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  • ...rted would-be assassins. The game was made for a 2002 UGameDev contest, by David Rosen.
    430 bytes (61 words) - 19:20, 30 December 2009
  • David (the guy behind Wolfire) is the only developer to win in all of the first t It was founded in 2003 by David Rosen, who has programmed, modelled, drawn and composed in his free time si
    324 bytes (51 words) - 18:14, 1 January 2010
  • ...d his own format for storing models and animations. In a tragic accident, David's private tools for creating and converting models and animations were perm ...an see development updates on the [http://blog.wolfire.com Wolfire Blog]. David, Jeff, John, Aubrey or another member of the team post whenever an interest
    10 KB (1,760 words) - 19:58, 2 March 2012
  • Default - David
    2 KB (365 words) - 17:21, 25 March 2018
  • Set this to 0 on final level. As David said: he meant to add story branching, but he eventually hadn't.
    8 KB (1,384 words) - 22:00, 19 June 2011
  • *'''Sound: n'''- Quote David: "I think 1-2 are chitter sounds, 3-4 are pain, 5-8 are attack, or somethin ...your dialogue file, minus the ".txt", and n is the dialogue type. Quoting David:
    7 KB (1,078 words) - 21:15, 12 July 2022
  • ...oaded (I think this should be changed btw. If you are listening phillip or david: it's silly and confusing. Work it into your WM2 pipeline if you have to, b
    12 KB (2,174 words) - 22:01, 19 June 2011
  • ...ch like Photoshop filters.'' This explanation is lifted word-for-word from David's blog post on the subject. He doesn't go into much detail about it in his ...reeze]. Overgrowth's character animation is also done through a shader, as David mentioned in [http://blog.wolfire.com/2009/10/character-normal-maps/#commen
    5 KB (617 words) - 11:41, 12 February 2015
  • ...racters, but I specifically use the 2.55 beta release because that is what David used for the current scripts. I have not gotten the .phxbn import and expor We can't have a character without a model, now can we? I use Blender because David has provided us with some fancy scripts in the Overgrowth releases that all
    13 KB (2,322 words) - 06:37, 21 July 2011
  • ...ch like Photoshop filters.'' This explanation is lifted word-for-word from David's blog post on the subject. He doesn't go into much detail about it in his ...reeze]. Overgrowth's character animation is also done through a shader, as David mentioned in [http://blog.wolfire.com/2009/10/character-normal-maps/#commen
    1 KB (188 words) - 14:54, 9 November 2017