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Bugs, errors, etc. (that I found so far)

dekon_17
Registered User
Quote
2023-12-04 08:22:20

Lightmapping
- Objects with certain rotations (tested with 30, 45, 90 degrees with all three axis) will not be lightmapped correctly. 180 degrees works well, light is applied correctly.
🔎︎

-- Light coordinates are 0, 0, 0;
-- 30 deg. cube coordinates are 12.5, -15, 10, two sides are lit almost equaly;
-- 45 deg. cube coordinates are 0, -15, 12.5, only one side is lit;
-- 90 deg. cube coordinates are -12.5, -15.0, 0.0, lighting is screwed, I don't know how to describe this.

- Certain 45 deg. faces are not lightmapped correctly, if lightmapped at all.
🔎︎


Particles
- Rotating particle system will cause all particles to scale down. Having rotation along two axis will, basicaly, scale it down to nothing. This is especially bad when you want to use them with, for example, weapons (for muzzle flash), because cameras in FPS controllers are, usually, rotated by X and Y axis. Try rotating default particle system in editor to see what happens (without changing its direction).

Texture filtering
- Negative effects of texture filtering (bilinear, trilinear, anisotropic) will mostly affect lightmaps, since they are made within the UV map that, I assume, the engine generates when the light mapping is running. Black background and, in rare cases, other lightmapped parts will "bleed" into the texture when looking from certain angles. Using various texture wrap options, seemingly, does not help, as well as "Normalize normals" option. I have been talking about this for a while now.

FBX import
- FBX importer is really awkward when it comes to the latest version of FBX. I am sure that I spent 2/3 of my time making and animating model, while the rest 1/3 I spent "fixing" it so that it could look as it should in the engine. Thing is, CopperCube documentation does not specify anything about that, which is why I was using latest versions of Blender in the first place to make models. Same thing might be with other people who are just introduced to the engine. While I was talking about this a lot as well, I'll quickly summarize things that are working incorrectly:
-- Exported meshes with rotated objects;
-- Certain static meshes can miss some triangles (rare);
-- Animated mesh import is just a lottery - you can get lucky and everything will work fine, or, well, you spend time finding workarounds for some problems (dislocated bones was a really nasty thing to work with);
-- Textures are only applied on import if there are more than one texture for that mesh.

I kind of making this because, one, things such as lightmapping and animated models import are mentioned as engine's features both on website and Steam, yet not all of those "features" are working as they should, and two, I just really can't take it anymore with some of these problems. Especially the animated meshes import (yet again, there was no information about how new FBX is not really supported on website or anything, had to find that on forum and with my own experience, as well as what version of Blender is suited better, so, I gotta finish things with a current version now, since older versions will not be able to read all the models I already have).

This thread might get some additions, not sure if I mentioned everything yet. Maybe someone else will add something as well.


Guest
Guest
Quote
2023-12-04 20:16:47

FBX importer: Animated mesh import...never worked for me (animated fbx from 3dsmax)...


aiming_bullets
Guest
Quote
2023-12-05 06:09:09

This engine is full of bugs, but there are some workarounds maybe. I hate going through all the nasty hacks and tricks to get things done in this engine but at the same time, it is fun to play with this engine.


VP
Guest
Quote
2023-12-11 11:27:58

you can use my special child plugin for the particles so the node will retain its own rotation properties instead of inheriting the parents.


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