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.
Jee, thanks for the nice donation ! - much appreciated.
That cloudscene node demo is actually in the source code of CopperCube. I added it in after getting the source files from Irrlicht website from very old archive. Took me ages but eventually got it working as had a number of incompatability issues that had to be sorted out.
See my video about the new cloud system in CC - its exactly whats in the cloudscene node demo actually - use:
ccbGetCloudLayer(node,"tex1.png", "text2.png", true);
Use a parent node thats invisible to attach as many cloud layers as you like - cloudescenenode demo uses 3 layers and 3 different textures for that.
I will upload the 3 cloud textures into data/images of the binary zip file.
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.
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 ?
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.
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")
If you want to slowly bring back the player from crouch, you will have to adjust its shape over time so that happen as you like more slowly.
To turn off PP shaders (binary method) just set 'Shader_nameOn' to false but with the Action method just set the main variables adjust to 0 and it will not run then -ie for Chromatic abberation, set: Chroma = 0;
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.
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);
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.
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....
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: