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Construct

Posted: Thu Dec 03, 2015 12:26 am
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

Re: Construct v2.0.0.0

Posted: Thu Dec 03, 2015 1:40 am
by XZodia
Cool.

Re: Construct v2.0.0.1

Posted: Thu Dec 03, 2015 2:57 am
by DarkShallFall
Good work.

Re: Construct

Posted: Mon Dec 07, 2015 6:10 am
by DoorM4n
OMG the potential

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

Re: Construct

Posted: Mon Dec 07, 2015 11:18 am
by Click16
New download is available. I found and removed the map-breaking bug.

Re: Construct

Posted: Mon Dec 07, 2015 6:43 pm
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.
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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?

Re: Construct

Posted: Mon Dec 07, 2015 8:35 pm
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

Re: Construct

Posted: Wed Dec 09, 2015 5:02 am
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

Re: Construct

Posted: Wed Dec 09, 2015 5:41 am
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.

Re: Construct

Posted: Fri Dec 18, 2015 10:16 pm
by xXF3RcHoXx
This is really really cool, and I just installed 3D max, time to play around with this. Thanks Mike!

Re: Construct

Posted: Sat Dec 19, 2015 1:10 am
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.

Re: Construct

Posted: Sat Dec 19, 2015 3:45 am
by XZodia
Machine placements have a unique identifier, which you have to ensure is unique.

Re: Construct

Posted: Sat Dec 19, 2015 5:15 am
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

Re: Construct

Posted: Sun Dec 27, 2015 9:50 pm
by neodos
That's awesome, great work!