Ambiera ForumDiscussions, Help and Support. |
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User Anikbis asked a question about how to make ammo variable as a 3D object. I find this idea intriguing, so here is a new behavior to solve this problem. https://samgrady.itch.io/sprite-... |
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Another great script! Thanks to share your work with us! Do you like car games? Have you ever tried to create a script that would give some realism to vehicles? I imagine nothing very complex, but the vehicle could have some physics or just simulate it. It would be cool if the vehicle could hit the wall and suffer from the impact, lose speed, be able to skid and have a certain weight on its body. I already tried using bullet phisycs but still without success lol |
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Can't we do this with the extension by JIC or with the Hadoken extension. I mean JIC has this Spritesheet extension here https://vazahat.itch.io/cc-shade... It already allow us to use the frame from sprite on a planemesh if I am right? Also Hadoken has this https://hadoken-records.itch.io/... this also allows us to do the same thing, as It creates the texture out of sprite. He also has a spritesheet extension. Also, can't we use individual images directly to show numbers or whatever we want in our 3D scene. You extension is great and I appreciate your contribution to the community and your work, and I don't want to sound like other trolls out there, I genuinely want to know, If we can achieve something like this with individual images or with already existing extensions or not? |
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@guest, yes it is possible, there are most of the time various ways to achieve something in CopperCube. While loading individual images will work as well, then you have to manually create and adjust the variable for them, and they might be resource haeavy as you will be saving a lot of texture in the cache or memory, while using spritesheet is a better option there will less texture calls, and it is performance wise much better to use. |
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andgameplay qHave you ever tried to create a script that would give some realism to vehicles? Yes, I tried some time ago. https://www.ambiera.com/forum.ph... And Sven created a great extension based on this algorithm. https://5v3n.itch.io/coppercube-... But I don't really like cars, as I work at a car service station as a car mechanic myself. ![]() |
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Guest, you might be right. It's possible to achieve the same result with another extension, but JustInCase Animator is used for frame-by-frame animation and costs money. Hadoken extension is used for fonts, but my extension has fewer parameters than others. This means it is easier to use and can be employed in different ways by extracting the required frame from the CopperCube variable. So, I believe my extension is different from JustInCase and Hadoken extensions. And it allows you to use it in a lot of different UI elements. |
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Thanks for your input @JIC and @Samgrady, I was not comparing the extensions, which one is better or not. I just wanted to know is it possible to do the same with individual textures, @JIC and I am glad that you answered and explained why it is not wise to use individual images. Whenever I'll be going to use this or will need a spritesheet, I will make sure to purchase the extension and will try to support you. You and sven are my favourite in this community. @samgrady, sorry to create confusion, but I didn't asked what are the differences between yours and other extensions, neither I was trying to defame your work. I asked something and Justin_case provided me answer for that. Thanks for bringing this extension by the way. |
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bold text I believe this confusion stems from a misunderstanding of the differences between them and their respective uses. The JustInCase extension comes at a cost, so I haven't used it. From what I gather, it employs an HLSL shader for tilemap and can be used similarly to mine, but with additional options such as a vertical tileset. However, since it is primarily used for animation, you can extract a single image by setting the start and final frames. In contrast, my extension uses only one variable for the frame to display, as it is not designed for animation, making it simpler to use. Regarding the Hadoken extension, I haven't used it myself, but after downloading it, I reviewed the code. It appears that this extension cannot be used in the same way as mine, and if I understand correctly, how it works with JustInCase Animator. The crucial difference lies in the fact that both my extension and JustInCase use shaders to set textures on meshes based on existing UVW, allowing the use of any 3D model. In contrast, the Hadoken extension can only be used with a plain mesh and 2D overlay. Therefore, you are free to choose any of them based on your preference, but the distinctions between the extensions are essential in determining how you use them. |
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Here's an example of use. Yes, it's a shader, so it can be applied to any mesh, and you don't need to use a plain mesh. This allows you to change the texture of any mesh, enabling you to alter building textures for day-night effects, customize a player's outfit, and perform various other modifications. |
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SAM, YOU HAVE A SENSE OF TASTE. |
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IMR , YOU HAVE A TASTE FOR CAPITAL LETTERS. |
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