This update appears to have fixed the alpha and blend issues with the particles and I can now use the ccbUpdateTerrain function. The FPS Camera bobbing and swaying also works now!
However, I still have an issue with grass disappearing when using the following functions:
I've added some helper functions for setting your post processing properties in javascript to my itch.io page. Feel free to include them in your API upgrade.
I was unable to get any of the following post processing properties to work:
"Brightness" float (0-1) "Contrast" float (0-1) "Saturation" float (0-1) "Vibrance" float (0-1) "Tint" color as vector3d(R,G,B) "Hue" float (0-1) "Vig" float (0-1) "VigRadius" float (0-1) "VigColor" color as vector3d(R,G,B)
I'm in the process of adding some extra functions to my custom binary. I required the ability to run the custom binary and load any ccb file directly instead of the one linked into the executable.
I've updated the win32player custom binary to check for the executable parameter:
-ccbfile:myfile.ccb.
If the custom binary detects this param is set and the myfile.ccb exists, then the myfile.ccb is loaded from within the function:
CPlayer::createReadFileForDocumentLoading()
If the -ccbfile param is not set or the ccb file does not exist then the custom binary will look for and use by default a file named game.ccb instead of app.ccb (my personal preference but can revert back to app.ccb to avoid confusion)
If the custom binary is set within the publish settings for the Pro version then the embedded ccb file is always loaded as normal and the -ccbfile switch cannot be used. It will ony be possible to use the -ccbfile switch directly by calling the win32player.exe or whatever name you wish to name it (similar to how yours work for the Free edition).
I will be adding a few more updates so would be happy to collaborate. Or if possible you could add some of my updates to your API as I find your API updates to be the most useful.
Thats interesting for sure. So you create and run the exe file but it loads another ccb file instead ? How you going to safeguard your assets in other ccb files or your not worried about that ?
So far I load the exe which then runs my custom binary and then loads ccb files. I put all my core code and array data into the exe file to stop hackers , hacking my game and code.
Running an external ccb file would be for development and debugging use. As it allows me to run a single executable and launch any other ccb file and script via the command parameters. This means I don't have to constantly re-publish the execuatble for small changes or even load the IDE if I'm only working on the main javascript (re-publishing and then loading an embedded 500MB+ ccbfile takes far too long when making micro-changes to your scene).
Distributing the ccb file along with executable would be optional but if the execuatble is published through the editor then the embedded ccb file is automatically used as normal anyway.
The update is only a couple of extra code lines in win32player.cpp and CPlayer.cpp. Would also be possible to create your own ccb file packer without embedding into the executable so the runtime will be many times smaller.
var tnode = ccbGetSceneNodeFromName("Terrain");ccbSetPlantDefaults(tnode, 20, 17, 0.5, 15);
I get an error saying ccbSetPlantDefaults function is not defined. If your API is designed to run as a custom binary then I can't see how any functions can be run from within the editor ??
Also the function ccbSetTerrainColor does not change the terrain color but it does change the color of the terrain reflected in a water plain. EDIT: The ccbSetterrainColor is working correctly now but with the shadows disabled only. I understand there are some issues with some terrain functions and shadows enabled but I thought this only applied to the ccbSetOcclusionCulling() function which causes flickering.
ccbSetPlantDefaults - this work but at the moment must be run before using ''ccbUpdateTerrain" - I have updated the notes. The angle adjutment works fine but may need more testing on the size changes.
Not sure what the cause is but when using the API's for terrain, I get either black billboard grass or no grass being rendered.
If I call ccbUpdateTerrain(terrainnode) then I get black grass billboard textures.
If I follow this call with ccbSetTerrainTexHeight(terrainnode, 0.15, 0.60); then all the grass is missing from the rendered terrain.
Also, I'm not quite sure what ccbSetTerrainSmoothing(terrainnode,40); does as there is not any documentation for it and I cannot see any changes in terrain with it set.
The API - ccbUpdateTerrain had a bug and now is fixed. Plants on a terrain loaded from heightmap now show as expected. Thanks for letting me know.
ccbSetTerrainSmoothing is an old API that I never ended up using so ignore. It was meant and partly did work to readjust the angle of terrain angles to smooth out sharp changes from low resolution heightmap file. It worked sort but not great so dont worry about this. You can smooth out sharp changes in photo editing software instead and works better IMO.
Hi Robo, where can I download the demo of the cloud scene with dynamic time of day shown in your video: CopperCube 6 - new API's x 5
I have the upgraded API v2 installed and looking to play around with the cloud layers using the ccbFlipFaces method shown in the video.
I'd be more than happy to pay for the demo if you can post up on itch.io. So far you appear to be the only person updating the code for the engine with new API's. Cheers.
I have uploaded the terrain TOD ccb file on my itchio page, under: CopperCube - extensions. If you ever use this in any commercial project you have to promise to make a generous donation here on Itchio otherwise its free.
It works but the Aurora texture replaced with another as Im using that in my game Saturn7. You will have to tweak the Aurora on/off also.
Its designed to be run with my compiled binary to work.
The graphics look better than my own game actually as I cant use a 3d mesh skydome as I make use of far plane clipping and it will be clipped. The directional light highlight looks good though - yeah ?
Superb Robo! Thanks very much for taking the time to make the demo available. I will download all the updates later tonight and try them out. I will not be using them in any published game or app, only for personal use so don't worry about that. If I do happen to find any profitable use then I will make sure that you get the deserved credit. But I will make a donation anyway.
Its turned off by default as it was geting in the way when I didnt want it - try updating the varaible amounts to turn it on and let me know if still not working.
Usauge:
#Camera.bobspeed = 0-2; use the 'Set or Change a Variable' and the name of the camera (here as "Camera") - off by default
#Camera.bobUp = 0-2; use the 'Set or Change a Variable' and the name of the camera (here as "Camera")
#Camera.bobSide = 0-2; use the 'Set or Change a Variable' and the name of the camera (here as "Camera")
I think it only works with the FPS camera but I could not get it to work either using any of the functions:
ccbSetCopperCubeVariable("#Camera.bobspeed", 2);
ccbSetCopperCubeVariable("#Camera.bobUp", 2);
ccbSetCopperCubeVariable("#Camera.bobSide", 2);
Is the Usage correct above as I thought variables were set using the ccbSetCopperCubeVariable() function call??
There appears to be quite a few spelling errors in function names so I'm not sure if the syntax is correct.
I don't want to sound negative here, as I know Robbo puts in a lot of work in making these API's. Is the source code to these API's available to download or purchase soI can see how they work in more detail ?
To increase the value - just setup a javascript variable initially as 0, and every few ms (maybe 100) add to that variable from 0-1 or up to what maximum amount you want.
The Aurora effect is the most demanding of all the post processing shaders - I had lower frame rate with this also so its a limitations it seems unless you want to adjust how it runs and see if it looks ok. I cant improve it much beyond what it is already and unable to include into my compiled binary as the info is too much for CC default shader model 2.0 to use. Maybe one day I might work out how to increase it from shader model 2.0 to like 5.0 I think is the max for DX9.
You setup a variable before start as 0 and then update every few ms or whenever you click etc (up to you) in the range of 0 to 1 and apply that For 2D overlays: use 'ccbSetSceneNodeProperty" and property type 'Image Alpha' - ie something like:
They are both - part of the new source code done in HLSL but you can also run any Shader Action also if you like.
So I hope this is clear - all my shaders are new simple API's but running an external Action will also work.
The only exception to this is a couple of HLSL shaders were too big to work correctly within the C++ source code of CC (shader model 2 limitation) so will only work currently using an Action like the Rain effect and the Aurora effect - all others are fine.
Why this difference exists between internal source code and running an Action is not currently clear to me but I got error messages saying it cant run very long shader code in the source yet somehow works as an Action....
oh ok, one last question, provided i'm using the free version of coppercube, if i want to use your APIs by running through the launcher, is there a way to make my game the only visible exe in the folder so that players dont get confused since some can click on the launcher which comes with new APIs while others might click on the actual game exe which may not feature the custom APIs?
Not in you want to have all files ine the one folder - not really.
You call your CC exported file and name as 'app.exe' and to make it clearer you can rename the binary file needed to access the new API's as the same name as your game - should help, or better create a shortcut pointing to your binary file in the main area but put your app.exe in a folder one level down so less chance of clicking the wrong exe.
I cant see how you actually code in the different sound effect values using JIC method - have you tried it and tested fine ? - ie for Distortion - changing 'PostEQBandwidth' to something other than 2400 - does this work as expected ?
//Distortion
var Gain = -18;
var Edge = 15;
var PostEQCenterFrequency = 2400;
var PostEQBandwidth = 2400;
var PreLowpassCutoff = 8000;
ccbPlaySound("Sound2D", false,"2D", "EnableSoundEffect","Distortion",Gain,Edge,PostEQCenterFrequency,PostEQBandwidth,PreLowpassCutoff);
//ParametricEqualizer
var Center = 8000;
var Bandwidth = 12;
var Gain = 0;
ccbPlaySound("Sound2D", false,"2D", "EnableSoundEffect","ParametricEqualizer",Center,Bandwidth,Gain);
//Reverb
var InGain = 0;
var ReverbMix = 0;
var ReverbTime = 1000;
var HFRatio = 0.001;
ccbPlaySound("Sound2D", false,"2D", "EnableSoundEffect","Reverb",InGain,ReverbMix,ReverbTime,HFRatio);
I'd like to buy it, but first I wanted to know one thing: I recently tried building volumetric lights with Coppercube, but the problem is: the fog completely ruins them. Does this plugin have anything to solve this? Or is it a total limitation of the engine? Note: I use the particle system to make the volumetric lights (as I found in a tutorial).
You can turn fog off for specific nodes with my binary file - yes. I use it for lightning to not be coverd over by the fog and it works so if your using any mesh/billboard etc with the ability to turn fog off then will work.
Both methods work actually - both non Binary using the external Action with HLSL shaders on it plus also the Binary method with a few more shaders dont in the core source code of CC - which is much better IMO, but both methods work.
Also what about i don't want the particles to bounce off but rather i want them to stay on the ground for a while before deletion just snow like in Silent Hill 1
I have one more suggestion, can you add a cartoon like shader, you know, there should be outlines etc. I'm going to purchase this file in a month or 2 though :)
Hi Robo, first of all I want to thank you for this wonderful API, everything is working flawless so far. I just found a small glitch with the new Bump Mapping addon into my project. When the Realtime Shadows property is activated into the Root Node, the addon don't create the normal maps properly, in fact it generate shadows from the normal map texture into the 3D Mesh than actually applying the mappings. It's just a small feedback so you can check if it's really a glitch or some limitation of the engine itself. Keep the good work and thanks for your attention :)
Everything looks lovely, but how do I use it thou? Can you make a tutorial just showcasing how to place each plugin or code or whatever on a default scene? I mean, if I am paying for something I should know how to use it, right? It's only fair. I watched your video and understood 0. Again, if you can make a tutorial on how to use each shader/plugin/screen effect on a default scene that would be great.
no its not why you lying brooo! everytime your video shows some terrain project or smth, what do you mean? did you ever see a normal tutorial where people explain from scratch? I said that's missing, u just posting a video with some made up scene already u dont dissect the video and show how it works. u literally use the coding java or whatever which is not english and people who dont use code have no idea. anyways, not buying your shit thank u, someone who cant explain what they do no thanks
This just in: Baby has fit because they don't know how to work something and refuse to take the time to learn it and say "IT'S YOUR FAULT I DON'T KNOW THIS!!!11!1!!" Smh karen behaviour
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?
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.
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?
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
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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Great work with the updates Robo! I'm trying them all out now.
Hello Robo, i see youve reuploaded, is there any new update ?
This update appears to have fixed the alpha and blend issues with the particles and I can now use the ccbUpdateTerrain function. The FPS Camera bobbing and swaying also works now!
However, I still have an issue with grass disappearing when using the following functions:
ccbSetTerrainTexHeight(terrainnode, 0.20, 0.40);
ccbSetTerrainTexAngle(terrainnode, 30, 60);
Thanks for the updates!
Cheers.
I found the problem with plants dissapearing and fixed that now also - thanks for letting me know.
You can download the latest with fixes again now.
Hi robo, any new update? I see you just updated something an hour ago?
Just now found the problem with Particle alpha not always working right and fixed.
Will post an update on the forum.
Clouds scene node textures loaded also.
oh that's nice:
I've added some helper functions for setting your post processing properties in javascript to my itch.io page. Feel free to include them in your API upgrade.
I was unable to get any of the following post processing properties to work:
"Brightness" float (0-1)
"Contrast" float (0-1)
"Saturation" float (0-1)
"Vibrance" float (0-1)
"Tint" color as vector3d(R,G,B)
"Hue" float (0-1)
"Vig" float (0-1)
"VigRadius" float (0-1)
"VigColor" color as vector3d(R,G,B)
Brightness through to Tint are all accessed when using tonemap - ie set "ToneMapOn" to true;
Hue uses "HueOn" as true; and colored vignette uses "VigOn" as true;
Did you use these to test them before adjusting the sub properties ?
I don't get an error for VigOn or ToneMapOn but they still does not work.
I get the following errors for the others:
ccbSetSceneNodeProperty: Vig invalid for: Scene
ccbSetSceneNodeProperty: VigColor invalid for: Scene
ccbSetSceneNodeProperty: VigRadius invalid for: Scene
ccbSetSceneNodeProperty: Brightness invalid for: Scene
ccbSetSceneNodeProperty: Contrast invalid for: Scene
etc..
Ok - will investigate...
Looking at this now.
Shaders for DX9 not yet working in latest upload. Terrain plants dont dissapear though....
Should not be long to get these fixed also...
all these work now - see latest upload.
VigCol - just enter 3 numbers (0-255) like this: ccbSetSceneNodeProperty(Root, "VigColor", 0,255,0);
I'm in the process of adding some extra functions to my custom binary. I required the ability to run the custom binary and load any ccb file directly instead of the one linked into the executable.
I've updated the win32player custom binary to check for the executable parameter:
-ccbfile:myfile.ccb.
If the custom binary detects this param is set and the myfile.ccb exists, then the myfile.ccb is loaded from within the function:
CPlayer::createReadFileForDocumentLoading()
If the -ccbfile param is not set or the ccb file does not exist then the custom binary will look for and use by default a file named game.ccb instead of app.ccb (my personal preference but can revert back to app.ccb to avoid confusion)
If the custom binary is set within the publish settings for the Pro version then the embedded ccb file is always loaded as normal and the -ccbfile switch cannot be used. It will ony be possible to use the -ccbfile switch directly by calling the win32player.exe or whatever name you wish to name it (similar to how yours work for the Free edition).
I will be adding a few more updates so would be happy to collaborate. Or if possible you could add some of my updates to your API as I find your API updates to be the most useful.
Thats interesting for sure. So you create and run the exe file but it loads another ccb file instead ? How you going to safeguard your assets in other ccb files or your not worried about that ?
So far I load the exe which then runs my custom binary and then loads ccb files. I put all my core code and array data into the exe file to stop hackers , hacking my game and code.
Running an external ccb file would be for development and debugging use. As it allows me to run a single executable and launch any other ccb file and script via the command parameters. This means I don't have to constantly re-publish the execuatble for small changes or even load the IDE if I'm only working on the main javascript (re-publishing and then loading an embedded 500MB+ ccbfile takes far too long when making micro-changes to your scene).
Distributing the ccb file along with executable would be optional but if the execuatble is published through the editor then the embedded ccb file is automatically used as normal anyway.
The update is only a couple of extra code lines in win32player.cpp and CPlayer.cpp.
Would also be possible to create your own ccb file packer without embedding into the executable so the runtime will be many times smaller.
BTW: have you seen my Reshade demo: coppercube-reshade-terrain-demo
Any issues with Particle system fading in/out please redownload files as found a bug yesterday and its working fine now.
I noticed that thanks for update. The development log shows last update was 77 days ago. I'm using API's V2. Is there a newer version ?
Your right - sorry (I uploaded to an earlier version).
Check version 2 again now and see its been updated.
var tnode = ccbGetSceneNodeFromName("Terrain");ccbSetPlantDefaults(tnode, 20, 17, 0.5, 15);
I get an error saying ccbSetPlantDefaults function is not defined. If your API is designed to run as a custom binary then I can't see how any functions can be run from within the editor ??
Also the function ccbSetTerrainColor does not change the terrain color but it does change the color of the terrain reflected in a water plain.
EDIT: The ccbSetterrainColor is working correctly now but with the shadows disabled only. I understand there are some issues with some terrain functions and shadows enabled but I thought this only applied to the ccbSetOcclusionCulling() function which causes flickering.ccbSetPlantDefaults - this work but at the moment must be run before using ''ccbUpdateTerrain" - I have updated the notes. The angle adjutment works fine but may need more testing on the size changes.
Not sure what the cause is but when using the API's for terrain, I get either black billboard grass or no grass being rendered.
If I call ccbUpdateTerrain(terrainnode) then I get black grass billboard textures.
If I follow this call with ccbSetTerrainTexHeight(terrainnode, 0.15, 0.60);
then all the grass is missing from the rendered terrain.
Also, I'm not quite sure what ccbSetTerrainSmoothing(terrainnode,40); does as there is not any documentation for it and I cannot see any changes in terrain with it set.
The API - ccbUpdateTerrain had a bug and now is fixed. Plants on a terrain loaded from heightmap now show as expected. Thanks for letting me know.
ccbSetTerrainSmoothing is an old API that I never ended up using so ignore. It was meant and partly did work to readjust the angle of terrain angles to smooth out sharp changes from low resolution heightmap file. It worked sort but not great so dont worry about this. You can smooth out sharp changes in photo editing software instead and works better IMO.
Great work, now you've fixed these bugs I can start working with your API without thinking my scripts have the errors :)
Hi Robo, where can I download the demo of the cloud scene with dynamic time of day shown in your video: CopperCube 6 - new API's x 5
I have the upgraded API v2 installed and looking to play around with the cloud layers using the ccbFlipFaces method shown in the video.
I'd be more than happy to pay for the demo if you can post up on itch.io. So far you appear to be the only person updating the code for the engine with new API's.
Cheers.
Will get back to you in a 1-2 days on all this....
Cheers Rob, look forward to your reply and there is absolutely no rush!
I have uploaded the terrain TOD ccb file on my itchio page, under: CopperCube - extensions. If you ever use this in any commercial project you have to promise to make a generous donation here on Itchio otherwise its free.
It works but the Aurora texture replaced with another as Im using that in my game Saturn7. You will have to tweak the Aurora on/off also.
Its designed to be run with my compiled binary to work.
The graphics look better than my own game actually as I cant use a 3d mesh skydome as I make use of far plane clipping and it will be clipped. The directional light highlight looks good though - yeah ?
Superb Robo! Thanks very much for taking the time to make the demo available. I will download all the updates later tonight and try them out.
I will not be using them in any published game or app, only for personal use so don't worry about that. If I do happen to find any profitable use then I will make sure that you get the deserved credit. But I will make a donation anyway.
Hi, headbobbing API doesnt seem to work, please help me out
Its turned off by default as it was geting in the way when I didnt want it - try updating the varaible amounts to turn it on and let me know if still not working.
Usauge:
#Camera.bobspeed = 0-2; use the 'Set or Change a Variable' and the name of the camera (here as "Camera") - off by default
#Camera.bobUp = 0-2; use the 'Set or Change a Variable' and the name of the camera (here as "Camera")
#Camera.bobSide = 0-2; use the 'Set or Change a Variable' and the name of the camera (here as "Camera")
I've tried, still seems like it doesn't work
I think it only works with the FPS camera but I could not get it to work either using any of the functions:
ccbSetCopperCubeVariable("#Camera.bobspeed", 2);
ccbSetCopperCubeVariable("#Camera.bobUp", 2);
ccbSetCopperCubeVariable("#Camera.bobSide", 2);
Is the Usage correct above as I thought variables were set using the ccbSetCopperCubeVariable() function call??
There appears to be quite a few spelling errors in function names so I'm not sure if the syntax is correct.
I don't want to sound negative here, as I know Robbo puts in a lot of work in making these API's. Is the source code to these API's available to download or purchase soI can see how they work in more detail ?
Any fix for the headbob?
Secondly, how do I use the vignette processing effect in your api,what's the script?
I have a demo script with all the shader functions for this on my itch.io page here:
Robo25's Coppercube Shaders Script
Hi robbo, i just purchased two of your stuff, thanks!!
Thanks for that - much appreciated. Hope you enjoy....
I tried it out, it's great, but it realized that using the custom binary for the shader is more optimised than using the action
Also,can you help me with how to progressively increase the value of the shaders intensity(like animatedly)justice in your video?
Secondly, can I access the aurora with the custom binary instead of action since the action seems to reduce my fps to about 24,which is bad
To increase the value - just setup a javascript variable initially as 0, and every few ms (maybe 100) add to that variable from 0-1 or up to what maximum amount you want.
The Aurora effect is the most demanding of all the post processing shaders - I had lower frame rate with this also so its a limitations it seems unless you want to adjust how it runs and see if it looks ok. I cant improve it much beyond what it is already and unable to include into my compiled binary as the info is too much for CC default shader model 2.0 to use. Maybe one day I might work out how to increase it from shader model 2.0 to like 5.0 I think is the max for DX9.
on before start
var PP = 0;
var Root = ccbGetRootSceneNode();
ccbSetSceneNodeProperty(Root, "DreamOn", true);
ccbSetSceneNodeProperty(Root, "Dream", 0);
on every 100ms
PP += 0.01;
ccbSetSceneNodeProperty(Root, "Dream", PP);
Thank you
Also. How do i animatedly increase/decrease transparency of 3d mesh or 2d overlay
You setup a variable before start as 0 and then update every few ms or whenever you click etc (up to you) in the range of 0 to 1 and apply that For 2D overlays: use 'ccbSetSceneNodeProperty" and property type 'Image Alpha' - ie something like:
ccbSetSceneNodeProperty(node, "Image Alpha", 0-1);
For 3D statiuc mesh use:
ccbSetTransparency3D(node, 0-1);
if you are already using 'Transparent Alpha' material you can also instead just adjust Param1 (0-1) also.
are the shaders a different API, therefore meaning we can't use both the shaders and the other CC Upgrades APIs in one game? :)
Either/OR - you can use the source code shaders I added plus any external Action driven ones - I dont see any problems there.
Whatever shaders you use they still work with all my API's no problems.
so the shaders are Actions and not APIs?
They are both - part of the new source code done in HLSL but you can also run any Shader Action also if you like.
So I hope this is clear - all my shaders are new simple API's but running an external Action will also work.
The only exception to this is a couple of HLSL shaders were too big to work correctly within the C++ source code of CC (shader model 2 limitation) so will only work currently using an Action like the Rain effect and the Aurora effect - all others are fine.
Why this difference exists between internal source code and running an Action is not currently clear to me but I got error messages saying it cant run very long shader code in the source yet somehow works as an Action....
oh ok, one last question, provided i'm using the free version of coppercube, if i want to use your APIs by running through the launcher, is there a way to make my game the only visible exe in the folder so that players dont get confused since some can click on the launcher which comes with new APIs while others might click on the actual game exe which may not feature the custom APIs?
Not in you want to have all files ine the one folder - not really.
You call your CC exported file and name as 'app.exe' and to make it clearer you can rename the binary file needed to access the new API's as the same name as your game - should help, or better create a shortcut pointing to your binary file in the main area but put your app.exe in a folder one level down so less chance of clicking the wrong exe.
Thanks for this update! I've added all your API ccb methods to my Notepad++ UDL file here: https://retropixels.itch.io/coppercube-notepad-language-udl
Hi Robbo,
Just a quick question regarding 3D SOUNDS. One can set 'SoundFX' and in the documentation it says (see list). Where can I find the list?
greetings
Huffelduff
I'm looking for this soundfx list also but now startedto use the CopperCube++ API that has some great customisable sound fx https://vazahat.itch.io/coppercube-plus-plus
Any chance you could add custom parameters to each effect as in the coppercube++ API.
I cant see how you actually code in the different sound effect values using JIC method - have you tried it and tested fine ? - ie for Distortion - changing 'PostEQBandwidth' to something other than 2400 - does this work as expected ?
//Distortion var Gain = -18; var Edge = 15; var PostEQCenterFrequency = 2400; var PostEQBandwidth = 2400; var PreLowpassCutoff = 8000; ccbPlaySound("Sound2D", false,"2D", "EnableSoundEffect","Distortion",Gain,Edge,PostEQCenterFrequency,PostEQBandwidth,PreLowpassCutoff); //ParametricEqualizer var Center = 8000; var Bandwidth = 12; var Gain = 0; ccbPlaySound("Sound2D", false,"2D", "EnableSoundEffect","ParametricEqualizer",Center,Bandwidth,Gain); //Reverb var InGain = 0; var ReverbMix = 0; var ReverbTime = 1000; var HFRatio = 0.001; ccbPlaySound("Sound2D", false,"2D", "EnableSoundEffect","Reverb",InGain,ReverbMix,ReverbTime,HFRatio);ok, interesting.
I will look into adding the extra adjustments for each sound effect also - see how I go...
I got it to work using adjusting the property settings rather than specific API - will update itchio and the forum in a day or so....
cheers Robo, great work and don't over work yourself with updates!
Your right - its missing (sorry).
It meant to read like this:
ccbSetSceneNodeProperty(node, Property, amt); Property: 'Paused'(true/false), 'SoundEffects' (true/false), 'SoundFX (below)', 'FXGain' (soundFX strength 0-1), 'PlaySpeed' (0-1)
SoundFX available: 'Chorus','Compressor','Distortion','Echo','Flanger','Gargle','Reverb','ParamEq' & 'Waves'
I will re-upload the new text file (API list) with this on it. The video also has this info:
Thanks Robbo,
Just what I needed :)
This may be useful to you or click my profile name if you don't trust links:
coppercube-advanced-scripting-template
thanks - will take a look.
I'd like to buy it, but first I wanted to know one thing: I recently tried building volumetric lights with Coppercube, but the problem is: the fog completely ruins them. Does this plugin have anything to solve this? Or is it a total limitation of the engine? Note: I use the particle system to make the volumetric lights (as I found in a tutorial).
You can turn fog off for specific nodes with my binary file - yes. I use it for lightning to not be coverd over by the fog and it works so if your using any mesh/billboard etc with the ability to turn fog off then will work.
forgot to mention its only for DirectX though.
Hi, i want to purchase this but i want to ask first, are the shaders already done in a ccb, how is it like, does it also require custom binary? :)
Also are all the APIs done in a ccb already?
Both methods work actually - both non Binary using the external Action with HLSL shaders on it plus also the Binary method with a few more shaders dont in the core source code of CC - which is much better IMO, but both methods work.
nice! are they already in a ccb format, so that for someone like me who isn't so experienced with js lines, can just open the ccb and get to work :)
new updates ??😁
Also what about i don't want the particles to bounce off but rather i want them to stay on the ground for a while before deletion just snow like in Silent Hill 1
I will have a look into this - maybe it can be like a weather effect on the gound... will get back to you..
sure, thanks for the attention
Hi Robbo, thank you for the good work so far!
I have one more suggestion, can you add a cartoon like shader, you know, there should be outlines etc. I'm going to purchase this file in a month or 2 though :)
Hi Robo, first of all I want to thank you for this wonderful API, everything is working flawless so far. I just found a small glitch with the new Bump Mapping addon into my project. When the Realtime Shadows property is activated into the Root Node, the addon don't create the normal maps properly, in fact it generate shadows from the normal map texture into the 3D Mesh than actually applying the mappings. It's just a small feedback so you can check if it's really a glitch or some limitation of the engine itself. Keep the good work and thanks for your attention :)
ok thanks for the input. I dont use CC shadows at all in my own usage so never really check that.
CC shadows look bad and has terrible performance so I never use it.
Seems to be a limitation so I will update the notes so other know, cheers.
Everything looks lovely, but how do I use it thou?
Can you make a tutorial just showcasing how to place each plugin or code or whatever on a default scene? I mean, if I am paying for something I should know how to use it, right? It's only fair. I watched your video and understood 0. Again, if you can make a tutorial on how to use each shader/plugin/screen effect on a default scene that would be great.
The API for each is written down for you in plain English plus you have a video on each one also - how is all that not enough ???
What part exactly did you try to get working but was unable to ?
no its not why you lying brooo!
everytime your video shows some terrain project or smth, what do you mean? did you ever see a normal tutorial where people explain from scratch? I said that's missing, u just posting a video with some made up scene already u dont dissect the video and show how it works.
u literally use the coding java or whatever which is not english and people who dont use code have no idea. anyways, not buying your shit thank u, someone who cant explain what they do no thanks
All of my additions and improvements from an API perspective use Javascript.
If you dont know how to use or code anything in Javascript then cant help you unless its to do with a specific Action or Bahavior I made.
Try using 'Scratch' - this might be more useful for you in making games....
Behave yourself, you literally claimed you liked it and now you are condemning it?!!, How can you undermine, this amazing additions,
This just in: Baby has fit because they don't know how to work something and refuse to take the time to learn it and say "IT'S YOUR FAULT I DON'T KNOW THIS!!!11!1!!"
Smh karen behaviour
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