CopperCube - upgraded API's
A downloadable mod
UPDATES AS OF 23/11/2023:
FPS CONTROLLER
#Camera.rotationspeed = 0-500; use 'Set or Change a Variable', hash & name of camera with value
#Camera.jumpspeed = 0-10; use 'Set or Change a Variable', hash & name of camera with value
#Camera.canfly = true/false; use 'Set or Change a Variable', hash & name of camera with value
SPOTLIGHTS
ccbSetSceneNodeProperty(spot, "InnerCone", 0-60); spot is the spotlight scene node
ccbSetSceneNodeProperty(spot, "OuterCone", 0-60);
ccbSetSceneNodeProperty(spot, "Attenuation", x, y, z); just adjust the vector3 y amount (0,y,0)
NODES
ccbSetNodeGravity(node, true/false); change gravity like the player as needed
ccbSetCollisionShape(node, x, y, z); can be used to adjust collision shape - ie crouch walking etc
MATERIALS
ccbSetSolidEmissive(node, 0-1); New material to fade in/out PBR emissive texture
(DirectX only) Add emissive texture to 2nd slot and change to SOLID_2_LAYER
Adjust Param2 (0-1) for initial emissive amount
My API will update all SOLID_2_LAYER materials for that node.
You can also change individual materials with ccbSetSceneNodeMaterialProperty(node, index, "Param2", 0-1)
TEXTURES
ccbSetTextureScale(node, index, scale) - scale individual materials using the index
ccbSetTransparency3D(node, 0-255) - transparency for any static mesh
ccbFlipFaces(node) - flip faces of any static scene
TERRAIN
ccbUpdateTerrain(terrainNode); run once first to update terrain angles
ccbSetTerrainTexAngle(terrainNode, low, med, high); 0 - 90 degrees for up to 4 textures
ccbSetTerrainTexHeight(terrainNode, low, med); 0 - 1 for 3 textures
ccbGetTerrainSurface(node, posX, posZ); for impact/walking sounds - get back the terrain texture id's
ccbSetOcclusionCulling(true/false, timeMs); timeMs is how often to run - 50 ms is good
(DirectX only) doesnt work with animated meshes or transparent objects
FOG
ccbSetGlobalFog(true/false); not working 100% as yet
ccbSetRangeFog(true/false) - fixes skybox issues and looks better
ccbSetLinearFog more experimental but with a high end distance can be good also
PHYSICS
ccbGetPhysicsImpact(node) - get thrown object impact damage
ccbSetPhysicsRotation(node, true/false) - stop object rotations (for items held)
ccbSetPhysicsDensity(node) - change physics density as needed
GENERAL
ccbSetScreenResolution(width, height, fullscreen); fullscreen = true/false
Please consider making a donation for all the hard work gone into this so far.
Cheers, Robbo.
Download
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Comments
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still spinning
but it seemed like I used less behavior when rising, execute the script ccbSetPhysicsRotation(Node, true); (by the way, I noticed that the camera can now take off like in hl2 in the first versions).
the node must only be the object you pick up when using physics in CC - like using Svens behavior.
Is that what your doing ?
How apply ccbSetPhysicsRotation?
ccbSetPhysicsRotation(Node, false);
set as true or false
Followed the instructions but cant seem to get it to work for me, these javascript functions would be so helpfu
read the readme carefully - hope that is enough.
Thank you so much
enjoy
Great robbo
thanks :)
Great, thanks!
cheers :)
This is great Robbo! Well done mate.
...are you able/willing to edit the CopperCube GUI slightly?
-if so, I'd love to fund the following 2 alterations:
1- copy/paste actions (using Ctrl-b & Ctrl-j).
2- make the "Edit Actions" window resizable, or at least larger than 3 lines.
Anyway- great work! I think I recall you asking about spot-lights and somehow you've managed to implement the features to the Source yourself. Astounding work.
Thanks VP.
Not sure if could do that and in any case its part of the Editor which I don't have the code for anyway so unable to change anything in the Editor until Niko releases it to the public...maybe then I could....you could ask him to do that maybe..
Ah, I see - it's a different source. Thanks anyway Robbo.
Hopefully Niko will update it for me- I did ask him a few years back but he said he wasn't focusing much time on CopperCube.
Really impressed with your API work and Saturn7's development. Nice one.