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A plane makes for a great pane... of glass!

luposian
Registered User
Quote
2023-09-22 08:08:42

Apparently, you can see the texture you give it, on one side, but not the other side (the plane becomes transparent... like glass).

For the very end of Stage 2, I want Luposian to be able to walk up to the window and see what is outside, but he can also step over the ledge and drop outside, which is what I don't want. So, I thought... "Why not add a physical barrer that you can see through, but can't walk through?". And a plane seemed like the ideal solution (as mentioned above). But though it visually (in an invisible way) is ideal, I keep finding Luposian getting "stuck" in it and he can't go back into the room, but he can drop outside, as before.

I tried positioning the plane further inside the room (in front of the windows opening), but it doesn't seem to be working. And there seems to be no way of making a plane thicker. If I bring it too far inside the room, he'll be able to walk around it and out the window... kinda defeats the purpose of having it. However, as I plan to have Stage 2 fade out and end right after the last thing is seen, getting "stuck" could work in my favor, because I actually want the game to more or less freeze at that point.

However, a cube would work great, if I knew how to give it a completely transparent texture. Then I could make it the same dimensions as the window and all would be well. Luposian could see through it, but couldn't walk through it.

And, once again, I sense I'm asking for help on something someone has already mentioned to me before... but my brain is going South on me and I can't remember what it was. [sigh]


sven
Registered User
Quote
2023-09-22 08:49:08

On texture tab there are listbox..
You can choose transparent to a texture.
Then there is arrow icon (i dont remember exactly) that you press and you get choose double sided material.. check checbox and now you have double sided material for that plane and its visible on both sides .

Totally black texture will set it fully transparent but collision remains..default skybox texture gives usually good enaught result for window until you find better texture.


luposian
Registered User
Quote
2023-09-22 09:26:40

wrote:
On texture tab there are listbox..
You can choose transparent to a texture.
Then there is arrow icon (i dont remember exactly) that you press and you get choose double sided material.. check checbox and now you have double sided material for that plane and its visible on both sides .

Totally black texture will set it fully transparent but collision remains..default skybox texture gives usually good enaught result for window until you find better texture.

Yup! I did a quick Google search and found out how to make a transparent cube, right after posting this thread. Create a black image, then use that as the texture of the cube, then change the reflection to "Transparent Add" and bingo! Instant invisible (but solid) cube! And looks (in an invisible way) like it works perfectly. Just need to make it a little thinner.


michaellimpre
Registered User
Quote
2023-09-22 12:55:59

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luposian
Registered User
Quote
2023-09-22 21:13:55

wrote:
thanks for this interesting solution!

You're welcome!

Interestingly, the simplest way I was able to do this was:

1) load an image into Microsoft Paint, delete everything, and then fill the entire space with black. Save it as .PNG or .JPG or whatever. Shouldn't matter, I don't think. I made it a .JPG I believe. If the image had a transparency, Paint will say you'll lose it. Doesn't matter...

NOTE: You can probably just start with a blank Paint canvas and fill it with all black, but that's not how I did it.

2) load this all-black image into Libroffice Draw. Now export as .PNG and save with new name. It will offer you a few size/compression options and checkboxes. One of those checkboxes is Save Transparency. CHECK IT (if it isn't already)! Click Save and...

BINGO!

3) create a cube in CopperCube and then [add] the black .PNG to your textures list.

4) Click on the cube and then double-click on the black texture and the cube will turn black. Now, go into the middle tab [Materials] and change the dropdown list next to the black square to "Transparent (add)". And... POOF! Your cube disappears!

5) Size and shape your cube to whatever dimensions you need/want/like,

I discovered, I needed to keep my cube solid (completely visible), to be able to work with it effectively. Then just change the Transparency after it was exactly sized and positioned how I wanted.

The process is so simple (once I knew what to do), there's no need to even provide the image I used/created, but if anyone WANTS it, just ask.

HA! Just kidding... here ya go:

Link:
https://files.catbox.moe/n0ycl2....

Image:
🔎︎



VP
Guest
Quote
2023-09-24 21:19:10

It should work in theory, unfortunately setting a solid black (0,0,0) texture to "trans_alpha_add" is not perfectly invisible; you can still see slight edges of the cube in certain circumstances (depending on lighting type and alpha order if the scene).

I stopped using "trans_add" because the visible edges didn't look great in my game. Instead, if you make a transparent_alpha.png and set material type to "transparent", it will be perfectly invisible.

You can download mine here...
https://postimg.cc/sMWKcvbJ

The main reason you would want to use "transparent_add" (instead of just transparent) would be for creating effects like neon-lights or fire - as "add"it will make the transparent textures/particles much brighter (by adding the pixel luminescence value to the background), but you will still see the edge of the texture.

If you want realistic glass, you can also use a real photograph of a window, then set its transparency to 50% (in an imageeditor) and save it as a transparent.png (with transparent alpha channel). You can then set it as a transparent (or transparent + fake reflective) material, in coppercube. In material's "irrlicht settings", you can then adjust values to make the glass shinier or duller.

Here's an example here in the FPS demo (check the middle of the map)...
🔎︎


Also check out this low-poly coppercube car pack with tinted windscreens - some are transparent,some are reflective,some are tinted, some arejust solid photographs...(LP_Cars)...
https://itch.io/game/edit/152227...


luposian
Registered User
Quote
2023-09-24 21:49:06

Yeah, I noticed white lines on the top and bottom of my "pane", if it wasn't positioned just right. Thankfully, I was able to fix that and now you only see the window opening and can't step out.

Now, I added another theme to Stage 2, and it sounds great. I want to try and use all the music I intended for this game, if possible.

Apart from the spoken dialog, I think it's done. I've played it a bazillion times, to refine everything down to the tiniest minute detail (in other words, it's gotta make ME happy) and I'm pretty sure the only thing I need to do is add in the spoken dialog (I have all the subtitles in). So, just a matter of that last detail and it's ready to release.

Wish people who downloaded the game would actually SAY/ASK something about it. I've got 13 downloads and no one is saying anything! It was like pulling teeth to have even Kris (Luposian's voice) say anything about the game! [sigh]



VP
Guest
Quote
2023-09-24 23:03:57

Yeah, feedback can sometimes be slow on most forums/platforms. FOrquick responses, you should approach several of the indie-game-dev channels on you-tube who will usually be happy to play-test your game and give you feedback (as will their viewers).

I downloaded Luposian_A_Prelude(Scene 1)_free_version just now and played it for a minute or two and immediately noticed a few niggles which would easily be fixed....

1- His footprints would look better in brown, rather than green - so it matches the default terrain (but maybe there's a reason his footprints are green in the story).

2- It would look better if they were individual foot-prints - one from each foot - rather than just one footprint, placed in the middle of the model.

3- The footprints also float relatively far above the terrain (creating a noticeable parallax effect). It would be better to place the footprint on the ground, rather than floating above it. *I remember you asked about this a while back and you were told it cannot be done, check the demo I posted for you - it can be done.

4- When the character walks, his animation is slightly slower than the player.movementspeed, so he appears to slide across the terrain. You can fix this by adjusting the frames per second of the animation slightly to perfectly match his movement speed.

5- As you're using dynamic fog with the default sky-cube, there is visible flickering as the player moves around from the edges and corners of the cube. You can fix this by using a sky-sphere instead, or with just-in-case's "fog-fix" plugin/script, or use Robbo's new radial-fog API.

6- Maybe consider finding some new textures to help distance the game from looking like the default scene - there are many free repositories and sources for textures and many A.I. snippets and texture generators can procedurally generate textures for you (I use the free version of Filter Forge). In less than a few minutes, you can completely transform the visuals of your game.

https://poly.cam/material-genera...
https://njbrown.itch.io/texturel...
https://www.filterforge.com/filt...

Other than that, it's looking fairly decent I guess. As long as you're happy with it, just keep going and it will naturally get better and better as you progress.


luposian
Registered User
Quote
2023-09-25 01:06:50

1) A great looking game without a good storyline/ending is a horrible game. Trust me, I know... I've played several. And tons of old 80's games (Atari ST) had decent graphics but the ending was so lame, I'm thinking... "I played through all THAT, to get... THIS?"

I know that the graphics aren't perfect. I know this and that could be fixed. Shoot, several things were changed, because I couldn't make the game match the storyline. But if you don 't care about the character or the storyline, who cares how perfect it looks... it's still yawnsville!

I'm not dismissing the points, but the focus. If the character or the storyline are not your cup of tea... nothing I do, to make things look better, will matter. You seem to make a point that, if I make the game look better, people will like it more... play it more... whatever. But I don't believe that.

The reason the "look" of the game isn't my main focus, is because what you're seeing is NOT reality. It's a dreamscape. His look is not reality. The area he finds himself in, is not reality. Thus everything in this "world" is subject to variations that we think look "off" from what we determine to be reality. Ever had a dream where you could breath underwater? Fly? Run on all fours? Run like the Bionic Man (slow motion)? Those are all non-reality. And that is where Luposian is right now, in the game.

Because I couldn't create Luposian's fur exactly the way I wanted to, in GoDot, I opted for CopperCube (which allows non-programmers the biggest headstart in game programming EVER!) and used the original 3D model, which is based on the original pencil sketch.

I figured, I couldn't represent him the way I wanted to, so I modifed the premise (the 'why') of his look, giving me artistic leeway and yet actually be able to accomplish the game!


VP
Guest
Quote
2023-09-25 08:50:39

LOL.

You wonder why you don't get much feedback? - This is exactly why. F***king schizo.


luposian
Registered User
Quote
2023-09-25 19:05:42

VP wrote:
LOL.

You wonder why you don't get much feedback? - This is exactly why. F***king schizo.

Says the guy hiding behind a Guest account.

No, not schizo. Tis you who put too much emphasis on looks and not storyline or character development. But maybe character development and/or storyline are not your thing. Hence why your focus is all on how things look rather than why they look the way they do (or, in this case, the excuse as to why they look the way they do).

Yeah, I'd like to refine how things look even more, but at the end of the day, it's not worth the time and effort to "perfect" everything. Afterall, I've released Stage 1 for free. I'm not getting ANYTHING for it now. So, "good enough" will have to do. Nit-picking at this point, over small stuff, really doesn't make sense. Does changing the color of the footprints make the game a better experience? No. Does getting the footprint alignment precisely on the terrain improve gameplay? No. Does making his walkcycle match his movement speed exactly make the game overall a better experience? No. As long as there are no gross glitches or things that utterly ruin the overall gameplay, then I allow that everything is not (and can likely never be) perfect... and I explain it away via the storyline.

Yes, I appreciate the fact you put time and effort into your observations of the graphical elements of the game. But... you obviously do not care for the game, because you only played it for a few minutes. Why waste your time downloading a game to only nit-pick small details that are relatively unimportant, unless that is all that matters to you...

I have strived to get things as close to "perfect" as I'm willing to do. And I think it's good enough. But, for others, it never will be. They will always find something to complain about. And, in a worst case scenario, SEARCH for something to complain about.

Instead of calmly responding to my reply, you blow up and call me a "F***ing schizo". Gee... unstable emotions, much?



luposian
Registered User
Quote
2023-09-25 20:24:01

And why such distain for the default assets and textures of CopperCube? CopperCube allows non-programmers the chance to truly make something that looks halfway decent and not get stuck on code or a lack of "starter material". The fact you can create something so quickly/easily should be celebrated, not denegrated. Appreciate the fact they MADE something in CopperCube, rather than the fact they "only" used the default assets/textures.

And, thankfully, I can say I have my own character in the game, even if most of the rest is pretty much default.


VP
Guest
Quote
2023-09-25 21:12:39

TLDR
🔎︎



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