file Making Banked Curves In Constructor

  • CyberFox
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22 Jun 2009 00:36 #1
Hello, id like to share a technique I've been working on for the last few months. Some of you has already seen it in action in MMP01.

So this technique will learn you to make curves that are banked or any other funny shape. This tutorial utilizes a tool that i got SM to write, a plug-in name Scale to Zero or S2Z. I will explain more about this plug-in later. There's another thing, a Prefab I've called the FlexiCube, which is the heart of this technique.

So enough talking, lets get started:



First of all, I'll be making a start point of the curve and an end point which will look like this:


then I'll be spawn a FlexiCubes and for usability i group every brush in that cube. This FlexiCube can almost take every deformation thrown at it as long as you keep the center vertexes inside the cube. Anyways, I'll scale this cube to its half in x and y in face mode. and copy it, so i have 2 like this:


Then ill combine a few radial clones.to get something like this:


Combining corner vertices with the tool SM made:




and I'll repeat that operation troughout the whole path.



Now we don't want any of those steps. so ill just snap those too:


I'll snap it on the z axis only, it'll look like this:


I'll do that on the whole path too......


now already here the curve looks pretty decent, but still i want it to bank, which i'll do this way:


By taking the outer side vertexes and pulling them up gradually in the z axis, and pulling them down on the inner side, it creates a pretty awesome effect.
I'll be be doing that to the rest of the path. Btw i have grid snapping turned off.

I'll select all surfaces and hit the unify button. align a bit here and there.

Final result:



Now for some links:
Curve.zip - The .map file created
ScaletoZero.zip - Plug-in, goes in the plug-ins folder in constructor
FlexiCube.zip - The FlexiCube prefab, put in ur prefabs folder

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22 Jun 2009 00:37 #2
Intense awesomeness.

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22 Jun 2009 01:00 #3
Awesome technique! I plan on using this at some point in my MMG level.

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22 Jun 2009 01:09 #4
Awesome!!!!

I didn't really understand some of this, would it be possible to make a video of you doing it?

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22 Jun 2009 01:15 #5
awesome job!

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  • CyberFox
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22 Jun 2009 01:25 #6
Ill do a vid sometime

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22 Jun 2009 02:19 #7
Is it okay for me to use in my new level?

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22 Jun 2009 03:55 #8
Great technique! Moved to QuArK/Cstr board and sticked.

I'll install Cstr some time and try it out.

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  • CyberFox
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22 Jun 2009 07:45 #9
Jun 21, 2009, 7:19pm, 123zc1 wrote:Is it okay for me to use in my new level?
.......-_-'

i want to see more levels utilizing this technique.

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22 Jun 2009 07:58 #10
Cyberfox, you've done so much to help this community, it's amazing. Thank you for sharing so many of your high quality skills!

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22 Jun 2009 11:04 #11
Not possible in QuArK I'm guessing?

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  • CyberFox
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22 Jun 2009 11:18 #12
if there is a way to edit vertexes on the same level as constructor, i think it would be possible. importing the FlexiCube prefab would work.

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22 Jun 2009 11:51 #13
Pablo I use that skill too so you know how I make spirals

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  • IsraeliRD
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22 Jun 2009 12:21 #14
You can manually texture every face, Oakster

"matan, now i get what you meant a few years back when you said that "the level in mbg is beyond me" after the last rampage i noticed things were insane, and now i truly feel that too" - Dushine, 2015.

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22 Jun 2009 12:41 #15
No, but how would I actually make the staircase? I don't care about texturing. It can only be done in Cstr.

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22 Jun 2009 14:58 #16
My method of making smooth slopes only works in one or two dimensions - so, you could make a spiral with it, but not a banked spiral. CF's method is impossible in QuArK.

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  • MadMarioSkills
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22 Jun 2009 15:57 #17
I tried to make a banked curve but map2dif didn't like it =P

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22 Jun 2009 16:14 #18
What exactly is a FlexiCube? How would we get them in QuArK?

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  • Perishingflames
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22 Jun 2009 17:33 #19
Looks like a flexicube is made of 12 pyramids cut at different angles/rotations to form a cube. You could load the map for the constructor prefab in quark, but it would deal with them as 12 separate brushes. Don't know if you could modify the vertices in the same manner.

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22 Jun 2009 17:42 #20
The FlexiCube... So that's how you did that weird verticie (spelling whatever) work in BlastingTropia?

youtube.com/marbleduck

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22 Jun 2009 19:39 #21
no, first time I've used this technique was in MMP01. In Blastingtropia i just used some simple radial clones.

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23 Jun 2009 00:16 #22
I'm talking about the gray part before that you jump up... the every time I try to do the weird slope thing, the brush breaks.

But nm that.

And what's the step between the combining corner verts phase and the curve phase? Do you first combine the inside verts and THEN the outside verts?

And I don't understand how to get rid of the steps. Do you just drag the verts down?

youtube.com/marbleduck

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  • CyberFox
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23 Jun 2009 00:39 #23
^----Illustrations of Blastingtropia's slope. plz ignore


for snapping the vertexes, i run the scaletozero on the zAxis only, having the selected(the ones shown) vertexes selected.
And whether i snap them on the inside or the outside first doesen't matter.

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  • MadMarioSkills
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23 Jun 2009 00:58 #24
I was getting pissed because flexicube wouldn't work, but all I had to do was select Grouped when i put it in =P (Edit: did not work)


EDIT: MOTHER F%$KING MAP2DIF WILL NOT WORK!!!! O_e

EDIT2:Got it to work (EDIT: only a small one)

EDIT3: Map2dif doesn't like the spiral banked curves...

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23 Jun 2009 01:03 #25
Quote:for snapping the vertexes, i run the scaletozero on the zAxis only, having the selected(the ones shown) vertexes selected.
And whether i snap them on the inside or the outside first doesen't matter.

¿Inglés?

I'll talk to you on msn sometime...



And on the main topic, Constructor ppl can totally pwn Phil at making distorted curvez

youtube.com/marbleduck

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23 Jun 2009 04:12 #26
Im still in need of a video... I can't understand didly squat in here.

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  • MadMarioSkills
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23 Jun 2009 04:15 #27
Its not working for me, map2dif doesn't like it

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23 Jun 2009 05:54 #28
I made a really smooth curve on the x,y,and z axises and it had over 1000 brushes... Map2Dif doesnt like it

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  • CyberFox
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23 Jun 2009 07:53 #29
as they said in spider man With great awesomeness, comes greater risk

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23 Jun 2009 08:08 #30
Heh, nice job there.
Your Flexicube idea is brilliant - more flexibility over vertices with cubes

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