CopperCube - upgraded API's v2
A downloadable mod
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.
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:
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!