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Thirdperson Camera and Player Controller + Download

marcw
Registered User
Quote
2021-03-14 12:31:11

Hello everybody,

Hadoken, thank you for appreciating that very basic test with the "copperghini".
In my opinion, CopperCube is a game engine that was originally developed for the best performances especially for the webgl projects.
It could explain the choice of low poly ellipsoids to detect the collisions.
My idea for the final version of that "copperghini" is the placement of a collision's ellipsoid around each wheel of the vehicule.

Creaturefreak, nice discovery with the bullets collision.

This forum and its specialists is definitely a good "think tank".

:-)


smnmhmdy
Registered User
Quote
2021-03-14 19:58:44

@creaturefreak hmm That explains why it wasn't working then, Thanks!


marcw
Registered User
Quote
2021-03-16 00:25:29

Hello everybody,

Tonight, I uploaded these files in my shared CopperCube's folder stored in my OneDrive https://1drv.ms/u/s!AjokN1FU3jK1...

2021-03-15_copperghini_UV_draft_on_planes.ccb
2021-03-15_copperghini_UV_draft_on_planes.exe

(If you want to test the .ccb file, then you could modify this
setting for the Camera : follow smoothing speed = 0).

Thanks for watching.

The CopperGhini is now UV-map ready with a lot of available maps to fully customize that model.
Currently I simply add dummy textures on those UV maps.

I offer this model for free and for any purposes to the members of this community and to any other person having the link and for that purpose I'll soon upload its fully textured version.

Sam (Smn Mhmdy), I can of course apply some textures with your logo. But I guess that you have the required artistic skills to do it yourself.

The top of the car's body is one of the best places to insert a high resolution texture including a logo.

You'll see in this very basic demo that the car is moving when pressing the key A. It is a simple test to verify that the rotation of the wheels is correct when the car is moving.

(Sam, please forgive me for having highjacked your thread with that project. It was unintentional.)

:-)


smnmhmdy
Registered User
Quote
2021-03-16 15:45:33

@marcw Hey marc, I think it looks much cooler now that the wheels are in place. I think the first thing you could do to change the behavior to be a car controller is to introduce acceleration and declaration to the movement, and also by putting the car's rotate speed relative to the current velocity. I think with those in place, It should start to feel like a car controller.
(Sam, please forgive me for having highjacked your thread with that project. It was unintentional.)

Don't worry, you didn't hijack the thread, It's fairly related and I love to see your projects anyway :)


marcw
Registered User
Quote
2021-03-16 17:51:03

Hello Sam (Smn Mhmdy),

Indeed, what could we do with a car having no wheels ?

You are able to run very fast with your programming skills.

Personally I am not an acrobat like you who can so easily play with functions and trigonometry inside CopperCube.

In the real life I am a cyclist and I won't be able to drive a performance car.

Today I uploaded a folder "CopperGhini_Sam_FBX" inside the shared folder. It contains a few files (including a Paint.Net's one) to help painting some custom textures for that car.
(please note that I am still busy with the creation of textures for each UV map of that car. Yes, I know, having so much maps is exaggerated.)

Texturing a mesh for CopperCube is not easy because that game engine is limited by the graphic performances of its old DirectX/OpenGl versions.

And combining the textures with custom-made shaders meets also limitations.

I know that you have artistic skills because I found one of your artworks on DeviantArt and I borrowed this one to show you how it looks on the car.

:-)


smnmhmdy
Registered User
Quote
2021-03-17 13:06:42

Just updated the behavior (v1.4) to add (optional) Material specific Footstep sounds.

You can put all of the nodes that you want to play a specific footstep sound into one folder, assign that folder as a material type (1-5) in the behavior parameters, and when the player walks on them (or is inside of their bounding box) it'll play that specific type's footstep sound.

You can have 5 different material types.

Make sure to check out the demo if you want to know more details, and let me know what you think :)


marcw
Registered User
Quote
2021-03-17 14:28:40

Hello Sam,

Thank you for this powerful feature in your updated behavior (v1.4).

After having played your nice demo, I examined the content of your java script file. It is "high flying" style ! Very impressive.

:-)


just_in_case
Moderator
Quote
2021-03-18 00:50:19

Will update the Link today on my website as well😇 right now it directs a user to very first version.


hadoken
Guest
Quote
2021-03-18 01:22:12

Never got well working results from the official Footprint extension so far, but found my own primitive solution later after some initial headaches.

Now your solution comes on top of your TP masterpiece as elegant & comfortable feature upgrade which is highly appreciated and working great!

Thanks a lot @smnmhmdy! Maybe Niko should start considering to hire you ;) ...

Besides, I was impressed by your short FPS like platform demo. Would the platform from the video also work with 3rd Person?


smnmhmdy
Registered User
Quote
2021-03-19 14:17:41

@marcw @just_in_case Thank you, I think it could get better though so if you have any suggestions let me know

@hadoken I'm glad you found it useful
Would the platform from the video also work with 3rd Person?

Yeah I think it should work fine with it, I'll include it in the next version. I'd love to see your own solution regarding it too :)


smnmhmdy
Registered User
Quote
2021-03-28 13:26:54

Here's a small update to the behavior (v1.5):

- Added Sticky surfaces, Now you can select a folder containing the nodes that you want the player to be able to stick to. Their transform change will also apply to the player, effectively moving them with the node, allowing for platformer-like interactions. Check out the updated demo to see how it works and how to set it up. Keep in mind that it is a basic implementation of the concept and can definitely be improved upon, so if you have any suggestions let me know :)

- Added smoothing effect to the camera's position change when view is no longer occluded; Now instead of happening in one frame, the camera will slowly back out until it reaches the max radius again.

- Improved footsteps sound timing slightly (the extra step sound after switching from running to walking will not play anymore)

- Fixed a bug where if you didn't have "SM Thirdperson Action Manager" it would print error messages.


hadoken
Guest
Quote
2021-03-28 15:49:39

Huge thanks again @smnmhmdy!

Had already lots of fun playing with your "sticky" mechanics :-)
(After unsuccessfully trying some logic workarounds, I guess the 'follow platform rotation' problem would be still a tough nut to crack?)

Anyway you provided another major leap forward once more.
GREAT JOB!!!


threedslider
Registered User
Quote
2021-03-29 16:00:52

Nice work ! And thanks for sharing it is very useful ! :)


smnmhmdy
Registered User
Quote
2021-04-08 13:05:45

Hey @Hadoken Manually tracking the rotation turned out to be more difficult than I expected, at least with the current movement handler. I experimented more with the parenting solution which I still believe is the best way of handling it. The results are promising, as it's rotating and moving the player relative to the platform, But the player model is floating hundreds of units away from the parent, So I'm kinda stuck here. Were you able to come up with any solutions / ideas?


just_in_case
Moderator
Quote
2021-04-08 13:16:25

If you can explain the rotation problem a bit in detail then maybe I can help you.


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