Ambiera ForumDiscussions, Help and Support. |
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I have been playing around with the CopperCube source code in regards to its default materials (not HLSL shadows) and made some nice additions: - Terrain surfaces can now be blended dynamically with a 2nd texture for the default solid and with a 3rd texture for the 2 texture blend sections. In other words you can dynamically apply weathering textures or whatever on top of the existing ones. - existing materials TRANSPARENT_VERTEX_ALPHA & TRANSPARENT_ALPHA_CHANNEL can now be also dynamically and smoothly faded in and out using the "Param1" setting. I will release this in my next update. Let me know if you wish to fade in/out any other materials not mentioned. I tried transparent_add but so far unsuccessfull with that.. I trying to get dynamic lightmaps to work and looking into terrain bump maps also....see how that goes... |
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Actually just got dynamic lightmaps to work - well more accurately faded lightmaps. It still is not affected by dymanic lighting like point lights but you can fade in/out any amount of the lightmap brightness from dark to full brightness using the 'Param1' setting. |
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Can't we just use this https://hadoken-records.itch.io/... to fade objects? I believe it works as expected. What are the major differences? Also, will these updates be added to the CopperCube editor in the next update or not? |
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My adjustments work with DirectX not OpenGL so if you want to use OpenGL you might have to use a different method like what Hadoken made. Also my adjustments wont work with using Shadows enabled as this runs using HLSL not the fixed function pipeline. The time it would take to edit both OpenGL code and HLSL for shadows would takes weeks. On top of all that CopperCube supports numerous older drivers like DirectX8 and other software drivers also which makes adding new stuff quite the pain if you want total full compatibility. I would be better if CopperCube just had a single driver and better features only for that like DX12 actually... |
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There is this another one https://vazahat.github.io/ I think this works with directX, and don't you think they both provide more features, there is option to execute an action to execute when the fading animation complete. I am still unable to process what's the major difference? Is the param1 thing does the same thing as these two shaders? Or there is something else that param1 does. |
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Yes, just_in_case method also uses DirectX so it basically does the same thing only he uses a HLSL shader method plus his is easier to use if you want to do something after fading in/out as its coded that way. I prefer to not use shaders myself if I can instead use the fixed function pipeline (FFP) as had less issues with them myself in the past and they tend to be faster but in the end do the same thing as dx9 HLSL. Once a shader starts you cant stop it (I think) and I did have compatibility issues when running multiple fade in/out shaders in the past at the same time with camera screen overlays which should be no problem using FFP - but for one off things with dx9 use JIC shader... |
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Thanks for clarifying, I only wish if such features were directly embedded into coppercube so that no need of external plugins and game starter. For now I will stick to the shader by JIC, seems like he fixed issues in recent update I still have to try it yet. I will see if I encounter any issues. |
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@Guru, let me know if you face any issues with the shader, I am not that much active in the forums lately, so if you have access to Discord then you can join in the Glithced Velocity server and ping me there. |
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At the same time Niko released a new version of CopperCube I also got some great success in getting actual dynamic lightmaps to work correctly... They will be affected by point lights now plus you can also fade in/out the lightmap intensity also at the very same time....working well and will be in my next update (or binary file) for Pro and Studio users... |
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