![coppercube change open loading texture coppercube change open loading texture](https://i.stack.imgur.com/Jxetr.png)
![coppercube change open loading texture coppercube change open loading texture](http://www.html5gamedevs.com/uploads/monthly_08_2014/post-10292-0-86547300-1409287452.jpg)
Loaded texture: textures/gothic_floor/xstepborder5 Loaded texture: textures/e7/e7sbrickfloor Loaded texture: textures/e7/e7brickfloor01 Loaded texture: textures/e7/e7walldesign01b 1 More question, is there a any chance to using half-life(*.bsp) or half-life 2(*.bsp) maps ? Edited Augby BiliyomKiĮxpand collapse popup Loaded texture: textures/common/caulk load the \map\something as static mesh.Īndd. copy the included \textures to your irrEdit\textures Maybe you can try first if the map is ok for irrLicht itself by opening in irrEdit: Another problem were maps referencing ressources (bitmaps) from an original quake installation. One nice map ("Springfield" from the Simpsons as pk3 ) was simply too big for the irrLicht engine. pk3's, maybe somebody else can give more info? In the meantime: I played with this some time ago, and had some problems, too. Thanks by the way for pointing out the ability to create + load complete (animated) scenes from irrEdit!ĭon't know very much about.
COPPERCUBE CHANGE OPEN LOADING TEXTURE CODE
Explains also why your second code is working: there are simply no invalid node names used. Replacing with "valid" node names the irrlicht scene loads fine. Reason for crash is that the node names (Ground + pillar) were not in my animation.irr. maybe different behaviour between Vista and XP? I'd recommend you to put this to the root scene node.Hello BiliyomKi - nice, people fixing problems on themselves are the best Nevertheless, I tried your first code without this error messages - instead a complete crash. Now we need trigger that will execute the scripts above. Var texture = ccbLoadTexture("./directory/filename") Var s = ccbGetSceneNodeFromName("NodeName") first texture in your prefab is "0", 2nd texture is "1", and so on. "materialindex" is the number of texture in your prefab.
![coppercube change open loading texture coppercube change open loading texture](https://curi56.files.wordpress.com/2020/06/zoo-5.jpg)
To execute the scripts above, you have to use this script:ĬcbSetSceneNodeMaterialProperty(s, materialindex, "Texture1", texture)
![coppercube change open loading texture coppercube change open loading texture](http://i.ytimg.com/vi/nmnQhOwVrAU/maxresdefault.jpg)
So if your texture destination is "./gamedata/textures/filename.png", and the game location is in "D:\Game\MyGame", it will load texture from "D:\Game\MyGame\gamedata\textures\filename.png Note: "./" is the root folder of the game. texture.png), and "texture" with anything you want Replace "directory" with your textures directory, replace "filename" your texture name (i.e. Now make a variable that will load the texture: var texture = ccbLoadTexture("./directory/filename") Replace "NodeName" with your scene node name, and replace "s" with anything you want. Make a variable that will get your target scene node: var s = ccbGetSceneNodeFromName("NodeName") Ok! now, it's time for the tutorial to begin! :) Especially if we use high-poly models, high quality sounds, 2K Textures (Current CopperCube version only support 2k textures max.), it's possible that you will get your. Since the files are packed inside the game, the size of the executable would be extremely high (Indeed). Then what's the advantages.? Of course, the size. So we can't edit the game, we can't even change the icon of the Compiled Game. Not only that, CopperCube also encrypts every single file inside the game. The advantages is our gamefiles are secured.
COPPERCUBE CHANGE OPEN LOADING TEXTURE HOW TO
Today i will show you how to make games made with CopperCube can load textures externally.Īs we know, games made with CopperCube will pack the models, maps, sounds, textures & other game components inside the executable ("gamename.exe").