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A few questions

karmacomposer
Registered User
Quote
2018-07-14 14:57:16

I have a few questions about the editor in 6.0:

(1) Snap to grid? Is it available? How to turn it on? Is there any other snap options, like snap to objects, etc? I did find the snap to grid editor extension but it does not seem to do anything.

(2) Can you drop an asset and it falls to terrain, ground, whatever for good placement?

(3) How can you change the editor camera FOV so that it's not so distorted - it's just weird - like the whole thing is in a fisheye lens or fishbowl. I need it 1:1 for proper editing.

(4) Is there any way to move faster through a scene? If I choose the top-down and want to move up or down, it is incredibly slow. I press SHIFT plus the arrow keys (gotta be able to change those to WASD and Q E keys like every other editor on the planet) and it goes no faster.

(5) How do we edit the ambient color/amount of the scene. If I want a night scene, how do I do this?

(6) Is there a time of day system in place? I found the plugin for this - have not used it yet so this question may be moot.

(7) How do you set the collision of a mesh? I have a large mesh and I want to set a collision mesh so when the player collides with it, he or she does not walk right through it. How?

(8) When it comes to asset textures, how do you add channels? Say I have DDS textures for diffuse, specular, bump, metal, normal, etc - how do I include them all?

(9) Can you move a asset's pivot point within Coppercube? I have a animated character and it's point seems to be a thousand miles in the air - such that when I try to create a 3rd person camera, it points straight up to the pivot way high in the sky (the line that attaches to the asset to focus on) - any way to alter that attachment line?

I am sure I will have more.

Mike


just_in_case
Moderator
Quote
2018-07-15 13:59:53

Answers....

1) yes you can snap objects to the grid... Just check out the tools opyion in the editor...

2) yes but to do that you should use brhavior objects move with physics... And also enable the physics collision in windows publishing settings..

3) sorry , am not the right person to answer this..

4) you can script something by your own to do that... Just use javascript... And create your own exetension for that...

5) there is already ambient setting in the root scene node atrributes.... Hut you can also use.... Irredit tools ... To do much more with lightning and textures...

6) yes the plugin works great... Or you can also script something like this by your own...

7) you should add a collide when moved behavior to the animated player... Static objects doesn't require collision behavior...animated objects require a behavior collide when moved to be added so that they will not pass through object... You should adjust the collision sphere accordingly yo yoyr player mesh..

8) use irredit tools or you can sinply use the materials tab to change from transparend,normal transparent add materials...

9) yes you can change the pivot point to tge center of the object...


karmacomposer
Registered User
Quote
2018-07-15 15:35:03

(7) - How do you change the SHAPE of the collision mesh? Other editors offer polygonal, the shape of the mesh, rectangular, spherical, etc. Is Coppercube one shape only? How does one make it so the character can collide, say with stairs and be able to climb them? A normal collision mesh that is spherical would not allow for that. It would have to be polygonal or based on the shape of the mesh. How is this done?

(9) - How do you move the pivot point?

It says Irredit is a part of Coppercube according to the irredit website. Where is it located within Coppercube? How will it help me if Coppercube can't do it?

I am VERY surprised Niko has not answered any of these questions by now. I have been supporting his work ($$$) for over a decade.

Mike


pmax
Registered User
Quote
2018-07-15 18:12:17

@karmacomposer
I am VERY surprised Niko has not answered any of these questions by now. I have been supporting his work ($$$) for over a decade.


No offence! For Niko it's a job and probably at the weekend he'll have to do something else.
If you've been supporting ($$$) his work for as long as ever you're filling the forum so much with questions?


karmacomposer
Registered User
Quote
2018-07-15 21:12:15

I have been paying for Coppercube since 1.0 and have yet to use it for anything serious.

It has features I really like, but I am used to the bigger AAA engines and the way they work.

My questions are 100% legit and I have every right to ask them. I am trying to understand how to seriously use Coppercube.

Mike


karmacomposer
Registered User
Quote
2018-07-15 23:38:29

When I click on the snap to grid plugin, I get an error:

Could not get property, provided scene node is invalid.
Could not set property, provided scene node is invalid.

I have two assets and a few lights in the scene, otherwise, not much is going on. Why would it fail? Is it too old for 6.0?

Mike


just_in_case
Moderator
Quote
2018-07-16 01:55:23

wrote:
I have been paying for Coppercube since 1.0 and have yet to use it for anything serious.

Mike


Well, the above statement doesn't make any sense.... You are saying that you are using coppercube since version 1.0 and you didn't know the basic of coppercube... How is it possible??...

Irredit is available in the tools of coppercube... And i don't what is the matter with normal maps, amd lights in your scene... May be you vould just send me a ccb file and i will take a look at that...

For the question regarding Niko, well he probaboy replies to the post, if he finds out that someone hasn't posted a solution for it... And the post seems to be legit..

And to answer simple and also some advanced things... There are lots of good people eric ,pmax, zoo,wildmaster on this forum to answer to the posts...


karmacomposer
Registered User
Quote
2018-07-16 03:33:19

Simply put, I have been using Unity3D, Unreal and some other more advanced engines. I just have never given the time to Coppercube because it looked so .. well, old. But I REALLY like Coppercube's editor (if I could just get the FOV to be less fisheye in the editor).

Here is an example I have been working on since yesterday:

🔎︎


I can send the project file likely tomorrow, but don't you need the geometry/assets?

Mike


j9907
Registered User
Quote
2018-07-16 04:15:34

My gosh... Those are some stunning visuals, dude. That is a prime example of what CopperCube can do if you really work at it!


karmacomposer
Registered User
Quote
2018-07-16 04:47:01

j9907: Thank you. TBH, that was an hour of work - maybe two.

You should see our game projects in our engine of choice!

That is why I have a lot of questions about Coppercube. If I am seriously considering using it, then it has to do what I need it to do.

Right now, that scene could look 1000% better with PBR textures and proper bump mapping.

That said, Coppercube definitely has potential. I like the grass with wind and the underwater capability - both missing from my current engine.

I have to still mess with terrain editing/sculpting and importing a good quality animated character that looks good in the engine - we are going for a Zelda - Breath of the Wild or modern day Banjo Kazooie look.

Mike


argentarts
Registered User
Quote
2018-07-16 21:11:59

1) yes you can snap objects to the grid... Just check out the tools opyion in the editor..


I've looked in the tools options and I cannot find any place to turn on grid snapping. I can only see where I can adjust the grid size itself. So, how do I turn on grid snapping?

I've downloaded and "installed" the snaptoGrid.js file and placed it in the plugin folder. That works, but only by positioning an object first and then pressing CTRL+M to make it snap to the nearest grid.

So, does the Coppercube editor have grid snapping? If so, how do I turn it on?

Thanks. :)


karmacomposer
Registered User
Quote
2018-07-16 23:29:17

No - that javascript plugin is it.

I did not know about the CTRL-M requirement. Snap to grid normally just works on the current grid system with the ability to turn it on and off.

Sorely missing from Coppercube. That's one of those MUST HAVE features. I like snap to object as well.

Mike


argentarts
Registered User
Quote
2018-07-17 13:54:26

I'll be frank, I don't understand how the Coppercube editor could have gone through 6 iterations without snapping ever being added to it. The JS plugin is not a proper substitute for just being able to drag-snap something into place.


karmacomposer
Registered User
Quote
2018-07-17 18:04:45

I agree. Niko should add snapping 5 versions ago. I think it's a bit arcane not to have it.

Niko, please add proper snap to grid, snap to object, etc. and PLEASE improve the renderer and add PBR textures - it would propel Coppercube into another realm and be competitive with the big boys. Oh, and add some chaos to the terrain system - it's way, way, way too predictive and patterned - and therefore useless.

Until you do this, Coppercube will always be a amateur, low end engine - sorry, just saying.

Mike


argentarts
Registered User
Quote
2018-07-17 19:21:48

I don't know about it being "amateur" or low-end, but it does seem a bit long-in-the-tooth (outdated). I've not had to deal with lightmaps in years! I am so used to engines like Unity, Unreal, and Godot (which is a pretty darned awesome, open-source game engine) where you have real-time shadows cast by all light sources.

One of the things I noticed about CopperCube's lightmaps is they are not accurate at times. I have a box resting on a plane and the shadow shows a corner as if the box is a few inches off the ground.

Single light real-time shadows, lightmaps ... this is "ancient" game engine tech. It sort of reminds me of when I worked with 3D GameStudio back 10 years ago ...


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