Let me know how it goes! Also something to keep in mind, the program breaks System link. I'm not entirely sure why, but it does... If anyone knows any information as to why that happens, please let me know so I can address it.
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Re: Construct

Post by XZodia »

Machine placements have a unique identifier, which you have to ensure is unique.
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JacksonCougar wrote:I find you usually have great ideas.
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Click16
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Re: Construct

Post by Click16 »

Yeah I thought that might have been the problem. To test it, I changed a projectile to shoot them, and the non host doesn't see the boxes. Only the host. The non-host's weapon appears to have a nulled projectile
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neodos
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Re: Construct

Post by neodos »

That's awesome, great work!
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