CopperCube - upgraded API's v2
A downloadable mod
This is the same as previous API's only now with Terrain Pathfinding and a few new tweaks and code improvements.
Now includes 17 new Post Processing shaders plus Aurora
( one previous API was lost due to SSD crash hence the separate file)
***** Includes approx 12 new post processing shaders as free gift *****
New additions available during runtime: (for Free, Pro and Studio users)
- First Person Camera: Adjustable: Rotation speed, JumpsSpeed, Canfly, Head-bobbing speed, bobUp and bobSide amounts.
- Spotlights: Adjustable Direction, Inner cone, Outer cone and Attenuation (similar to Radius)
- Lens Flare: Adjustable On/off, Size, Max alpha and when activated
- Nodes: Adjustable Gravity, Collision size (crouch walking etc) and can Flip faces also
- Material: 2nd texture emissive (SOLID_2_LAYER) bit like PBR emissive (DirectX)
- Material: Transparent Alpha with smooth alpha adjustment (Param1) plus any static mesh can be transparent (DirectX)
- Material: Cross fade between 2 textures (day/night cycle or animated textures) (DirectX)
- Textures: Adjust scaling dynamically & auto delete textures except for ones wanted
- Terrain: Texturing according to surface Angle or Height (or both)
- Terrain: Overlay new texture over top of existing textures for weather type effect
- Terrain: Get surface texture index for correct walking/impact sounds
- Terrain: Pathfinding system to move around mountains and hills
- Plants: Auto removal of plants placed over certain Angle or Height
- Plants: Get closest plant to player for correct Collision sounds
- Plants: Adjust any plant Size dynamically
- Occlusion Culling: For any static mesh (not for transparent materials) - great for terrains (DirectX)
- Fog: No more skybox corner glitching correct when viewed at any angle
- Fog: Linear fog also available
- Physics: Set object density, rotation (for held objects) and get impact damage (for thrown objects). Can now walk up stairs and over objects.
- Screen Resolution: Set internal resolution (wont affect monitor) - full screen or windowed
- Fonts: On start, load any font automatically or afterwards using my API and apply to any 2d overlay
- Fonts: Use image based fonts instead and only show certain lines of text as needed (best for changing resolution)
Please consider making a donation for all the hard work gone into this so far.
Cheers, Robbo.
Purchase
In order to download this mod you must purchase it at or above the minimum price of $1 AUD. You will get access to the following files:
Development log
- Particle collisions now added7 days ago
- Post Processing54 days ago
Comments
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The newest update to this has caused a bunch of issues when I use it. Random scene nodes are hidden and some scenes won't load. Is there any way to fix this?
Are you using particles ?
I noticed an issue recently but should be fixed now with latest uploads as of today....let me know...
If your still having issues after this update the let me know:
- which version - free/Pro ?
- which API you using and are you using a shortcut with debug info and is there any specific API causing issues ?
- are you using collision with particles or nothing much new ?
I tried with both free and pro and it happens with both and i am only using the occlusion culling api but it happens even if i don't use it at all its just if i have the binary in use but one thing i noticed is it only happens on really large project files and not small ones.
if it helps here is an image of whats going on
OK, can you confirm that when you use the standard free version without any binary at all running it then works ok ?
If still a problem then can you send me a test file sample so I can run it myself and find what it is ?
i can confirm that without a custom binary or a different custom binary or even an old version of CopperCube - upgraded API's V2 the game works fine its just after particle collision was added it stopped working. i will try to reproduce the issue or find a project file with the same issue or that causes the same thing to get to you
If you want i have an old version of the game i am mainly having the issues with that i can give you to test. the code is messy and not optimized and its missing things from the new game but it has all the same issues as the new version. also the meshes disappearing was my fault and i didn't notice it so sorry about that. do you have an email or something i can send the CCB file to?
yes you can use this email address: proff1972@yahoo.com.au
also mention what part exactly used to work and now doesnt - ie just the particlkes or what node exactly....
I highly recommend this! Already made a purchase and hope to use it in my projects man! Thanks!
Cheers Niven, thanks !
Hi robo, i want to suggest an addition that i think is worth adding, this is translational camera shake script, it is very useful to4 explosions and immersion but lacking in coppercube, if possible please consider that perhaps utilising a similar mechanic you used in head bob
I noticed someone else dd make soemthing in an Action before that ddi this....wills ee what can be done however with this, cheers
Alright, thanks for your concern,I look forward to you for the update
Hi Robo! I found something weird in CopperCube related to fog and lighting, and I think it might be useful to share.
At first, I thought one of my imported models had a problem with fog — when I walk forward in the game, the ground texture starts turning blue, blending heavily with the fog color. I assumed it was a modeling issue (inverted faces or bad export), but then I realized something important:
The only surface where this doesn't happen is the native Terrain node. Every other surface made from imported models (I'm modeling in SketchUp and exporting as .fbx) shows this blue/foggy effect when I move forward, especially on large flat surfaces like streets or sidewalks.
It seems like CopperCube applies fog or lighting differently depending on whether the surface is a Terrain node or an imported mesh.
Just to clarify — I'm using the custom upgraded CopperCube binary that you released, not the official version. I don't know if this behavior is the same in the original engine, but I thought you'd like to know in case it helps improve the custom build or find a workaround.
Thanks again for all your amazing videos — they've helped me a lot!
OK, will test it out on my end and see how it goes...let you know..
I tried the fog with terraina nd 3d mesh and found no issues - did you work it out ?
See here: https://ibb.co/WNqthzcn