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		<id>https://wiki.wolfire.com/index.php?title=Control_Reference&amp;diff=4107</id>
		<title>Control Reference</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Control_Reference&amp;diff=4107"/>
		<updated>2013-08-22T22:54:09Z</updated>

		<summary type="html">&lt;p&gt;Endoperez: /* Change Object Properties */  -&amp;gt; added explanation of character spawn box colors&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This &#039;&#039;&#039;control reference&#039;&#039;&#039; page is a comprehensive list of all actions available in the [[Portal:Overgrowth|Overgrowth]] alpha. The main goal of this page is to detail all main functions and discrete maneuvers that can be executed. Please review this page with each alpha release.&lt;br /&gt;
&lt;br /&gt;
=Player Controls=&lt;br /&gt;
&lt;br /&gt;
These functions are used when controlling a Player Character.&lt;br /&gt;
&lt;br /&gt;
&#039;Cmd&#039; refers to the &#039;⌘&#039; key on Macs, and the &#039;Ctrl&#039; key on PCs.&lt;br /&gt;
&lt;br /&gt;
==Character Movement==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Control !! Behavior&lt;br /&gt;
|-&lt;br /&gt;
! Forward&lt;br /&gt;
| W || Moves player forward.&lt;br /&gt;
|-&lt;br /&gt;
! Backward&lt;br /&gt;
| S || Moves player backward.&lt;br /&gt;
|-&lt;br /&gt;
! Left&lt;br /&gt;
| A || Moves player left.&lt;br /&gt;
|-&lt;br /&gt;
! Right&lt;br /&gt;
| D || Moves player right.&lt;br /&gt;
|-&lt;br /&gt;
! Crouch&lt;br /&gt;
| Shift || Makes player crouch.&lt;br /&gt;
|-&lt;br /&gt;
! Roll&lt;br /&gt;
| Shift while Moving || Makes player roll along the ground,  somersault while airborne, and regain control of its body when &#039;ragdolled.&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Jump&lt;br /&gt;
| Space || Makes player jump.&lt;br /&gt;
|-&lt;br /&gt;
! Wall Jump &lt;br /&gt;
| Space or Shift || Player jumps (space) or somersaults (shift) away from the wall.&lt;br /&gt;
|-&lt;br /&gt;
! Wall Run&lt;br /&gt;
| Hold space while running on a wall || Player runs up a wall when coming at it straight on; runs along a wall if coming at it from an angle.&lt;br /&gt;
|-&lt;br /&gt;
! Ledge Grab&lt;br /&gt;
| Hold right Mousebutton || Makes player grab horizontal ledges.&lt;br /&gt;
|-&lt;br /&gt;
! Pick Up a Weapon/Item&lt;br /&gt;
| Press Q || If close to a weapon or item, picks it up.&lt;br /&gt;
|-&lt;br /&gt;
! Drop a Weapon/Item&lt;br /&gt;
| Press Shift + Q || Drops weapon.&lt;br /&gt;
|-&lt;br /&gt;
! Sheath/Unsheath a Weapon/Item&lt;br /&gt;
| Press E || Sheaths the item or weapon (only one-handed weapons can be sheathed).  Sheathing allows for better movement around the environment.&lt;br /&gt;
|-&lt;br /&gt;
! Switch hand holding Weapon&lt;br /&gt;
| Press B || Switches which hand the player holds the weapon with. Only weapons in the right hand are used to fight.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attack and Defense==&lt;br /&gt;
&lt;br /&gt;
Note: You need a live and hostile character less than around one meter away from you in order to be able to attack.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Control !! Behavior&lt;br /&gt;
|-&lt;br /&gt;
! Punch/Kick &lt;br /&gt;
|  Left mouse button || Context sensitive. Depends on whether or not the character is in motion and their distance. Exact attack may change depending on the controlled character.&lt;br /&gt;
|-&lt;br /&gt;
! Throw a Weapon&lt;br /&gt;
|  Press Q || If close to an enemy, the weapon will be thrown.  The larger the weapon, the worse accuracy you will have.  Knives work best.&lt;br /&gt;
|-&lt;br /&gt;
! Slash &lt;br /&gt;
| (While holding weapon) Left mouse button || Makes the player slash with a weapon in the hands.&lt;br /&gt;
|-&lt;br /&gt;
! Active Block&lt;br /&gt;
|  Right mouse button || If you tap right mouse button as you&#039;re being attacked, you&#039;ll perform an active block that will leave your opponent open for a moment.&lt;br /&gt;
|-&lt;br /&gt;
! Active Dodge&lt;br /&gt;
|  Movement Keys || If you move in a direction as you&#039;re being attacked, you&#039;ll perform an active dodge that will work against weapons while unarmed.&lt;br /&gt;
|-&lt;br /&gt;
! Judo Throw &lt;br /&gt;
|  Hold right mouse button || If you press and hold right mouse button as you&#039;re being attacked, you&#039;ll perform a counter throw on your opponent, in a136 this was changed to only be possible after a successful block.&lt;br /&gt;
|-&lt;br /&gt;
! Choke Hold&lt;br /&gt;
| Hold right mouse button || Choke holds are only possible if an enemy has not yet detected your presence.&lt;br /&gt;
|-&lt;br /&gt;
! Throat Cut&lt;br /&gt;
| (While in choke hold) Press Left mouse button || Quickly cuts the throat of enemy in choke hold.&lt;br /&gt;
|-&lt;br /&gt;
! Leg Cannon &lt;br /&gt;
| (While airborne) Left mouse button || You&#039;ll kick with both legs towards the enemy&#039;s chest area, launching you towards the sky and your opponent to the ground.&lt;br /&gt;
|-&lt;br /&gt;
! Sweep &lt;br /&gt;
| (While crouching) Left mouse button || Makes the player sweep the feet of enemies.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Alpha Keys==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Control !! Behavior&lt;br /&gt;
|-&lt;br /&gt;
! Restore characters&lt;br /&gt;
| X || Restores all characters to full health and wakes up any &amp;quot;unconscious&amp;quot; ones. &lt;br /&gt;
|-&lt;br /&gt;
! Reload Level&lt;br /&gt;
| L || Restart the current level from the beginning. &lt;br /&gt;
|-&lt;br /&gt;
! Change character&lt;br /&gt;
| 1 to 8 || Changes the playable character into one of seven possible characters. The first four are different rabbits, the fifth one is a wolf, the sixth is Rabbot 2.0, the seventh is a cat and the eighth is a raider rabbit.&lt;br /&gt;
|-&lt;br /&gt;
! Active ragdoll&lt;br /&gt;
| Z || Puts all characters into ragdoll mode. At the moment, in Alpha 114, the ragdolls are the world famous Active ragdolls, which try to protect themselves from nearby objects. In previous alphas, Z button put all characters into normal ragdoll mode.&lt;br /&gt;
|-&lt;br /&gt;
! Pain ragdoll&lt;br /&gt;
| N || Makes the player and A.I fall to the ground in agony until you let go of the button. Added in Alpha 113, may disappear or change in future versions.&lt;br /&gt;
|-&lt;br /&gt;
! Floppy ragdoll&lt;br /&gt;
| M || Makes the player and A.I fall to the ground like normal until you let go. This shortcut was added in Alpha 114 and was &#039;Z&#039; previously. It may be changed back to &#039;&amp;gt;&#039; in a future alpha.&lt;br /&gt;
|-&lt;br /&gt;
! Animal voice Test&lt;br /&gt;
| V || Plays a test voice phrase with lip sync. This shortcut was added in Alpha 117 and may disappear or change in future versions.&lt;br /&gt;
|-&lt;br /&gt;
! Combat mode toggle&lt;br /&gt;
| C || The A.I added with the editor will now attack any hostiles assinged to them.&lt;br /&gt;
|-&lt;br /&gt;
! Neck Wound&lt;br /&gt;
| , || The player suffers from a neck wound with blood gushing from it. Added in alpha 128 and may disappear in future versions. (press X or L to get up again)&lt;br /&gt;
|-&lt;br /&gt;
! Slo-Motion&lt;br /&gt;
| Tab || Slows down the whole game.&lt;br /&gt;
|-&lt;br /&gt;
! Insta-kill&lt;br /&gt;
| F || Instantly kills the nearest enemy.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Editor Controls=&lt;br /&gt;
&lt;br /&gt;
These functions are used when the [[Editor Interface]] is active.&lt;br /&gt;
&lt;br /&gt;
&#039;Cmd&#039; refers to the &#039;⌘&#039; key on Macs, and the &#039;Ctrl&#039; key on PCs.&lt;br /&gt;
&lt;br /&gt;
See the [http://blog.wolfire.com/2009/03/map-editor-controls/ original blog post].&lt;br /&gt;
&lt;br /&gt;
==Camera Movement==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Control !! Behavior&lt;br /&gt;
|-&lt;br /&gt;
! Forward&lt;br /&gt;
| &#039;w&#039; || Moves camera forward.&lt;br /&gt;
|-&lt;br /&gt;
! Backward&lt;br /&gt;
| &#039;s&#039; || Moves camera backward.&lt;br /&gt;
|-&lt;br /&gt;
! Left&lt;br /&gt;
| &#039;a&#039; || Moves camera left.&lt;br /&gt;
|-&lt;br /&gt;
! Right&lt;br /&gt;
| &#039;d&#039; || Moves camera right.&lt;br /&gt;
|-&lt;br /&gt;
! Up&lt;br /&gt;
| shift + &#039;w&#039; || Moves camera up.&lt;br /&gt;
|-&lt;br /&gt;
! Down&lt;br /&gt;
| shift + &#039;s&#039; || Moves camera down.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tool/Mode Selection==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Control !! Behavior&lt;br /&gt;
|-&lt;br /&gt;
! Translate&lt;br /&gt;
|  Click &#039;translate&#039; button or press &#039;4&#039; ||  Sets tool to translate tool. When hovering over a selected object, cursor will indicate the currently chosen tool.&lt;br /&gt;
|-&lt;br /&gt;
! Scale&lt;br /&gt;
|  Click &#039;scale&#039; button or press &#039;5&#039; ||  Sets tool to scale tool.&lt;br /&gt;
|-&lt;br /&gt;
! Rotate &lt;br /&gt;
| Click &#039;rotate&#039; button or press &#039;6&#039; || Sets tool to rotate tool.&lt;br /&gt;
|-&lt;br /&gt;
! Paintbrush &lt;br /&gt;
| Click &#039;paintbrush&#039; button or press &#039;3&#039; || Sets tool to paintbrush tool.&lt;br /&gt;
|-&lt;br /&gt;
! Omni &lt;br /&gt;
| press &#039;7&#039; || Sets tool to omni tool. The omni tool combines the translation, scale, and rotate tools. See &#039;Transformation&#039; section for details on how the omni tool decides which of its states to act in.&lt;br /&gt;
|-&lt;br /&gt;
! Game mode&lt;br /&gt;
| press &#039;8&#039; || Sends in Rabbot!&lt;br /&gt;
|-&lt;br /&gt;
! Editor mode&lt;br /&gt;
| press &#039;9&#039; || Back to editor mode.&lt;br /&gt;
|-&lt;br /&gt;
! In game webbrowser&lt;br /&gt;
| press &#039;F1&#039; || Open the in game webbrowser.&lt;br /&gt;
|-&lt;br /&gt;
! Object browser&lt;br /&gt;
| press &#039;cmd-l&#039; || To enter object browser menu&lt;br /&gt;
|-&lt;br /&gt;
! Decal Selection tool /decal editor mode&lt;br /&gt;
| press &#039;cmd-2&#039; || To enter Decal selection/editor tool&lt;br /&gt;
|-&lt;br /&gt;
! Parameter Editor&lt;br /&gt;
| Press U ||  Allows you to modify character parameters. Added in a159.&lt;br /&gt;
|-&lt;br /&gt;
! Palette Editor &lt;br /&gt;
| Press &#039;cmd-shift-p&#039; ||  Allows you to modify character colors. Added in a161.&lt;br /&gt;
|-&lt;br /&gt;
Pressing escape while in rigging mode, get&#039;s you&lt;br /&gt;
not only back to editor mode but also gives you a different topbar!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Object Creation==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Control !! Behavior&lt;br /&gt;
|-&lt;br /&gt;
! Load Object&lt;br /&gt;
| cmd-l (or click &#039;load&#039; button) + left-mouse-click || Opens up a dialogue box in which the user may specify an xml file containing object data (anything in &amp;quot;./Data/Objects&amp;quot; or &amp;quot;./Data/Levels&amp;quot;). Places selected objects in scene, centered at mouse click.&lt;br /&gt;
|-&lt;br /&gt;
! Copy Objects&lt;br /&gt;
| cmd-c || Copies all selected objects (and their relative placement) into a copy buffer.&lt;br /&gt;
|-&lt;br /&gt;
! Paste Objects&lt;br /&gt;
| cmd-v || Adds to scene all objects in the copy buffer. Centers objects at mouse location.&lt;br /&gt;
|-&lt;br /&gt;
!Paintbrush&lt;br /&gt;
| Set tool to &#039;paintbrush&#039; + hold &#039;p&#039; + left-click-and-drag || Quickly adds semi-randomized objects to the scene, centered about mouse location. Let go of &#039;b&#039; to move camera. Control paintbrush properties with sliders and checkboxes in the &#039;Misc&#039; UI panel. [http://blog.wolfire.com/2009/02/editor-paintbrush/ More info here].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Object Selection==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Control !! Behavior&lt;br /&gt;
|-&lt;br /&gt;
! Select single object&lt;br /&gt;
| double-left-click on object || Selects clicked on object and deselects all other objects. If the object is part of a group, the whole group is selected. Bounding box and slight glow indicate object is selected.&lt;br /&gt;
|-&lt;br /&gt;
! Toggle-select objects&lt;br /&gt;
| shift + double-left-click on objects || Toggles whether or not clicked on object is selected. Preserves other existing selections.&lt;br /&gt;
|-&lt;br /&gt;
! Box select objects&lt;br /&gt;
| left-click + right-click + drag, or left-click + &#039;b&#039; + drag || Selects all objects whose centers lie within box drawn on screen. Deselects all other objects.&lt;br /&gt;
|-&lt;br /&gt;
! Box toggle-select objects&lt;br /&gt;
| shift + left-click + right-click + drag, or shift + left-click + &#039;b&#039; + drag || Toggles selection state for all objects whose centers lie within box drawn on screen. Preserves other existing selections.&lt;br /&gt;
|-&lt;br /&gt;
! Select decal that is under another decal&lt;br /&gt;
| mouse wheel up/down || This onley works when you have atleast 2 decalsand one is on top of another. You need to select atleast 1 decal first and your mouse cursor needs to be on top of that one you want to select to do it&lt;br /&gt;
|-&lt;br /&gt;
! Select all&lt;br /&gt;
| cmd-a || Selects all objects.&lt;br /&gt;
|-&lt;br /&gt;
! Deselect all&lt;br /&gt;
| double-left-click away from all objects || Deselects all objects.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Change Object Properties==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Object type !! Control !! Behavior&lt;br /&gt;
|-&lt;br /&gt;
! Make player-controlled&lt;br /&gt;
| Characters (character spawn boxes) || Shift+P || Toggles whether a character is controlled by a human or by AI. A human-controlled character&#039;s spawn box has white outlines, an AI-controlled character&#039;s box has white outlines.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Transformations==&lt;br /&gt;
&lt;br /&gt;
For all transformations:&lt;br /&gt;
&lt;br /&gt;
* In order to transform an object you must first select it.&lt;br /&gt;
* Hold ctrl to make movements snap by discrete increments.&lt;br /&gt;
* Hold alt to transform a clone of an object (or multiple objects), leaving the original object behind&lt;br /&gt;
* Left-click controls a &#039;generic&#039; version of the transformation; right-click controls a version of the transformation contextually specific to the clicked on face. Holding shift locks the transformation to a single axis.&lt;br /&gt;
* Groups are transformed about the group center. Ungrouped objects, even if multiple are selected and transformed at once, are transformed about their own individual centers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Translation===&lt;br /&gt;
&lt;br /&gt;
Set tool to &#039;translation&#039;, or set tool to &#039;omni tool&#039; and hover mouse over central region of a bounding box face, or set tool to &#039;omni tool&#039; and hold &#039;t&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Control !! Behavior&lt;br /&gt;
|-&lt;br /&gt;
! Camera relative&lt;br /&gt;
| left-click + drag || Translates clicked on object along plane parallel to the screen.&lt;br /&gt;
|-&lt;br /&gt;
! Locked to plane&lt;br /&gt;
| right-click + drag || Translates clicked on object along plane of clicked on face.&lt;br /&gt;
|-&lt;br /&gt;
! Locked to line&lt;br /&gt;
| shift + right-click + drag || Translates clicked on object along normal of clicked on face.&lt;br /&gt;
|-&lt;br /&gt;
! force decal(s) to map onley one object/group&lt;br /&gt;
| hold i || selected decal will onley map with that object that is directly underneath your mouse&lt;br /&gt;
|-&lt;br /&gt;
! force decal(s) to project onley those object(s) that you want them to&lt;br /&gt;
| press o || selected decal will onley map with that object that is directly underneath your mouse&lt;br /&gt;
|-&lt;br /&gt;
! projection pox/angel&lt;br /&gt;
| press p || to make projection box for decal&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Scale===&lt;br /&gt;
&lt;br /&gt;
Set tool to &#039;scale&#039;, or set tool to &#039;omni tool&#039; and hover mouse near bounding box vertices, or set tool to &#039;omni tool&#039; and hold &#039;e&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Control !! Behavior&lt;br /&gt;
|-&lt;br /&gt;
! All dimensions&lt;br /&gt;
| left-click + drag || Scales clicked on object in all dimensions (x, y, and z) at once.&lt;br /&gt;
|-&lt;br /&gt;
! Locked to plane&lt;br /&gt;
| right-click + drag || Extends clicked on object along plane of clicked on face.&lt;br /&gt;
|-&lt;br /&gt;
! Locked to line&lt;br /&gt;
| shift + right-click + drag || Extrudes clicked on object along normal of clicked on face.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mirror===&lt;br /&gt;
&lt;br /&gt;
Just use the right-click scale tool, and scale down the object until it flips and its mirror image begins scaling up!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Rotation===&lt;br /&gt;
&lt;br /&gt;
Set tool to &#039;rotation&#039;, or set tool to &#039;omni tool&#039; and hover mouse near bounding box edges, or set tool to &#039;omni tool&#039; and hold &#039;r&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Control !! Behavior&lt;br /&gt;
|-&lt;br /&gt;
! Free&lt;br /&gt;
| left-click + drag || Rotates clicked on object as if you are pushing the surface of a ball.&lt;br /&gt;
|-&lt;br /&gt;
! Locked to axis&lt;br /&gt;
| right-click + drag || Rotates clicked on object about normal of clicked on face.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Grouping==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Control !! Behavior&lt;br /&gt;
|-&lt;br /&gt;
! Group objects&lt;br /&gt;
| cmd-g || All selected objects and groups are joined into a new group. Groups are hierarchical, so grouped groups are treated as subgroups. Objects in a group are selected as a unit and transform as a unit.&lt;br /&gt;
|-&lt;br /&gt;
! Ungroup objects&lt;br /&gt;
| cmd-shift-g || All selected groups are disbanded at their outermost level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Undo/Redo==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Control !! Behavior&lt;br /&gt;
|-&lt;br /&gt;
! Undo action&lt;br /&gt;
| cmd-z || Undoes the last completed action.&lt;br /&gt;
|-&lt;br /&gt;
! Redo action&lt;br /&gt;
| cmd-shift-z || Redoes the last undone action. Redo-able actions are cleared whenever the user completes a new action..&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Object Removal==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Control !! Behavior&lt;br /&gt;
|-&lt;br /&gt;
! Delete object&lt;br /&gt;
| delete or backspace || Deletes all selected objects&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Saving==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Control !! Behavior&lt;br /&gt;
|-&lt;br /&gt;
! Auto-save&lt;br /&gt;
| Automatic || Every 30 seconds or so the program automatically saves the entire level to the file &amp;quot;./Data/Levels/autosave.xml&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
! Save level&lt;br /&gt;
| cmd-s || Saves entire level to the same path as the level was opened from, overwriting the old level file.&lt;br /&gt;
|-&lt;br /&gt;
! Save selected objects&lt;br /&gt;
| cmd-shift-s || Saves-as all selected objects to a path specified by the user in a dialogue box.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Tutorials]]&lt;br /&gt;
[[Category: Modding]]&lt;br /&gt;
[[Category: Overgrowth]]&lt;/div&gt;</summary>
		<author><name>Endoperez</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Control_Reference&amp;diff=4106</id>
		<title>Control Reference</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Control_Reference&amp;diff=4106"/>
		<updated>2013-08-22T22:52:02Z</updated>

		<summary type="html">&lt;p&gt;Endoperez: removed rigging mode shortcut, added a group for &amp;quot;change object properties&amp;quot;, added shortcut for player/AI control toggle&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This &#039;&#039;&#039;control reference&#039;&#039;&#039; page is a comprehensive list of all actions available in the [[Portal:Overgrowth|Overgrowth]] alpha. The main goal of this page is to detail all main functions and discrete maneuvers that can be executed. Please review this page with each alpha release.&lt;br /&gt;
&lt;br /&gt;
=Player Controls=&lt;br /&gt;
&lt;br /&gt;
These functions are used when controlling a Player Character.&lt;br /&gt;
&lt;br /&gt;
&#039;Cmd&#039; refers to the &#039;⌘&#039; key on Macs, and the &#039;Ctrl&#039; key on PCs.&lt;br /&gt;
&lt;br /&gt;
==Character Movement==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Control !! Behavior&lt;br /&gt;
|-&lt;br /&gt;
! Forward&lt;br /&gt;
| W || Moves player forward.&lt;br /&gt;
|-&lt;br /&gt;
! Backward&lt;br /&gt;
| S || Moves player backward.&lt;br /&gt;
|-&lt;br /&gt;
! Left&lt;br /&gt;
| A || Moves player left.&lt;br /&gt;
|-&lt;br /&gt;
! Right&lt;br /&gt;
| D || Moves player right.&lt;br /&gt;
|-&lt;br /&gt;
! Crouch&lt;br /&gt;
| Shift || Makes player crouch.&lt;br /&gt;
|-&lt;br /&gt;
! Roll&lt;br /&gt;
| Shift while Moving || Makes player roll along the ground,  somersault while airborne, and regain control of its body when &#039;ragdolled.&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Jump&lt;br /&gt;
| Space || Makes player jump.&lt;br /&gt;
|-&lt;br /&gt;
! Wall Jump &lt;br /&gt;
| Space or Shift || Player jumps (space) or somersaults (shift) away from the wall.&lt;br /&gt;
|-&lt;br /&gt;
! Wall Run&lt;br /&gt;
| Hold space while running on a wall || Player runs up a wall when coming at it straight on; runs along a wall if coming at it from an angle.&lt;br /&gt;
|-&lt;br /&gt;
! Ledge Grab&lt;br /&gt;
| Hold right Mousebutton || Makes player grab horizontal ledges.&lt;br /&gt;
|-&lt;br /&gt;
! Pick Up a Weapon/Item&lt;br /&gt;
| Press Q || If close to a weapon or item, picks it up.&lt;br /&gt;
|-&lt;br /&gt;
! Drop a Weapon/Item&lt;br /&gt;
| Press Shift + Q || Drops weapon.&lt;br /&gt;
|-&lt;br /&gt;
! Sheath/Unsheath a Weapon/Item&lt;br /&gt;
| Press E || Sheaths the item or weapon (only one-handed weapons can be sheathed).  Sheathing allows for better movement around the environment.&lt;br /&gt;
|-&lt;br /&gt;
! Switch hand holding Weapon&lt;br /&gt;
| Press B || Switches which hand the player holds the weapon with. Only weapons in the right hand are used to fight.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attack and Defense==&lt;br /&gt;
&lt;br /&gt;
Note: You need a live and hostile character less than around one meter away from you in order to be able to attack.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Control !! Behavior&lt;br /&gt;
|-&lt;br /&gt;
! Punch/Kick &lt;br /&gt;
|  Left mouse button || Context sensitive. Depends on whether or not the character is in motion and their distance. Exact attack may change depending on the controlled character.&lt;br /&gt;
|-&lt;br /&gt;
! Throw a Weapon&lt;br /&gt;
|  Press Q || If close to an enemy, the weapon will be thrown.  The larger the weapon, the worse accuracy you will have.  Knives work best.&lt;br /&gt;
|-&lt;br /&gt;
! Slash &lt;br /&gt;
| (While holding weapon) Left mouse button || Makes the player slash with a weapon in the hands.&lt;br /&gt;
|-&lt;br /&gt;
! Active Block&lt;br /&gt;
|  Right mouse button || If you tap right mouse button as you&#039;re being attacked, you&#039;ll perform an active block that will leave your opponent open for a moment.&lt;br /&gt;
|-&lt;br /&gt;
! Active Dodge&lt;br /&gt;
|  Movement Keys || If you move in a direction as you&#039;re being attacked, you&#039;ll perform an active dodge that will work against weapons while unarmed.&lt;br /&gt;
|-&lt;br /&gt;
! Judo Throw &lt;br /&gt;
|  Hold right mouse button || If you press and hold right mouse button as you&#039;re being attacked, you&#039;ll perform a counter throw on your opponent, in a136 this was changed to only be possible after a successful block.&lt;br /&gt;
|-&lt;br /&gt;
! Choke Hold&lt;br /&gt;
| Hold right mouse button || Choke holds are only possible if an enemy has not yet detected your presence.&lt;br /&gt;
|-&lt;br /&gt;
! Throat Cut&lt;br /&gt;
| (While in choke hold) Press Left mouse button || Quickly cuts the throat of enemy in choke hold.&lt;br /&gt;
|-&lt;br /&gt;
! Leg Cannon &lt;br /&gt;
| (While airborne) Left mouse button || You&#039;ll kick with both legs towards the enemy&#039;s chest area, launching you towards the sky and your opponent to the ground.&lt;br /&gt;
|-&lt;br /&gt;
! Sweep &lt;br /&gt;
| (While crouching) Left mouse button || Makes the player sweep the feet of enemies.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Alpha Keys==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Control !! Behavior&lt;br /&gt;
|-&lt;br /&gt;
! Restore characters&lt;br /&gt;
| X || Restores all characters to full health and wakes up any &amp;quot;unconscious&amp;quot; ones. &lt;br /&gt;
|-&lt;br /&gt;
! Reload Level&lt;br /&gt;
| L || Restart the current level from the beginning. &lt;br /&gt;
|-&lt;br /&gt;
! Change character&lt;br /&gt;
| 1 to 8 || Changes the playable character into one of seven possible characters. The first four are different rabbits, the fifth one is a wolf, the sixth is Rabbot 2.0, the seventh is a cat and the eighth is a raider rabbit.&lt;br /&gt;
|-&lt;br /&gt;
! Active ragdoll&lt;br /&gt;
| Z || Puts all characters into ragdoll mode. At the moment, in Alpha 114, the ragdolls are the world famous Active ragdolls, which try to protect themselves from nearby objects. In previous alphas, Z button put all characters into normal ragdoll mode.&lt;br /&gt;
|-&lt;br /&gt;
! Pain ragdoll&lt;br /&gt;
| N || Makes the player and A.I fall to the ground in agony until you let go of the button. Added in Alpha 113, may disappear or change in future versions.&lt;br /&gt;
|-&lt;br /&gt;
! Floppy ragdoll&lt;br /&gt;
| M || Makes the player and A.I fall to the ground like normal until you let go. This shortcut was added in Alpha 114 and was &#039;Z&#039; previously. It may be changed back to &#039;&amp;gt;&#039; in a future alpha.&lt;br /&gt;
|-&lt;br /&gt;
! Animal voice Test&lt;br /&gt;
| V || Plays a test voice phrase with lip sync. This shortcut was added in Alpha 117 and may disappear or change in future versions.&lt;br /&gt;
|-&lt;br /&gt;
! Combat mode toggle&lt;br /&gt;
| C || The A.I added with the editor will now attack any hostiles assinged to them.&lt;br /&gt;
|-&lt;br /&gt;
! Neck Wound&lt;br /&gt;
| , || The player suffers from a neck wound with blood gushing from it. Added in alpha 128 and may disappear in future versions. (press X or L to get up again)&lt;br /&gt;
|-&lt;br /&gt;
! Slo-Motion&lt;br /&gt;
| Tab || Slows down the whole game.&lt;br /&gt;
|-&lt;br /&gt;
! Insta-kill&lt;br /&gt;
| F || Instantly kills the nearest enemy.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Editor Controls=&lt;br /&gt;
&lt;br /&gt;
These functions are used when the [[Editor Interface]] is active.&lt;br /&gt;
&lt;br /&gt;
&#039;Cmd&#039; refers to the &#039;⌘&#039; key on Macs, and the &#039;Ctrl&#039; key on PCs.&lt;br /&gt;
&lt;br /&gt;
See the [http://blog.wolfire.com/2009/03/map-editor-controls/ original blog post].&lt;br /&gt;
&lt;br /&gt;
==Camera Movement==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Control !! Behavior&lt;br /&gt;
|-&lt;br /&gt;
! Forward&lt;br /&gt;
| &#039;w&#039; || Moves camera forward.&lt;br /&gt;
|-&lt;br /&gt;
! Backward&lt;br /&gt;
| &#039;s&#039; || Moves camera backward.&lt;br /&gt;
|-&lt;br /&gt;
! Left&lt;br /&gt;
| &#039;a&#039; || Moves camera left.&lt;br /&gt;
|-&lt;br /&gt;
! Right&lt;br /&gt;
| &#039;d&#039; || Moves camera right.&lt;br /&gt;
|-&lt;br /&gt;
! Up&lt;br /&gt;
| shift + &#039;w&#039; || Moves camera up.&lt;br /&gt;
|-&lt;br /&gt;
! Down&lt;br /&gt;
| shift + &#039;s&#039; || Moves camera down.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tool/Mode Selection==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Control !! Behavior&lt;br /&gt;
|-&lt;br /&gt;
! Translate&lt;br /&gt;
|  Click &#039;translate&#039; button or press &#039;4&#039; ||  Sets tool to translate tool. When hovering over a selected object, cursor will indicate the currently chosen tool.&lt;br /&gt;
|-&lt;br /&gt;
! Scale&lt;br /&gt;
|  Click &#039;scale&#039; button or press &#039;5&#039; ||  Sets tool to scale tool.&lt;br /&gt;
|-&lt;br /&gt;
! Rotate &lt;br /&gt;
| Click &#039;rotate&#039; button or press &#039;6&#039; || Sets tool to rotate tool.&lt;br /&gt;
|-&lt;br /&gt;
! Paintbrush &lt;br /&gt;
| Click &#039;paintbrush&#039; button or press &#039;3&#039; || Sets tool to paintbrush tool.&lt;br /&gt;
|-&lt;br /&gt;
! Omni &lt;br /&gt;
| press &#039;7&#039; || Sets tool to omni tool. The omni tool combines the translation, scale, and rotate tools. See &#039;Transformation&#039; section for details on how the omni tool decides which of its states to act in.&lt;br /&gt;
|-&lt;br /&gt;
! Game mode&lt;br /&gt;
| press &#039;8&#039; || Sends in Rabbot!&lt;br /&gt;
|-&lt;br /&gt;
! Editor mode&lt;br /&gt;
| press &#039;9&#039; || Back to editor mode.&lt;br /&gt;
|-&lt;br /&gt;
! In game webbrowser&lt;br /&gt;
| press &#039;F1&#039; || Open the in game webbrowser.&lt;br /&gt;
|-&lt;br /&gt;
! Object browser&lt;br /&gt;
| press &#039;cmd-l&#039; || To enter object browser menu&lt;br /&gt;
|-&lt;br /&gt;
! Decal Selection tool /decal editor mode&lt;br /&gt;
| press &#039;cmd-2&#039; || To enter Decal selection/editor tool&lt;br /&gt;
|-&lt;br /&gt;
! Parameter Editor&lt;br /&gt;
| Press U ||  Allows you to modify character parameters. Added in a159.&lt;br /&gt;
|-&lt;br /&gt;
! Palette Editor &lt;br /&gt;
| Press &#039;cmd-shift-p&#039; ||  Allows you to modify character colors. Added in a161.&lt;br /&gt;
|-&lt;br /&gt;
Pressing escape while in rigging mode, get&#039;s you&lt;br /&gt;
not only back to editor mode but also gives you a different topbar!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Object Creation==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Control !! Behavior&lt;br /&gt;
|-&lt;br /&gt;
! Load Object&lt;br /&gt;
| cmd-l (or click &#039;load&#039; button) + left-mouse-click || Opens up a dialogue box in which the user may specify an xml file containing object data (anything in &amp;quot;./Data/Objects&amp;quot; or &amp;quot;./Data/Levels&amp;quot;). Places selected objects in scene, centered at mouse click.&lt;br /&gt;
|-&lt;br /&gt;
! Copy Objects&lt;br /&gt;
| cmd-c || Copies all selected objects (and their relative placement) into a copy buffer.&lt;br /&gt;
|-&lt;br /&gt;
! Paste Objects&lt;br /&gt;
| cmd-v || Adds to scene all objects in the copy buffer. Centers objects at mouse location.&lt;br /&gt;
|-&lt;br /&gt;
!Paintbrush&lt;br /&gt;
| Set tool to &#039;paintbrush&#039; + hold &#039;p&#039; + left-click-and-drag || Quickly adds semi-randomized objects to the scene, centered about mouse location. Let go of &#039;b&#039; to move camera. Control paintbrush properties with sliders and checkboxes in the &#039;Misc&#039; UI panel. [http://blog.wolfire.com/2009/02/editor-paintbrush/ More info here].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Object Selection==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Control !! Behavior&lt;br /&gt;
|-&lt;br /&gt;
! Select single object&lt;br /&gt;
| double-left-click on object || Selects clicked on object and deselects all other objects. If the object is part of a group, the whole group is selected. Bounding box and slight glow indicate object is selected.&lt;br /&gt;
|-&lt;br /&gt;
! Toggle-select objects&lt;br /&gt;
| shift + double-left-click on objects || Toggles whether or not clicked on object is selected. Preserves other existing selections.&lt;br /&gt;
|-&lt;br /&gt;
! Box select objects&lt;br /&gt;
| left-click + right-click + drag, or left-click + &#039;b&#039; + drag || Selects all objects whose centers lie within box drawn on screen. Deselects all other objects.&lt;br /&gt;
|-&lt;br /&gt;
! Box toggle-select objects&lt;br /&gt;
| shift + left-click + right-click + drag, or shift + left-click + &#039;b&#039; + drag || Toggles selection state for all objects whose centers lie within box drawn on screen. Preserves other existing selections.&lt;br /&gt;
|-&lt;br /&gt;
! Select decal that is under another decal&lt;br /&gt;
| mouse wheel up/down || This onley works when you have atleast 2 decalsand one is on top of another. You need to select atleast 1 decal first and your mouse cursor needs to be on top of that one you want to select to do it&lt;br /&gt;
|-&lt;br /&gt;
! Select all&lt;br /&gt;
| cmd-a || Selects all objects.&lt;br /&gt;
|-&lt;br /&gt;
! Deselect all&lt;br /&gt;
| double-left-click away from all objects || Deselects all objects.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Change Object Properties==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Object type !! Control !! Behavior&lt;br /&gt;
|-&lt;br /&gt;
! Make player-controlled&lt;br /&gt;
| Characters (character spawn boxes) || Shift+P || Toggles whether a character is controlled by a human or by AI&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Transformations==&lt;br /&gt;
&lt;br /&gt;
For all transformations:&lt;br /&gt;
&lt;br /&gt;
* In order to transform an object you must first select it.&lt;br /&gt;
* Hold ctrl to make movements snap by discrete increments.&lt;br /&gt;
* Hold alt to transform a clone of an object (or multiple objects), leaving the original object behind&lt;br /&gt;
* Left-click controls a &#039;generic&#039; version of the transformation; right-click controls a version of the transformation contextually specific to the clicked on face. Holding shift locks the transformation to a single axis.&lt;br /&gt;
* Groups are transformed about the group center. Ungrouped objects, even if multiple are selected and transformed at once, are transformed about their own individual centers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Translation===&lt;br /&gt;
&lt;br /&gt;
Set tool to &#039;translation&#039;, or set tool to &#039;omni tool&#039; and hover mouse over central region of a bounding box face, or set tool to &#039;omni tool&#039; and hold &#039;t&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Control !! Behavior&lt;br /&gt;
|-&lt;br /&gt;
! Camera relative&lt;br /&gt;
| left-click + drag || Translates clicked on object along plane parallel to the screen.&lt;br /&gt;
|-&lt;br /&gt;
! Locked to plane&lt;br /&gt;
| right-click + drag || Translates clicked on object along plane of clicked on face.&lt;br /&gt;
|-&lt;br /&gt;
! Locked to line&lt;br /&gt;
| shift + right-click + drag || Translates clicked on object along normal of clicked on face.&lt;br /&gt;
|-&lt;br /&gt;
! force decal(s) to map onley one object/group&lt;br /&gt;
| hold i || selected decal will onley map with that object that is directly underneath your mouse&lt;br /&gt;
|-&lt;br /&gt;
! force decal(s) to project onley those object(s) that you want them to&lt;br /&gt;
| press o || selected decal will onley map with that object that is directly underneath your mouse&lt;br /&gt;
|-&lt;br /&gt;
! projection pox/angel&lt;br /&gt;
| press p || to make projection box for decal&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Scale===&lt;br /&gt;
&lt;br /&gt;
Set tool to &#039;scale&#039;, or set tool to &#039;omni tool&#039; and hover mouse near bounding box vertices, or set tool to &#039;omni tool&#039; and hold &#039;e&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Control !! Behavior&lt;br /&gt;
|-&lt;br /&gt;
! All dimensions&lt;br /&gt;
| left-click + drag || Scales clicked on object in all dimensions (x, y, and z) at once.&lt;br /&gt;
|-&lt;br /&gt;
! Locked to plane&lt;br /&gt;
| right-click + drag || Extends clicked on object along plane of clicked on face.&lt;br /&gt;
|-&lt;br /&gt;
! Locked to line&lt;br /&gt;
| shift + right-click + drag || Extrudes clicked on object along normal of clicked on face.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mirror===&lt;br /&gt;
&lt;br /&gt;
Just use the right-click scale tool, and scale down the object until it flips and its mirror image begins scaling up!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Rotation===&lt;br /&gt;
&lt;br /&gt;
Set tool to &#039;rotation&#039;, or set tool to &#039;omni tool&#039; and hover mouse near bounding box edges, or set tool to &#039;omni tool&#039; and hold &#039;r&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Control !! Behavior&lt;br /&gt;
|-&lt;br /&gt;
! Free&lt;br /&gt;
| left-click + drag || Rotates clicked on object as if you are pushing the surface of a ball.&lt;br /&gt;
|-&lt;br /&gt;
! Locked to axis&lt;br /&gt;
| right-click + drag || Rotates clicked on object about normal of clicked on face.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Grouping==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Control !! Behavior&lt;br /&gt;
|-&lt;br /&gt;
! Group objects&lt;br /&gt;
| cmd-g || All selected objects and groups are joined into a new group. Groups are hierarchical, so grouped groups are treated as subgroups. Objects in a group are selected as a unit and transform as a unit.&lt;br /&gt;
|-&lt;br /&gt;
! Ungroup objects&lt;br /&gt;
| cmd-shift-g || All selected groups are disbanded at their outermost level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Undo/Redo==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Control !! Behavior&lt;br /&gt;
|-&lt;br /&gt;
! Undo action&lt;br /&gt;
| cmd-z || Undoes the last completed action.&lt;br /&gt;
|-&lt;br /&gt;
! Redo action&lt;br /&gt;
| cmd-shift-z || Redoes the last undone action. Redo-able actions are cleared whenever the user completes a new action..&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Object Removal==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Control !! Behavior&lt;br /&gt;
|-&lt;br /&gt;
! Delete object&lt;br /&gt;
| delete or backspace || Deletes all selected objects&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Saving==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Control !! Behavior&lt;br /&gt;
|-&lt;br /&gt;
! Auto-save&lt;br /&gt;
| Automatic || Every 30 seconds or so the program automatically saves the entire level to the file &amp;quot;./Data/Levels/autosave.xml&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
! Save level&lt;br /&gt;
| cmd-s || Saves entire level to the same path as the level was opened from, overwriting the old level file.&lt;br /&gt;
|-&lt;br /&gt;
! Save selected objects&lt;br /&gt;
| cmd-shift-s || Saves-as all selected objects to a path specified by the user in a dialogue box.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Tutorials]]&lt;br /&gt;
[[Category: Modding]]&lt;br /&gt;
[[Category: Overgrowth]]&lt;/div&gt;</summary>
		<author><name>Endoperez</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Particle_Effects&amp;diff=3099</id>
		<title>Particle Effects</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Particle_Effects&amp;diff=3099"/>
		<updated>2011-06-21T05:54:45Z</updated>

		<summary type="html">&lt;p&gt;Endoperez: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Particle Effects =&lt;br /&gt;
There isn&#039;t much information released about Overgrowth&#039;s particle system. Running or jumping on the ground creates small dust clouds at the characters&#039; feet, and particle streams were added in [http://blog.wolfire.com/2011/04/Overgrowth-a128-video-changelog A128] along with blood dripping. Particles are controlled through scripts, examples below:&lt;br /&gt;
&lt;br /&gt;
== Simple Particle Example ==&lt;br /&gt;
&lt;br /&gt;
            MakeParticle(&amp;quot;Data/Particles/impactfast.xml&amp;quot;,pos,vec3(0.0f));&lt;br /&gt;
&lt;br /&gt;
== Particle Stream Example ==&lt;br /&gt;
            float blood_force = sin(time*_spurt_frequency)*0.5f+0.5f;&lt;br /&gt;
            uint32 id = MakeParticle(&amp;quot;Data/Particles/blooddrop.xml&amp;quot;,bleed_pos,(head_transform*vec3(0.0f,blood_amount*blood_force,0.0f)+this_mo.velocity));&lt;br /&gt;
            if(last_blood_particle_id != 0){&lt;br /&gt;
                ConnectParticles(last_blood_particle_id, id);&lt;br /&gt;
            }&lt;br /&gt;
            last_blood_particle_id = id;&lt;br /&gt;
&lt;br /&gt;
= Post Processing Effects = &lt;br /&gt;
&#039;&#039;Post processing effects are image filters that are applied as a final step before each rendered frame is drawn to the screen -- much like Photoshop filters.&#039;&#039; This explanation is lifted word-for-word from David&#039;s blog post on the subject. He doesn&#039;t go into much detail about it in his blog posts, but here&#039;s links to [http://blog.wolfire.com/2009/04/post-processing-part-one/ part one] and [http://blog.wolfire.com/2009/04/post-processing-part-two/ part two] any way.&lt;br /&gt;
&lt;br /&gt;
= Shaders =&lt;br /&gt;
Overgrowth uses GLSL shader language, and the users can create custom shaders. Some blog posts explain how some of the shaders work, such as the posts about [http://blog.wolfire.com/2008/12/object-lighting-part-1/ Object Lightning], [http://blog.wolfire.com/2009/09/character-rim-lighting/ Character Rim Lighting] and [http://blog.wolfire.com/2009/09/trees-in-the-breeze/ Trees in the Breeze]. Overgrowth&#039;s character animation is also done through a shader, as David mentioned in [http://blog.wolfire.com/2009/10/character-normal-maps/#comment-18448230 a blog comment].&lt;br /&gt;
&lt;br /&gt;
            The skeletal animation is done in the vertex shader anyway, so it&#039;s actually &lt;br /&gt;
            faster and smoother-looking to just apply the bone matrices to the object-space &lt;br /&gt;
            normal map than it is to recalculate transformed normals and tangents for &lt;br /&gt;
            each vertex.&lt;br /&gt;
     &lt;br /&gt;
&lt;br /&gt;
= Motion Blur for Weapons =&lt;br /&gt;
Overgrowth&#039;s weapons use motion blur based on stippling. Stippling is also used to render soft shadows, and the technique of stippling is explained in [http://blog.wolfire.com/2009/10/transparent-shadows-using-stippling/ this old blog post]. The motion blur for weapons works by drawing the weapon several times along it spath using different stipple patterns for each instance, as mentioned in the [http://blog.wolfire.com/2011/06/Overgrowth-a135-video-changelog A135 video]. &lt;br /&gt;
&lt;br /&gt;
= Relevant blog posts =&lt;br /&gt;
&lt;br /&gt;
[http://blog.wolfire.com/2010/12/Overgrowth-graphics-overview A summary] of most blog posts explaining Overgrowth&#039;s graphical features, focusing on more technical details. There are additional links below, some of which are not mentioned in the summary.&lt;br /&gt;
&lt;br /&gt;
http://blog.wolfire.com/2008/12/object-lighting-part-1/&lt;br /&gt;
http://blog.wolfire.com/2010/02/Gamma-correct-lighting&lt;br /&gt;
&lt;br /&gt;
http://blog.wolfire.com/2009/09/character-rim-lighting/&lt;br /&gt;
http://blog.wolfire.com/2009/10/character-normal-maps/&lt;br /&gt;
http://blog.wolfire.com/2009/09/soft-normal-maps-for-fur/&lt;br /&gt;
&lt;br /&gt;
http://blog.wolfire.com/2009/09/trees-in-the-breeze/&lt;br /&gt;
http://blog.wolfire.com/2010/10/Imposters&lt;br /&gt;
&lt;br /&gt;
http://blog.wolfire.com/2009/05/decals-editor-part-one/&lt;br /&gt;
http://blog.wolfire.com/2009/05/decals-editor-part-two/&lt;br /&gt;
http://blog.wolfire.com/2009/06/decals-editor-part-three/&lt;br /&gt;
&lt;br /&gt;
[[Category: Overgrowth]]&lt;/div&gt;</summary>
		<author><name>Endoperez</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Introduction_To_Overgrowth_Modding&amp;diff=3098</id>
		<title>Introduction To Overgrowth Modding</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Introduction_To_Overgrowth_Modding&amp;diff=3098"/>
		<updated>2011-06-21T05:54:13Z</updated>

		<summary type="html">&lt;p&gt;Endoperez: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here is the current modding situation, based on [http://forums.wolfire.com/memberlist.php?mode=viewprofile&amp;amp;u=13814| this post] by Endoperez.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a short and dirty list of what&#039;s possible at the moment. &lt;br /&gt;
&lt;br /&gt;
Scripting - Possible, limits are still quite vague.&lt;br /&gt;
&lt;br /&gt;
Custom GUI - Possible, not documented. Done through CSS.&lt;br /&gt;
&lt;br /&gt;
[[Custom Terrain| Terrains and levels]] - there&#039;s not much documentation for how it works and how to do it, but with some trial and error it should be possible to convert a grayscale heightmap into a custom Overgrowth level. &lt;br /&gt;
&lt;br /&gt;
[[Importing Models &amp;amp; Textures| Mesh Objects]] - houses, walls, towers, trees, fruit, any static object is possible. The normal maps should preferably be in Object space format, but Tangent space works too, it just needs a different shader. The files should be exported in OBJ format, check scale by opening one of the OBJ files that come with Overgrowth. Custom weapons work as well as the official weapons, (pretty poorly at the moment, but they&#039;re easy to update as more weapon features appear). If you are new to modeling, check [[Making New Models &amp;amp; Textures]].&lt;br /&gt;
&lt;br /&gt;
[[Effects System| Special effects, animated objects]] - there&#039;s a shader for plants moving in the wind. There&#039;s no shader for water of any kind. Creating custom particle textures is easy, but since particle movement and spawning has to be done through code anything more complex than a dust cloud created on point of impact takes some experimentation. Shaders themselves come with the game in GLSL text format, so someone familiar with writing shaders shouldn&#039;t have problems coming up with new shaders. &lt;br /&gt;
&lt;br /&gt;
[[Rigging and Animation| Animated characters, custom animations for existing characters]] - If you use Blender 2.56, the animation exporting scripts should work. You get the scripts and the .blend files with the alphas. Theoretically, it should be possible to create and animate a custom character, but the scripts are written to only use the default animations at the default paths I think, so it wouldn&#039;t really be worth the effort ATM.&lt;br /&gt;
&lt;br /&gt;
[[Category: Modding]]&lt;br /&gt;
[[Category: Overgrowth]]&lt;/div&gt;</summary>
		<author><name>Endoperez</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Portal:Overgrowth&amp;diff=3097</id>
		<title>Portal:Overgrowth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Portal:Overgrowth&amp;diff=3097"/>
		<updated>2011-06-21T05:53:40Z</updated>

		<summary type="html">&lt;p&gt;Endoperez: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;[[Category:Portals|{{PAGENAME}}]] [[Category:Overgrowth|{{PAGENAME}}]] &amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{{Overgrowth Portal Header}}&lt;br /&gt;
{{Not Whaleman Friendly | This page had been neglected for too long}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://www.wolfire.com/overgrowth Overgrowth] takes place in the savage world of Lugaru where rabbits, wolves and other animals are forced to use paws, claws and medieval weaponry to engage each other in battle. Combining 3rd person adventure platforming with intricate melee combat, Overgrowth achieves a unique feel.&lt;br /&gt;
&lt;br /&gt;
Overgrowth also benefits from [http://www.wolfire.com/ Wolfire]&#039;s brand new Phoenix Engine which has been built from the ground up to allow the use of cutting edge graphics, animation, and physics. Add to these exciting features Overgrowth’s realistic artificial intelligence and streamlined control system and the result is an astoundingly immersive experience.&lt;br /&gt;
&lt;br /&gt;
=The Game=&lt;br /&gt;
*[[If_you_just_pre-ordered_overgrowth,_read_this_first | If you&#039;ve just pre-ordered Overgrowth, read this first]]&lt;br /&gt;
*[[Character Control]]&lt;br /&gt;
*[[Effects System]]&lt;br /&gt;
*[[Phoenix Engine]]&lt;br /&gt;
&lt;br /&gt;
== Overgrowth Universe ==&lt;br /&gt;
* [[Races]]&lt;br /&gt;
* [[Locations]]&lt;br /&gt;
* [[Characters]]&lt;br /&gt;
* [[Equipment and Weapons]]&lt;br /&gt;
&lt;br /&gt;
=Alpha Testing=&lt;br /&gt;
[[Overgrowth tests]]&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
== Introduction to Overgrowth Modding ==&lt;br /&gt;
&lt;br /&gt;
* [[Introduction To Overgrowth Modding]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
* [[Overgrowth Alpha FAQ| Overgrowth FAQ]]&lt;br /&gt;
* [[Alpha List]]&lt;br /&gt;
* [[How to download the game]]&lt;br /&gt;
* [[How to modify the game&#039;s configuration]]&lt;br /&gt;
&lt;br /&gt;
== Getting your hands dirty ==&lt;br /&gt;
* [[Basic Controls]]&lt;br /&gt;
* [[Overgrowth Map Editing]]&lt;br /&gt;
* [[Custom Terrain]]&lt;br /&gt;
* [[Making New Models &amp;amp; Textures]]&lt;br /&gt;
* [[Importing Models &amp;amp; Textures]]&lt;br /&gt;
* [[Custom Decals]]&lt;br /&gt;
* [[Scripting]]&lt;br /&gt;
* [[Mod List]]&lt;br /&gt;
* [[Control Reference]]&lt;br /&gt;
* [[Character Control]]&lt;br /&gt;
&lt;br /&gt;
== Videos ==&lt;br /&gt;
* [[Animation and Scripting]]&lt;br /&gt;
* [[Rigging and Animation]] - OUTDATED&lt;br /&gt;
* [[Decals]]&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
* [[How to make your own models for Overgrowth]]&lt;br /&gt;
* [[How to update to the latest alpha version on Windows]]&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
* [[Useful Links]]&lt;/div&gt;</summary>
		<author><name>Endoperez</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Portal:Overgrowth&amp;diff=3096</id>
		<title>Portal:Overgrowth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Portal:Overgrowth&amp;diff=3096"/>
		<updated>2011-06-21T05:43:54Z</updated>

		<summary type="html">&lt;p&gt;Endoperez: Moved the &amp;quot;Introduction to Overgrowth Modding&amp;quot; to a new page, added &amp;quot;outdated&amp;quot; next to the rigging/anim link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;[[Category:Portals|{{PAGENAME}}]] [[Category:Overgrowth|{{PAGENAME}}]] &amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{{Overgrowth Portal Header}}&lt;br /&gt;
{{Not Whaleman Friendly | This page had been neglected for too long}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://www.wolfire.com/overgrowth Overgrowth] takes place in the savage world of Lugaru where rabbits, wolves and other animals are forced to use paws, claws and medieval weaponry to engage each other in battle. Combining 3rd person adventure platforming with intricate melee combat, Overgrowth achieves a unique feel.&lt;br /&gt;
&lt;br /&gt;
Overgrowth also benefits from [http://www.wolfire.com/ Wolfire]&#039;s brand new Phoenix Engine which has been built from the ground up to allow the use of cutting edge graphics, animation, and physics. Add to these exciting features Overgrowth’s realistic artificial intelligence and streamlined control system and the result is an astoundingly immersive experience.&lt;br /&gt;
&lt;br /&gt;
=The Game=&lt;br /&gt;
*[[If_you_just_pre-ordered_overgrowth,_read_this_first | If you&#039;ve just pre-ordered Overgrowth, read this first]]&lt;br /&gt;
*[[Character Control]]&lt;br /&gt;
*[[Effects System]]&lt;br /&gt;
*[[Phoenix Engine]]&lt;br /&gt;
&lt;br /&gt;
== Overgrowth Universe ==&lt;br /&gt;
* [[Races]]&lt;br /&gt;
* [[Locations]]&lt;br /&gt;
* [[Characters]]&lt;br /&gt;
* [[Equipment and Weapons]]&lt;br /&gt;
&lt;br /&gt;
=Alpha Testing=&lt;br /&gt;
[[Overgrowth tests]]&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
== Introduction to Overgrowth Modding ==&lt;br /&gt;
&lt;br /&gt;
* [[Wolfire Games Wiki:Community Portal]]&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
* [[Overgrowth Alpha FAQ| Overgrowth FAQ]]&lt;br /&gt;
* [[Alpha List]]&lt;br /&gt;
* [[How to download the game]]&lt;br /&gt;
* [[How to modify the game&#039;s configuration]]&lt;br /&gt;
&lt;br /&gt;
== Getting your hands dirty ==&lt;br /&gt;
* [[Basic Controls]]&lt;br /&gt;
* [[Overgrowth Map Editing]]&lt;br /&gt;
* [[Custom Terrain]]&lt;br /&gt;
* [[Making New Models &amp;amp; Textures]]&lt;br /&gt;
* [[Importing Models &amp;amp; Textures]]&lt;br /&gt;
* [[Custom Decals]]&lt;br /&gt;
* [[Scripting]]&lt;br /&gt;
* [[Mod List]]&lt;br /&gt;
* [[Control Reference]]&lt;br /&gt;
* [[Character Control]]&lt;br /&gt;
&lt;br /&gt;
== Videos ==&lt;br /&gt;
* [[Animation and Scripting]]&lt;br /&gt;
* [[Rigging and Animation]] - OUTDATED&lt;br /&gt;
* [[Decals]]&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
* [[How to make your own models for Overgrowth]]&lt;br /&gt;
* [[How to update to the latest alpha version on Windows]]&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
* [[Useful Links]]&lt;/div&gt;</summary>
		<author><name>Endoperez</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Introduction_To_Overgrowth_Modding&amp;diff=3095</id>
		<title>Introduction To Overgrowth Modding</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Introduction_To_Overgrowth_Modding&amp;diff=3095"/>
		<updated>2011-06-21T05:42:52Z</updated>

		<summary type="html">&lt;p&gt;Endoperez: New page: Here is the current modding situation, based on [http://forums.wolfire.com/memberlist.php?mode=viewprofile&amp;amp;u=13814| this post] by Endoperez.  Here&amp;#039;s a short and dirty list of what&amp;#039;s possib...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here is the current modding situation, based on [http://forums.wolfire.com/memberlist.php?mode=viewprofile&amp;amp;u=13814| this post] by Endoperez.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a short and dirty list of what&#039;s possible at the moment. &lt;br /&gt;
&lt;br /&gt;
Scripting - Possible, limits are still quite vague.&lt;br /&gt;
&lt;br /&gt;
Custom GUI - Possible, not documented. Done through CSS.&lt;br /&gt;
&lt;br /&gt;
[[Custom Terrain| Terrains and levels]] - there&#039;s not much documentation for how it works and how to do it, but with some trial and error it should be possible to convert a grayscale heightmap into a custom Overgrowth level. &lt;br /&gt;
&lt;br /&gt;
[[Importing Models &amp;amp; Textures| Mesh Objects]] - houses, walls, towers, trees, fruit, any static object is possible. The normal maps should preferably be in Object space format, but Tangent space works too, it just needs a different shader. The files should be exported in OBJ format, check scale by opening one of the OBJ files that come with Overgrowth. Custom weapons work as well as the official weapons, (pretty poorly at the moment, but they&#039;re easy to update as more weapon features appear). If you are new to modeling, check [[Making New Models &amp;amp; Textures]].&lt;br /&gt;
&lt;br /&gt;
[[Effects System| Special effects, animated objects]] - there&#039;s a shader for plants moving in the wind. There&#039;s no shader for water of any kind. Creating custom particle textures is easy, but since particle movement and spawning has to be done through code anything more complex than a dust cloud created on point of impact takes some experimentation. Shaders themselves come with the game in GLSL text format, so someone familiar with writing shaders shouldn&#039;t have problems coming up with new shaders. &lt;br /&gt;
&lt;br /&gt;
[[Rigging and Animation| Animated characters, custom animations for existing characters]] - If you use Blender 2.56, the animation exporting scripts should work. You get the scripts and the .blend files with the alphas. Theoretically, it should be possible to create and animate a custom character, but the scripts are written to only use the default animations at the default paths I think, so it wouldn&#039;t really be worth the effort ATM.&lt;/div&gt;</summary>
		<author><name>Endoperez</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Rigging_and_Animation&amp;diff=3094</id>
		<title>Rigging and Animation</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Rigging_and_Animation&amp;diff=3094"/>
		<updated>2011-06-21T05:30:26Z</updated>

		<summary type="html">&lt;p&gt;Endoperez: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
NOTE: THE BUILT-IN RIGGING AND ANIMATION TOOLS DEMONSTRATED IN THE VIDEO ARE CURRENTLY DISABLED. They might be enabled eventually, but since the developers [http://blog.wolfire.com/2010/07/Blender-as-an-animation-editor aren&#039;t using them] any more they are very low in the to-do list. &lt;br /&gt;
&lt;br /&gt;
http://www.moddb.com/games/overgrowth/news/initial-rigging-and-animation-tech-demo-hd-video&lt;br /&gt;
&lt;br /&gt;
[[Category: Tutorials]]&lt;br /&gt;
[[Category: Modding]]&lt;br /&gt;
[[Category: Overgrowth]]&lt;/div&gt;</summary>
		<author><name>Endoperez</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Portal:Overgrowth&amp;diff=3093</id>
		<title>Portal:Overgrowth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Portal:Overgrowth&amp;diff=3093"/>
		<updated>2011-06-21T05:27:51Z</updated>

		<summary type="html">&lt;p&gt;Endoperez: added a link to a new page: Effects System&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;[[Category:Portals|{{PAGENAME}}]] [[Category:Overgrowth|{{PAGENAME}}]] &amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{{Overgrowth Portal Header}}&lt;br /&gt;
{{Not Whaleman Friendly | This page had been neglected for too long}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://www.wolfire.com/overgrowth Overgrowth] takes place in the savage world of Lugaru where rabbits, wolves and other animals are forced to use paws, claws and medieval weaponry to engage each other in battle. Combining 3rd person adventure platforming with intricate melee combat, Overgrowth achieves a unique feel.&lt;br /&gt;
&lt;br /&gt;
Overgrowth also benefits from [http://www.wolfire.com/ Wolfire]&#039;s brand new Phoenix Engine which has been built from the ground up to allow the use of cutting edge graphics, animation, and physics. Add to these exciting features Overgrowth’s realistic artificial intelligence and streamlined control system and the result is an astoundingly immersive experience.&lt;br /&gt;
&lt;br /&gt;
=The Game=&lt;br /&gt;
*[[If_you_just_pre-ordered_overgrowth,_read_this_first | If you&#039;ve just pre-ordered Overgrowth, read this first]]&lt;br /&gt;
*[[Character Control]]&lt;br /&gt;
*[[Effects System]]&lt;br /&gt;
*[[Phoenix Engine]]&lt;br /&gt;
&lt;br /&gt;
== Overgrowth Universe ==&lt;br /&gt;
* [[Races]]&lt;br /&gt;
* [[Locations]]&lt;br /&gt;
* [[Characters]]&lt;br /&gt;
* [[Equipment and Weapons]]&lt;br /&gt;
&lt;br /&gt;
=Alpha Testing=&lt;br /&gt;
[[Overgrowth tests]]&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
==Introduction to Mods==&lt;br /&gt;
Here is the current modding situation:&lt;br /&gt;
&lt;br /&gt;
by [http://forums.wolfire.com/memberlist.php?mode=viewprofile&amp;amp;u=13814| Endoperez] » Fri Jun 17, 2011&lt;br /&gt;
&lt;br /&gt;
Here&#039;s the non-script, non-UI stuff for now.&lt;br /&gt;
&lt;br /&gt;
Terrains and levels - the lack of documentation hurts, but it should be possible to convert a grayscale heightmap into a custom Overgrowth level. &lt;br /&gt;
&lt;br /&gt;
Mesh objects - houses, walls, towers, trees, fruit, any static object is possible. The normal maps should preferably be in Object space format, but Tangent space works too, it just needs a different shader. The files should be exported in OBJ format, check scale by opening one of the OBJ files that come with Overgrowth. Custom weapons work as well as the official weapons, (pretty poorly at the moment, but they&#039;re easy to update as more weapon features appear).&lt;br /&gt;
&lt;br /&gt;
Special effects, animated objects - there&#039;s a shader for plants moving in the wind. There&#039;s no shader for water of any kind. Particle systems might be possible but the examples are so few that anything beyond a dust cloud on impact takes some experimentation. Shaders all come with the game in readable format, so any shader wizards shouldn&#039;t have major problems coming up with new shaders if they want to.&lt;br /&gt;
&lt;br /&gt;
Animated characters, custom animations for existing characters - If you use Blender 2.56, the animation exporting scripts should work. You get the scripts and the .blend files with the alphas. Theoretically, it should be possible to create and animate a custom character, but the scripts are written to only use the default animations at the default paths I think, so it wouldn&#039;t really be worth the effort ATM.&lt;br /&gt;
&lt;br /&gt;
* [[Wolfire Games Wiki:Community Portal]]&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
* [[Overgrowth Alpha FAQ| Overgrowth FAQ]]&lt;br /&gt;
* [[Alpha List]]&lt;br /&gt;
* [[How to download the game]]&lt;br /&gt;
* [[How to modify the game&#039;s configuration]]&lt;br /&gt;
&lt;br /&gt;
== Getting your hands dirty ==&lt;br /&gt;
* [[Basic Controls]]&lt;br /&gt;
* [[Overgrowth Map Editing]]&lt;br /&gt;
* [[Custom Terrain]]&lt;br /&gt;
* [[Making New Models &amp;amp; Textures]]&lt;br /&gt;
* [[Importing Models &amp;amp; Textures]]&lt;br /&gt;
* [[Custom Decals]]&lt;br /&gt;
* [[Scripting]]&lt;br /&gt;
* [[Mod List]]&lt;br /&gt;
* [[Control Reference]]&lt;br /&gt;
* [[Character Control]]&lt;br /&gt;
&lt;br /&gt;
== Videos ==&lt;br /&gt;
* [[Animation and Scripting]]&lt;br /&gt;
* [[Rigging and Animation]]&lt;br /&gt;
* [[Decals]]&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
* [[How to make your own models for Overgrowth]]&lt;br /&gt;
* [[How to update to the latest alpha version on Windows]]&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
* [[Useful Links]]&lt;/div&gt;</summary>
		<author><name>Endoperez</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Particle_Effects&amp;diff=3092</id>
		<title>Particle Effects</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Particle_Effects&amp;diff=3092"/>
		<updated>2011-06-21T05:26:13Z</updated>

		<summary type="html">&lt;p&gt;Endoperez: New page: = Particle Effects = There isn&amp;#039;t much information released about Overgrowth&amp;#039;s particle system. Running or jumping on the ground creates small dust clouds at the characters&amp;#039; feet, and parti...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Particle Effects =&lt;br /&gt;
There isn&#039;t much information released about Overgrowth&#039;s particle system. Running or jumping on the ground creates small dust clouds at the characters&#039; feet, and particle streams were added in [http://blog.wolfire.com/2011/04/Overgrowth-a128-video-changelog A128] along with blood dripping. Particles are controlled through scripts, examples below:&lt;br /&gt;
&lt;br /&gt;
== Simple Particle Example ==&lt;br /&gt;
&lt;br /&gt;
            MakeParticle(&amp;quot;Data/Particles/impactfast.xml&amp;quot;,pos,vec3(0.0f));&lt;br /&gt;
&lt;br /&gt;
== Particle Stream Example ==&lt;br /&gt;
            float blood_force = sin(time*_spurt_frequency)*0.5f+0.5f;&lt;br /&gt;
            uint32 id = MakeParticle(&amp;quot;Data/Particles/blooddrop.xml&amp;quot;,bleed_pos,(head_transform*vec3(0.0f,blood_amount*blood_force,0.0f)+this_mo.velocity));&lt;br /&gt;
            if(last_blood_particle_id != 0){&lt;br /&gt;
                ConnectParticles(last_blood_particle_id, id);&lt;br /&gt;
            }&lt;br /&gt;
            last_blood_particle_id = id;&lt;br /&gt;
&lt;br /&gt;
= Post Processing Effects = &lt;br /&gt;
&#039;&#039;Post processing effects are image filters that are applied as a final step before each rendered frame is drawn to the screen -- much like Photoshop filters.&#039;&#039; This explanation is lifted word-for-word from David&#039;s blog post on the subject. He doesn&#039;t go into much detail about it in his blog posts, but here&#039;s links to [http://blog.wolfire.com/2009/04/post-processing-part-one/ part one] and [http://blog.wolfire.com/2009/04/post-processing-part-two/ part two] any way.&lt;br /&gt;
&lt;br /&gt;
= Shaders =&lt;br /&gt;
Overgrowth uses GLSL shader language, and the users can create custom shaders. Some blog posts explain how some of the shaders work, such as the posts about [http://blog.wolfire.com/2008/12/object-lighting-part-1/ Object Lightning], [http://blog.wolfire.com/2009/09/character-rim-lighting/ Character Rim Lighting] and [http://blog.wolfire.com/2009/09/trees-in-the-breeze/ Trees in the Breeze]. Overgrowth&#039;s character animation is also done through a shader, as David mentioned in [http://blog.wolfire.com/2009/10/character-normal-maps/#comment-18448230 a blog comment].&lt;br /&gt;
&lt;br /&gt;
            The skeletal animation is done in the vertex shader anyway, so it&#039;s actually &lt;br /&gt;
            faster and smoother-looking to just apply the bone matrices to the object-space &lt;br /&gt;
            normal map than it is to recalculate transformed normals and tangents for &lt;br /&gt;
            each vertex.&lt;br /&gt;
     &lt;br /&gt;
&lt;br /&gt;
= Motion Blur for Weapons =&lt;br /&gt;
Overgrowth&#039;s weapons use motion blur based on stippling. Stippling is also used to render soft shadows, and the technique of stippling is explained in [http://blog.wolfire.com/2009/10/transparent-shadows-using-stippling/ this old blog post]. The motion blur for weapons works by drawing the weapon several times along it spath using different stipple patterns for each instance, as mentioned in the [http://blog.wolfire.com/2011/06/Overgrowth-a135-video-changelog A135 video]. &lt;br /&gt;
&lt;br /&gt;
= Relevant blog posts =&lt;br /&gt;
&lt;br /&gt;
[http://blog.wolfire.com/2010/12/Overgrowth-graphics-overview A summary] of most blog posts explaining Overgrowth&#039;s graphical features, focusing on more technical details. There are additional links below, some of which are not mentioned in the summary.&lt;br /&gt;
&lt;br /&gt;
http://blog.wolfire.com/2008/12/object-lighting-part-1/&lt;br /&gt;
http://blog.wolfire.com/2010/02/Gamma-correct-lighting&lt;br /&gt;
&lt;br /&gt;
http://blog.wolfire.com/2009/09/character-rim-lighting/&lt;br /&gt;
http://blog.wolfire.com/2009/10/character-normal-maps/&lt;br /&gt;
http://blog.wolfire.com/2009/09/soft-normal-maps-for-fur/&lt;br /&gt;
&lt;br /&gt;
http://blog.wolfire.com/2009/09/trees-in-the-breeze/&lt;br /&gt;
http://blog.wolfire.com/2010/10/Imposters&lt;br /&gt;
&lt;br /&gt;
http://blog.wolfire.com/2009/05/decals-editor-part-one/&lt;br /&gt;
http://blog.wolfire.com/2009/05/decals-editor-part-two/&lt;br /&gt;
http://blog.wolfire.com/2009/06/decals-editor-part-three/&lt;/div&gt;</summary>
		<author><name>Endoperez</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Player_Controls&amp;diff=1980</id>
		<title>Player Controls</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Player_Controls&amp;diff=1980"/>
		<updated>2011-01-21T16:13:23Z</updated>

		<summary type="html">&lt;p&gt;Endoperez: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;Cmd&#039; refers to the &#039;⌘&#039; key on Macs, and the &#039;Ctrl&#039; key on PCs.&lt;br /&gt;
Add here when new alpha specific things are added: thank you!&lt;br /&gt;
&lt;br /&gt;
= Character Movement=&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  !! Control !! Behavior&lt;br /&gt;
|-&lt;br /&gt;
! Forward&lt;br /&gt;
| &#039;w&#039; || Moves player forward.&lt;br /&gt;
|-&lt;br /&gt;
! Backward&lt;br /&gt;
| &#039;s&#039; || Moves player backward.&lt;br /&gt;
|-&lt;br /&gt;
! Left&lt;br /&gt;
| &#039;a&#039; || Moves player left.&lt;br /&gt;
|-&lt;br /&gt;
! Right&lt;br /&gt;
| &#039;d&#039; || Moves player right.&lt;br /&gt;
|-&lt;br /&gt;
! Crouch&lt;br /&gt;
| shift || Makes player crouch, roll while moving.&lt;br /&gt;
|-&lt;br /&gt;
! Jump&lt;br /&gt;
| Space || Makes player jump.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Basic Attacks =&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  !! Control !! Behavior&lt;br /&gt;
|-&lt;br /&gt;
! Punch/Kick &lt;br /&gt;
|  Left Mousebutton || Punch and kick depending on if you stand still or move in a certain direction. Exact attack may change depending on the controlled character.&lt;br /&gt;
|-&lt;br /&gt;
! Pick Up a Weapon&lt;br /&gt;
|  Right Mousebutton || If you&#039;re close to a weapon object, picks it up. Letting go of the button drops the weapon. If it&#039;s let go during jump, it gets thrown out. &lt;br /&gt;
|-&lt;br /&gt;
! Active Block&lt;br /&gt;
|  Right Mousebutton || If you press right mouse button as you&#039;re being attacked, you&#039;ll perform an active block that will stun your opponent for a moment. Active Block is &#039;&#039;&#039;disabled&#039;&#039;&#039; at the moment (Alpha 114).&lt;br /&gt;
|-&lt;br /&gt;
! Judo Throw &lt;br /&gt;
|  Right Mousebutton || If you press right mouse button as you&#039;re being attacked, you&#039;ll perform a counter throw on your opponent.&lt;br /&gt;
|-&lt;br /&gt;
! Leg Cannon &lt;br /&gt;
| &#039;LeftMouse&#039; while in the air and near enemy || You&#039;ll kick with both legs towards the enemy&#039;s chest area, launching you towards the sky and your opponent to the ground.&lt;br /&gt;
|-&lt;br /&gt;
! Sweep &lt;br /&gt;
| &#039;LeftMouse&#039; while crouched || Makes the player sweep the feet of enemies.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
How many legcannons can you do before touching the ground again? Challenge yourself!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Alpha Keys=&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  !! Control !! Behavior&lt;br /&gt;
|-&lt;br /&gt;
! Respawn characters&lt;br /&gt;
| &#039;X&#039; || Restores all characters to full health and wakes up any &amp;quot;unconscious&amp;quot; ones. &lt;br /&gt;
|-&lt;br /&gt;
! Change to a different character&lt;br /&gt;
| &#039;1&#039; to &#039;5&#039; || Changes the playable character into one of five possible characters. The first four are different rabbits, the fifth one is a wolf. &lt;br /&gt;
|-&lt;br /&gt;
! Normal/Active Ragdoll&lt;br /&gt;
| &#039;Z&#039; || Puts all characters into ragdoll mode. At the moment, in Alpha 114, the ragdolls are the world famous Active ragdolls, which try to protect themselves from nearby objects. In previous alphas, Z button put all characters into normal ragdoll mode.&lt;br /&gt;
|-&lt;br /&gt;
! Pain-Animation&lt;br /&gt;
| &#039;N&#039; || Makes the player and A.I fall to the ground in agony until you let go of the button. Added in Alpha 113, may disappear or change in future versions.&lt;br /&gt;
|-&lt;br /&gt;
! Normal Ragdolls&lt;br /&gt;
| &#039;M&#039; || Makes the player and A.I fall to the ground like normal until you let go. This shortcut was added in Alpha 114 and was &#039;Z&#039; previously. It may be changed back to &#039;&amp;gt;&#039; in a future alpha.&lt;br /&gt;
|-&lt;br /&gt;
! Activate Agressive A.I  &lt;br /&gt;
| &#039;C&#039; || The A.I added with the editor will now attack any hostiles assinged to them.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Special Attacks=&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  !! Control !! Behavior&lt;br /&gt;
|-&lt;br /&gt;
! Select single object&lt;br /&gt;
| double-left-click on object || Selects clicked on object and deselects all other objects. If the object is part of a group, the whole group is selected. Bounding box and slight glow indicate object is selected.&lt;br /&gt;
|-&lt;br /&gt;
! Toggle-select objects&lt;br /&gt;
| shift + double-left-click on objects || Toggles whether or not clicked on object is selected. Preserves other existing selections.&lt;br /&gt;
|-&lt;br /&gt;
! Box select objects&lt;br /&gt;
| left-click + right-click + drag, or left-click + &#039;b&#039; + drag || Selects all objects whose centers lie within box drawn on screen. Deselects all other objects.&lt;br /&gt;
|-&lt;br /&gt;
! Box toggle-select objects&lt;br /&gt;
| shift + left-click + right-click + drag, or shift + left-click + &#039;b&#039; + drag || Toggles selection state for all objects whose centers lie within box drawn on screen. Preserves other existing selections.&lt;br /&gt;
|-&lt;br /&gt;
! Select all&lt;br /&gt;
| cmd-a || Selects all objects.&lt;br /&gt;
|-&lt;br /&gt;
! Deselect all&lt;br /&gt;
| double-left-click away from all objects || Deselects all objects.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Overgrowth]]&lt;br /&gt;
[[Category:Controls]]&lt;br /&gt;
[[Category:Help]]&lt;/div&gt;</summary>
		<author><name>Endoperez</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Player_Controls&amp;diff=1979</id>
		<title>Player Controls</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Player_Controls&amp;diff=1979"/>
		<updated>2011-01-21T16:11:03Z</updated>

		<summary type="html">&lt;p&gt;Endoperez: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;Cmd&#039; refers to the &#039;⌘&#039; key on Macs, and the &#039;Ctrl&#039; key on PCs.&lt;br /&gt;
Add here when new alpha specific things are added: thank you!&lt;br /&gt;
&lt;br /&gt;
= Character Movement=&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  !! Control !! Behavior&lt;br /&gt;
|-&lt;br /&gt;
! Forward&lt;br /&gt;
| &#039;w&#039; || Moves player forward.&lt;br /&gt;
|-&lt;br /&gt;
! Backward&lt;br /&gt;
| &#039;s&#039; || Moves player backward.&lt;br /&gt;
|-&lt;br /&gt;
! Left&lt;br /&gt;
| &#039;a&#039; || Moves player left.&lt;br /&gt;
|-&lt;br /&gt;
! Right&lt;br /&gt;
| &#039;d&#039; || Moves player right.&lt;br /&gt;
|-&lt;br /&gt;
! Crouch&lt;br /&gt;
| shift || Makes player crouch, roll while moving.&lt;br /&gt;
|-&lt;br /&gt;
! Jump&lt;br /&gt;
| Space || Makes player jump.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Basic Attacks =&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  !! Control !! Behavior&lt;br /&gt;
|-&lt;br /&gt;
! Punch/Kick &lt;br /&gt;
|  Left Mousebutton || Punch and kick depending on if you stand still or move in a certain direction. Exact attack may change depending on the controlled character.&lt;br /&gt;
|-&lt;br /&gt;
! Pick Up a Weapon&lt;br /&gt;
|  Right Mousebutton || If you&#039;re close to a weapon object, picks it up. Letting go of the button drops the weapon. If it&#039;s let go during jump, it gets thrown out. &lt;br /&gt;
|-&lt;br /&gt;
! Active Block&lt;br /&gt;
|  Right Mousebutton || If you press right mouse button as you&#039;re being attacked, you&#039;ll perform an active block that will stun your opponent for a moment. Active Block is &#039;&#039;&#039;disabled&#039;&#039;&#039; at the moment (Alpha 114).&lt;br /&gt;
|-&lt;br /&gt;
! Judo Throw &lt;br /&gt;
|  Right Mousebutton || If you press right mouse button as you&#039;re being attacked, you&#039;ll perform a counter throw on your opponent.&lt;br /&gt;
|-&lt;br /&gt;
! Leg Cannon &lt;br /&gt;
| &#039;LeftMouse&#039; while in the air and near enemy || You&#039;ll kick with both legs towards the enemy&#039;s chest area, launching you towards the sky and your opponent to the ground.&lt;br /&gt;
|-&lt;br /&gt;
! Sweep &lt;br /&gt;
| &#039;LeftMouse&#039; while crouched || Makes the player sweep the feet of enemies.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
How many legcannons can you do before touching the ground again? Challenge yourself!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Alpha Keys=&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  !! Control !! Behavior&lt;br /&gt;
|-&lt;br /&gt;
! Respawn characters&lt;br /&gt;
| &#039;X&#039; || Restores all characters to full health and wakes up any &amp;quot;unconscious&amp;quot; ones. &lt;br /&gt;
|-&lt;br /&gt;
! Normal/Active Ragdoll&lt;br /&gt;
| &#039;Z&#039; || Puts all characters into ragdoll mode. At the moment, in Alpha 114, the ragdolls are the world famous Active ragdolls, which try to protect themselves from nearby objects. In previous alphas, Z button put all characters into normal ragdoll mode.&lt;br /&gt;
|-&lt;br /&gt;
! Pain-Animation&lt;br /&gt;
| &#039;N&#039; || Makes the player and A.I fall to the ground in agony until you let go of the button. Added in Alpha 113, may disappear or change in future versions.&lt;br /&gt;
|-&lt;br /&gt;
! Normal Ragdolls&lt;br /&gt;
| &#039;M&#039; || Makes the player and A.I fall to the ground like normal until you let go. This shortcut was added in Alpha 114 and was &#039;Z&#039; previously. It may be changed back to &#039;&amp;gt;&#039; in a future alpha.&lt;br /&gt;
|-&lt;br /&gt;
! Activate Agressive A.I  &lt;br /&gt;
| &#039;C&#039; || The A.I added with the editor will now attack any hostiles assinged to them.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Special Attacks=&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  !! Control !! Behavior&lt;br /&gt;
|-&lt;br /&gt;
! Select single object&lt;br /&gt;
| double-left-click on object || Selects clicked on object and deselects all other objects. If the object is part of a group, the whole group is selected. Bounding box and slight glow indicate object is selected.&lt;br /&gt;
|-&lt;br /&gt;
! Toggle-select objects&lt;br /&gt;
| shift + double-left-click on objects || Toggles whether or not clicked on object is selected. Preserves other existing selections.&lt;br /&gt;
|-&lt;br /&gt;
! Box select objects&lt;br /&gt;
| left-click + right-click + drag, or left-click + &#039;b&#039; + drag || Selects all objects whose centers lie within box drawn on screen. Deselects all other objects.&lt;br /&gt;
|-&lt;br /&gt;
! Box toggle-select objects&lt;br /&gt;
| shift + left-click + right-click + drag, or shift + left-click + &#039;b&#039; + drag || Toggles selection state for all objects whose centers lie within box drawn on screen. Preserves other existing selections.&lt;br /&gt;
|-&lt;br /&gt;
! Select all&lt;br /&gt;
| cmd-a || Selects all objects.&lt;br /&gt;
|-&lt;br /&gt;
! Deselect all&lt;br /&gt;
| double-left-click away from all objects || Deselects all objects.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Overgrowth]]&lt;br /&gt;
[[Category:Controls]]&lt;br /&gt;
[[Category:Help]]&lt;/div&gt;</summary>
		<author><name>Endoperez</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Player_Controls&amp;diff=1978</id>
		<title>Player Controls</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Player_Controls&amp;diff=1978"/>
		<updated>2011-01-21T16:09:11Z</updated>

		<summary type="html">&lt;p&gt;Endoperez: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;Cmd&#039; refers to the &#039;⌘&#039; key on Macs, and the &#039;Ctrl&#039; key on PCs.&lt;br /&gt;
Add here when new alpha specific things are added: thank you!&lt;br /&gt;
&lt;br /&gt;
= Character Movement=&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  !! Control !! Behavior&lt;br /&gt;
|-&lt;br /&gt;
! Forward&lt;br /&gt;
| &#039;w&#039; || Moves player forward.&lt;br /&gt;
|-&lt;br /&gt;
! Backward&lt;br /&gt;
| &#039;s&#039; || Moves player backward.&lt;br /&gt;
|-&lt;br /&gt;
! Left&lt;br /&gt;
| &#039;a&#039; || Moves player left.&lt;br /&gt;
|-&lt;br /&gt;
! Right&lt;br /&gt;
| &#039;d&#039; || Moves player right.&lt;br /&gt;
|-&lt;br /&gt;
! Crouch&lt;br /&gt;
| shift || Makes player crouch, roll while moving.&lt;br /&gt;
|-&lt;br /&gt;
! Jump&lt;br /&gt;
| Space || Makes player jump.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Basic Attacks =&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  !! Control !! Behavior&lt;br /&gt;
|-&lt;br /&gt;
! Punch/Kick &lt;br /&gt;
|  Left Mousebutton || Punch and kick depending on if you stand still or move in a certain direction. Exact attack may change depending on the controlled character.&lt;br /&gt;
|-&lt;br /&gt;
! Pick Up a Weapon&lt;br /&gt;
|  Right Mousebutton || If you&#039;re close to a weapon object, picks it up. Letting go of the button drops the weapon. If it&#039;s let go during jump, it gets thrown out. &lt;br /&gt;
|-&lt;br /&gt;
! Active Block&lt;br /&gt;
|  Right Mousebutton || If you press right mouse button as you&#039;re being attacked, you&#039;ll perform an active block that will stun your opponent for a moment. Active Block is &#039;&#039;&#039;disabled&#039;&#039;&#039; at the moment (Alpha 114).&lt;br /&gt;
|-&lt;br /&gt;
! Judo Throw &lt;br /&gt;
|  Right Mousebutton || If you press right mouse button as you&#039;re being attacked, you&#039;ll perform a counter throw on your opponent.&lt;br /&gt;
|-&lt;br /&gt;
! Leg Cannon &lt;br /&gt;
| &#039;LeftMouse&#039; while in the air and near enemy || You&#039;ll kick with both legs towards the enemy&#039;s chest area, launching you towards the sky and your opponent to the ground.&lt;br /&gt;
|-&lt;br /&gt;
! Sweep &lt;br /&gt;
| &#039;LeftMouse&#039; while crouched || Makes the player sweep the feet of enemies.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
How many legcannons can you do before touching the ground again? Challenge yourself!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Alpha Keys=&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  !! Control !! Behavior&lt;br /&gt;
|-&lt;br /&gt;
! Normal/Active Ragdoll&lt;br /&gt;
| &#039;Z&#039; || Puts all characters into ragdoll mode. At the moment, in Alpha 114, the ragdolls are the world famous Active ragdolls, which try to protect themselves from nearby objects. In previous alphas, Z button put all characters into normal ragdoll mode.&lt;br /&gt;
|-&lt;br /&gt;
! Pain-Animation&lt;br /&gt;
| &#039;N&#039; || Makes the player and A.I fall to the ground in agony until you let go of the button. Added in Alpha 113, may disappear or change in future versions.&lt;br /&gt;
|-&lt;br /&gt;
! Normal Ragdolls&lt;br /&gt;
| &#039;M&#039; || Makes the player and A.I fall to the ground like normal until you let go. This shortcut was added in Alpha 114 and was &#039;Z&#039; previously. It may be changed back to &#039;&amp;gt;&#039; in a future alpha.&lt;br /&gt;
|-&lt;br /&gt;
! Activate Agressive A.I  &lt;br /&gt;
| &#039;C&#039; || The A.I added with the editor will now attack any hostiles assinged to them.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Special Attacks=&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  !! Control !! Behavior&lt;br /&gt;
|-&lt;br /&gt;
! Select single object&lt;br /&gt;
| double-left-click on object || Selects clicked on object and deselects all other objects. If the object is part of a group, the whole group is selected. Bounding box and slight glow indicate object is selected.&lt;br /&gt;
|-&lt;br /&gt;
! Toggle-select objects&lt;br /&gt;
| shift + double-left-click on objects || Toggles whether or not clicked on object is selected. Preserves other existing selections.&lt;br /&gt;
|-&lt;br /&gt;
! Box select objects&lt;br /&gt;
| left-click + right-click + drag, or left-click + &#039;b&#039; + drag || Selects all objects whose centers lie within box drawn on screen. Deselects all other objects.&lt;br /&gt;
|-&lt;br /&gt;
! Box toggle-select objects&lt;br /&gt;
| shift + left-click + right-click + drag, or shift + left-click + &#039;b&#039; + drag || Toggles selection state for all objects whose centers lie within box drawn on screen. Preserves other existing selections.&lt;br /&gt;
|-&lt;br /&gt;
! Select all&lt;br /&gt;
| cmd-a || Selects all objects.&lt;br /&gt;
|-&lt;br /&gt;
! Deselect all&lt;br /&gt;
| double-left-click away from all objects || Deselects all objects.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Overgrowth]]&lt;br /&gt;
[[Category:Controls]]&lt;br /&gt;
[[Category:Help]]&lt;/div&gt;</summary>
		<author><name>Endoperez</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Player_Controls&amp;diff=1977</id>
		<title>Player Controls</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Player_Controls&amp;diff=1977"/>
		<updated>2011-01-21T16:08:03Z</updated>

		<summary type="html">&lt;p&gt;Endoperez: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;Cmd&#039; refers to the &#039;⌘&#039; key on Macs, and the &#039;Ctrl&#039; key on PCs.&lt;br /&gt;
Add here when new alpha specific things are added: thank you!&lt;br /&gt;
&lt;br /&gt;
= Character Movement=&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  !! Control !! Behavior&lt;br /&gt;
|-&lt;br /&gt;
! Forward&lt;br /&gt;
| &#039;w&#039; || Moves player forward.&lt;br /&gt;
|-&lt;br /&gt;
! Backward&lt;br /&gt;
| &#039;s&#039; || Moves player backward.&lt;br /&gt;
|-&lt;br /&gt;
! Left&lt;br /&gt;
| &#039;a&#039; || Moves player left.&lt;br /&gt;
|-&lt;br /&gt;
! Right&lt;br /&gt;
| &#039;d&#039; || Moves player right.&lt;br /&gt;
|-&lt;br /&gt;
! Crouch&lt;br /&gt;
| shift || Makes player crouch, roll while moving.&lt;br /&gt;
|-&lt;br /&gt;
! Jump&lt;br /&gt;
| Space || Makes player jump.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Basic Attacks =&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  !! Control !! Behavior&lt;br /&gt;
|-&lt;br /&gt;
! Punch/Kick &lt;br /&gt;
|  Left Mousebutton || Punch and kick depending on if you stand still or move in a certain direction. Exact attack may change depending on the controlled character.&lt;br /&gt;
|-&lt;br /&gt;
! Pick Up a Weapon&lt;br /&gt;
|  Right Mousebutton || If you&#039;re close to a weapon object, picks it up. Letting go of the button drops the weapon. If it&#039;s let go during jump, it gets thrown out. &lt;br /&gt;
|-&lt;br /&gt;
! Active Block&lt;br /&gt;
|  Right Mousebutton || If you press right mouse button as you&#039;re being attacked, you&#039;ll perform an active block that will stun your opponent for a moment. Active Block is &#039;&#039;&#039;disabled&#039;&#039;&#039; at the moment (Alpha 114).&lt;br /&gt;
|-&lt;br /&gt;
! Judo Throw &lt;br /&gt;
|  Right Mousebutton || If you press right mouse button as you&#039;re being attacked, you&#039;ll perform a counter throw on your opponent. Judo Throw is &#039;&#039;&#039;disabled&#039;&#039;&#039; at the moment (Alpha 114).&lt;br /&gt;
|-&lt;br /&gt;
! Leg Cannon &lt;br /&gt;
| &#039;LeftMouse&#039; while in the air and near enemy || You&#039;ll kick with both legs towards the enemy&#039;s chest area, launching you towards the sky and your opponent to the ground.&lt;br /&gt;
|-&lt;br /&gt;
! Sweep &lt;br /&gt;
| &#039;LeftMouse&#039; while crouched || Makes the player sweep the feet of enemies.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
How many legcannons can you do before touching the ground again? Challenge yourself!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Alpha Keys=&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  !! Control !! Behavior&lt;br /&gt;
|-&lt;br /&gt;
! Normal/Active Ragdoll&lt;br /&gt;
| &#039;Z&#039; || Puts all characters into ragdoll mode. At the moment, in Alpha 114, the ragdolls are the world famous Active ragdolls, which try to protect themselves from nearby objects. In previous alphas, Z button put all characters into normal ragdoll mode.&lt;br /&gt;
|-&lt;br /&gt;
! Pain-Animation&lt;br /&gt;
| &#039;N&#039; || Makes the player and A.I fall to the ground in agony until you let go of the button. Added in Alpha 113, may disappear or change in future versions.&lt;br /&gt;
|-&lt;br /&gt;
! Normal Ragdolls&lt;br /&gt;
| &#039;M&#039; || Makes the player and A.I fall to the ground like normal until you let go. This shortcut was added in Alpha 114 and was &#039;Z&#039; previously. It may be changed back to &#039;&amp;gt;&#039; in a future alpha.&lt;br /&gt;
|-&lt;br /&gt;
! Activate Agressive A.I  &lt;br /&gt;
| &#039;C&#039; || The A.I added with the editor will now attack any hostiles assinged to them.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Special Attacks=&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  !! Control !! Behavior&lt;br /&gt;
|-&lt;br /&gt;
! Select single object&lt;br /&gt;
| double-left-click on object || Selects clicked on object and deselects all other objects. If the object is part of a group, the whole group is selected. Bounding box and slight glow indicate object is selected.&lt;br /&gt;
|-&lt;br /&gt;
! Toggle-select objects&lt;br /&gt;
| shift + double-left-click on objects || Toggles whether or not clicked on object is selected. Preserves other existing selections.&lt;br /&gt;
|-&lt;br /&gt;
! Box select objects&lt;br /&gt;
| left-click + right-click + drag, or left-click + &#039;b&#039; + drag || Selects all objects whose centers lie within box drawn on screen. Deselects all other objects.&lt;br /&gt;
|-&lt;br /&gt;
! Box toggle-select objects&lt;br /&gt;
| shift + left-click + right-click + drag, or shift + left-click + &#039;b&#039; + drag || Toggles selection state for all objects whose centers lie within box drawn on screen. Preserves other existing selections.&lt;br /&gt;
|-&lt;br /&gt;
! Select all&lt;br /&gt;
| cmd-a || Selects all objects.&lt;br /&gt;
|-&lt;br /&gt;
! Deselect all&lt;br /&gt;
| double-left-click away from all objects || Deselects all objects.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Overgrowth]]&lt;br /&gt;
[[Category:Controls]]&lt;br /&gt;
[[Category:Help]]&lt;/div&gt;</summary>
		<author><name>Endoperez</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Player_Controls&amp;diff=1976</id>
		<title>Player Controls</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Player_Controls&amp;diff=1976"/>
		<updated>2011-01-21T16:03:44Z</updated>

		<summary type="html">&lt;p&gt;Endoperez: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;Cmd&#039; refers to the &#039;⌘&#039; key on Macs, and the &#039;Ctrl&#039; key on PCs.&lt;br /&gt;
Add here when new alpha specific things are added: thank you!&lt;br /&gt;
&lt;br /&gt;
= Character Movement=&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  !! Control !! Behavior&lt;br /&gt;
|-&lt;br /&gt;
! Forward&lt;br /&gt;
| &#039;w&#039; || Moves player forward.&lt;br /&gt;
|-&lt;br /&gt;
! Backward&lt;br /&gt;
| &#039;s&#039; || Moves player backward.&lt;br /&gt;
|-&lt;br /&gt;
! Left&lt;br /&gt;
| &#039;a&#039; || Moves player left.&lt;br /&gt;
|-&lt;br /&gt;
! Right&lt;br /&gt;
| &#039;d&#039; || Moves player right.&lt;br /&gt;
|-&lt;br /&gt;
! Crouch&lt;br /&gt;
| shift || Makes player crouch, roll while moving.&lt;br /&gt;
|-&lt;br /&gt;
! Jump&lt;br /&gt;
| Space || Makes player jump.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Basic Attacks =&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  !! Control !! Behavior&lt;br /&gt;
|-&lt;br /&gt;
! Punch/Kick &lt;br /&gt;
|  Left Mousebutton || Punch and kick depending on if you stand still or move in a certain direction. Exact attack may change depending on the controlled character.&lt;br /&gt;
|-&lt;br /&gt;
! Pick Up a Weapon&lt;br /&gt;
|  Right Mousebutton || If you&#039;re close to a weapon object, picks it up. Letting go of the button drops the weapon. If it&#039;s let go during jump, it gets thrown out. &lt;br /&gt;
|-&lt;br /&gt;
! Active Block&lt;br /&gt;
|  Right Mousebutton || If you press right mouse button as you&#039;re being attacked, you&#039;ll perform an active block that will stun your opponent for a moment. Active Block is &#039;&#039;&#039;disabled&#039;&#039;&#039; at the moment (Alpha 113).&lt;br /&gt;
|-&lt;br /&gt;
! Judo Throw &lt;br /&gt;
|  Right Mousebutton || If you press right mouse button as you&#039;re being attacked, you&#039;ll perform a counter throw on your opponent. Judo Throw is &#039;&#039;&#039;disabled&#039;&#039;&#039; at the moment (Alpha 113).&lt;br /&gt;
|-&lt;br /&gt;
! Leg Cannon &lt;br /&gt;
| &#039;LeftMouse&#039; while in the air and near enemy || You&#039;ll kick with both legs towards the enemy&#039;s chest area, launching you towards the sky and your opponent to the ground.&lt;br /&gt;
|-&lt;br /&gt;
! Sweep &lt;br /&gt;
| &#039;LeftMouse&#039; while crouched || Makes the player sweep the feet of enemies.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
How many legcannons can you do before touching the ground again? Challenge yourself!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Alpha Keys=&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  !! Control !! Behavior&lt;br /&gt;
|-&lt;br /&gt;
! Normal/Active Ragdoll&lt;br /&gt;
| &#039;Z&#039; || Puts all characters into ragdoll mode. At the moment, in Alpha 113, the ragdolls are the world famous Active ragdolls, which try to protect themselves from nearby objects. In previous alphas, Z button put all characters into normal ragdoll mode.&lt;br /&gt;
|-&lt;br /&gt;
! Pain-Animation&lt;br /&gt;
| &#039;N&#039; || Makes the player and A.I fall to the ground in agony until you let go of the button. Added in Alpha 113, may disappear or change in future versions.&lt;br /&gt;
|-&lt;br /&gt;
! Normal Ragdolls&lt;br /&gt;
| &#039;M&#039; || Makes the player and A.I fall to the ground like normal until you let go. This shortcut was added in Alpha 113 and was &#039;Z&#039; previously. It may be changed back to &#039;&amp;gt;&#039; in a future alpha.&lt;br /&gt;
|-&lt;br /&gt;
! Activate Agressive A.I  &lt;br /&gt;
| &#039;C&#039; || The A.I added with the editor will now attack any hostiles assinged to them.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Special Attacks=&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  !! Control !! Behavior&lt;br /&gt;
|-&lt;br /&gt;
! Select single object&lt;br /&gt;
| double-left-click on object || Selects clicked on object and deselects all other objects. If the object is part of a group, the whole group is selected. Bounding box and slight glow indicate object is selected.&lt;br /&gt;
|-&lt;br /&gt;
! Toggle-select objects&lt;br /&gt;
| shift + double-left-click on objects || Toggles whether or not clicked on object is selected. Preserves other existing selections.&lt;br /&gt;
|-&lt;br /&gt;
! Box select objects&lt;br /&gt;
| left-click + right-click + drag, or left-click + &#039;b&#039; + drag || Selects all objects whose centers lie within box drawn on screen. Deselects all other objects.&lt;br /&gt;
|-&lt;br /&gt;
! Box toggle-select objects&lt;br /&gt;
| shift + left-click + right-click + drag, or shift + left-click + &#039;b&#039; + drag || Toggles selection state for all objects whose centers lie within box drawn on screen. Preserves other existing selections.&lt;br /&gt;
|-&lt;br /&gt;
! Select all&lt;br /&gt;
| cmd-a || Selects all objects.&lt;br /&gt;
|-&lt;br /&gt;
! Deselect all&lt;br /&gt;
| double-left-click away from all objects || Deselects all objects.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Overgrowth]]&lt;br /&gt;
[[Category:Controls]]&lt;br /&gt;
[[Category:Help]]&lt;/div&gt;</summary>
		<author><name>Endoperez</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Player_Controls&amp;diff=1975</id>
		<title>Player Controls</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Player_Controls&amp;diff=1975"/>
		<updated>2011-01-21T16:03:04Z</updated>

		<summary type="html">&lt;p&gt;Endoperez: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;Cmd&#039; refers to the &#039;⌘&#039; key on Macs, and the &#039;Ctrl&#039; key on PCs.&lt;br /&gt;
Add here when new alpha specific things are added: thank you!&lt;br /&gt;
&lt;br /&gt;
= Character Movement=&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  !! Control !! Behavior&lt;br /&gt;
|-&lt;br /&gt;
! Forward&lt;br /&gt;
| &#039;w&#039; || Moves player forward.&lt;br /&gt;
|-&lt;br /&gt;
! Backward&lt;br /&gt;
| &#039;s&#039; || Moves player backward.&lt;br /&gt;
|-&lt;br /&gt;
! Left&lt;br /&gt;
| &#039;a&#039; || Moves player left.&lt;br /&gt;
|-&lt;br /&gt;
! Right&lt;br /&gt;
| &#039;d&#039; || Moves player right.&lt;br /&gt;
|-&lt;br /&gt;
! Crouch&lt;br /&gt;
| shift || Makes player crouch, roll while moving.&lt;br /&gt;
|-&lt;br /&gt;
! Jump&lt;br /&gt;
| Space || Makes player jump.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Basic Attacks =&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  !! Control !! Behavior&lt;br /&gt;
|-&lt;br /&gt;
! Punch/Kick &lt;br /&gt;
|  Left Mousebutton || Punch and kick depending on if you stand still or move in a certain direction. Exact attack may change depending on the controlled character.&lt;br /&gt;
|-&lt;br /&gt;
! Pick Up a Weapon&lt;br /&gt;
|  Right Mousebutton || If you&#039;re close to a weapon object, picks it up. Letting go of the button drops the weapon. If it&#039;s let go during jump, it gets thrown out. &lt;br /&gt;
|-&lt;br /&gt;
! Active Block&lt;br /&gt;
|  Right Mousebutton || If you press right mouse button as you&#039;re being attacked, you&#039;ll perform an active block that will stun your opponent for a moment. Active Block is &#039;&#039;&#039;disabled&#039;&#039;&#039; at the moment (Alpha 113).&lt;br /&gt;
|-&lt;br /&gt;
! Judo Throw &lt;br /&gt;
|  Right Mousebutton || If you press right mouse button as you&#039;re being attacked, you&#039;ll perform a counter throw on your opponent. Judo Throw is &#039;&#039;&#039;disabled&#039;&#039;&#039; at the moment (Alpha 113).&lt;br /&gt;
|-&lt;br /&gt;
! Leg Cannon &lt;br /&gt;
| &#039;LeftMouse&#039; while in the air and near enemy || You&#039;ll kick with both legs towards the enemy&#039;s chest area, launching you towards the sky and your opponent to the ground.&lt;br /&gt;
|-&lt;br /&gt;
! Sweep &lt;br /&gt;
| &#039;LeftMouse&#039; while crouched || Makes the player sweep the feet of enemies.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
How many legcannons can you do before touching the ground again? Challenge yourself!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Alpha Keys=&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  !! Control !! Behavior&lt;br /&gt;
|-&lt;br /&gt;
! Normal/Active Ragdoll&lt;br /&gt;
| &#039;Z&#039; || Puts all characters into ragdoll mode. At the moment, in Alpha 113, the ragdolls are the world famous Active ragdolls, which try to protect themselves from nearby objects. In previous alphas, Z button put all characters into normal ragdoll mode.&lt;br /&gt;
|-&lt;br /&gt;
! Pain-Animation&lt;br /&gt;
| &#039;N&#039; || Makes the player and A.I fall to the ground in agony until you let go of the button. Added in Alpha 113, may disappear or change in future versions.&lt;br /&gt;
|-&lt;br /&gt;
! Normal Ragdolls&lt;br /&gt;
| &#039;M&#039; || Makes the player and A.I fall to the ground like normal until you let go. This shortcut was added in Alpha 113 and was &#039;Z&#039; previously. It may be changed back to &#039;&amp;gt;&#039; in a future alpha.&lt;br /&gt;
|-&lt;br /&gt;
! &#039;C&#039; &lt;br /&gt;
| Activate Agressive A.I || The A.I added with the editor will now attack any hostiles assinged to them.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Special Attacks=&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  !! Control !! Behavior&lt;br /&gt;
|-&lt;br /&gt;
! Select single object&lt;br /&gt;
| double-left-click on object || Selects clicked on object and deselects all other objects. If the object is part of a group, the whole group is selected. Bounding box and slight glow indicate object is selected.&lt;br /&gt;
|-&lt;br /&gt;
! Toggle-select objects&lt;br /&gt;
| shift + double-left-click on objects || Toggles whether or not clicked on object is selected. Preserves other existing selections.&lt;br /&gt;
|-&lt;br /&gt;
! Box select objects&lt;br /&gt;
| left-click + right-click + drag, or left-click + &#039;b&#039; + drag || Selects all objects whose centers lie within box drawn on screen. Deselects all other objects.&lt;br /&gt;
|-&lt;br /&gt;
! Box toggle-select objects&lt;br /&gt;
| shift + left-click + right-click + drag, or shift + left-click + &#039;b&#039; + drag || Toggles selection state for all objects whose centers lie within box drawn on screen. Preserves other existing selections.&lt;br /&gt;
|-&lt;br /&gt;
! Select all&lt;br /&gt;
| cmd-a || Selects all objects.&lt;br /&gt;
|-&lt;br /&gt;
! Deselect all&lt;br /&gt;
| double-left-click away from all objects || Deselects all objects.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Overgrowth]]&lt;br /&gt;
[[Category:Controls]]&lt;br /&gt;
[[Category:Help]]&lt;/div&gt;</summary>
		<author><name>Endoperez</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Player_Controls&amp;diff=1974</id>
		<title>Player Controls</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Player_Controls&amp;diff=1974"/>
		<updated>2011-01-21T16:01:52Z</updated>

		<summary type="html">&lt;p&gt;Endoperez: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;Cmd&#039; refers to the &#039;⌘&#039; key on Macs, and the &#039;Ctrl&#039; key on PCs.&lt;br /&gt;
Add here when new alpha specific things are added: thank you!&lt;br /&gt;
&lt;br /&gt;
= Character Movement=&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  !! Control !! Behavior&lt;br /&gt;
|-&lt;br /&gt;
! Forward&lt;br /&gt;
| &#039;w&#039; || Moves player forward.&lt;br /&gt;
|-&lt;br /&gt;
! Backward&lt;br /&gt;
| &#039;s&#039; || Moves player backward.&lt;br /&gt;
|-&lt;br /&gt;
! Left&lt;br /&gt;
| &#039;a&#039; || Moves player left.&lt;br /&gt;
|-&lt;br /&gt;
! Right&lt;br /&gt;
| &#039;d&#039; || Moves player right.&lt;br /&gt;
|-&lt;br /&gt;
! Crouch&lt;br /&gt;
| shift || Makes player crouch, roll while moving.&lt;br /&gt;
|-&lt;br /&gt;
! Jump&lt;br /&gt;
| Space || Makes player jump.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Basic Attacks =&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  !! Control !! Behavior&lt;br /&gt;
|-&lt;br /&gt;
! Punch/Kick &lt;br /&gt;
|  Left Mousebutton || Punch and kick depending on if you stand still or move in a certain direction. Exact attack may change depending on the controlled character.&lt;br /&gt;
|-&lt;br /&gt;
! Pick Up a Weapon&lt;br /&gt;
|  Right Mousebutton || If you&#039;re close to a weapon object, picks it up. Letting go of the button drops the weapon. If it&#039;s let go during jump, it gets thrown out. &lt;br /&gt;
|-&lt;br /&gt;
! Active Block&lt;br /&gt;
|  Right Mousebutton || If you press right mouse button as you&#039;re being attacked, you&#039;ll perform an active block that will stun your opponent for a moment. Active Block is &#039;&#039;&#039;disabled&#039;&#039;&#039; at the moment (Alpha 113).&lt;br /&gt;
|-&lt;br /&gt;
! Judo Throw &lt;br /&gt;
|  Right Mousebutton || If you press right mouse button as you&#039;re being attacked, you&#039;ll perform a counter throw on your opponent. Judo Throw is &#039;&#039;&#039;disabled&#039;&#039;&#039; at the moment (Alpha 113).&lt;br /&gt;
|-&lt;br /&gt;
! Leg Cannon &lt;br /&gt;
| &#039;LeftMouse&#039; while in the air and near enemy || You&#039;ll kick with both legs towards the enemy&#039;s chest area, launching you towards the sky and your opponent to the ground.&lt;br /&gt;
|-&lt;br /&gt;
! Sweep &lt;br /&gt;
| &#039;LeftMouse&#039; while crouched || Makes the player sweep the feet of enemies.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
How many legcannons can you do before touching the ground again? Challenge yourself!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Alpha Keys=&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  !! Control !! Behavior&lt;br /&gt;
|-&lt;br /&gt;
! Enable Ragdoll&lt;br /&gt;
| &#039;Z&#039; || Puts all characters into ragdoll mode. At the moment, in Alpha 113, the ragdolls are the world famous Active ragdolls, which try to protect themselves from nearby objects.&lt;br /&gt;
|-&lt;br /&gt;
! Pain-Animation&lt;br /&gt;
| &#039;N&#039; || Makes the player and A.I fall to the ground in agony until you let go of the button. Added in Alpha 113, may disappear or change in future versions.&lt;br /&gt;
|-&lt;br /&gt;
! Normal Ragdolls&lt;br /&gt;
| &#039;M&#039; || Makes the player and A.I fall to the ground like normal until you let go. This shortcut was added in Alpha 113 and was &#039;Z&#039; previously. It may be changed back to &#039;&amp;gt;&#039; in a future alpha.&lt;br /&gt;
|-&lt;br /&gt;
! &#039;C&#039; &lt;br /&gt;
| Activate Agressive A.I || The A.I added with the editor will now attack any hostiles assinged to them.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Special Attacks=&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  !! Control !! Behavior&lt;br /&gt;
|-&lt;br /&gt;
! Select single object&lt;br /&gt;
| double-left-click on object || Selects clicked on object and deselects all other objects. If the object is part of a group, the whole group is selected. Bounding box and slight glow indicate object is selected.&lt;br /&gt;
|-&lt;br /&gt;
! Toggle-select objects&lt;br /&gt;
| shift + double-left-click on objects || Toggles whether or not clicked on object is selected. Preserves other existing selections.&lt;br /&gt;
|-&lt;br /&gt;
! Box select objects&lt;br /&gt;
| left-click + right-click + drag, or left-click + &#039;b&#039; + drag || Selects all objects whose centers lie within box drawn on screen. Deselects all other objects.&lt;br /&gt;
|-&lt;br /&gt;
! Box toggle-select objects&lt;br /&gt;
| shift + left-click + right-click + drag, or shift + left-click + &#039;b&#039; + drag || Toggles selection state for all objects whose centers lie within box drawn on screen. Preserves other existing selections.&lt;br /&gt;
|-&lt;br /&gt;
! Select all&lt;br /&gt;
| cmd-a || Selects all objects.&lt;br /&gt;
|-&lt;br /&gt;
! Deselect all&lt;br /&gt;
| double-left-click away from all objects || Deselects all objects.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Overgrowth]]&lt;br /&gt;
[[Category:Controls]]&lt;br /&gt;
[[Category:Help]]&lt;/div&gt;</summary>
		<author><name>Endoperez</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Editor_Interface&amp;diff=1447</id>
		<title>Editor Interface</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Editor_Interface&amp;diff=1447"/>
		<updated>2010-02-05T18:16:18Z</updated>

		<summary type="html">&lt;p&gt;Endoperez: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WQA in Progress}}&lt;br /&gt;
&lt;br /&gt;
=Basic Controls=&lt;br /&gt;
When you start up your Overgrowth Alpha, you&#039;ll probably be faced with dozens of questions. &amp;quot;What should I do?,&amp;quot; &amp;quot;How do I work the tools?,&amp;quot; and &amp;quot;How far can I edit Overgrowth?&amp;quot; are few of the many questions that will be answered in this section. However, it could be profitable for you to also try to experiment on your own. The more you learn on your own, the more likely you&#039;ll be comfortable with the interface. Firstly, it is important that you get familiar with the tools and information you have at your command in game.&lt;br /&gt;
&lt;br /&gt;
==The Interface==&lt;br /&gt;
[[Image:select.png‎‎|right|thumb|caption|Interface and Selecting]]&lt;br /&gt;
&lt;br /&gt;
Firstly, we&#039;ll make sense of the information and windows accessible from in game. To begin with, you have the most noticeable window; the palette. This palette is very important because it contains all of the tools you&#039;ll use to edit and manipulate objects, decals, and hotspots. We&#039;ll explain more of the palette soon. Secondly, in the bottom left of your screen you&#039;ll see a number after the letters &amp;quot;FPS&amp;quot;. Obviously, this means &amp;quot;Frames per Second&amp;quot;. Overgrowth is incredibly de-optimized at this current stage, so most likely once you start getting some objects in there your FPS will go down considerably. Do not worry, some day this shall be changed, even then it&#039;s hard to get to a point where the FPS reaches low numbers.&lt;br /&gt;
&lt;br /&gt;
Then we have the &#039;Misc Menu&#039; on the bottom right of your screen. It should be hidden to begin with, but if you drag it upwards you should reveal that it is rather intricate. Firstly, you have the &#039;Live Shadow Update&#039; on/off switch. This simply means that if you have shadows calculated, this will enable the shadows to update if an object moves. &#039;Calculate Shadows&#039; and &amp;quot;Calculate AO&#039; are the next switches on the Misc Menu. Calculate shadows (obviously) calculates the shadows for the map and all objects in it. Calculate AO turns the Ambient Occlusion on, which really just makes the map look prettier. &#039;&#039;&#039;Warning:&#039;&#039;&#039; Calculating either of these generally freezes Overgrowth up for sometimes over 15 minutes.&lt;br /&gt;
&lt;br /&gt;
Next is the &#039;FOV&#039; Scroller. This is comparable to changing the lens of a camera. Scroller left, the closer things appear, scroller right, the farther the things appear. The standard is 90.30. Also dealing with the camera is the &#039;Camera Collision Detection&#039; switch. This switch turns off and on the ability for the camera to have contact with objects. This is generally on by default, but I&#039;d advise to turn it off for complicated maps where you may need to get somewhere faster. Everything from &#039;Translation Jitter&#039; to &#039;Collide with Objects&#039; deals with changing the settings of the &#039;Brush&#039; tool. These options shall be explained rather shortly.&lt;br /&gt;
&lt;br /&gt;
Now that all of the apparent menus and information have been explained, we&#039;ll go over one last feature; the Console. Currently, the console seems to be nonfunctional, however, when it does come into use it will be rather important. The console uses [http://en.wikipedia.org/wiki/Javascript Javascript], a high powered code which allows for a lot of functions and such.&lt;br /&gt;
&lt;br /&gt;
==The Palette== &lt;br /&gt;
[[Image:pallete.png‎‎|right|thumb|caption|Palette Tools]]&lt;br /&gt;
&lt;br /&gt;
We&#039;ve just gone over most of the general interface, now we shall go more in depth with the palette. Firstly, it&#039;s apparent that there are six tools, generally doing different things. To select any of these tools, simply click them once with the LMB. I&#039;ve found it easy to accidentally not fully press a tool, so be aware. Here is a table of how to select each button.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+ align=&amp;quot;Top&amp;quot; |&#039;&#039;Browser&#039;&#039;&lt;br /&gt;
|Load Button&lt;br /&gt;
|Click ‘Load’ button or CMD &#039;L&#039;&lt;br /&gt;
|Pressing the &#039;Load&#039; button will automatically open up a new browser in which you can load any object, decal, or hotspot into the game.&lt;br /&gt;
|}&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+ align=&amp;quot;Top&amp;quot; |&#039;&#039;Tools&#039;&#039;&lt;br /&gt;
|Translate Tool&lt;br /&gt;
|Click ‘translate’ button or press ‘4′&lt;br /&gt;
|Sets tool to translate tool. When hovering over a selected object, cursor will indicate the currently chosen tool.&lt;br /&gt;
|-&lt;br /&gt;
|Scale Tool&lt;br /&gt;
|Click ‘Scale’ button or press ‘5′&lt;br /&gt;
|Sets tool to Scale Tool.&lt;br /&gt;
|-&lt;br /&gt;
|Rotate Tool&lt;br /&gt;
|Click ‘Rotate’ button or press ‘6′&lt;br /&gt;
| Sets tool to Rotate Tool.&lt;br /&gt;
|-&lt;br /&gt;
|Omni Tool&lt;br /&gt;
|Click ‘Omni’ button or press ‘7′&lt;br /&gt;
| Sets tool to Omni Tool. This tool combines the Translate, Scale, and Rotate tool in one.&lt;br /&gt;
|-&lt;br /&gt;
|Brush Tool&lt;br /&gt;
|Click ‘Brush’ button, or press &#039;3&#039;&lt;br /&gt;
| Sets tool to Brush Tool. Hold P + LMB and drag. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Now that you know what each tool is called it&#039;s almost time to move on to how they are specifically used. However, first it&#039;d be best to go over the Browser first.&lt;br /&gt;
&lt;br /&gt;
===The Browser===&lt;br /&gt;
&lt;br /&gt;
The new browser combines the Object, Decal, and Hotspot browser into one functional one. For the most part, the object browser has almost every object listed in it as a image thumbnail, however if you&#039;ve created your own object or want to load an object that isn&#039;t in the thumbnail form, you can simply press the &#039;Load External Object&#039; button and search through the object folder with all the .xml&#039;s all over the place. You can also switch the tab to decal or hotspot browser, which also has all the assets in the thumbnail list. Also, by pressing the Heart located at the top right of every thumbnail, you can add to favorites and look at them in a separate section. Finally, one last feature is the search feature. Simply type the name of the .xml you&#039;re looking for and it&#039;ll pop up for you.&lt;br /&gt;
&lt;br /&gt;
Okay, we&#039;re ready for some nice down and dirty work with the tools...&lt;br /&gt;
&lt;br /&gt;
==Using the Tools== &lt;br /&gt;
[[Image:translate.png‎‎|right|thumb|caption|Translate Tool]]&lt;br /&gt;
&lt;br /&gt;
So we&#039;ve gone over the interface and how to access the tools, but now it&#039;s time to show you what each tool really does. As you can see below there is the actual palette. Familiarize yourself with it to make this process easier. Okay, now we&#039;ll start with the Translation tool first...&lt;br /&gt;
&lt;br /&gt;
[[Image:palettebar.png|150px]]&lt;br /&gt;
&lt;br /&gt;
===Translation Tool=== &lt;br /&gt;
&lt;br /&gt;
This tool, like all manipulation tools, can affect Objects, Decals and Hotspots in generally the same way. For simplicity&#039;s sake, we&#039;ll explain these tools in regards to objects only. When an object is selected, this tool allows you to move it&#039;s position. So really, &#039;translation&#039; is really just a fancy word for the &#039;move tool&#039;. When hold down LMB on an object, you can freely move it without being tied down by a grid or plane. However, all tools can be used differently. If you use RMB on one of the sides of the object, the object will move bound to that plane. This is useful when making walls, buildings, or even Crete structures because you can put an object on the surface of another object, and then edit the position without worrying about depth. If you use RMB + Shift on a side, the object will move bound to that side&#039;s perpendicular line. You can use this along with hold Option and Shift, which will duplicate the object, while being snapped to grid and moving on one line. Good for making towers, roads, and other such structures. Another way to use the Translate tool is to use your arrows. In summary, the Translation tool will be one of your most used tools, so get comfortable with it as much as possible.&lt;br /&gt;
&lt;br /&gt;
===Scale Tool=== &lt;br /&gt;
[[Image:scale.png‎‎|right|thumb|caption|Scale Tool]]&lt;br /&gt;
&lt;br /&gt;
The Scale tool is probably most similar to the Translation tool out of all the tools at your command. However, in the process of making your project, remember to use Rabbot as a standard of size. What do I mean by this? Well, it can be hard to judge size without any reference point, so use Rabbot to make sure your stuff isn&#039;t too large or too small. Also remember that not all object scale graciously. Certain object loose much of their quality when significantly enlarged. Moving on, if you use LMB on the object, this tool will scale the object in size from the center. It&#039;s basically a &#039;Make bigger&#039; or &#039;make smaller&#039; tool with LMB. Now, when you use RMB on one side, this will scale the object bound to that side you used RMB on. Also, like the translation tool, you can use RMB + Shift on one side to scale bound to that side&#039;s perpendicular line. Using the &#039;Control&#039; button with the scaling will snap the scaling to it&#039;s grid, however it seems as if it doesn&#039;t exactly coincide with the Translation&#039;s grid. Pretty much you&#039;d have to see it for yourself to understand completely.&lt;br /&gt;
&lt;br /&gt;
Also, another feature with the scaling tool is the ability to mirror your object. It&#039;s rather simple actually, simply use RMB + Shift + Control on one side, and then drag the mouse over past the opposite side. This, if done properly, will result in your object being completely mirrored beside it.&lt;br /&gt;
&lt;br /&gt;
===Rotate Tool=== &lt;br /&gt;
[[Image:rotate.png‎‎|right|thumb|caption|Rotate Tool]]&lt;br /&gt;
&lt;br /&gt;
Now we have the last of the Manipulation tools, the Rotation Tool. This tool is actually slightly less complicated than the other&#039;s because it&#039;s function is easier to grasp. This tool actually had some trouble in the earlier stages of development because the snap to grid function (Control) didn&#039;t exactly work so well. Luckily for us now, the Rotate tool works pretty much perfectly. You can use LMB to free rotate the object, kind of like how LMB affect objects with the Translation tool. Free rotating an object is good for when you need to make ruins, or something more natural. After all, Overgrowth is all about the natural environment of the map. However, if you ever did want to get a more defined result with rotation tool, simply use RMB on one of the sides of the object to rotate on that side&#039;s perpendicular axis. Using Control with the Rotate tool is very important. For instance, when making a house and you have a wall, you need to make a right angle. Using RMB + Control on the top side of the wall, you can rotate it into a right angle.&lt;br /&gt;
&lt;br /&gt;
===Omni Tool=== &lt;br /&gt;
&lt;br /&gt;
This tool combines the Translate, Scale, and Rotate tool into one tool. This is useful because it saves time that you&#039;d normally spend changing tools. When using this tool there are two ways in which it determines what tool to use. Firstly, it determines this by where your curser is in relation to the object. For Translation, hover over the center of a side. For Scale, hover near the verticies of the object. For rotate, hover near the edge of the object. This takes some getting used to along with a good amount of precision. However, another way to determine which tool to use goes as: Translation, hold T. Scale, hold E, Rotation, hold R. Now, don&#039;t be surprised when you press R and a Ragdoll spawns. It turns out that this hotkey is used for two functions.&lt;br /&gt;
&lt;br /&gt;
===Brush Tool=== &lt;br /&gt;
&lt;br /&gt;
This tool is different from the other tools listed because it&#039;s not a Manipulation tool, it&#039;s more like an &#039;Add Object&#039; tool. The brush tool allows you add objects to a map quickly and seamlessly. All you have to do is load an object via the Object Browser, but before adding it to the map, switch to the brush tool and hold P + LMB and drag over the map. You should end up with the object you loaded being spread on the map near where your curser is moving. As mentioned before, the Misc Menu can also change how the Brush tool works. Editing all the &#039;jitter&#039; sliders will change how the brush works, and you can even set it so you can brush over objects as well.&lt;br /&gt;
&lt;br /&gt;
== Saving Combined Object As A Separate File ==&lt;br /&gt;
&lt;br /&gt;
Once you have created someone you wish to use elsewhere, press Ctrl+Shift+S (On Windows) or Command+Shift+S (on Mac) to open an object saving dialog. This way, you can save buildings, trees or obstacle courses made from many parts as a single XML object, ready to be imported back to Overgrowth.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
&lt;br /&gt;
So, in total we went over the general interface of Overgrowth, and went in depth on the functions of the Palette. In truth, once you get a hang of using the tools it gets easier from there. Even when editing Decals or Hotspots, it&#039;s all just a process of getting used to the way the editor works. Also, feel free to use any of the tutorial images on the right side as quick reference guides incase you forget anything. Also, the two links below are &#039;&#039;&#039;incredibly useful&#039;&#039;&#039;, I&#039;d highly recommend them.&lt;br /&gt;
&lt;br /&gt;
Thanks to Phillip and the whole Wolfire team for any information I used from them.&lt;br /&gt;
&lt;br /&gt;
[http://blog.wolfire.com/2009/03/map-editor-controls/ Philip&#039;s Map Editor Controls] - [http://forums.wolfire.com/viewtopic.php?f=13&amp;amp;t=4148 SPF Forum]&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;br /&gt;
[[Category:Overgrowth]]&lt;br /&gt;
[[Category:Editing]]&lt;/div&gt;</summary>
		<author><name>Endoperez</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Importing_Models_%26_Textures&amp;diff=1446</id>
		<title>Importing Models &amp; Textures</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Importing_Models_%26_Textures&amp;diff=1446"/>
		<updated>2010-02-05T18:08:14Z</updated>

		<summary type="html">&lt;p&gt;Endoperez: New page: This page explains how you can tell Phoenix engine to use custom 3D models and textures. To learn how to create these from scratch, please see the Making New Models &amp;amp; Textures page.   ...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page explains how you can tell Phoenix engine to use custom 3D models and textures. To learn how to create these from scratch, please see the [[Making New Models &amp;amp; Textures]] page. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Objects, Models and Textures ==&lt;br /&gt;
Overgrowth&#039;s Phoenix engine differentiates between the 3D model and the in-game object. Object is an XML file with links to the model, combined diffuse/specular and normal images, and the shader. The object file is saved as a plain text xml file, and can be created in most text editors. As of Alpha 64, you can&#039;t leave out any of tag pairs without causing a crash. Missing or incorrect links will be replaced with a default FailWhale model or texture. Below is an XML template you can use to create custom objects. Many more can be found under Data/Objects folder. &lt;br /&gt;
&lt;br /&gt;
 &amp;lt;?xml version=&amp;quot;1.0&amp;quot; ?&amp;gt;&lt;br /&gt;
 &amp;lt;Object&amp;gt;&lt;br /&gt;
   &amp;lt;Model&amp;gt;&lt;br /&gt;
     Data/Custom/Username/custom_model.obj&lt;br /&gt;
   &amp;lt;/Model&amp;gt;&lt;br /&gt;
   &amp;lt;ColorMap&amp;gt;&lt;br /&gt;
     Data/Custom/Username/custom_diffuse.png&lt;br /&gt;
   &amp;lt;/ColorMap&amp;gt;&lt;br /&gt;
   &amp;lt;NormalMap&amp;gt;&lt;br /&gt;
     Data/Custom/Username/custom_normals.png&lt;br /&gt;
   &amp;lt;/NormalMap&amp;gt;&lt;br /&gt;
   &amp;lt;ShaderName&amp;gt;&lt;br /&gt;
     cubemap&lt;br /&gt;
   &amp;lt;/ShaderName&amp;gt;&lt;br /&gt;
 &amp;lt;/Object&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== File Formats ==&lt;br /&gt;
&lt;br /&gt;
XML object files are text files with the filetype &#039;.xml&#039;.&lt;br /&gt;
Phoenix engine can read 3D models in the Wavefront OBJ format. Most 3D modeling applications let you export your models out in the OBJ format. The object doesn&#039;t have to be specifically triangelized, and Overgrowth doesn&#039;t use the MTL (material) files that may be created during the exporting process. &lt;br /&gt;
&lt;br /&gt;
Phoenix engine will also automatically create .dds images from TGA and PNG images with or without transparency. In an effort to reduce the amount of textures used, Phoenix engine reads the alpha channel of the color map as the specular map. As mentioned in the latter half of the How to make a seamless tiling texture blog post [[http://blog.wolfire.com/2009/06/how-to-make-a-seamless-tiling-texture/]], you can paste the greyscale information of the specular map into the color map&#039;s alpha channel. &lt;br /&gt;
&lt;br /&gt;
By default, Overgrowth uses Object-space normal mapping [[http://blog.wolfire.com/2009/10/character-normal-maps/]], but you can also use Tangent-space normal maps. The way the normal map is used depends on the shader name defined in the XML file. Shader &#039;cubemap&#039; uses tangent-space and &#039;cubemapobj&#039; object-space normals. &lt;br /&gt;
&lt;br /&gt;
== Folder Structure ==&lt;br /&gt;
&lt;br /&gt;
There are no folder structure restrictions on Overgrowth objects, models or textures; they don&#039;t even have to be under the main Overgrowth folder. It is, however, recommended that any custom objects go under the Data/Custom/ directory, into a subfolder named after the creator. This makes it easy to keep custom content separate from the official content. If the XML object files contain a precise folder structure as shown in the example, for the objects to work the same folder structure must be used in all Overgrowth installations.&lt;br /&gt;
&lt;br /&gt;
If you use a Mac and don&#039;t know how to access the folders, right click the Alpha, click &#039;Show Package Contents&#039;, Contents-&amp;gt;Data. For easy access you can then drag it into your Sidebar.&lt;/div&gt;</summary>
		<author><name>Endoperez</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Portal:Overgrowth&amp;diff=1445</id>
		<title>Portal:Overgrowth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Portal:Overgrowth&amp;diff=1445"/>
		<updated>2010-02-05T16:57:31Z</updated>

		<summary type="html">&lt;p&gt;Endoperez: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;[[Category:Portals|{{PAGENAME}}]] [[Category:Overgrowth|{{PAGENAME}}]] &amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{{Overgrowth Portal Header}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://www.wolfire.com/overgrowth Overgrowth] takes place in the savage world of Lugaru where rabbits, wolves and other animals are forced to use paws, claws and medieval weaponry to engage each other in battle. Combining 3rd person adventure platforming with intricate melee combat, Overgrowth achieves a unique feel.&lt;br /&gt;
&lt;br /&gt;
Overgrowth also benefits from [http://www.wolfire.com/ Wolfire]&#039;s brand new Phoenix Engine which has been built from the ground up to allow the use of cutting edge graphics, animation, and physics. Add to these exciting features Overgrowth’s realistic artificial intelligence and streamlined control system and the result is an astoundingly immersive experience.&lt;br /&gt;
&lt;br /&gt;
== Instructions ==&lt;br /&gt;
* [[Basic Controls]]&lt;br /&gt;
* [[Overgrowth FAQ]]&lt;br /&gt;
&lt;br /&gt;
== Videos ==&lt;br /&gt;
* [[Rigging and Animation]]&lt;br /&gt;
* [[Decals]]&lt;br /&gt;
&lt;br /&gt;
== Modding Overgrowth ==&lt;br /&gt;
* [[Overgrowth Map Editing]]&lt;br /&gt;
* [[Custom Terrain]]&lt;br /&gt;
* [[Making New Models &amp;amp; Textures]]&lt;br /&gt;
* [[Importing Models &amp;amp; Textures]]&lt;br /&gt;
* [[Custom Decals]]&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
* [[How to make your own models for Overgrowth]]&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
* [[Useful Links]]&lt;/div&gt;</summary>
		<author><name>Endoperez</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Custom_Models_%26_Textures&amp;diff=1443</id>
		<title>Custom Models &amp; Textures</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Custom_Models_%26_Textures&amp;diff=1443"/>
		<updated>2010-02-05T16:55:58Z</updated>

		<summary type="html">&lt;p&gt;Endoperez: Custom Models &amp;amp; Textures moved to Making New Models &amp;amp; Textures: I&amp;#039;ll make a new article for &amp;quot;Importing Models &amp;amp; Textures&amp;quot;, and the name change helps differentiate the titles.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Making New Models &amp;amp; Textures]]&lt;/div&gt;</summary>
		<author><name>Endoperez</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Making_New_Models_%26_Textures&amp;diff=1442</id>
		<title>Making New Models &amp; Textures</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Making_New_Models_%26_Textures&amp;diff=1442"/>
		<updated>2010-02-05T16:55:58Z</updated>

		<summary type="html">&lt;p&gt;Endoperez: Custom Models &amp;amp; Textures moved to Making New Models &amp;amp; Textures: I&amp;#039;ll make a new article for &amp;quot;Importing Models &amp;amp; Textures&amp;quot;, and the name change helps differentiate the titles.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;This tutorial does not contain all the links and pictures it should yet.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This tutorial is based on jo-shadow&#039;s tutorial [http://forums.wolfire.com/viewtopic.php?f=13&amp;amp;t=4712 &#039;&#039;How to make your own models for OG&#039;&#039;].&lt;br /&gt;
&lt;br /&gt;
This tutorial will teach you everything you need to know to make your own objects and how to get them into the game.&lt;br /&gt;
&lt;br /&gt;
Please keep in mind that this method is by no means the only way of making and adding Objects. It is merely one of very many ways, but doing it this way should be easy to learn and understand for anyone. Some experience with 3D programs would help, but even the most inexperienced beginner should be able to get results with this guide.&lt;br /&gt;
&lt;br /&gt;
== What you will learn ==&lt;br /&gt;
&lt;br /&gt;
This tutorial will cover how to do the following:&lt;br /&gt;
&lt;br /&gt;
* Creating a 3D model.&lt;br /&gt;
* UV mapping the model.&lt;br /&gt;
* Generating a texture from the UV data.&lt;br /&gt;
* Editing the texture.&lt;br /&gt;
* Changing the reflectivity of the texture.&lt;br /&gt;
* Making a normal map for the texture.&lt;br /&gt;
* Setting up the folder.&lt;br /&gt;
* Making the XML file.&lt;br /&gt;
* Testing the object in the engine.&lt;br /&gt;
&lt;br /&gt;
== What you will need ==&lt;br /&gt;
&lt;br /&gt;
You will need the following for this tutorial:&lt;br /&gt;
* A 3D modeling program with simple UV mapping capabilities.&lt;br /&gt;
** This tutorial will use [http://en.wikipedia.org/wiki/Wings3d Wings3D], an open source, cross platform polygonal modeler. It is much simpler when it comes to features than [http://en.wikipedia.org/wiki/Blender_(software) Blender] or other major 3D packages, but it should be much easier to learn for beginners.&lt;br /&gt;
** If you prefer blender or another program the basic concepts are the same, but this tutorial only covers Wings3D.&lt;br /&gt;
* An image editor.&lt;br /&gt;
** This tutorial will use [http://en.wikipedia.org/wiki/Photoshop Photoshop], however any image editor will work just fine. As a free, cross-platform alternative I would suggest using [http://en.wikipedia.org/wiki/GIMP GIMP].&lt;br /&gt;
* A text editor.&lt;br /&gt;
** Any will do. Mac users can use [http://en.wikipedia.org/wiki/Textedit Textedit] and Windows users [http://en.wikipedia.org/wiki/Notepad_(Windows) Notepad].&lt;br /&gt;
* The latest [http://blog.wolfire.com/category/alpha/ Overgrowth alpha]. &lt;br /&gt;
** This tutorial was originally written for and tested on [http://forums.wolfire.com/viewtopic.php?f=13&amp;amp;t=4701 alpha 16].&lt;br /&gt;
&lt;br /&gt;
Please make sure that you have these necessary programs before you start.&lt;br /&gt;
&lt;br /&gt;
== Getting started ==&lt;br /&gt;
&lt;br /&gt;
It is advised, but not necessary, that you first take a look at the [http://internap.dl.sourceforge.net/sourceforge/wings/wings3d_manual1.6.1.pdf Wings3D manual] to help you become comfortable with its interface. It contains some very quick and easy tutorials that will teach you everything you need to know for this tutorial and then some.&lt;br /&gt;
&lt;br /&gt;
Here are some quick Wings3D basics:&lt;br /&gt;
* Go into &#039;&#039;Edit -&amp;gt; Preferences&#039;&#039;&lt;br /&gt;
** Check &#039;&#039;Force Axis-Aligned Ortho&#039;&#039;. This will make editing along an axis easier.&lt;br /&gt;
** Single-button Mac users should in the &#039;&#039;Camera&#039;&#039; tab select the one button control mode.&lt;br /&gt;
* Change between &#039;&#039;Vertex&#039;&#039;, &#039;&#039;Edge&#039;&#039;, &#039;&#039;Face&#039;&#039; and &#039;&#039;Object&#039;&#039; mode by pressing the buttons on the top bar or the keystrokes: &#039;&#039;&#039;V&#039;&#039;&#039;, &#039;&#039;&#039;E&#039;&#039;&#039;, &#039;&#039;&#039;F&#039;&#039;&#039; and &#039;&#039;&#039;B&#039;&#039;&#039; respectively&lt;br /&gt;
* Select stuff by clicking on it.&lt;br /&gt;
* Deselect with space.&lt;br /&gt;
* Focus the view on what you have selected by pressing &#039;&#039;&#039;A&#039;&#039;&#039;.&lt;br /&gt;
* Reset the view with &#039;&#039;&#039;R&#039;&#039;&#039;.&lt;br /&gt;
* Right clicking (control + click will from now on by implied for Macs as right click) brings up a context-dependent drop-down menu. Its contents changes depending on what you have selected. This is where most of the features we will use are located.&lt;br /&gt;
* For most of the keyboard shortcuts look under &#039;&#039;Help -&amp;gt; Defined Hotkeys&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
So without further ado, let&#039;s begin.&lt;br /&gt;
&lt;br /&gt;
== Creating a 3D model ==&lt;br /&gt;
&lt;br /&gt;
Because it has been so widely requested in the [SPF], and for the sake of simplicity, in this tutorial we will make a simple textured 3D cylinder. However, taking it a step further to more advanced models should not be a problem.&lt;br /&gt;
&lt;br /&gt;
[[Image:Model_4.png|200px|thumb|right|Our finished cylinder.]]&lt;br /&gt;
# Open Wings 3D&lt;br /&gt;
# Right click anywhere and choose &#039;&#039;Cylinder&#039;&#039; from the drop-down menu ([[Media:Model_1.png|picture]]). This will spawn a default 16-sided cylinder, to spawn a customized cylinder press the little box on the same line instead. We will now change the proportions of the cylinder to our liking. &lt;br /&gt;
# Go into object mode (&#039;&#039;&#039;B&#039;&#039;&#039;) and select the cylinder ([[Media:Model_2.png|picture]]).&lt;br /&gt;
# Right click anywhere to open the drop-down menu and select &#039;&#039;Scale -&amp;gt; Radial Y&#039;&#039; ([[Media:Model_3.png|picture]]).&lt;br /&gt;
# Now drag the mouse side to side to change the width of the cylinder. Click once it is scaled to your liking to accept, or press tab to manually input a value.&lt;br /&gt;
# For the purpose of this tutorial our cylinder model is now finished.&lt;br /&gt;
&lt;br /&gt;
Now we need to generate a UV map for the object so we can texture it.&lt;br /&gt;
&lt;br /&gt;
=== UV Mapping the model ===&lt;br /&gt;
&lt;br /&gt;
When you want to apply a texture to a 3D model, you might run into some problems. The best way we know how to deal with textures is as a 2D image, but how do we take a 3D model, and make a 2D image out of it? Well let&#039;s imagine that we have an orange painted like a globe like this:&lt;br /&gt;
&lt;br /&gt;
[[Image:Globe_1.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And we want to make its surface flat kinda like this:&lt;br /&gt;
&lt;br /&gt;
[[Image:Globe_2.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The solution is we peel away the surface, cutting it in a certain way so that it lies flat:&lt;br /&gt;
&lt;br /&gt;
[[Image:Globe_3.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Please note that there are many ways of doing this, but some work better than others. For example one of the more accurate ways of doing this with the earth is what&#039;s known as &#039;&#039;Fuller&#039;s Projection&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
[[Image:Globe_4.png]]&lt;br /&gt;
&lt;br /&gt;
([http://earthvoyage.googlepages.com/UNFOLD.MOV Click for animation])&lt;br /&gt;
&lt;br /&gt;
This is what we have to do with our cylinder: We have to cut it up so that we can lay it flat on a 2D plane.&lt;br /&gt;
&lt;br /&gt;
Each vertex of the model, which already has a 3D coordinate of (X,Y,Z) will now also have a 2D coordinate on this special plane, so that we know how to fit the texture onto our object. This 2D coordinate is defined as (U,V), which is why this is called [http://en.wikipedia.org/wiki/Uv_mapping UV mapping]. This is a simplified way of describing UV mapping, but for this tutorial it will do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: there are other methods for applying textures to models, but this guide only covers UV mapping.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Select the entire object, and at the bottom of the drop-down menu choose &#039;&#039;UV Mapping -&amp;gt; Direct&#039;&#039;. A new window with the object will pop up with a title of &#039;&#039;AutoUV Segmenting&#039;&#039;.&lt;br /&gt;
PICTURE&lt;br /&gt;
&lt;br /&gt;
and the name of your object:&lt;br /&gt;
PICTURE&lt;br /&gt;
&lt;br /&gt;
Now we have to Divide the object into different shapes so that it can unfold it properly, just like in the globe example.&lt;br /&gt;
This can be done Automatically or Manually. For the sake of practice let&#039;s do it by hand:&lt;br /&gt;
You can separate different pieces either by marking which edges to cut, by coloring the faces that should go together, or both.&lt;br /&gt;
&lt;br /&gt;
# In face mode (F) select the top Face and press &#039;i&#039; (select similar) so both the top and bottom are selected.&lt;br /&gt;
Choose one of the nine colors Labeled AuvChart1-9 from the drop-down menu. Doing so will mark these faces as being separate from the rest of the model.&lt;br /&gt;
&lt;br /&gt;
# Clear your selection with space, and select one of the vertical side pieces.&lt;br /&gt;
Select the rest by selecting similar (i), then mark these with a different color.&lt;br /&gt;
&lt;br /&gt;
# Because the cylindrical part of the model is still in a loop we need to mark a cut. &lt;br /&gt;
In Edge mode (E) select of the vertical edges and choose &#039;mark edges for cut&#039; from the drop down menu.&lt;br /&gt;
&lt;br /&gt;
# The marking of your model is now complete, and it is ready to be unfolded.&lt;br /&gt;
Choose Continue-&amp;gt;Unfolding from the drop down menu&lt;br /&gt;
&lt;br /&gt;
# A window showing the unfolded model will open up. This is the UV map.&lt;br /&gt;
To show what part of the UV map belongs to what part of the model, there is a colorful grid and letter pattern that you can also see on your model. When you Select a face you see it on both the model and the UV map.&lt;br /&gt;
&lt;br /&gt;
You can also scale and move parts of the model around on the UV map, and the changes will be apparent on the model. Making a face take up more of the UV map will make give it a denser more detailed texture. This is often used to make important features of a model more detailed, like the hands and dace of a character.&lt;br /&gt;
&lt;br /&gt;
If for whatever reason you don&#039;t like how the unfolding ended up you can select your object, and in the drop down menu Choose UV Mapping-&amp;gt; Force Segment (delete previous) to start from a clean slate.&lt;br /&gt;
&lt;br /&gt;
It&#039;s important to note that there can be many different ways of cutting an object and the resulting UV maps can look very different.&lt;br /&gt;
&lt;br /&gt;
There are two automated methods, Projection and Feature Detection:&lt;br /&gt;
UV_5.png (12.56 KiB) Viewed 597 times&lt;br /&gt;
&lt;br /&gt;
Depending on your model one might be better than the other, sometimes they both suck and you have to do it manually, and sometimes if your model is simple like this one they will both give you the same result.&lt;br /&gt;
&lt;br /&gt;
If you cut the object in weird ways it will end up unfolding weirdly, like this for example:&lt;br /&gt;
PICTURE&lt;br /&gt;
&lt;br /&gt;
Once again, the best way to understand how this works is to experiment and try out the various features.&lt;br /&gt;
&lt;br /&gt;
Although there are many different ways of mapping any Model, as a rule you want its faces to use the UV space as efficiently as possible, because any texture that isn&#039;t under the mapped Faces will not be seen anywhere when the texture is applied.&lt;br /&gt;
&lt;br /&gt;
There are entire programs devoted simply to finding the best way to generate the UV map for any given model, and the tools wings3D provides are much more basic. However they are sufficient for a simple object like this. &lt;br /&gt;
With practice you can even manage more complex ones.&lt;br /&gt;
&lt;br /&gt;
Now that We&#039;ve Finished UV mapping let&#039;s generate the texture for the model. Rest assured, the hardest part is done.&lt;br /&gt;
&lt;br /&gt;
Generating a texture from the UV Data&lt;br /&gt;
&lt;br /&gt;
We have our lovely UV map, and now we need to generate a texture we can then edit.&lt;br /&gt;
&lt;br /&gt;
# With the UV map Window still open, choose &#039;Create Texture&#039; from the drop-down menu. A small window will pop up:&lt;br /&gt;
&lt;br /&gt;
Choose a size depending on how big the object will end up being, and how detailed you want it to be. The larger the image, the more detailed the texture will look on the model.&lt;br /&gt;
It wouldn&#039;t make sense to have a super-high detailed texture for a fork, and you wouldn&#039;t want a low quality texture for a skyscraper either. For this object 512x512 will work just fine.&lt;br /&gt;
&lt;br /&gt;
# Because we want to edit this texture manually later we need to know where on the texture the edges of the object are, so we know where on the object we are drawing.&lt;br /&gt;
Set the first as &#039;Background&#039; and the second as &#039;Draw Edges&#039; so the edges appear on the texture. Press OK.&lt;br /&gt;
&lt;br /&gt;
# It might seem like the UV map disappeared, but don&#039;t fear, the texture was created and is now applied to the object. You simply cannot see it well because it is white with black lines that are right under the wire-frame. You can tell when you zoom in really closely:&lt;br /&gt;
&lt;br /&gt;
# Export the model by going into File -&amp;gt; Export -&amp;gt; Wavefront (.obj)&lt;br /&gt;
&lt;br /&gt;
Then make a new folder in a location of your choosing and save it as whatever title you like.&lt;br /&gt;
It will save a .obj and a .mtl file. Delete the .mtl file. It has to do with materials that we don&#039;t need.&lt;br /&gt;
&lt;br /&gt;
# Sometimes the texture is saved along with the object, but sometimes it isn&#039;t. If there is no texture file in the folder you exported to, go into Window-&amp;gt;Outliner, and locate the texture:&lt;br /&gt;
PICTURE&lt;br /&gt;
&lt;br /&gt;
Right click it, Choose export and save it in the same folder as the obj, name it whatever you want, preferably the name of your object plus _Color.&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
Texture_5.png (13.25 KiB) Viewed 582 times&lt;br /&gt;
&lt;br /&gt;
You are now done with Wings3D!&lt;br /&gt;
&lt;br /&gt;
== Editing the texture ==&lt;br /&gt;
&lt;br /&gt;
Now it&#039;s time to get creative!&lt;br /&gt;
&lt;br /&gt;
# Load the Texture file into whichever image editing program of your choice&lt;br /&gt;
&lt;br /&gt;
# Create your actual texture now however you wish. It helps to keep your &#039;Template&#039; in a separate layer than the texture you want to be on your object.&lt;br /&gt;
&lt;br /&gt;
Here is one way of doing it in photoshop, that allows you to keep the Template&#039;s lines above your texture for reference:&lt;br /&gt;
&lt;br /&gt;
* Double click the layer name and accept the pop up prompt to unlock it.&lt;br /&gt;
* Rename the layer &amp;quot;template&amp;quot;.&lt;br /&gt;
* Create two layers bellow it, the lower one called background, the upper one called texture.&lt;br /&gt;
* Fill The background layer with white and lock it.&lt;br /&gt;
Image_2.png (19.76 KiB) Viewed 579 times&lt;br /&gt;
&lt;br /&gt;
* Select the Template layer, which is above all the other layers, and set its layer mode to multiply.&lt;br /&gt;
Image_3.png (37.59 KiB) Viewed 580 times&lt;br /&gt;
&lt;br /&gt;
This will make the white in it transparent, and the black remain as an overlay. you can use it as a guide. lock it as well.&lt;br /&gt;
* Draw in the texture layer to your heart&#039;s content.&lt;br /&gt;
&lt;br /&gt;
I just used some stock photography I found online. The area with the red text is wasted space that could have been better managed when I made the UV map. It will not appear on the final Model, but will take up space in memory none-the-less.&lt;br /&gt;
&lt;br /&gt;
Here is my finished texture:&lt;br /&gt;
Image_5.png (326.33 KiB) Viewed 578 times&lt;br /&gt;
&lt;br /&gt;
Once done, make sure to save the image -without- the Template, unless you want it as part of the final Texture. Don&#039;t worry too much about what format you save it as. Thanks to the built in image converter almost any file type will work in the engine. I personally would advise you to use .tga or .png.&lt;br /&gt;
&lt;br /&gt;
=== Changing the Reflectivity of the texture ===&lt;br /&gt;
&lt;br /&gt;
If you were to use this texture as it is, the resulting object would look very shiny.&lt;br /&gt;
That is because Phoenix will set the reflectivity, or inherent &#039;shininess&#039; of an object depending on the transparency, or alpha value of the texture.&lt;br /&gt;
&lt;br /&gt;
If you want your object to look more matte you need to add transparency to your texture. There are several ways to do this:&lt;br /&gt;
&lt;br /&gt;
The Simple way:&lt;br /&gt;
* This method will make the whole texture less shiny:&lt;br /&gt;
* Look in the Layer window and change the Opacity of the Layer that contains your texture.&lt;br /&gt;
Reflect_1.png (15.61 KiB) Viewed 576 times&lt;br /&gt;
&lt;br /&gt;
* You&#039;re done. Save the texture, but make sure that the format you save it as supports Transparency. .tga and .png both do.&lt;br /&gt;
&lt;br /&gt;
The Advanced way:&lt;br /&gt;
* This method will allow you to change the shininess of different parts of the texture.&lt;br /&gt;
* Find the Channel window. You should see 3 channels, Red, Green and Blue (RGB is simply the sum of all 3):&lt;br /&gt;
Reflect_2.png (15.26 KiB) Viewed 575 times&lt;br /&gt;
&lt;br /&gt;
* Add a new Channel (the icon next to the trashcan) By default this is an Alpha Channel.&lt;br /&gt;
Reflect_3.png (15.46 KiB) Viewed 570 times&lt;br /&gt;
&lt;br /&gt;
* Like all channels it is black and white. Black is Transparent, and will make the object matte, and White is Opaque, and will make the object reflective.&lt;br /&gt;
* If you show the rest of the channels while the alpha channel is visible the parts that are hidden will appear red by default:&lt;br /&gt;
* When Finished save the file, but make sure to save it as .tga The alpha layer will -not- be saved if you choose .png&lt;br /&gt;
&lt;br /&gt;
=== Making a normal map for the texture ===&lt;br /&gt;
&lt;br /&gt;
This tutorial does not yet include Instructions for making a normal map. Until someone writes it up, just use the following blank normal map:&lt;br /&gt;
blanknormal.png (5.36 KiB) Viewed 566 times&lt;br /&gt;
&lt;br /&gt;
== Setting up the folders ==&lt;br /&gt;
&lt;br /&gt;
Phoenix, Overgrowth&#039;s engine uses XML files to tell it where an object&#039;s files are located.&lt;br /&gt;
These XML files are by default located in Data/Objects. For example the Rock1a.xml file:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;?xml version=&amp;quot;1.0&amp;quot; ?&amp;gt;&lt;br /&gt;
&amp;lt;Object&amp;gt;&lt;br /&gt;
   &amp;lt;Model&amp;gt;Data/Models/Environments/Rocks/Rock1a.obj&amp;lt;/Model&amp;gt;&lt;br /&gt;
   &amp;lt;ColorMap&amp;gt;Data/Textures/Environments/Rocks/Rock1_Color.tga&amp;lt;/ColorMap&amp;gt;&lt;br /&gt;
   &amp;lt;NormalMap&amp;gt;Data/Textures/Environments/Rocks/Rock1_NormalOS.tga&amp;lt;/NormalMap&amp;gt;&lt;br /&gt;
   &amp;lt;ShaderPath&amp;gt;Data/GLSL/cubemapobj&amp;lt;/ShaderPath&amp;gt;&lt;br /&gt;
   &amp;lt;ShaderName&amp;gt;normalmap&amp;lt;/ShaderName&amp;gt;&lt;br /&gt;
&amp;lt;/Object&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The way the file works is self explanatory. The tags indicate what the provided file path points to. As you can see all the file paths have Data as their root. Because of this you&#039;ll want your files to be inside the Data folder.&lt;br /&gt;
&lt;br /&gt;
For mac users right click the Alpha, click &#039;Show Package Contents&#039;, Contents-&amp;gt;Data. For easy access then drag it into your Sidebar:&lt;br /&gt;
Folder_1.png (46.58 KiB) Viewed 563 times&lt;br /&gt;
&lt;br /&gt;
Until the team implements a more elegant solution I suggest that in the Data folder you make a folder called Custom and keep all your files in there. I chose to imitate the file structure in Custom that the Data folder uses by default:&lt;br /&gt;
PICTURE&lt;br /&gt;
&lt;br /&gt;
However you can save it any way you choose. If you want to share your Objects with others it is be best to keep all the files in one Folder inside Data/Custom. ultimately in the engine it doesn&#039;t make a difference, as long as the XML file is defined correctly&lt;br /&gt;
&lt;br /&gt;
== Making the XML file ==&lt;br /&gt;
&lt;br /&gt;
Now that everything is in the right place you can make the xml Object file.&lt;br /&gt;
# Copy any .xml file from the Objects Folder, paste it into your custom folder and rename it as whatever you want. make sure to keep the extension &amp;quot;.xml&amp;quot;&lt;br /&gt;
# Open the XML file with a text editor and change the paths to match that of your file.&lt;br /&gt;
Here&#039;s mine:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;?xml version=&amp;quot;1.0&amp;quot; ?&amp;gt;&lt;br /&gt;
&amp;lt;Object&amp;gt;&lt;br /&gt;
  &amp;lt;Model&amp;gt;Data/Custom/Models/Demo/Cylinder.obj&amp;lt;/Model&amp;gt;&lt;br /&gt;
  &amp;lt;ColorMap&amp;gt;Data/Custom/Textures/Demo/Cylinder_Color.png&amp;lt;/ColorMap&amp;gt;&lt;br /&gt;
  &amp;lt;NormalMap&amp;gt;Data/Custom/Textures/Demo/Blank_Normal.png&amp;lt;/NormalMap&amp;gt;&lt;br /&gt;
  &amp;lt;ShaderPath&amp;gt;Data/GLSL/cubemap&amp;lt;/ShaderPath&amp;gt;&lt;br /&gt;
  &amp;lt;ShaderName&amp;gt;cubemap&amp;lt;/ShaderName&amp;gt;&lt;br /&gt;
&amp;lt;/Object&amp;gt;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I don&#039;t quite know how the shaders work, but I tested each out and listed them here.&lt;br /&gt;
Cubemap will work best for most objects.&lt;br /&gt;
&lt;br /&gt;
== Testing the object in the engine ==&lt;br /&gt;
&lt;br /&gt;
Now the moment you&#039;ve been waiting for:&lt;br /&gt;
&lt;br /&gt;
# Start up the Latest Alpha&lt;br /&gt;
# Click the first Button in the toolbar&lt;br /&gt;
# Find your .xml object file and click Open&lt;br /&gt;
# Pray that you&#039;ve done everything right and click on the terrain&lt;br /&gt;
# Breathe a sigh of relief as your object appears:&lt;br /&gt;
&lt;br /&gt;
The above Object uses a texture without transparency and so looks shiny.&lt;br /&gt;
&lt;br /&gt;
This Object uses a texture with transparency and so has matte areas:&lt;br /&gt;
&lt;br /&gt;
If you get an error message saying that a file cannot be found make sure that the file-paths in the XML Object file are correct.&lt;br /&gt;
&lt;br /&gt;
Here is the final Custom Folder which I made for this tutorial. It contains two objects: one with changed reflectivity, and one without.&lt;br /&gt;
&lt;br /&gt;
FILE&lt;br /&gt;
&lt;br /&gt;
unzip it, make sure the resulting folder is called &#039;Custom&amp;quot; (otherwise the xml file paths would be incorrect) and place it in the Data folder.&lt;br /&gt;
&lt;br /&gt;
(Notice that I actually did a bad job with the UV mapping, because I chose to automate it and not do it manually, and the texture is not a continuous band, but broken up into 4 parts.)&lt;br /&gt;
&lt;br /&gt;
== Conclusion ==&lt;br /&gt;
&lt;br /&gt;
I really hope that this Guide will be helpful to you.&lt;br /&gt;
A-lot of thought and effort went into it, plus at least a good 5+ hours of work &lt;br /&gt;
&lt;br /&gt;
One thing I cannot stress enough is that this guide is by no means perfect, and there are likely better ways of doing this.&lt;br /&gt;
&lt;br /&gt;
My challenge to you is to not just use this guide, but expand on it: Try texturing a sphere, a rock, a Tree, never stop experimenting. Apply what you&#039;ve learned here and use it to help you make some great content for this game.&lt;br /&gt;
&lt;br /&gt;
If you have &#039;&#039;any&#039;&#039; questions or problems when trying to recreate what is illustrated here, please feel free to ask the friendly people in our [http://www.wolfire.com/irc IRC channel].&lt;br /&gt;
&lt;br /&gt;
== Other Resources ==&lt;br /&gt;
&lt;br /&gt;
LINKS&lt;br /&gt;
&lt;br /&gt;
[[Category:Overgrowth]]&lt;/div&gt;</summary>
		<author><name>Endoperez</name></author>
	</entry>
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