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This is the basically the same as previous API's only now with Terrain Pathfinding

( one previous API was lost due to SSD crash hence the separate file)

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.

Updated 9 days ago
Published 27 days ago
StatusReleased
CategoryGame mod
AuthorRobo25

Purchase

Buy Now$1.00 AUD or more

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:

CC_Upgrades.7z 71 MB

Comments

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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!



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