<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.wolfire.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Poddus</id>
	<title>Wolfire Games Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.wolfire.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Poddus"/>
	<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Special:Contributions/Poddus"/>
	<updated>2026-05-04T23:45:49Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.6</generator>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=File:Hammer1.jpg&amp;diff=4356</id>
		<title>File:Hammer1.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=File:Hammer1.jpg&amp;diff=4356"/>
		<updated>2015-02-15T14:45:17Z</updated>

		<summary type="html">&lt;p&gt;Poddus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dog Polearm&lt;br /&gt;
&lt;br /&gt;
This two-handed war hammer is unwieldy, but can cause catastrophic damage to even the most heavily armored opponents. This is the first clan specific weapon Aubrey has made for the dogs. Even though it may not be the most practical weapon, it is very commonly used by commanders of one of the dog clans because it is important to their clan identity.&lt;br /&gt;
&lt;br /&gt;
[[Category: Screen Shots]]&lt;br /&gt;
[[Category: Weapons]]&lt;br /&gt;
[[Category: Overgrowth]]&lt;/div&gt;</summary>
		<author><name>Poddus</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=File:Hellbovine9lp.gif&amp;diff=4355</id>
		<title>File:Hellbovine9lp.gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=File:Hellbovine9lp.gif&amp;diff=4355"/>
		<updated>2015-02-15T14:43:32Z</updated>

		<summary type="html">&lt;p&gt;Poddus: removed Category: Jeff was Bored&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Wolfire Art]]&lt;/div&gt;</summary>
		<author><name>Poddus</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Lugaru_Level_15&amp;diff=4354</id>
		<title>Lugaru Level 15</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Lugaru_Level_15&amp;diff=4354"/>
		<updated>2015-02-15T14:43:03Z</updated>

		<summary type="html">&lt;p&gt;Poddus: removed jeff was bored category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:hellbovine9lp.gif|left]]&lt;br /&gt;
Also known as the Secret Cow Level. In order to travel to this level, you must have Wirt&#039;s wooden leg and a Tome of Town Portal. Put them in your Horadric Cube and transmute to open a portal in the  Rogue Encampment.&lt;br /&gt;
&lt;br /&gt;
Once you arrive, prepare yourself for a bodacious Bunny vs. Bossie battle. Good luck, but don&#039;t worry too much: if you&#039;ve managed to actually get to Level 15 in Lugaru, you&#039;re a mighty unusual individual, and a few thousand halberd-wielding bovines shouldn&#039;t faze you.&lt;br /&gt;
[[Category:Random]]&lt;/div&gt;</summary>
		<author><name>Poddus</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Portal:Overgrowth&amp;diff=4353</id>
		<title>Portal:Overgrowth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Portal:Overgrowth&amp;diff=4353"/>
		<updated>2015-02-15T14:36:40Z</updated>

		<summary type="html">&lt;p&gt;Poddus: /* Phoenix Engine Documentation */  added link to summary blog post and notice&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;
[http://www.wolfire.com/overgrowth Overgrowth] is a cross-platform game in development by Wolfire Games, an independent game company consisting of David Rosen, founder and lead programmer, and Aubrey Serr, lead artist. Overgrowth is the spiritual successor to [[Lugaru]], a game also developed by Wolfire. Development of Overgrowth was officially announced on September 17th, 2008. The game is currently in Alpha and is playable via [http://www.wolfire.com/overgrowth/preorder preorder].&lt;br /&gt;
&lt;br /&gt;
Gameplay emphasises 3rd-person, fluid, fast-paced melee combat, and 3D-platforming. Overgrowth uses a custom game engine codenamed &amp;quot;[[Phoenix Engine|Phoenix]]&amp;quot;, and a lot of work has been put into making it accessible to [[Editor_Interface|modding]].&lt;br /&gt;
&lt;br /&gt;
The game currently consists of a collection of maps (some of which are populated by enemies) which the player is able to explore (and modify if they are so inclined). As of Alpha v197, there is are two additional gameplay modes, one dubbed &amp;quot;Arena&amp;quot;, in which the player is pitted against procedurally generated enemies in gladiatorial matches, and one dubbed &amp;quot;Challenge&amp;quot;, a collection of 12 levels in which the player must complete a certain task or set of tasks.&lt;br /&gt;
&lt;br /&gt;
As of yet there is no definite story line. However, in a 2012 interview with British video gaming website zConnection, the Wolfire team stated that they are planning on continuing the story of [[Turner]], a couple of years after the events of [[Lugaru]]. In addition to anthropomorphic rabbits and wolves, the Overgrowth Universe now already includes cats, dogs, and rats (see article: [[Races]]).&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
* [[Getting_Started | First Steps]]&lt;br /&gt;
* [[Configuring Overgrowth]]&lt;br /&gt;
* [[Control Reference]]&lt;br /&gt;
* [[Overgrowth Alpha FAQ| Overgrowth FAQ]]&lt;br /&gt;
* [[Alpha List]]&lt;br /&gt;
&lt;br /&gt;
== Phoenix Engine Documentation ==&lt;br /&gt;
&#039;&#039;NOTE: A lot of (somewhat dated) information can be found via [http://blog.wolfire.com/2010/12/Overgrowth-graphics-overview this blog post] by David. If you have some time, please merge that info into the wiki, and update/add as needed!&lt;br /&gt;
* [[Editor Interface]]&lt;br /&gt;
* [[Scripting]]&lt;br /&gt;
** [[Hotspots]]&lt;br /&gt;
* [[3D Objects]]&lt;br /&gt;
* [[Character Models]]&lt;br /&gt;
* [[Particle Effects]]&lt;br /&gt;
* [[Post Processing Effects]]&lt;br /&gt;
* [[Overgrowth Levels]]&lt;br /&gt;
&lt;br /&gt;
==Modding Tutorials==&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;
* [[Custom Terrain]]&lt;br /&gt;
&lt;br /&gt;
==Alpha Testing==&lt;br /&gt;
* [[Overgrowth tests]] {{stub}}&lt;br /&gt;
&lt;br /&gt;
== The Overgrowth Universe ==&lt;br /&gt;
* [[Races]]&lt;br /&gt;
* [[Locations]]&lt;br /&gt;
* [[Characters]]&lt;br /&gt;
* [[Equipment and Weapons]]&lt;br /&gt;
* [[Alpha Stages]]&lt;br /&gt;
* [[Lore]]&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
* [[Useful Links]]&lt;br /&gt;
* [[Supported Video Cards]]&lt;br /&gt;
* [[Overgrowth_Linux|Linux]]&lt;/div&gt;</summary>
		<author><name>Poddus</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Getting_Started&amp;diff=4352</id>
		<title>Getting Started</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Getting_Started&amp;diff=4352"/>
		<updated>2015-02-15T14:28:43Z</updated>

		<summary type="html">&lt;p&gt;Poddus: /* Preordering Overgrowth */  added link to guide for steam users&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Preordering Overgrowth==&lt;br /&gt;
&lt;br /&gt;
By pre-ordering Overgrowth, you can do two things:&lt;br /&gt;
&lt;br /&gt;
* Access the [http://forums.wolfire.com/viewforum.php?f=13 Secret Preorder Forums] (referred to as SPF)&lt;br /&gt;
* Check out the latest alphas&lt;br /&gt;
&lt;br /&gt;
First of all, you need an account on the forum. If you don&#039;t have one already, [http://forums.wolfire.com/ucp.php?mode=register register there]. Then follow the link given in your pre-order email, and type your nickname to get access to the SPF.&lt;br /&gt;
&lt;br /&gt;
In the SPF, you&#039;ll find a sticky named &amp;quot;Unofficial alpha XX, weekly build&amp;quot;. You can check that post out to get the link to download the latest Overgrowth alpha.&lt;br /&gt;
&lt;br /&gt;
The SPF is also a place where discuss discuss the alpha with others who have preordered the game, speculate about Overgrowth and ask questions to the Wolfire team. Participate and join us in the discussions!&lt;br /&gt;
&lt;br /&gt;
Steam users can follow this guide to getting access to the Preorder Forums:&lt;br /&gt;
http://forums.wolfire.com/viewtopic.php?f=13&amp;amp;t=16422&lt;br /&gt;
&lt;br /&gt;
==Downloading Overgrowth==&lt;br /&gt;
&lt;br /&gt;
After preordering Overgrowth and linking a forum account, access to the [http://forums.wolfire.com/viewforum.php?f=13 Secret Preorder Forum] becomes available. Each week, the alpha build is posted as a stickied topic with a title of the form: &amp;quot;Unofficial Overgrowth a###, weekly build&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
There are multiple download options available - a direct download, torrent download, and a &amp;quot;differences&amp;quot; download, which can be used to update a previously installed alpha.&lt;br /&gt;
&lt;br /&gt;
Additionally, once at least one full alpha installation has been performed, the community-made [http://forums.wolfire.com/viewtopic.php?f=13&amp;amp;t=14201 SUMLauncher] may be used for updates (requires a Java Runtime Environment)&lt;br /&gt;
&lt;br /&gt;
==Running Overgrowth==&lt;br /&gt;
&lt;br /&gt;
Upon opening the game, you will be greeting with a menu screen. There is a side-scrolling list of levels from which to choose. Clicking on a thumbnail causes the level to load. If you need to change settings such as the games resolution or anti-aliasing, please refer to [[Configuring Overgrowth]].&lt;br /&gt;
&lt;br /&gt;
For help controlling your character, see [[Control_Reference#Player_Controls|Player Controls]].&lt;br /&gt;
&lt;br /&gt;
If you wish to try community-created content for the game, you can either get and install the files manually, or use [http://blog.wolfire.com/2013/04/Introducing-SUMLauncher-3 SUMLauncher]&lt;br /&gt;
&lt;br /&gt;
==Reporting Bugs==&lt;br /&gt;
&lt;br /&gt;
Overgrowth is currently in Alpha, and as such, features may be buggy, incomplete, non-functional, or otherwise broken. In order to help with development, you can report bugs to Wolfire via email at [mailto:bugs@wolfire.com bugs@wolfire.com]&lt;br /&gt;
&lt;br /&gt;
Your email should contain the following:&lt;br /&gt;
* The Alpha Version in which the problem was encountered&lt;br /&gt;
* Your system setup (Hardware, OS, etc.)&lt;br /&gt;
* A Brief explanation of the problem&lt;br /&gt;
* Actions performed, step by step, which led up to encountering the problem&lt;br /&gt;
* Expected and Actual Results&lt;br /&gt;
* Attachments (screenshots, crash reports, etc.)&lt;br /&gt;
&lt;br /&gt;
Refer to [http://university.utest.com/writing-quality-bug-reports-and-utest-etiquette/ this webpage] for tips on how to write a quality bug report.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Overgrowth]]&lt;/div&gt;</summary>
		<author><name>Poddus</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Particle_Effects&amp;diff=4351</id>
		<title>Particle Effects</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Particle_Effects&amp;diff=4351"/>
		<updated>2015-02-13T22:03:43Z</updated>

		<summary type="html">&lt;p&gt;Poddus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MakeParticle(&amp;quot;Data/Particles/impactfast.xml&amp;quot;,pos,vec3(0.0f));&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Particle Stream Example==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&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;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==File Structure==&lt;br /&gt;
There appear to be two different kinds of particles. Both are defined by an .xml file, however, one version is based on a video file, while the other is based on a static texture.&lt;br /&gt;
&lt;br /&gt;
===OGV-Based===&lt;br /&gt;
One Particle Effect is based on .ogv files found under Data/Textures/anims/ (though they are not referenced as .ogv but as .xml files in the Particle XML)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--bigexplosion.xml--&amp;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;particle&amp;gt;&lt;br /&gt;
    &amp;lt;textures animation_effect = &amp;quot;Data/Textures/anims/bigexplosion.xml&amp;quot;&lt;br /&gt;
              shader = &amp;quot;theorabluescreen&amp;quot;&lt;br /&gt;
              soft_shader = &amp;quot;theorabluescreensoft&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;size val=&amp;quot;40.0&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;color red =   &amp;quot;1.0&amp;quot;&lt;br /&gt;
           green = &amp;quot;1.0&amp;quot;&lt;br /&gt;
           blue =  &amp;quot;1.0&amp;quot;&lt;br /&gt;
           alpha = &amp;quot;1.0&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;behavior inertia=&amp;quot;1.0&amp;quot; gravity=&amp;quot;0.0&amp;quot; wind=&amp;quot;0.0&amp;quot; size_decay_rate=&amp;quot;0.0&amp;quot; opacity_decay_rate=&amp;quot;0.0&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;no_rotation /&amp;gt;&lt;br /&gt;
&amp;lt;/particle&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;textures/&amp;gt;&#039;&#039;&#039; - This tag has 3 attributes.&lt;br /&gt;
* animation_effect - this is the only attribute specific to ogv-based particles and references the file path, starting from the Data folder, to a video file. &#039;&#039;NOTE: for some reason, as of a209, the files referenced are xml format, however all files under Data/Textures/anims/ are ogv format. Is the reference is a typo?&#039;&#039;&lt;br /&gt;
* shader - the name (not including file extension, typically .frag) of the shader in folder Data/GLSL/&lt;br /&gt;
* soft_shader - ?? usually just the name of the shader with the word &amp;quot;soft&amp;quot; appended to the end.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;size/&amp;gt;&#039;&#039;&#039; - This tag uses the attribute &amp;quot;val&amp;quot; (floating point number) to specify the size of the particle. Can also be defined by &amp;quot;min&amp;quot; and &amp;quot;max&amp;quot; attributes, see Texture-Based Particle below &#039;&#039;NOTE: Units are unknown&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;color/&amp;gt;&#039;&#039;&#039; - This tag has a varying number of attributes, one for each channel (RGB + Alpha), while the Alpha Channel may be defined as a range, requiring two attributes, alpha_min and alpha_max &#039;&#039;Range? perhaps floating point values from 0.0 to 1.0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;behavior/&amp;gt;&#039;&#039;&#039; - This tag has 5 attributes. All are likely floating point values from 0.0 to 1.0&lt;br /&gt;
* inertia - Rate at which the particle slows its initial speed&lt;br /&gt;
* gravity - Degree with which a downwards gravitational force acts upon the particle&lt;br /&gt;
* wind - Degree with which wind effects the particle vector&lt;br /&gt;
* size_decay_rate - Rate at which the size of the particle decreases &#039;&#039;NOTE: is this value range bounded by 0 &amp;amp; 1?&#039;&#039;&lt;br /&gt;
* opacity_decay_rate - Rate at which the alpha channel values of the particle increase &#039;&#039;NOTE: is this value range bounded by 0 &amp;amp; 1?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Texture-Based===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--bloodcloud.xml--&amp;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;particle&amp;gt;&lt;br /&gt;
    &amp;lt;textures color_map = &amp;quot;Data/Textures/smoke.tga&amp;quot; &lt;br /&gt;
              normal_map = &amp;quot;Data/Textures/smoke_normal.tga&amp;quot;&lt;br /&gt;
              shader = &amp;quot;litsprite&amp;quot;&lt;br /&gt;
              soft_shader = &amp;quot;litspritesoft&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;size min = &amp;quot;0.4&amp;quot; max = &amp;quot;0.7&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;color red =   &amp;quot;0.5&amp;quot;&lt;br /&gt;
           green = &amp;quot;0.5&amp;quot;&lt;br /&gt;
           blue =  &amp;quot;0.5&amp;quot;&lt;br /&gt;
           alpha_min = &amp;quot;0.5&amp;quot; alpha_max = &amp;quot;1.0&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;behavior inertia=&amp;quot;0.9&amp;quot; gravity=&amp;quot;0.0&amp;quot; wind=&amp;quot;1.0&amp;quot; size_decay_rate=&amp;quot;0.0&amp;quot; opacity_decay_rate=&amp;quot;0.0&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;quadratic_expansion speed=&amp;quot;4.0&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;quadratic_dispersion persistence=&amp;quot;1.0&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/particle&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;textures/&amp;gt;&#039;&#039;&#039; - With texture-based particles, the &amp;quot;animation_effect&amp;quot; attribute has been replaced by two different ones&lt;br /&gt;
* color_map - Path to a file in .tga format. &#039;&#039;Note: Constraints? Do textures need to be square, does their size need to be a power of two?&lt;br /&gt;
* normal_map - Path to a file in .tga format.&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: Tutorials]]&lt;br /&gt;
[[Category: Modding]]&lt;br /&gt;
[[Category: Overgrowth]]&lt;/div&gt;</summary>
		<author><name>Poddus</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Portal:Overgrowth&amp;diff=4350</id>
		<title>Portal:Overgrowth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Portal:Overgrowth&amp;diff=4350"/>
		<updated>2015-02-13T21:42:03Z</updated>

		<summary type="html">&lt;p&gt;Poddus: /* Phoenix Engine Documentation */&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;
[http://www.wolfire.com/overgrowth Overgrowth] is a cross-platform game in development by Wolfire Games, an independent game company consisting of David Rosen, founder and lead programmer, and Aubrey Serr, lead artist. Overgrowth is the spiritual successor to [[Lugaru]], a game also developed by Wolfire. Development of Overgrowth was officially announced on September 17th, 2008. The game is currently in Alpha and is playable via [http://www.wolfire.com/overgrowth/preorder preorder].&lt;br /&gt;
&lt;br /&gt;
Gameplay emphasises 3rd-person, fluid, fast-paced melee combat, and 3D-platforming. Overgrowth uses a custom game engine codenamed &amp;quot;[[Phoenix Engine|Phoenix]]&amp;quot;, and a lot of work has been put into making it accessible to [[Editor_Interface|modding]].&lt;br /&gt;
&lt;br /&gt;
The game currently consists of a collection of maps (some of which are populated by enemies) which the player is able to explore (and modify if they are so inclined). As of Alpha v197, there is are two additional gameplay modes, one dubbed &amp;quot;Arena&amp;quot;, in which the player is pitted against procedurally generated enemies in gladiatorial matches, and one dubbed &amp;quot;Challenge&amp;quot;, a collection of 12 levels in which the player must complete a certain task or set of tasks.&lt;br /&gt;
&lt;br /&gt;
As of yet there is no definite story line. However, in a 2012 interview with British video gaming website zConnection, the Wolfire team stated that they are planning on continuing the story of [[Turner]], a couple of years after the events of [[Lugaru]]. In addition to anthropomorphic rabbits and wolves, the Overgrowth Universe now already includes cats, dogs, and rats (see article: [[Races]]).&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
* [[Getting_Started | First Steps]]&lt;br /&gt;
* [[Configuring Overgrowth]]&lt;br /&gt;
* [[Control Reference]]&lt;br /&gt;
* [[Overgrowth Alpha FAQ| Overgrowth FAQ]]&lt;br /&gt;
* [[Alpha List]]&lt;br /&gt;
&lt;br /&gt;
== Phoenix Engine Documentation ==&lt;br /&gt;
* [[Editor Interface]]&lt;br /&gt;
* [[Scripting]]&lt;br /&gt;
** [[Hotspots]]&lt;br /&gt;
* [[3D Objects]]&lt;br /&gt;
* [[Character Models]]&lt;br /&gt;
* [[Particle Effects]]&lt;br /&gt;
* [[Post Processing Effects]]&lt;br /&gt;
* [[Overgrowth Levels]]&lt;br /&gt;
&lt;br /&gt;
==Modding Tutorials==&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;
* [[Custom Terrain]]&lt;br /&gt;
&lt;br /&gt;
==Alpha Testing==&lt;br /&gt;
* [[Overgrowth tests]] {{stub}}&lt;br /&gt;
&lt;br /&gt;
== The Overgrowth Universe ==&lt;br /&gt;
* [[Races]]&lt;br /&gt;
* [[Locations]]&lt;br /&gt;
* [[Characters]]&lt;br /&gt;
* [[Equipment and Weapons]]&lt;br /&gt;
* [[Alpha Stages]]&lt;br /&gt;
* [[Lore]]&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
* [[Useful Links]]&lt;br /&gt;
* [[Supported Video Cards]]&lt;br /&gt;
* [[Overgrowth_Linux|Linux]]&lt;/div&gt;</summary>
		<author><name>Poddus</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Hotspot_Scripting&amp;diff=4349</id>
		<title>Hotspot Scripting</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Hotspot_Scripting&amp;diff=4349"/>
		<updated>2015-02-13T21:41:10Z</updated>

		<summary type="html">&lt;p&gt;Poddus: Created page with &amp;quot;In Overgrowth you can use hotspots to trigger certain events. For example give health, add velocity to character or change the level.  &amp;lt;pre&amp;gt; //Variables can be created outside an...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Overgrowth you can use hotspots to trigger certain events. For example give health, add velocity to character or change the level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
//Variables can be created outside any function, these will be available to all following functions.&lt;br /&gt;
float force;&lt;br /&gt;
int friendly;&lt;br /&gt;
void Init() {&lt;br /&gt;
	//Inside the init function you can put something that only needs to happen once.&lt;br /&gt;
	Print(&amp;quot;Initializing hotspot\n&amp;quot;);&lt;br /&gt;
}&lt;br /&gt;
//Inside the SetParameters function you can set declare variables that the user can change. By selecting the hotspot and press Ctrl + U the parameters will be available to the user.&lt;br /&gt;
void SetParameters() {&lt;br /&gt;
	params.AddString(&amp;quot;Upward force&amp;quot;, &amp;quot;5.0&amp;quot;);&lt;br /&gt;
	//You can either assign the parameter to a variable straight away or fetch it when it is used.&lt;br /&gt;
	force = params.GetFloat(&amp;quot;Upward force&amp;quot;);&lt;br /&gt;
	//Sliders can be usefull for the user to quickly change parameters.&lt;br /&gt;
	params.AddFloatSlider(&amp;quot;Recovery Time&amp;quot;, 1.0f, &amp;quot;min:0.0,max:50.0&amp;quot;);&lt;br /&gt;
	//You can add checkboxes for simple on/off functions.&lt;br /&gt;
	params.AddIntCheckbox(&amp;quot;Friendly&amp;quot;, false);&lt;br /&gt;
    friendly = (params.GetInt(&amp;quot;Friendly&amp;quot;) == 1);&lt;br /&gt;
}&lt;br /&gt;
//You can check for a character or an item to enter or exit the hotspot.&lt;br /&gt;
void HandleEvent(string event, MovementObject @mo){&lt;br /&gt;
	//Here we check if a character enters the hotspot.&lt;br /&gt;
    if(event == &amp;quot;enter&amp;quot;){&lt;br /&gt;
        OnEnterChar(mo);&lt;br /&gt;
    }&lt;br /&gt;
	//The function &amp;quot;OnExitChar()&amp;quot; will be called if a character exits teh hotspot&lt;br /&gt;
    else if(event == &amp;quot;exit&amp;quot;){&lt;br /&gt;
        OnExitChar(mo);&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
//The same technique can be used for an item. &lt;br /&gt;
Note: There is a difference between an ItemObject and an Object. An ItemObject is affected by gravity, such as weapons and collectables. &lt;br /&gt;
An Object is static for example a hexcrete or joshua tree.&lt;br /&gt;
void HandleEventItem(string event, ItemObject @obj){&lt;br /&gt;
    if(event == &amp;quot;enter&amp;quot;){&lt;br /&gt;
        OnEnterItem(obj);&lt;br /&gt;
    } &lt;br /&gt;
    if(event == &amp;quot;exit&amp;quot;){&lt;br /&gt;
        OnExitItem(obj);&lt;br /&gt;
    } &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
void OnEnterItem(ItemObject @obj) {&lt;br /&gt;
	if(obj.GetType() == _collectable){&lt;br /&gt;
		Print(&amp;quot;A &amp;quot; + obj.GetType() + &amp;quot; item has entered the hotspot\n&amp;quot;)&lt;br /&gt;
	}&lt;br /&gt;
	//An item can just like a character have it&#039;s properties changed via a hotspot.&lt;br /&gt;
	vec3 vel(0.0f,15.5f,0.0f);&lt;br /&gt;
	obj.SetLinearVelocity(vel);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
void OnExitItem(ItemObject @obj) {&lt;br /&gt;
	&lt;br /&gt;
}&lt;br /&gt;
void OnEnterChar(MovementObject @mo) {&lt;br /&gt;
	//To check if the character is the user you can check if it is a controller MovementObject.&lt;br /&gt;
	if(mo.controlled){&lt;br /&gt;
		Print(&amp;quot;A user has entered the hotspot\n&amp;quot;)&lt;br /&gt;
		//If you choose to retrieve the parameter as needed you can request by name.&lt;br /&gt;
		mo.velocity.y = params.GetFloat(&amp;quot;Upward force&amp;quot;);&lt;br /&gt;
	}&lt;br /&gt;
	else{&lt;br /&gt;
		Print(&amp;quot;An NPC has entered the hotspot\n&amp;quot;);&lt;br /&gt;
	}&lt;br /&gt;
	//You can create effects with MakeParticle.The first parameter is the particle file to load. The second parameter is the position in the world to spawn this particle. The last parameter is the direction the particle is moving. The higher the values the faster it will move.&lt;br /&gt;
	MakeParticle(&amp;quot;Data/Particles/fire.xml&amp;quot;, mo.position,vec3(0.0f,15.0f,0.0f));&lt;br /&gt;
&lt;br /&gt;
	//Certain functions are only accessible if you go through the Execute() function. These can contain multiple functions and even parameters.&lt;br /&gt;
	mo.Execute(&amp;quot;SetOnGround(false);DropWeapon();recovery_time = &amp;quot;+params.GetFloat(&amp;quot;Recovery time&amp;quot;)+&amp;quot;;&amp;quot;);&lt;br /&gt;
	&lt;br /&gt;
	//The level itself can also receive various function&lt;br /&gt;
	level.SendMessage(&amp;quot;loadlevel \&amp;quot;/Data/Levels/sea_cliffs.xml&amp;quot;);&lt;br /&gt;
	&lt;br /&gt;
	//To put some text on the screen in stead of the console you can use.&lt;br /&gt;
	level.SendMessage(&amp;quot;displaytext Test Message&amp;quot;);&lt;br /&gt;
	//And to clear it.&lt;br /&gt;
	level.SendMessage(&amp;quot;cleartext&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
	//You can also reset the level.&lt;br /&gt;
	level.SendMessage(&amp;quot;reset&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
	//If you want to put an image onto the screen&lt;br /&gt;
	level.SendMessage(&amp;quot;displayhud /Data/Textures/twisted_paths.png&amp;quot;);&lt;br /&gt;
	//And to remove this again use&lt;br /&gt;
	level.SendMessage(&amp;quot;clearhud&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
	//To play a sound you use the PlaySound function. The second parameter to specify the location is optional. Make sure the audio file mono or else the positional effect won&#039;t work.&lt;br /&gt;
	PlaySound(&amp;quot;Data/Sounds/fall_swoosh.wav&amp;quot;, mo.position);&lt;br /&gt;
&lt;br /&gt;
	//To get a random value you can use RangedRandomFloat. This will be usefull for example with particle effects.&lt;br /&gt;
	float direction = RangedRandomFloat(-100.0f,100.0f);&lt;br /&gt;
&lt;br /&gt;
	//To spawn objects you can use the CreateObject function. This can be an Object, ItemObject or Character.&lt;br /&gt;
	int objectid = CreateObject(&amp;quot;Data/Objects/rock.xml&amp;quot;);&lt;br /&gt;
	//The function return an id number which you can use to get the Object. Now the Object can be manipulated.&lt;br /&gt;
	Object@ objectid = ReadObjectFromID(obj_id);&lt;br /&gt;
	//If the object is character use the MovementObject type.&lt;br /&gt;
	MovementObject@ character = ReadCharacterID(objectid);&lt;br /&gt;
	//If the object is a plant use the EnvObject type.&lt;br /&gt;
	EnvObject@ plant = ReadEnvObjectID(objectid);&lt;br /&gt;
	//If the object is weapon or collectable use the ItemObject type.&lt;br /&gt;
	ItemObject@ weapon = ReadItemID(objectid);&lt;br /&gt;
&lt;br /&gt;
	//The hotspot is also an object inside the game. You can also move and resize it.&lt;br /&gt;
	Object@ this_hotspot = ReadObjectFromID(hotspot.GetID());&lt;br /&gt;
}&lt;br /&gt;
void OnExitChar(MovementObject @mo) {&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
//The Update() function will continue to execute as long as the hotspot is loaded. It does not need to be triggered.&lt;br /&gt;
void Update() {	&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Author: Gyrth --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Poddus</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Editor_Interface&amp;diff=4348</id>
		<title>Editor Interface</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Editor_Interface&amp;diff=4348"/>
		<updated>2015-02-13T21:07:46Z</updated>

		<summary type="html">&lt;p&gt;Poddus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WQA in Progress}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This page is in dire need of an update!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Introduction==&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].&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;
===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;
==Other Tools==&lt;br /&gt;
[[Image:ColorPickerOpenedRed.png|right|thumb|caption|Two crete blocks. The left is the original, the right has had it&#039;s color altered by the color picker.]]&lt;br /&gt;
===Color Picker===&lt;br /&gt;
The Color Picker is used to change the base colors of selected objects using a color slider+gradient box combo. The color picker is opened by pressing CTRL+P (For Mac users: Command+P) while in edit mode. You are still free to manipulate/select/deselect objects in the world you&#039;re editing while the color picker is opened. The color picker consists of a color-gradient box, a rainbow slider, two boxes of different sizes showing the basic chosen color, RGB values, a hex value, and an OverBrightness slider and text box. The OverBrightness is essentially the overall brightness of the object. Using this basic tool, one can alter the colors of objects to something to more of their liking.&lt;br /&gt;
&lt;br /&gt;
Character spawns can also be affected by the CTRL+P shortcut. If a character spawner is selected and CTRL+P is pressed, the spawner will alternate between a Rabbot and a Computer controlled spawn point. Using this technique, one can make computer controlled Rabbot characters for the player to fight. Though it is not recommended, as it appears that having a computer controlled rabbot character is severely laggy.&lt;br /&gt;
&lt;br /&gt;
== Saving Combined Object As A Separate File ==&lt;br /&gt;
&lt;br /&gt;
Once you have created something 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: Modding]]&lt;br /&gt;
[[Category: Overgrowth]]&lt;/div&gt;</summary>
		<author><name>Poddus</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Overgrowth_Levels&amp;diff=4347</id>
		<title>Overgrowth Levels</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Overgrowth_Levels&amp;diff=4347"/>
		<updated>2015-02-13T20:54:57Z</updated>

		<summary type="html">&lt;p&gt;Poddus: /* Sky */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Intro taken from this blog post: http://blog.wolfire.com/2010/12/Overgrowth-graphics-overview --&amp;gt;&lt;br /&gt;
The base for every scene is the land and sky. The sky is [http://blog.wolfire.com/2009/02/creating-our-own-skydomes/ based on a panoramic photo], which is converted to a skybox at run-time. The terrain is based on a heightmap, which is then [http://blog.wolfire.com/2009/06/offthegrid-revisited/ simplified] using quadric error metrics and divided into patches for frustum culling. Finally the terrain and sky are combined into a new [http://blog.wolfire.com/2009/07/blending-land-and-sky/ skybox], and the edges of the terrain are [http://blog.wolfire.com/2009/02/terrain-edge-fading/ faded to blend in]. This new skybox is then blurred to use as a lookup for [http://blog.wolfire.com/2008/12/sky/ lighting and fog color]. The terrain also has [http://blog.wolfire.com/2009/12/Detail-textures four normal-mapped detail textures], which are blended based on a weight map, and [http://blog.wolfire.com/2009/12/Detail-texture-color-matching automatically tinted] to match the base color map. The detail textures [http://blog.wolfire.com/2009/12/Fading-detail-textures fade away in the distance] to avoid any visible tiling, but the heightmap normal mapping keeps the [http://blog.wolfire.com/2009/12/Close-up-and-distant-terrain-lighting large-scale detail]. This same technique is also used for some large objects, like buildings, cliffs and boulders. &lt;br /&gt;
&lt;br /&gt;
===XML File===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;?xml version=&amp;quot;2.0&amp;quot; ?&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Type&amp;gt;saved&amp;lt;/Type&amp;gt;&lt;br /&gt;
&amp;lt;Name&amp;gt;&amp;lt;/Name&amp;gt;&lt;br /&gt;
&amp;lt;Description&amp;gt;&amp;lt;/Description&amp;gt;&lt;br /&gt;
&amp;lt;Shader&amp;gt;post&amp;lt;/Shader&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Terrain&amp;gt;&lt;br /&gt;
    &amp;lt;Heightmap&amp;gt;[path here]&amp;lt;/Heightmap&amp;gt;&lt;br /&gt;
    &amp;lt;ColorMap&amp;gt;[path here]&amp;lt;/ColorMap&amp;gt;&lt;br /&gt;
    &amp;lt;WeightMap&amp;gt;[path here]&amp;lt;/WeightMap&amp;gt;&lt;br /&gt;
    &amp;lt;DetailMaps&amp;gt;&lt;br /&gt;
        &amp;lt;DetailMap colorpath=&amp;quot;[path here to image with color info]&amp;quot; normalpath=&amp;quot;[path here to image with normal info]&amp;quot; materialpath=&amp;quot;[path here -- to something in the material.xml format]&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;DetailMap colorpath=&amp;quot;[path here to image with color info]&amp;quot; normalpath=&amp;quot;[path here to image with normal info]&amp;quot; materialpath=&amp;quot;[path here -- to something in the material.xml format]&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;DetailMap colorpath=&amp;quot;[path here to image with color info]&amp;quot; normalpath=&amp;quot;[path here to image with normal info]&amp;quot; materialpath=&amp;quot;[path here -- to something in the material.xml format]&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;DetailMap colorpath=&amp;quot;[path here to image with color info]&amp;quot; normalpath=&amp;quot;[path here to image with normal info]&amp;quot; materialpath=&amp;quot;[path here -- to something in the material.xml format]&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;/DetailMaps&amp;gt;&lt;br /&gt;
    &amp;lt;DetailObjects&amp;gt; //for grass and stuff&lt;br /&gt;
        &amp;lt;DetailObject obj_path=&amp;quot;Data/Objects/Plants/Groundcover/Grass/WildGrass.xml&amp;quot; weight_path=&amp;quot;Data/Textures/Terrain/scrubby_hills/scrubby_hills_grass.png&amp;quot; normal_conform=&amp;quot;0.900000&amp;quot; density=&amp;quot;20.000000&amp;quot; min_embed=&amp;quot;0.000000&amp;quot; max_embed=&amp;quot;0.400000&amp;quot; min_scale=&amp;quot;1.000000&amp;quot; max_scale=&amp;quot;2.000000&amp;quot; view_distance=&amp;quot;20.000000&amp;quot; jitter_degrees=&amp;quot;10.000000&amp;quot; overbright=&amp;quot;0.000000&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;/DetailObjects&amp;gt;&lt;br /&gt;
&amp;lt;/Terrain&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Sky&amp;gt;&lt;br /&gt;
    &amp;lt;DomeTexture&amp;gt;Data/Textures/skies/FILE.tga&amp;lt;/DomeTexture&amp;gt;&lt;br /&gt;
    &amp;lt;SunAngularRad&amp;gt;0.123456&amp;lt;/SunAngularRad&amp;gt;&lt;br /&gt;
    &amp;lt;SunColorAngle&amp;gt;6.8534&amp;lt;/SunColorAngle&amp;gt;&lt;br /&gt;
    &amp;lt;RayToSun r0=&amp;quot;0.123456&amp;quot; r1=&amp;quot;0.123456&amp;quot; r2=&amp;quot;0.123456&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;ExtraAO&amp;gt;0&amp;lt;/ExtraAO&amp;gt;&lt;br /&gt;
&amp;lt;/Sky&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Objectives&amp;gt;[objective here]&amp;lt;/Objectives&amp;gt;&lt;br /&gt;
          //possible objectives: reach_a_trigger, reach_a_trigger_with_no_pursuers, collect&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Header==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;Type&amp;gt;&#039;&#039;&#039; - ??&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;Name&amp;gt;&#039;&#039;&#039; - ??&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;Description&amp;gt;&#039;&#039;&#039; - ??&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;Shader&amp;gt;&#039;&#039;&#039; - ??&lt;br /&gt;
&lt;br /&gt;
==Terrain==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;HeightMap&amp;gt;&#039;&#039;&#039; - A 16-bit grayscale image in the png format, with the value of each pixel corresponding to an elevation in the terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;ColorMap&amp;gt;&#039;&#039;&#039; - A .tga file which maps the color of each pixel to the color of a point on the terrain. This is used for rough texture, and can be used for example to make valleys green and mountain peaks grey.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;WeightMap&amp;gt;&#039;&#039;&#039; - A .tga in which colors (RGB + Black) are used to define which DetailMap to use on which part of the terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;DetailMap&amp;gt;&#039;&#039;&#039; - DetailMaps are used to tile various objects across the terrain, for example of a patch of gravel: a local change in terrain color to grey, a normal map that gives the impression of gravel, and the corresponding materialobject which generate a &amp;quot;gravel&amp;quot; sound when interacted with.&lt;br /&gt;
&lt;br /&gt;
==Sky==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;DomeTexture&amp;gt;&#039;&#039;&#039; - Filepath to the texture of the skydome. Some already exist in Data/Textures/skies/&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;SunAngularRad&amp;gt;&#039;&#039;&#039; - Size of Sun in Radians?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;SunColorAngle&amp;gt;&#039;&#039;&#039; - ??&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;RayToSun/&amp;gt;&#039;&#039;&#039; - This Tag has 4 Attributes, r0, r1, and r2. &#039;&#039;NOTE: Range? they have floating point values, generally close to 0. what do they do?&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Poddus</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Overgrowth_Levels&amp;diff=4346</id>
		<title>Overgrowth Levels</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Overgrowth_Levels&amp;diff=4346"/>
		<updated>2015-02-13T20:54:04Z</updated>

		<summary type="html">&lt;p&gt;Poddus: /* Sky */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Intro taken from this blog post: http://blog.wolfire.com/2010/12/Overgrowth-graphics-overview --&amp;gt;&lt;br /&gt;
The base for every scene is the land and sky. The sky is [http://blog.wolfire.com/2009/02/creating-our-own-skydomes/ based on a panoramic photo], which is converted to a skybox at run-time. The terrain is based on a heightmap, which is then [http://blog.wolfire.com/2009/06/offthegrid-revisited/ simplified] using quadric error metrics and divided into patches for frustum culling. Finally the terrain and sky are combined into a new [http://blog.wolfire.com/2009/07/blending-land-and-sky/ skybox], and the edges of the terrain are [http://blog.wolfire.com/2009/02/terrain-edge-fading/ faded to blend in]. This new skybox is then blurred to use as a lookup for [http://blog.wolfire.com/2008/12/sky/ lighting and fog color]. The terrain also has [http://blog.wolfire.com/2009/12/Detail-textures four normal-mapped detail textures], which are blended based on a weight map, and [http://blog.wolfire.com/2009/12/Detail-texture-color-matching automatically tinted] to match the base color map. The detail textures [http://blog.wolfire.com/2009/12/Fading-detail-textures fade away in the distance] to avoid any visible tiling, but the heightmap normal mapping keeps the [http://blog.wolfire.com/2009/12/Close-up-and-distant-terrain-lighting large-scale detail]. This same technique is also used for some large objects, like buildings, cliffs and boulders. &lt;br /&gt;
&lt;br /&gt;
===XML File===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;?xml version=&amp;quot;2.0&amp;quot; ?&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Type&amp;gt;saved&amp;lt;/Type&amp;gt;&lt;br /&gt;
&amp;lt;Name&amp;gt;&amp;lt;/Name&amp;gt;&lt;br /&gt;
&amp;lt;Description&amp;gt;&amp;lt;/Description&amp;gt;&lt;br /&gt;
&amp;lt;Shader&amp;gt;post&amp;lt;/Shader&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Terrain&amp;gt;&lt;br /&gt;
    &amp;lt;Heightmap&amp;gt;[path here]&amp;lt;/Heightmap&amp;gt;&lt;br /&gt;
    &amp;lt;ColorMap&amp;gt;[path here]&amp;lt;/ColorMap&amp;gt;&lt;br /&gt;
    &amp;lt;WeightMap&amp;gt;[path here]&amp;lt;/WeightMap&amp;gt;&lt;br /&gt;
    &amp;lt;DetailMaps&amp;gt;&lt;br /&gt;
        &amp;lt;DetailMap colorpath=&amp;quot;[path here to image with color info]&amp;quot; normalpath=&amp;quot;[path here to image with normal info]&amp;quot; materialpath=&amp;quot;[path here -- to something in the material.xml format]&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;DetailMap colorpath=&amp;quot;[path here to image with color info]&amp;quot; normalpath=&amp;quot;[path here to image with normal info]&amp;quot; materialpath=&amp;quot;[path here -- to something in the material.xml format]&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;DetailMap colorpath=&amp;quot;[path here to image with color info]&amp;quot; normalpath=&amp;quot;[path here to image with normal info]&amp;quot; materialpath=&amp;quot;[path here -- to something in the material.xml format]&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;DetailMap colorpath=&amp;quot;[path here to image with color info]&amp;quot; normalpath=&amp;quot;[path here to image with normal info]&amp;quot; materialpath=&amp;quot;[path here -- to something in the material.xml format]&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;/DetailMaps&amp;gt;&lt;br /&gt;
    &amp;lt;DetailObjects&amp;gt; //for grass and stuff&lt;br /&gt;
        &amp;lt;DetailObject obj_path=&amp;quot;Data/Objects/Plants/Groundcover/Grass/WildGrass.xml&amp;quot; weight_path=&amp;quot;Data/Textures/Terrain/scrubby_hills/scrubby_hills_grass.png&amp;quot; normal_conform=&amp;quot;0.900000&amp;quot; density=&amp;quot;20.000000&amp;quot; min_embed=&amp;quot;0.000000&amp;quot; max_embed=&amp;quot;0.400000&amp;quot; min_scale=&amp;quot;1.000000&amp;quot; max_scale=&amp;quot;2.000000&amp;quot; view_distance=&amp;quot;20.000000&amp;quot; jitter_degrees=&amp;quot;10.000000&amp;quot; overbright=&amp;quot;0.000000&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;/DetailObjects&amp;gt;&lt;br /&gt;
&amp;lt;/Terrain&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Sky&amp;gt;&lt;br /&gt;
    &amp;lt;DomeTexture&amp;gt;Data/Textures/skies/FILE.tga&amp;lt;/DomeTexture&amp;gt;&lt;br /&gt;
    &amp;lt;SunAngularRad&amp;gt;0.123456&amp;lt;/SunAngularRad&amp;gt;&lt;br /&gt;
    &amp;lt;SunColorAngle&amp;gt;6.8534&amp;lt;/SunColorAngle&amp;gt;&lt;br /&gt;
    &amp;lt;RayToSun r0=&amp;quot;0.123456&amp;quot; r1=&amp;quot;0.123456&amp;quot; r2=&amp;quot;0.123456&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;ExtraAO&amp;gt;0&amp;lt;/ExtraAO&amp;gt;&lt;br /&gt;
&amp;lt;/Sky&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Objectives&amp;gt;[objective here]&amp;lt;/Objectives&amp;gt;&lt;br /&gt;
          //possible objectives: reach_a_trigger, reach_a_trigger_with_no_pursuers, collect&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Header==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;Type&amp;gt;&#039;&#039;&#039; - ??&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;Name&amp;gt;&#039;&#039;&#039; - ??&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;Description&amp;gt;&#039;&#039;&#039; - ??&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;Shader&amp;gt;&#039;&#039;&#039; - ??&lt;br /&gt;
&lt;br /&gt;
==Terrain==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;HeightMap&amp;gt;&#039;&#039;&#039; - A 16-bit grayscale image in the png format, with the value of each pixel corresponding to an elevation in the terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;ColorMap&amp;gt;&#039;&#039;&#039; - A .tga file which maps the color of each pixel to the color of a point on the terrain. This is used for rough texture, and can be used for example to make valleys green and mountain peaks grey.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;WeightMap&amp;gt;&#039;&#039;&#039; - A .tga in which colors (RGB + Black) are used to define which DetailMap to use on which part of the terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;DetailMap&amp;gt;&#039;&#039;&#039; - DetailMaps are used to tile various objects across the terrain, for example of a patch of gravel: a local change in terrain color to grey, a normal map that gives the impression of gravel, and the corresponding materialobject which generate a &amp;quot;gravel&amp;quot; sound when interacted with.&lt;br /&gt;
&lt;br /&gt;
==Sky==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;DomeTexture&amp;gt;&#039;&#039;&#039; - Filepath to the texture of the skydome. Some already exist in Data/Textures/skies/&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;SunAngularRad&amp;gt;&#039;&#039;&#039; - Size of Sun in Radians?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;SunColorAngle&amp;gt;&#039;&#039;&#039; - ??&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;RayToSun/&amp;gt;&#039;&#039;&#039; - This Tag has 4 Attributes, r0=&amp;quot;0.0&amp;quot; r1=&amp;quot;0.0&amp;quot; r2=&amp;quot;0.0&amp;quot; &#039;&#039;NOTE: what do they do?&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Poddus</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=3D_Objects&amp;diff=4345</id>
		<title>3D Objects</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=3D_Objects&amp;diff=4345"/>
		<updated>2015-02-13T20:45:23Z</updated>

		<summary type="html">&lt;p&gt;Poddus: /* Tags */  replaced normal mapping link to blog post&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;based on [http://forums.wolfire.com/viewtopic.php?f=16&amp;amp;t=11227 this] forum post by member Markuss.&#039;&#039;&lt;br /&gt;
There is a linked .zip file attached to the forum post. it can be found here:&lt;br /&gt;
http://www.markstockton.com/misc/Guide/Examples.zip&lt;br /&gt;
&lt;br /&gt;
==Basics==&lt;br /&gt;
In Overgrowth 3D models use the [http://en.wikipedia.org/wiki/Wavefront_.obj_file .OBJ format] but the material counter-part (.MTL) is not used, instead an “object properties file” stores links to model and texture files as well as some other information. This is the file you choose when loading an object, it uses the .XML format and can be read/created in any text editor:&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/Markuss/Examples/Models/SimpleObject.obj&amp;lt;/Model&amp;gt;&lt;br /&gt;
	&amp;lt;ColorMap&amp;gt;Data/Custom/Markuss/Examples/Textures/SimpleObject_Color.tga&amp;lt;/ColorMap&amp;gt;&lt;br /&gt;
	&amp;lt;NormalMap&amp;gt;Data/Custom/Markuss/Examples/Textures/Blank_Norm.tga&amp;lt;/NormalMap&amp;gt;&lt;br /&gt;
  	&amp;lt;ShaderName&amp;gt;cubemap&amp;lt;/ShaderName&amp;gt;&lt;br /&gt;
	&amp;lt;MaterialPath&amp;gt;Data/Materials/default.xml&amp;lt;/MaterialPath&amp;gt;&lt;br /&gt;
&amp;lt;/Object&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tags===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;Model&amp;gt;&#039;&#039;&#039; - links to the model file (.OBJ)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;ColorMap&amp;gt;&#039;&#039;&#039; - links to the color texture file (.TGA .TIF)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;NormalMap&amp;gt;&#039;&#039;&#039; - links to the [http://blog.wolfire.com/2009/10/character-normal-maps/ normal map] texture file (.TGA .TIF)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;ShaderName&amp;gt;&#039;&#039;&#039; - refers to internal shader file (.FRAG .VERT, in Data/GLSL/), defines how object is rendered.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;MaterialPath&amp;gt;&#039;&#039;&#039; - links to internal material file (.XML), defines sound made by hitting the object.&lt;br /&gt;
&lt;br /&gt;
====Additional tags====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;flags no_collision&amp;gt;&#039;&#039;&#039; - turns physics calculations on/off, true = off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“&amp;lt;ShaderName&amp;gt;” used to be “&amp;lt;ShaderPath&amp;gt;” and contained the full link instead of just the file name, expect similar update for “&amp;lt;MaterialPath&amp;gt;”.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Look at the example plant object for usage of the &amp;lt;flags no_collision&amp;gt; tag.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Model and Texture Requirements===&lt;br /&gt;
&lt;br /&gt;
Models need to be constructed from squares and triangles only, so textures need to be square and not just “powers of 2”. (512x512 or 1024x1024 not 512x1024 or 1024x2048)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;IMAGE MISSING, UNABLE TO UPLOAD&amp;lt;/pre&amp;gt;&lt;br /&gt;
Simple object and texture UV layout&lt;br /&gt;
&lt;br /&gt;
==Alternative object System==&lt;br /&gt;
The engine automatically generates a simplified physics object and uses the object’s UV layout to place the shadow maps, these can be overridden by providing alternative .OBJ files that contain the desired information. These objects are placed in the same folder and share the same name as the original .OBJ file with a suffix to tell the engine what data they hold:&lt;br /&gt;
&lt;br /&gt;
===Suffixes===&lt;br /&gt;
&#039;&#039;&#039;YourObject_COL.obj&#039;&#039;&#039; - contains simplified geometry for physics calculations&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;YourObject.obj_UV2&#039;&#039;&#039; - contains same object but with no overlapping UVs&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;YourObjectHULL.obj&#039;&#039;&#039; - same as _COL but has extra info, used with weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The suffix formats are inconsistent, _COL is placed before the file extension while _UV2 is place after, and HULL doesn’t even have an underscore to separate it from the file name!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Physics objects (_COL)===&lt;br /&gt;
Simplified geometry such as boxes an cylinders which are used for collision detection, they are aligned to your object based on “relative position” in your 3D program so you should place the physics mesh on top of your render mesh upon export:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;IMAGE MISSING, UNABLE TO UPLOAD&amp;lt;/pre&amp;gt;&lt;br /&gt;
Physics mesh should be placed on top of the render mesh&lt;br /&gt;
&lt;br /&gt;
===Shadow UV objects (_UV2)===&lt;br /&gt;
These objects tell the engine how to place the shadow map on the rendered object if the original UV layout isn’t appropriate, the shadow maps require UV layouts with no over-lapping faces, this can usually be achieved using the “automatic unwrapping” tools found in most 3D applications.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;IMAGE MISSING, UNABLE TO UPLOAD&amp;lt;/pre&amp;gt;&lt;br /&gt;
Color texture UVs left, shadow UVs right, each face needs its own UV space.&lt;br /&gt;
&lt;br /&gt;
===Hull objects (HULL)===&lt;br /&gt;
They are very similar to physics objects but are used for items and weapons, the only difference is that they contain a free-floating triangle which defines the object’s center of gravity.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;IMAGE MISSING, UNABLE TO UPLOAD&amp;lt;/pre&amp;gt;&lt;br /&gt;
Hull objects are placed over render mesh like physics objects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Items and Weapons==&lt;br /&gt;
&lt;br /&gt;
Items and Weapons are aligned to the character based on their position relative to the center of the scene in your 3D app, you should load the .obj files of the example objects for reference. To make an object “pick-up-able” you need another .XML file that you load in place of the regular object properties file, it stores the info needed that is not defined in the regular object properties 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;item&amp;gt;&lt;br /&gt;
    &amp;lt;type&amp;gt;weapon&amp;lt;/type&amp;gt;&lt;br /&gt;
    &amp;lt;appearance obj_path = &amp;quot;Data/Custom/Markuss/Examples/1-Handed.xml&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;grip ik_attach = &amp;quot;rightarm&amp;quot;&lt;br /&gt;
          anim = &amp;quot;Data/Animations/r_dogweapongrip.anm&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;physics mass = &amp;quot;1 kg&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/item&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Item properties file&lt;br /&gt;
&lt;br /&gt;
===Tags===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;type&amp;gt;&#039;&#039;&#039; - defines what type of item the object is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;appearance obj_path&amp;gt;&#039;&#039;&#039; - links to the regular object definition file.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;grip ik_attach anim&amp;gt;&#039;&#039;&#039; - defines what bone the object is attached to, links to an animation file.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;physics mass&amp;gt;&#039;&#039;&#039; - changes the pitch(?) of the sound made by the object hitting things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;anim_override idle&amp;gt;&#039;&#039;&#039; - overrides the idle animation of a character holding the item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Not sure what the animation file in &amp;lt;grip ik_attach anim&amp;gt; does.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;anim_override idle&amp;gt; is only used for 2-handed weapons at the moment.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;IMAGE MISSING, UNABLE TO UPLOAD&amp;lt;/pre&amp;gt;&lt;br /&gt;
Example weapons, handles show the location of characters hands&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;There is a bug that makes weapons turn invisible when loading levels with them already in it, you can fix this by having the “regular-object&amp;quot; version somewhere in the level as well.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Shaders==&lt;br /&gt;
&#039;&#039;&#039;Cubemap&#039;&#039;&#039; – closest thing to a “standard shader”, it has a cube-map based on the sky texture and a specular shine, the visibility of the cube map and shine is controlled with color texture’s alpha channel, white = fully reflective and shiny. Similarly, the normal-map texture’s alpha channel controls where color tinting happens, white = full effect. The cube map’s visibility is inversely affected by the brightness of the texture, you should make the color texture close to black for materials that are reflective such as chrome and glass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CubemapObj&#039;&#039;&#039; - same as Cubemap but uses object-space normal maps instead of tangent space.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CubemapItem&#039;&#039;&#039; - same as Cubemap but the shine is sharper.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CubemapObjItem&#039;&#039;&#039; - object-space version of CubemapItem.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CubemapAlpha&#039;&#039;&#039; - has transparency controlled by the color texture’s alpha channel, cube map and shine are controlled by the normal-map texture’s alpha channel instead. CubemapAlpha has depth sorting issues with other transparent objects, enabling anti-aliasing fixes this somewhat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CubemapObjChar&#039;&#039;&#039; - used for characters, shine is sharp, uses object space normals. There is no tangent-space version of CubemapObjChar and no object-space version of CubemapAlpha at the moment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plant&#039;&#039;&#039; - has transparency like CubemapAlpha but no cube map/shine. Translucency texture increases the brightness of the object while ignoring diffuse lighting, black = no effect. Wind texture defines intensity of a vertex ripple effect, black = no ripple. Both textures are linked in the object definition file using the &amp;lt;TranslucencyMap&amp;gt; and &amp;lt;WindMap&amp;gt; tags.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;IMAGE MISSING, UNABLE TO UPLOAD&amp;lt;/pre&amp;gt;&lt;br /&gt;
CubemapAlpha&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;IMAGE MISSING, UNABLE TO UPLOAD&amp;lt;/pre&amp;gt;&lt;br /&gt;
Translucency (Plant Shader)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Materials==&lt;br /&gt;
&lt;br /&gt;
These are the sounds made and the particles emitted when you hit an object. I’ve set up some tiles for you to walk on to preview each material, here is a list:&lt;br /&gt;
&lt;br /&gt;
: Cloth_Fabric&lt;br /&gt;
: Cloth_Leather&lt;br /&gt;
: Default&lt;br /&gt;
: Dirt&lt;br /&gt;
: DirtyRock&lt;br /&gt;
: Drygrass&lt;br /&gt;
: Grass&lt;br /&gt;
: Gravel&lt;br /&gt;
: Rock&lt;br /&gt;
: Rocks&lt;br /&gt;
: Sand&lt;br /&gt;
: Snow&lt;br /&gt;
: Wood&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;IMAGE MISSING, UNABLE TO UPLOAD&amp;lt;/pre&amp;gt;&lt;br /&gt;
Sound tiles&lt;br /&gt;
&lt;br /&gt;
Note that some of these don’t emit particles.&lt;/div&gt;</summary>
		<author><name>Poddus</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Overgrowth_Levels&amp;diff=4344</id>
		<title>Overgrowth Levels</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Overgrowth_Levels&amp;diff=4344"/>
		<updated>2015-02-13T20:38:21Z</updated>

		<summary type="html">&lt;p&gt;Poddus: merged intro from blog post http://blog.wolfire.com/2010/12/Overgrowth-graphics-overview&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Intro taken from this blog post: http://blog.wolfire.com/2010/12/Overgrowth-graphics-overview --&amp;gt;&lt;br /&gt;
The base for every scene is the land and sky. The sky is [http://blog.wolfire.com/2009/02/creating-our-own-skydomes/ based on a panoramic photo], which is converted to a skybox at run-time. The terrain is based on a heightmap, which is then [http://blog.wolfire.com/2009/06/offthegrid-revisited/ simplified] using quadric error metrics and divided into patches for frustum culling. Finally the terrain and sky are combined into a new [http://blog.wolfire.com/2009/07/blending-land-and-sky/ skybox], and the edges of the terrain are [http://blog.wolfire.com/2009/02/terrain-edge-fading/ faded to blend in]. This new skybox is then blurred to use as a lookup for [http://blog.wolfire.com/2008/12/sky/ lighting and fog color]. The terrain also has [http://blog.wolfire.com/2009/12/Detail-textures four normal-mapped detail textures], which are blended based on a weight map, and [http://blog.wolfire.com/2009/12/Detail-texture-color-matching automatically tinted] to match the base color map. The detail textures [http://blog.wolfire.com/2009/12/Fading-detail-textures fade away in the distance] to avoid any visible tiling, but the heightmap normal mapping keeps the [http://blog.wolfire.com/2009/12/Close-up-and-distant-terrain-lighting large-scale detail]. This same technique is also used for some large objects, like buildings, cliffs and boulders. &lt;br /&gt;
&lt;br /&gt;
===XML File===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;?xml version=&amp;quot;2.0&amp;quot; ?&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Type&amp;gt;saved&amp;lt;/Type&amp;gt;&lt;br /&gt;
&amp;lt;Name&amp;gt;&amp;lt;/Name&amp;gt;&lt;br /&gt;
&amp;lt;Description&amp;gt;&amp;lt;/Description&amp;gt;&lt;br /&gt;
&amp;lt;Shader&amp;gt;post&amp;lt;/Shader&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Terrain&amp;gt;&lt;br /&gt;
    &amp;lt;Heightmap&amp;gt;[path here]&amp;lt;/Heightmap&amp;gt;&lt;br /&gt;
    &amp;lt;ColorMap&amp;gt;[path here]&amp;lt;/ColorMap&amp;gt;&lt;br /&gt;
    &amp;lt;WeightMap&amp;gt;[path here]&amp;lt;/WeightMap&amp;gt;&lt;br /&gt;
    &amp;lt;DetailMaps&amp;gt;&lt;br /&gt;
        &amp;lt;DetailMap colorpath=&amp;quot;[path here to image with color info]&amp;quot; normalpath=&amp;quot;[path here to image with normal info]&amp;quot; materialpath=&amp;quot;[path here -- to something in the material.xml format]&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;DetailMap colorpath=&amp;quot;[path here to image with color info]&amp;quot; normalpath=&amp;quot;[path here to image with normal info]&amp;quot; materialpath=&amp;quot;[path here -- to something in the material.xml format]&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;DetailMap colorpath=&amp;quot;[path here to image with color info]&amp;quot; normalpath=&amp;quot;[path here to image with normal info]&amp;quot; materialpath=&amp;quot;[path here -- to something in the material.xml format]&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;DetailMap colorpath=&amp;quot;[path here to image with color info]&amp;quot; normalpath=&amp;quot;[path here to image with normal info]&amp;quot; materialpath=&amp;quot;[path here -- to something in the material.xml format]&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;/DetailMaps&amp;gt;&lt;br /&gt;
    &amp;lt;DetailObjects&amp;gt; //for grass and stuff&lt;br /&gt;
        &amp;lt;DetailObject obj_path=&amp;quot;Data/Objects/Plants/Groundcover/Grass/WildGrass.xml&amp;quot; weight_path=&amp;quot;Data/Textures/Terrain/scrubby_hills/scrubby_hills_grass.png&amp;quot; normal_conform=&amp;quot;0.900000&amp;quot; density=&amp;quot;20.000000&amp;quot; min_embed=&amp;quot;0.000000&amp;quot; max_embed=&amp;quot;0.400000&amp;quot; min_scale=&amp;quot;1.000000&amp;quot; max_scale=&amp;quot;2.000000&amp;quot; view_distance=&amp;quot;20.000000&amp;quot; jitter_degrees=&amp;quot;10.000000&amp;quot; overbright=&amp;quot;0.000000&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;/DetailObjects&amp;gt;&lt;br /&gt;
&amp;lt;/Terrain&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Sky&amp;gt;&lt;br /&gt;
    &amp;lt;DomeTexture&amp;gt;Data/Textures/skies/FILE.tga&amp;lt;/DomeTexture&amp;gt;&lt;br /&gt;
    &amp;lt;SunAngularRad&amp;gt;0.123456&amp;lt;/SunAngularRad&amp;gt;&lt;br /&gt;
    &amp;lt;SunColorAngle&amp;gt;6.8534&amp;lt;/SunColorAngle&amp;gt;&lt;br /&gt;
    &amp;lt;RayToSun r0=&amp;quot;0.123456&amp;quot; r1=&amp;quot;0.123456&amp;quot; r2=&amp;quot;0.123456&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;ExtraAO&amp;gt;0&amp;lt;/ExtraAO&amp;gt;&lt;br /&gt;
&amp;lt;/Sky&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Objectives&amp;gt;[objective here]&amp;lt;/Objectives&amp;gt;&lt;br /&gt;
          //possible objectives: reach_a_trigger, reach_a_trigger_with_no_pursuers, collect&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Header==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;Type&amp;gt;&#039;&#039;&#039; - ??&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;Name&amp;gt;&#039;&#039;&#039; - ??&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;Description&amp;gt;&#039;&#039;&#039; - ??&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;Shader&amp;gt;&#039;&#039;&#039; - ??&lt;br /&gt;
&lt;br /&gt;
==Terrain==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;HeightMap&amp;gt;&#039;&#039;&#039; - A 16-bit grayscale image in the png format, with the value of each pixel corresponding to an elevation in the terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;ColorMap&amp;gt;&#039;&#039;&#039; - A .tga file which maps the color of each pixel to the color of a point on the terrain. This is used for rough texture, and can be used for example to make valleys green and mountain peaks grey.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;WeightMap&amp;gt;&#039;&#039;&#039; - A .tga in which colors (RGB + Black) are used to define which DetailMap to use on which part of the terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;DetailMap&amp;gt;&#039;&#039;&#039; - DetailMaps are used to tile various objects across the terrain, for example of a patch of gravel: a local change in terrain color to grey, a normal map that gives the impression of gravel, and the corresponding materialobject which generate a &amp;quot;gravel&amp;quot; sound when interacted with.&lt;br /&gt;
&lt;br /&gt;
==Sky==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;DomeTexture&amp;gt;&#039;&#039;&#039; - Filepath to the texture of the skydome. Some already exist in Data/Textures/skies/&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;SunAngularRad&amp;gt;&#039;&#039;&#039; - Size of Sun in Radians?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;SunColorAngle&amp;gt;&#039;&#039;&#039; - ??&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;RayToSun r0=&amp;quot;0.0&amp;quot; r1=&amp;quot;0.0&amp;quot; r2=&amp;quot;0.0&amp;quot; /&amp;gt;&#039;&#039;&#039; - ??&lt;/div&gt;</summary>
		<author><name>Poddus</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Overgrowth_Levels&amp;diff=4343</id>
		<title>Overgrowth Levels</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Overgrowth_Levels&amp;diff=4343"/>
		<updated>2015-02-13T20:30:14Z</updated>

		<summary type="html">&lt;p&gt;Poddus: /* Sky */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Overgrowth Levels are composed of a collection of files. The main file is a .xml and has the following basic structure:&lt;br /&gt;
&lt;br /&gt;
===XML File===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;?xml version=&amp;quot;2.0&amp;quot; ?&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Type&amp;gt;saved&amp;lt;/Type&amp;gt;&lt;br /&gt;
&amp;lt;Name&amp;gt;&amp;lt;/Name&amp;gt;&lt;br /&gt;
&amp;lt;Description&amp;gt;&amp;lt;/Description&amp;gt;&lt;br /&gt;
&amp;lt;Shader&amp;gt;post&amp;lt;/Shader&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Terrain&amp;gt;&lt;br /&gt;
    &amp;lt;Heightmap&amp;gt;[path here]&amp;lt;/Heightmap&amp;gt;&lt;br /&gt;
    &amp;lt;ColorMap&amp;gt;[path here]&amp;lt;/ColorMap&amp;gt;&lt;br /&gt;
    &amp;lt;WeightMap&amp;gt;[path here]&amp;lt;/WeightMap&amp;gt;&lt;br /&gt;
    &amp;lt;DetailMaps&amp;gt;&lt;br /&gt;
        &amp;lt;DetailMap colorpath=&amp;quot;[path here to image with color info]&amp;quot; normalpath=&amp;quot;[path here to image with normal info]&amp;quot; materialpath=&amp;quot;[path here -- to something in the material.xml format]&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;DetailMap colorpath=&amp;quot;[path here to image with color info]&amp;quot; normalpath=&amp;quot;[path here to image with normal info]&amp;quot; materialpath=&amp;quot;[path here -- to something in the material.xml format]&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;DetailMap colorpath=&amp;quot;[path here to image with color info]&amp;quot; normalpath=&amp;quot;[path here to image with normal info]&amp;quot; materialpath=&amp;quot;[path here -- to something in the material.xml format]&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;DetailMap colorpath=&amp;quot;[path here to image with color info]&amp;quot; normalpath=&amp;quot;[path here to image with normal info]&amp;quot; materialpath=&amp;quot;[path here -- to something in the material.xml format]&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;/DetailMaps&amp;gt;&lt;br /&gt;
    &amp;lt;DetailObjects&amp;gt; //for grass and stuff&lt;br /&gt;
        &amp;lt;DetailObject obj_path=&amp;quot;Data/Objects/Plants/Groundcover/Grass/WildGrass.xml&amp;quot; weight_path=&amp;quot;Data/Textures/Terrain/scrubby_hills/scrubby_hills_grass.png&amp;quot; normal_conform=&amp;quot;0.900000&amp;quot; density=&amp;quot;20.000000&amp;quot; min_embed=&amp;quot;0.000000&amp;quot; max_embed=&amp;quot;0.400000&amp;quot; min_scale=&amp;quot;1.000000&amp;quot; max_scale=&amp;quot;2.000000&amp;quot; view_distance=&amp;quot;20.000000&amp;quot; jitter_degrees=&amp;quot;10.000000&amp;quot; overbright=&amp;quot;0.000000&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;/DetailObjects&amp;gt;&lt;br /&gt;
&amp;lt;/Terrain&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Sky&amp;gt;&lt;br /&gt;
    &amp;lt;DomeTexture&amp;gt;Data/Textures/skies/FILE.tga&amp;lt;/DomeTexture&amp;gt;&lt;br /&gt;
    &amp;lt;SunAngularRad&amp;gt;0.123456&amp;lt;/SunAngularRad&amp;gt;&lt;br /&gt;
    &amp;lt;SunColorAngle&amp;gt;6.8534&amp;lt;/SunColorAngle&amp;gt;&lt;br /&gt;
    &amp;lt;RayToSun r0=&amp;quot;0.123456&amp;quot; r1=&amp;quot;0.123456&amp;quot; r2=&amp;quot;0.123456&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;ExtraAO&amp;gt;0&amp;lt;/ExtraAO&amp;gt;&lt;br /&gt;
&amp;lt;/Sky&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Objectives&amp;gt;[objective here]&amp;lt;/Objectives&amp;gt;&lt;br /&gt;
          //possible objectives: reach_a_trigger, reach_a_trigger_with_no_pursuers, collect&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Header==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;Type&amp;gt;&#039;&#039;&#039; - ??&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;Name&amp;gt;&#039;&#039;&#039; - ??&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;Description&amp;gt;&#039;&#039;&#039; - ??&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;Shader&amp;gt;&#039;&#039;&#039; - ??&lt;br /&gt;
&lt;br /&gt;
==Terrain==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;HeightMap&amp;gt;&#039;&#039;&#039; - A 16-bit grayscale image in the png format, with the value of each pixel corresponding to an elevation in the terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;ColorMap&amp;gt;&#039;&#039;&#039; - A .tga file which maps the color of each pixel to the color of a point on the terrain. This is used for rough texture, and can be used for example to make valleys green and mountain peaks grey.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;WeightMap&amp;gt;&#039;&#039;&#039; - A .tga in which colors (RGB + Black) are used to define which DetailMap to use on which part of the terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;DetailMap&amp;gt;&#039;&#039;&#039; - DetailMaps are used to tile various objects across the terrain, for example of a patch of gravel: a local change in terrain color to grey, a normal map that gives the impression of gravel, and the corresponding materialobject which generate a &amp;quot;gravel&amp;quot; sound when interacted with.&lt;br /&gt;
&lt;br /&gt;
==Sky==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;DomeTexture&amp;gt;&#039;&#039;&#039; - Filepath to the texture of the skydome. Some already exist in Data/Textures/skies/&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;SunAngularRad&amp;gt;&#039;&#039;&#039; - Size of Sun in Radians?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;SunColorAngle&amp;gt;&#039;&#039;&#039; - ??&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;RayToSun r0=&amp;quot;0.0&amp;quot; r1=&amp;quot;0.0&amp;quot; r2=&amp;quot;0.0&amp;quot; /&amp;gt;&#039;&#039;&#039; - ??&lt;/div&gt;</summary>
		<author><name>Poddus</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Particle_Effects&amp;diff=4342</id>
		<title>Particle Effects</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Particle_Effects&amp;diff=4342"/>
		<updated>2015-02-13T20:26:54Z</updated>

		<summary type="html">&lt;p&gt;Poddus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MakeParticle(&amp;quot;Data/Particles/impactfast.xml&amp;quot;,pos,vec3(0.0f));&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Particle Stream Example==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&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;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==File Structure==&lt;br /&gt;
There appear to be two different kinds of particles. Both are defined by an .xml file, however, one version is based on a video file, while the other is based on a static texture.&lt;br /&gt;
&lt;br /&gt;
===OGV-Based===&lt;br /&gt;
One Particle Effect is based on .ogv files found under Data/Textures/anims/ (though they are not referenced as .ogv but as .xml files in the Particle XML)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--bigexplosion.xml--&amp;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;particle&amp;gt;&lt;br /&gt;
    &amp;lt;textures animation_effect = &amp;quot;Data/Textures/anims/bigexplosion.xml&amp;quot;&lt;br /&gt;
              shader = &amp;quot;theorabluescreen&amp;quot;&lt;br /&gt;
              soft_shader = &amp;quot;theorabluescreensoft&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;size val=&amp;quot;40.0&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;color red =   &amp;quot;1.0&amp;quot;&lt;br /&gt;
           green = &amp;quot;1.0&amp;quot;&lt;br /&gt;
           blue =  &amp;quot;1.0&amp;quot;&lt;br /&gt;
           alpha = &amp;quot;1.0&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;behavior inertia=&amp;quot;1.0&amp;quot; gravity=&amp;quot;0.0&amp;quot; wind=&amp;quot;0.0&amp;quot; size_decay_rate=&amp;quot;0.0&amp;quot; opacity_decay_rate=&amp;quot;0.0&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;no_rotation /&amp;gt;&lt;br /&gt;
&amp;lt;/particle&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;textures/&amp;gt;&#039;&#039;&#039; - This tag has 3 attributes.&lt;br /&gt;
* animation_effect - this is the only attribute specific to ogv-based particles and references the file path, starting from the Data folder, to a video file. &#039;&#039;NOTE: for some reason, as of a209, the files referenced are xml format, however all files under Data/Textures/anims/ are ogv format. Is the reference is a typo?&#039;&#039;&lt;br /&gt;
* shader - the name (not including file extension, typically .frag) of the shader in folder Data/GLSL/&lt;br /&gt;
* soft_shader - ?? usually just the name of the shader with the word &amp;quot;soft&amp;quot; appended to the end.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;size/&amp;gt;&#039;&#039;&#039; - This tag uses the attribute &amp;quot;val&amp;quot; (floating point number) to specify the size of the particle. &#039;&#039;NOTE: Units are unknown&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;color/&amp;gt;&#039;&#039;&#039; - This tag has a varying number of attributes, one for each channel (RGB + Alpha), while the Alpha Channel may be defined as a range, requiring two attributes, alpha_min and alpha_max &#039;&#039;Range? perhaps floating point values from 0.0 to 1.0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;behavior/&amp;gt;&#039;&#039;&#039; - This tag has 5 attributes. All are likely floating point values from 0.0 to 1.0&lt;br /&gt;
* inertia - Rate at which the particle slows its initial speed&lt;br /&gt;
* gravity - Degree with which a downwards gravitational force acts upon the particle&lt;br /&gt;
* wind - Degree with which wind effects the particle vector&lt;br /&gt;
* size_decay_rate - Rate at which the size of the particle decreases &#039;&#039;NOTE: is this value range bounded by 0 &amp;amp; 1?&#039;&#039;&lt;br /&gt;
* opacity_decay_rate - Rate at which the alpha channel values of the particle increase &#039;&#039;NOTE: is this value range bounded by 0 &amp;amp; 1?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Texture-Based===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--bloodcloud.xml--&amp;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;particle&amp;gt;&lt;br /&gt;
    &amp;lt;textures color_map = &amp;quot;Data/Textures/smoke.tga&amp;quot; &lt;br /&gt;
              normal_map = &amp;quot;Data/Textures/smoke_normal.tga&amp;quot;&lt;br /&gt;
              shader = &amp;quot;litsprite&amp;quot;&lt;br /&gt;
              soft_shader = &amp;quot;litspritesoft&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;size min = &amp;quot;0.4&amp;quot; max = &amp;quot;0.7&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;color red =   &amp;quot;0.5&amp;quot;&lt;br /&gt;
           green = &amp;quot;0.5&amp;quot;&lt;br /&gt;
           blue =  &amp;quot;0.5&amp;quot;&lt;br /&gt;
           alpha_min = &amp;quot;0.5&amp;quot; alpha_max = &amp;quot;1.0&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;behavior inertia=&amp;quot;0.9&amp;quot; gravity=&amp;quot;0.0&amp;quot; wind=&amp;quot;1.0&amp;quot; size_decay_rate=&amp;quot;0.0&amp;quot; opacity_decay_rate=&amp;quot;0.0&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;quadratic_expansion speed=&amp;quot;4.0&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;quadratic_dispersion persistence=&amp;quot;1.0&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/particle&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&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: Tutorials]]&lt;br /&gt;
[[Category: Modding]]&lt;br /&gt;
[[Category: Overgrowth]]&lt;/div&gt;</summary>
		<author><name>Poddus</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Particle_Effects&amp;diff=4341</id>
		<title>Particle Effects</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Particle_Effects&amp;diff=4341"/>
		<updated>2015-02-13T20:26:17Z</updated>

		<summary type="html">&lt;p&gt;Poddus: split post processing effects into separate article&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;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MakeParticle(&amp;quot;Data/Particles/impactfast.xml&amp;quot;,pos,vec3(0.0f));&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Particle Stream Example==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&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;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==File Structure==&lt;br /&gt;
There appear to be two different kinds of particles. Both are defined by an .xml file, however, one version is based on a video file, while the other is based on a static texture.&lt;br /&gt;
&lt;br /&gt;
===OGV-Based===&lt;br /&gt;
One Particle Effect is based on .ogv files found under Data/Textures/anims/ (though they are not referenced as .ogv but as .xml files in the Particle XML)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--bigexplosion.xml--&amp;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;particle&amp;gt;&lt;br /&gt;
    &amp;lt;textures animation_effect = &amp;quot;Data/Textures/anims/bigexplosion.xml&amp;quot;&lt;br /&gt;
              shader = &amp;quot;theorabluescreen&amp;quot;&lt;br /&gt;
              soft_shader = &amp;quot;theorabluescreensoft&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;size val=&amp;quot;40.0&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;color red =   &amp;quot;1.0&amp;quot;&lt;br /&gt;
           green = &amp;quot;1.0&amp;quot;&lt;br /&gt;
           blue =  &amp;quot;1.0&amp;quot;&lt;br /&gt;
           alpha = &amp;quot;1.0&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;behavior inertia=&amp;quot;1.0&amp;quot; gravity=&amp;quot;0.0&amp;quot; wind=&amp;quot;0.0&amp;quot; size_decay_rate=&amp;quot;0.0&amp;quot; opacity_decay_rate=&amp;quot;0.0&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;no_rotation /&amp;gt;&lt;br /&gt;
&amp;lt;/particle&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;textures/&amp;gt;&#039;&#039;&#039; - This tag has 3 attributes.&lt;br /&gt;
* animation_effect - this is the only attribute specific to ogv-based particles and references the file path, starting from the Data folder, to a video file. &#039;&#039;NOTE: for some reason, as of a209, the files referenced are xml format, however all files under Data/Textures/anims/ are ogv format. Is the reference is a typo?&#039;&#039;&lt;br /&gt;
* shader - the name (not including file extension, typically .frag) of the shader in folder Data/GLSL/&lt;br /&gt;
* soft_shader - ?? usually just the name of the shader with the word &amp;quot;soft&amp;quot; appended to the end.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;size/&amp;gt;&#039;&#039;&#039; - This tag uses the attribute &amp;quot;val&amp;quot; (floating point number) to specify the size of the particle. &#039;&#039;NOTE: Units are unknown&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;color/&amp;gt;&#039;&#039;&#039; - This tag has a varying number of attributes, one for each channel (RGB + Alpha), while the Alpha Channel may be defined as a range, requiring two attributes, alpha_min and alpha_max &#039;&#039;Range? perhaps floating point values from 0.0 to 1.0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;behavior/&amp;gt;&#039;&#039;&#039; - This tag has 5 attributes. All are likely floating point values from 0.0 to 1.0&lt;br /&gt;
* inertia - Rate at which the particle slows its initial speed&lt;br /&gt;
* gravity - Degree with which a downwards gravitational force acts upon the particle&lt;br /&gt;
* wind - Degree with which wind effects the particle vector&lt;br /&gt;
* size_decay_rate - Rate at which the size of the particle decreases &#039;&#039;NOTE: is this value range bounded by 0 &amp;amp; 1?&#039;&#039;&lt;br /&gt;
* opacity_decay_rate - Rate at which the alpha channel values of the particle increase &#039;&#039;NOTE: is this value range bounded by 0 &amp;amp; 1?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Texture-Based===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--bloodcloud.xml--&amp;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;particle&amp;gt;&lt;br /&gt;
    &amp;lt;textures color_map = &amp;quot;Data/Textures/smoke.tga&amp;quot; &lt;br /&gt;
              normal_map = &amp;quot;Data/Textures/smoke_normal.tga&amp;quot;&lt;br /&gt;
              shader = &amp;quot;litsprite&amp;quot;&lt;br /&gt;
              soft_shader = &amp;quot;litspritesoft&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;size min = &amp;quot;0.4&amp;quot; max = &amp;quot;0.7&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;color red =   &amp;quot;0.5&amp;quot;&lt;br /&gt;
           green = &amp;quot;0.5&amp;quot;&lt;br /&gt;
           blue =  &amp;quot;0.5&amp;quot;&lt;br /&gt;
           alpha_min = &amp;quot;0.5&amp;quot; alpha_max = &amp;quot;1.0&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;behavior inertia=&amp;quot;0.9&amp;quot; gravity=&amp;quot;0.0&amp;quot; wind=&amp;quot;1.0&amp;quot; size_decay_rate=&amp;quot;0.0&amp;quot; opacity_decay_rate=&amp;quot;0.0&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;quadratic_expansion speed=&amp;quot;4.0&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;quadratic_dispersion persistence=&amp;quot;1.0&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/particle&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&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: Tutorials]]&lt;br /&gt;
[[Category: Modding]]&lt;br /&gt;
[[Category: Overgrowth]]&lt;/div&gt;</summary>
		<author><name>Poddus</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Post_Processing_Effects&amp;diff=4340</id>
		<title>Post Processing Effects</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Post_Processing_Effects&amp;diff=4340"/>
		<updated>2015-02-13T20:16:29Z</updated>

		<summary type="html">&lt;p&gt;Poddus: stub&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&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;/div&gt;</summary>
		<author><name>Poddus</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Portal:Overgrowth&amp;diff=4339</id>
		<title>Portal:Overgrowth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Portal:Overgrowth&amp;diff=4339"/>
		<updated>2015-02-13T20:16:03Z</updated>

		<summary type="html">&lt;p&gt;Poddus: /* Phoenix Engine Documentation */&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;
[http://www.wolfire.com/overgrowth Overgrowth] is a cross-platform game in development by Wolfire Games, an independent game company consisting of David Rosen, founder and lead programmer, and Aubrey Serr, lead artist. Overgrowth is the spiritual successor to [[Lugaru]], a game also developed by Wolfire. Development of Overgrowth was officially announced on September 17th, 2008. The game is currently in Alpha and is playable via [http://www.wolfire.com/overgrowth/preorder preorder].&lt;br /&gt;
&lt;br /&gt;
Gameplay emphasises 3rd-person, fluid, fast-paced melee combat, and 3D-platforming. Overgrowth uses a custom game engine codenamed &amp;quot;[[Phoenix Engine|Phoenix]]&amp;quot;, and a lot of work has been put into making it accessible to [[Editor_Interface|modding]].&lt;br /&gt;
&lt;br /&gt;
The game currently consists of a collection of maps (some of which are populated by enemies) which the player is able to explore (and modify if they are so inclined). As of Alpha v197, there is are two additional gameplay modes, one dubbed &amp;quot;Arena&amp;quot;, in which the player is pitted against procedurally generated enemies in gladiatorial matches, and one dubbed &amp;quot;Challenge&amp;quot;, a collection of 12 levels in which the player must complete a certain task or set of tasks.&lt;br /&gt;
&lt;br /&gt;
As of yet there is no definite story line. However, in a 2012 interview with British video gaming website zConnection, the Wolfire team stated that they are planning on continuing the story of [[Turner]], a couple of years after the events of [[Lugaru]]. In addition to anthropomorphic rabbits and wolves, the Overgrowth Universe now already includes cats, dogs, and rats (see article: [[Races]]).&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
* [[Getting_Started | First Steps]]&lt;br /&gt;
* [[Configuring Overgrowth]]&lt;br /&gt;
* [[Control Reference]]&lt;br /&gt;
* [[Overgrowth Alpha FAQ| Overgrowth FAQ]]&lt;br /&gt;
* [[Alpha List]]&lt;br /&gt;
&lt;br /&gt;
== Phoenix Engine Documentation ==&lt;br /&gt;
* [[Editor Interface]]&lt;br /&gt;
* [[Scripting]]&lt;br /&gt;
* [[3D Objects]]&lt;br /&gt;
* [[Character Models]]&lt;br /&gt;
* [[Particle Effects]]&lt;br /&gt;
* [[Post Processing Effects]]&lt;br /&gt;
* [[Overgrowth Levels]]&lt;br /&gt;
&lt;br /&gt;
==Modding Tutorials==&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;
* [[Custom Terrain]]&lt;br /&gt;
&lt;br /&gt;
==Alpha Testing==&lt;br /&gt;
* [[Overgrowth tests]] {{stub}}&lt;br /&gt;
&lt;br /&gt;
== The Overgrowth Universe ==&lt;br /&gt;
* [[Races]]&lt;br /&gt;
* [[Locations]]&lt;br /&gt;
* [[Characters]]&lt;br /&gt;
* [[Equipment and Weapons]]&lt;br /&gt;
* [[Alpha Stages]]&lt;br /&gt;
* [[Lore]]&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
* [[Useful Links]]&lt;br /&gt;
* [[Supported Video Cards]]&lt;br /&gt;
* [[Overgrowth_Linux|Linux]]&lt;/div&gt;</summary>
		<author><name>Poddus</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Post_Processing_Effects&amp;diff=4338</id>
		<title>Post Processing Effects</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Post_Processing_Effects&amp;diff=4338"/>
		<updated>2015-02-13T20:15:40Z</updated>

		<summary type="html">&lt;p&gt;Poddus: Created page with &amp;quot;&amp;#039;&amp;#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.&amp;#039;&amp;#039; This explanation ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;/div&gt;</summary>
		<author><name>Poddus</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Portal:Overgrowth&amp;diff=4337</id>
		<title>Portal:Overgrowth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Portal:Overgrowth&amp;diff=4337"/>
		<updated>2015-02-13T20:14:16Z</updated>

		<summary type="html">&lt;p&gt;Poddus: /* Phoenix Engine Documentation */&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;
[http://www.wolfire.com/overgrowth Overgrowth] is a cross-platform game in development by Wolfire Games, an independent game company consisting of David Rosen, founder and lead programmer, and Aubrey Serr, lead artist. Overgrowth is the spiritual successor to [[Lugaru]], a game also developed by Wolfire. Development of Overgrowth was officially announced on September 17th, 2008. The game is currently in Alpha and is playable via [http://www.wolfire.com/overgrowth/preorder preorder].&lt;br /&gt;
&lt;br /&gt;
Gameplay emphasises 3rd-person, fluid, fast-paced melee combat, and 3D-platforming. Overgrowth uses a custom game engine codenamed &amp;quot;[[Phoenix Engine|Phoenix]]&amp;quot;, and a lot of work has been put into making it accessible to [[Editor_Interface|modding]].&lt;br /&gt;
&lt;br /&gt;
The game currently consists of a collection of maps (some of which are populated by enemies) which the player is able to explore (and modify if they are so inclined). As of Alpha v197, there is are two additional gameplay modes, one dubbed &amp;quot;Arena&amp;quot;, in which the player is pitted against procedurally generated enemies in gladiatorial matches, and one dubbed &amp;quot;Challenge&amp;quot;, a collection of 12 levels in which the player must complete a certain task or set of tasks.&lt;br /&gt;
&lt;br /&gt;
As of yet there is no definite story line. However, in a 2012 interview with British video gaming website zConnection, the Wolfire team stated that they are planning on continuing the story of [[Turner]], a couple of years after the events of [[Lugaru]]. In addition to anthropomorphic rabbits and wolves, the Overgrowth Universe now already includes cats, dogs, and rats (see article: [[Races]]).&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
* [[Getting_Started | First Steps]]&lt;br /&gt;
* [[Configuring Overgrowth]]&lt;br /&gt;
* [[Control Reference]]&lt;br /&gt;
* [[Overgrowth Alpha FAQ| Overgrowth FAQ]]&lt;br /&gt;
* [[Alpha List]]&lt;br /&gt;
&lt;br /&gt;
== Phoenix Engine Documentation ==&lt;br /&gt;
* [[Editor Interface]]&lt;br /&gt;
* [[Scripting]]&lt;br /&gt;
* [[3D Objects]]&lt;br /&gt;
* [[Character Models]]&lt;br /&gt;
* [[Particle Effects]]&lt;br /&gt;
* [[Overgrowth Levels]]&lt;br /&gt;
&lt;br /&gt;
==Modding Tutorials==&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;
* [[Custom Terrain]]&lt;br /&gt;
&lt;br /&gt;
==Alpha Testing==&lt;br /&gt;
* [[Overgrowth tests]] {{stub}}&lt;br /&gt;
&lt;br /&gt;
== The Overgrowth Universe ==&lt;br /&gt;
* [[Races]]&lt;br /&gt;
* [[Locations]]&lt;br /&gt;
* [[Characters]]&lt;br /&gt;
* [[Equipment and Weapons]]&lt;br /&gt;
* [[Alpha Stages]]&lt;br /&gt;
* [[Lore]]&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
* [[Useful Links]]&lt;br /&gt;
* [[Supported Video Cards]]&lt;br /&gt;
* [[Overgrowth_Linux|Linux]]&lt;/div&gt;</summary>
		<author><name>Poddus</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Effects_System&amp;diff=4336</id>
		<title>Effects System</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Effects_System&amp;diff=4336"/>
		<updated>2015-02-13T20:13:57Z</updated>

		<summary type="html">&lt;p&gt;Poddus: moved Effects System to Particle Effects: Split Particle Effects and Post-Processing Effects into separate Articles&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Particle Effects]]&lt;/div&gt;</summary>
		<author><name>Poddus</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Particle_Effects&amp;diff=4335</id>
		<title>Particle Effects</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Particle_Effects&amp;diff=4335"/>
		<updated>2015-02-13T20:13:57Z</updated>

		<summary type="html">&lt;p&gt;Poddus: moved Effects System to Particle Effects: Split Particle Effects and Post-Processing Effects into separate Articles&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;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MakeParticle(&amp;quot;Data/Particles/impactfast.xml&amp;quot;,pos,vec3(0.0f));&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Particle Stream Example==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&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;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==File Structure==&lt;br /&gt;
There appear to be two different kinds of particles. Both are defined by an .xml file, however, one version is based on a video file, while the other is based on a static texture.&lt;br /&gt;
&lt;br /&gt;
===OGV-Based===&lt;br /&gt;
One Particle Effect is based on .ogv files found under Data/Textures/anims/ (though they are not referenced as .ogv but as .xml files in the Particle XML)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--bigexplosion.xml--&amp;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;particle&amp;gt;&lt;br /&gt;
    &amp;lt;textures animation_effect = &amp;quot;Data/Textures/anims/bigexplosion.xml&amp;quot;&lt;br /&gt;
              shader = &amp;quot;theorabluescreen&amp;quot;&lt;br /&gt;
              soft_shader = &amp;quot;theorabluescreensoft&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;size val=&amp;quot;40.0&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;color red =   &amp;quot;1.0&amp;quot;&lt;br /&gt;
           green = &amp;quot;1.0&amp;quot;&lt;br /&gt;
           blue =  &amp;quot;1.0&amp;quot;&lt;br /&gt;
           alpha = &amp;quot;1.0&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;behavior inertia=&amp;quot;1.0&amp;quot; gravity=&amp;quot;0.0&amp;quot; wind=&amp;quot;0.0&amp;quot; size_decay_rate=&amp;quot;0.0&amp;quot; opacity_decay_rate=&amp;quot;0.0&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;no_rotation /&amp;gt;&lt;br /&gt;
&amp;lt;/particle&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;textures/&amp;gt;&#039;&#039;&#039; - This tag has 3 attributes.&lt;br /&gt;
* animation_effect - this is the only attribute specific to ogv-based particles and references the file path, starting from the Data folder, to a video file. &#039;&#039;NOTE: for some reason, as of a209, the files referenced are xml format, however all files under Data/Textures/anims/ are ogv format. Is the reference is a typo?&#039;&#039;&lt;br /&gt;
* shader - the name (not including file extension, typically .frag) of the shader in folder Data/GLSL/&lt;br /&gt;
* soft_shader - ?? usually just the name of the shader with the word &amp;quot;soft&amp;quot; appended to the end.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;size/&amp;gt;&#039;&#039;&#039; - This tag uses the attribute &amp;quot;val&amp;quot; (floating point number) to specify the size of the particle. &#039;&#039;NOTE: Units are unknown&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;color/&amp;gt;&#039;&#039;&#039; - This tag has a varying number of attributes, one for each channel (RGB + Alpha), while the Alpha Channel may be defined as a range, requiring two attributes, alpha_min and alpha_max &#039;&#039;Range? perhaps floating point values from 0.0 to 1.0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;behavior/&amp;gt;&#039;&#039;&#039; - This tag has 5 attributes. All are likely floating point values from 0.0 to 1.0&lt;br /&gt;
* inertia - Rate at which the particle slows its initial speed&lt;br /&gt;
* gravity - Degree with which a downwards gravitational force acts upon the particle&lt;br /&gt;
* wind - Degree with which wind effects the particle vector&lt;br /&gt;
* size_decay_rate - Rate at which the size of the particle decreases &#039;&#039;NOTE: is this value range bounded by 0 &amp;amp; 1?&#039;&#039;&lt;br /&gt;
* opacity_decay_rate - Rate at which the alpha channel values of the particle increase &#039;&#039;NOTE: is this value range bounded by 0 &amp;amp; 1?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Texture-Based===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--bloodcloud.xml--&amp;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;particle&amp;gt;&lt;br /&gt;
    &amp;lt;textures color_map = &amp;quot;Data/Textures/smoke.tga&amp;quot; &lt;br /&gt;
              normal_map = &amp;quot;Data/Textures/smoke_normal.tga&amp;quot;&lt;br /&gt;
              shader = &amp;quot;litsprite&amp;quot;&lt;br /&gt;
              soft_shader = &amp;quot;litspritesoft&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;size min = &amp;quot;0.4&amp;quot; max = &amp;quot;0.7&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;color red =   &amp;quot;0.5&amp;quot;&lt;br /&gt;
           green = &amp;quot;0.5&amp;quot;&lt;br /&gt;
           blue =  &amp;quot;0.5&amp;quot;&lt;br /&gt;
           alpha_min = &amp;quot;0.5&amp;quot; alpha_max = &amp;quot;1.0&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;behavior inertia=&amp;quot;0.9&amp;quot; gravity=&amp;quot;0.0&amp;quot; wind=&amp;quot;1.0&amp;quot; size_decay_rate=&amp;quot;0.0&amp;quot; opacity_decay_rate=&amp;quot;0.0&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;quadratic_expansion speed=&amp;quot;4.0&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;quadratic_dispersion persistence=&amp;quot;1.0&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/particle&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{stub}}&lt;br /&gt;
&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: Tutorials]]&lt;br /&gt;
[[Category: Modding]]&lt;br /&gt;
[[Category: Overgrowth]]&lt;/div&gt;</summary>
		<author><name>Poddus</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Particle_Effects&amp;diff=4334</id>
		<title>Particle Effects</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Particle_Effects&amp;diff=4334"/>
		<updated>2015-02-13T20:12:56Z</updated>

		<summary type="html">&lt;p&gt;Poddus: &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;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MakeParticle(&amp;quot;Data/Particles/impactfast.xml&amp;quot;,pos,vec3(0.0f));&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Particle Stream Example==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&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;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==File Structure==&lt;br /&gt;
There appear to be two different kinds of particles. Both are defined by an .xml file, however, one version is based on a video file, while the other is based on a static texture.&lt;br /&gt;
&lt;br /&gt;
===OGV-Based===&lt;br /&gt;
One Particle Effect is based on .ogv files found under Data/Textures/anims/ (though they are not referenced as .ogv but as .xml files in the Particle XML)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--bigexplosion.xml--&amp;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;particle&amp;gt;&lt;br /&gt;
    &amp;lt;textures animation_effect = &amp;quot;Data/Textures/anims/bigexplosion.xml&amp;quot;&lt;br /&gt;
              shader = &amp;quot;theorabluescreen&amp;quot;&lt;br /&gt;
              soft_shader = &amp;quot;theorabluescreensoft&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;size val=&amp;quot;40.0&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;color red =   &amp;quot;1.0&amp;quot;&lt;br /&gt;
           green = &amp;quot;1.0&amp;quot;&lt;br /&gt;
           blue =  &amp;quot;1.0&amp;quot;&lt;br /&gt;
           alpha = &amp;quot;1.0&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;behavior inertia=&amp;quot;1.0&amp;quot; gravity=&amp;quot;0.0&amp;quot; wind=&amp;quot;0.0&amp;quot; size_decay_rate=&amp;quot;0.0&amp;quot; opacity_decay_rate=&amp;quot;0.0&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;no_rotation /&amp;gt;&lt;br /&gt;
&amp;lt;/particle&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;textures/&amp;gt;&#039;&#039;&#039; - This tag has 3 attributes.&lt;br /&gt;
* animation_effect - this is the only attribute specific to ogv-based particles and references the file path, starting from the Data folder, to a video file. &#039;&#039;NOTE: for some reason, as of a209, the files referenced are xml format, however all files under Data/Textures/anims/ are ogv format. Is the reference is a typo?&#039;&#039;&lt;br /&gt;
* shader - the name (not including file extension, typically .frag) of the shader in folder Data/GLSL/&lt;br /&gt;
* soft_shader - ?? usually just the name of the shader with the word &amp;quot;soft&amp;quot; appended to the end.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;size/&amp;gt;&#039;&#039;&#039; - This tag uses the attribute &amp;quot;val&amp;quot; (floating point number) to specify the size of the particle. &#039;&#039;NOTE: Units are unknown&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;color/&amp;gt;&#039;&#039;&#039; - This tag has a varying number of attributes, one for each channel (RGB + Alpha), while the Alpha Channel may be defined as a range, requiring two attributes, alpha_min and alpha_max &#039;&#039;Range? perhaps floating point values from 0.0 to 1.0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;behavior/&amp;gt;&#039;&#039;&#039; - This tag has 5 attributes. All are likely floating point values from 0.0 to 1.0&lt;br /&gt;
* inertia - Rate at which the particle slows its initial speed&lt;br /&gt;
* gravity - Degree with which a downwards gravitational force acts upon the particle&lt;br /&gt;
* wind - Degree with which wind effects the particle vector&lt;br /&gt;
* size_decay_rate - Rate at which the size of the particle decreases &#039;&#039;NOTE: is this value range bounded by 0 &amp;amp; 1?&#039;&#039;&lt;br /&gt;
* opacity_decay_rate - Rate at which the alpha channel values of the particle increase &#039;&#039;NOTE: is this value range bounded by 0 &amp;amp; 1?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Texture-Based===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--bloodcloud.xml--&amp;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;particle&amp;gt;&lt;br /&gt;
    &amp;lt;textures color_map = &amp;quot;Data/Textures/smoke.tga&amp;quot; &lt;br /&gt;
              normal_map = &amp;quot;Data/Textures/smoke_normal.tga&amp;quot;&lt;br /&gt;
              shader = &amp;quot;litsprite&amp;quot;&lt;br /&gt;
              soft_shader = &amp;quot;litspritesoft&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;size min = &amp;quot;0.4&amp;quot; max = &amp;quot;0.7&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;color red =   &amp;quot;0.5&amp;quot;&lt;br /&gt;
           green = &amp;quot;0.5&amp;quot;&lt;br /&gt;
           blue =  &amp;quot;0.5&amp;quot;&lt;br /&gt;
           alpha_min = &amp;quot;0.5&amp;quot; alpha_max = &amp;quot;1.0&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;behavior inertia=&amp;quot;0.9&amp;quot; gravity=&amp;quot;0.0&amp;quot; wind=&amp;quot;1.0&amp;quot; size_decay_rate=&amp;quot;0.0&amp;quot; opacity_decay_rate=&amp;quot;0.0&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;quadratic_expansion speed=&amp;quot;4.0&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;quadratic_dispersion persistence=&amp;quot;1.0&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/particle&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{stub}}&lt;br /&gt;
&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: Tutorials]]&lt;br /&gt;
[[Category: Modding]]&lt;br /&gt;
[[Category: Overgrowth]]&lt;/div&gt;</summary>
		<author><name>Poddus</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Particle_Effects&amp;diff=4333</id>
		<title>Particle Effects</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Particle_Effects&amp;diff=4333"/>
		<updated>2015-02-13T20:01:43Z</updated>

		<summary type="html">&lt;p&gt;Poddus: added section on File Structure&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;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MakeParticle(&amp;quot;Data/Particles/impactfast.xml&amp;quot;,pos,vec3(0.0f));&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Particle Stream Example==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&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;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==File Structure==&lt;br /&gt;
There appear to be two different kinds of particles. Both are defined by an .xml file, however, one version is based on a video file, while the other is based on a static texture.&lt;br /&gt;
&lt;br /&gt;
===OGV-Based===&lt;br /&gt;
One Particle Effect is based on .ogv files found under Data/Textures/anims/ (though they are not referenced as .ogv but as .xml files in the Particle XML)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--bigexplosion.xml--&amp;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;particle&amp;gt;&lt;br /&gt;
    &amp;lt;textures animation_effect = &amp;quot;Data/Textures/anims/bigexplosion.xml&amp;quot;&lt;br /&gt;
              shader = &amp;quot;theorabluescreen&amp;quot;&lt;br /&gt;
              soft_shader = &amp;quot;theorabluescreensoft&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;size val=&amp;quot;40.0&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;color red =   &amp;quot;1.0&amp;quot;&lt;br /&gt;
           green = &amp;quot;1.0&amp;quot;&lt;br /&gt;
           blue =  &amp;quot;1.0&amp;quot;&lt;br /&gt;
           alpha = &amp;quot;1.0&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;behavior inertia=&amp;quot;1.0&amp;quot; gravity=&amp;quot;0.0&amp;quot; wind=&amp;quot;0.0&amp;quot; size_decay_rate=&amp;quot;0.0&amp;quot; opacity_decay_rate=&amp;quot;0.0&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;no_rotation /&amp;gt;&lt;br /&gt;
&amp;lt;/particle&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;textures/&amp;gt;&#039;&#039;&#039; - This tag has 3 attributes.&lt;br /&gt;
* animation_effect - this is the only attribute specific to ogv-based particles and references the file path, starting from the Data folder, to a video file. &#039;&#039;NOTE: for some reason, as of a209, the files referenced are xml format, however all files under Data/Textures/anims/ are ogv format. Is the reference is a typo?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* shader - the name (not including file extension, typically .frag) of the shader in folder Data/GLSL/&lt;br /&gt;
&lt;br /&gt;
* soft_shader - ?? usually just the name of the shader with the word &amp;quot;soft&amp;quot; appended to the end.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;size&amp;gt;&#039;&#039;&#039; - This tag uses the attribute &amp;quot;val&amp;quot; (floating point number) to specify the size of the particle. &#039;&#039;NOTE: Units are unknown&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Texture-Based===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--bloodcloud.xml--&amp;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;particle&amp;gt;&lt;br /&gt;
    &amp;lt;textures color_map = &amp;quot;Data/Textures/smoke.tga&amp;quot; &lt;br /&gt;
              normal_map = &amp;quot;Data/Textures/smoke_normal.tga&amp;quot;&lt;br /&gt;
              shader = &amp;quot;litsprite&amp;quot;&lt;br /&gt;
              soft_shader = &amp;quot;litspritesoft&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;size min = &amp;quot;0.4&amp;quot; max = &amp;quot;0.7&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;color red =   &amp;quot;0.5&amp;quot;&lt;br /&gt;
           green = &amp;quot;0.5&amp;quot;&lt;br /&gt;
           blue =  &amp;quot;0.5&amp;quot;&lt;br /&gt;
           alpha_min = &amp;quot;0.5&amp;quot; alpha_max = &amp;quot;1.0&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;behavior inertia=&amp;quot;0.9&amp;quot; gravity=&amp;quot;0.0&amp;quot; wind=&amp;quot;1.0&amp;quot; size_decay_rate=&amp;quot;0.0&amp;quot; opacity_decay_rate=&amp;quot;0.0&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;quadratic_expansion speed=&amp;quot;4.0&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;quadratic_dispersion persistence=&amp;quot;1.0&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/particle&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{stub}}&lt;br /&gt;
&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: Tutorials]]&lt;br /&gt;
[[Category: Modding]]&lt;br /&gt;
[[Category: Overgrowth]]&lt;/div&gt;</summary>
		<author><name>Poddus</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Overgrowth_Levels&amp;diff=4332</id>
		<title>Overgrowth Levels</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Overgrowth_Levels&amp;diff=4332"/>
		<updated>2015-02-13T18:56:42Z</updated>

		<summary type="html">&lt;p&gt;Poddus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Overgrowth Levels are composed of a collection of files. The main file is a .xml and has the following basic structure:&lt;br /&gt;
&lt;br /&gt;
===XML File===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;?xml version=&amp;quot;2.0&amp;quot; ?&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Type&amp;gt;saved&amp;lt;/Type&amp;gt;&lt;br /&gt;
&amp;lt;Name&amp;gt;&amp;lt;/Name&amp;gt;&lt;br /&gt;
&amp;lt;Description&amp;gt;&amp;lt;/Description&amp;gt;&lt;br /&gt;
&amp;lt;Shader&amp;gt;post&amp;lt;/Shader&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Terrain&amp;gt;&lt;br /&gt;
    &amp;lt;Heightmap&amp;gt;[path here]&amp;lt;/Heightmap&amp;gt;&lt;br /&gt;
    &amp;lt;ColorMap&amp;gt;[path here]&amp;lt;/ColorMap&amp;gt;&lt;br /&gt;
    &amp;lt;WeightMap&amp;gt;[path here]&amp;lt;/WeightMap&amp;gt;&lt;br /&gt;
    &amp;lt;DetailMaps&amp;gt;&lt;br /&gt;
        &amp;lt;DetailMap colorpath=&amp;quot;[path here to image with color info]&amp;quot; normalpath=&amp;quot;[path here to image with normal info]&amp;quot; materialpath=&amp;quot;[path here -- to something in the material.xml format]&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;DetailMap colorpath=&amp;quot;[path here to image with color info]&amp;quot; normalpath=&amp;quot;[path here to image with normal info]&amp;quot; materialpath=&amp;quot;[path here -- to something in the material.xml format]&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;DetailMap colorpath=&amp;quot;[path here to image with color info]&amp;quot; normalpath=&amp;quot;[path here to image with normal info]&amp;quot; materialpath=&amp;quot;[path here -- to something in the material.xml format]&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;DetailMap colorpath=&amp;quot;[path here to image with color info]&amp;quot; normalpath=&amp;quot;[path here to image with normal info]&amp;quot; materialpath=&amp;quot;[path here -- to something in the material.xml format]&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;/DetailMaps&amp;gt;&lt;br /&gt;
    &amp;lt;DetailObjects&amp;gt; //for grass and stuff&lt;br /&gt;
        &amp;lt;DetailObject obj_path=&amp;quot;Data/Objects/Plants/Groundcover/Grass/WildGrass.xml&amp;quot; weight_path=&amp;quot;Data/Textures/Terrain/scrubby_hills/scrubby_hills_grass.png&amp;quot; normal_conform=&amp;quot;0.900000&amp;quot; density=&amp;quot;20.000000&amp;quot; min_embed=&amp;quot;0.000000&amp;quot; max_embed=&amp;quot;0.400000&amp;quot; min_scale=&amp;quot;1.000000&amp;quot; max_scale=&amp;quot;2.000000&amp;quot; view_distance=&amp;quot;20.000000&amp;quot; jitter_degrees=&amp;quot;10.000000&amp;quot; overbright=&amp;quot;0.000000&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;/DetailObjects&amp;gt;&lt;br /&gt;
&amp;lt;/Terrain&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Sky&amp;gt;&lt;br /&gt;
    &amp;lt;DomeTexture&amp;gt;Data/Textures/skies/FILE.tga&amp;lt;/DomeTexture&amp;gt;&lt;br /&gt;
    &amp;lt;SunAngularRad&amp;gt;0.123456&amp;lt;/SunAngularRad&amp;gt;&lt;br /&gt;
    &amp;lt;SunColorAngle&amp;gt;6.8534&amp;lt;/SunColorAngle&amp;gt;&lt;br /&gt;
    &amp;lt;RayToSun r0=&amp;quot;0.123456&amp;quot; r1=&amp;quot;0.123456&amp;quot; r2=&amp;quot;0.123456&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;ExtraAO&amp;gt;0&amp;lt;/ExtraAO&amp;gt;&lt;br /&gt;
&amp;lt;/Sky&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Objectives&amp;gt;[objective here]&amp;lt;/Objectives&amp;gt;&lt;br /&gt;
          //possible objectives: reach_a_trigger, reach_a_trigger_with_no_pursuers, collect&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Header==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;Type&amp;gt;&#039;&#039;&#039; - ??&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;Name&amp;gt;&#039;&#039;&#039; - ??&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;Description&amp;gt;&#039;&#039;&#039; - ??&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;Shader&amp;gt;&#039;&#039;&#039; - ??&lt;br /&gt;
&lt;br /&gt;
==Terrain==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;HeightMap&amp;gt;&#039;&#039;&#039; - A 16-bit grayscale image in the png format, with the value of each pixel corresponding to an elevation in the terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;ColorMap&amp;gt;&#039;&#039;&#039; - A .tga file which maps the color of each pixel to the color of a point on the terrain. This is used for rough texture, and can be used for example to make valleys green and mountain peaks grey.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;WeightMap&amp;gt;&#039;&#039;&#039; - A .tga in which colors (RGB + Black) are used to define which DetailMap to use on which part of the terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;DetailMap&amp;gt;&#039;&#039;&#039; - DetailMaps are used to tile various objects across the terrain, for example of a patch of gravel: a local change in terrain color to grey, a normal map that gives the impression of gravel, and the corresponding materialobject which generate a &amp;quot;gravel&amp;quot; sound when interacted with.&lt;br /&gt;
&lt;br /&gt;
==Sky==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;DomeTexture&amp;gt;&#039;&#039;&#039; - Filepath to the texture of the skybox. Some already exist in Data/Textures/skies/&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;SunAngularRad&amp;gt;&#039;&#039;&#039; - Size of Sun in Radians?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;SunColorAngle&amp;gt;&#039;&#039;&#039; - ??&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;RayToSun r0=&amp;quot;0.0&amp;quot; r1=&amp;quot;0.0&amp;quot; r2=&amp;quot;0.0&amp;quot; /&amp;gt;&#039;&#039;&#039; - ??&lt;/div&gt;</summary>
		<author><name>Poddus</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Overgrowth_Levels&amp;diff=4331</id>
		<title>Overgrowth Levels</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Overgrowth_Levels&amp;diff=4331"/>
		<updated>2015-02-13T18:42:12Z</updated>

		<summary type="html">&lt;p&gt;Poddus: /* XML File */ generalized sky section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Overgrowth Levels are composed of a collection of files. The main file is a .xml and has the following basic structure:&lt;br /&gt;
&lt;br /&gt;
===XML File===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;?xml version=&amp;quot;2.0&amp;quot; ?&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Type&amp;gt;saved&amp;lt;/Type&amp;gt;&lt;br /&gt;
&amp;lt;Name&amp;gt;&amp;lt;/Name&amp;gt;&lt;br /&gt;
&amp;lt;Description&amp;gt;&amp;lt;/Description&amp;gt;&lt;br /&gt;
&amp;lt;Shader&amp;gt;post&amp;lt;/Shader&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Terrain&amp;gt;&lt;br /&gt;
    &amp;lt;Heightmap&amp;gt;[path here]&amp;lt;/Heightmap&amp;gt;&lt;br /&gt;
           //image is a 16-bit grayscale png&lt;br /&gt;
    &amp;lt;ColorMap&amp;gt;[path here]&amp;lt;/ColorMap&amp;gt;&lt;br /&gt;
           //image is a tga&lt;br /&gt;
    &amp;lt;WeightMap&amp;gt;[path here]&amp;lt;/WeightMap&amp;gt;&lt;br /&gt;
           //image is a tga that uses RBG and Black values to blend detailmaps&lt;br /&gt;
    &amp;lt;DetailMaps&amp;gt; //used for tiling detail on the ground&lt;br /&gt;
        &amp;lt;DetailMap colorpath=&amp;quot;[path here to image with color info]&amp;quot; normalpath=&amp;quot;[path here to image with normal info]&amp;quot; materialpath=&amp;quot;[path here -- to something in the material.xml format]&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;DetailMap colorpath=&amp;quot;[path here to image with color info]&amp;quot; normalpath=&amp;quot;[path here to image with normal info]&amp;quot; materialpath=&amp;quot;[path here -- to something in the material.xml format]&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;DetailMap colorpath=&amp;quot;[path here to image with color info]&amp;quot; normalpath=&amp;quot;[path here to image with normal info]&amp;quot; materialpath=&amp;quot;[path here -- to something in the material.xml format]&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;DetailMap colorpath=&amp;quot;[path here to image with color info]&amp;quot; normalpath=&amp;quot;[path here to image with normal info]&amp;quot; materialpath=&amp;quot;[path here -- to something in the material.xml format]&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;/DetailMaps&amp;gt;&lt;br /&gt;
    &amp;lt;DetailObjects&amp;gt; //for grass and stuff&lt;br /&gt;
        &amp;lt;DetailObject obj_path=&amp;quot;Data/Objects/Plants/Groundcover/Grass/WildGrass.xml&amp;quot; weight_path=&amp;quot;Data/Textures/Terrain/scrubby_hills/scrubby_hills_grass.png&amp;quot; normal_conform=&amp;quot;0.900000&amp;quot; density=&amp;quot;20.000000&amp;quot; min_embed=&amp;quot;0.000000&amp;quot; max_embed=&amp;quot;0.400000&amp;quot; min_scale=&amp;quot;1.000000&amp;quot; max_scale=&amp;quot;2.000000&amp;quot; view_distance=&amp;quot;20.000000&amp;quot; jitter_degrees=&amp;quot;10.000000&amp;quot; overbright=&amp;quot;0.000000&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;/DetailObjects&amp;gt;&lt;br /&gt;
&amp;lt;/Terrain&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Sky&amp;gt;&lt;br /&gt;
    &amp;lt;DomeTexture&amp;gt;Data/Textures/skies/FILE.tga&amp;lt;/DomeTexture&amp;gt;&lt;br /&gt;
    &amp;lt;SunAngularRad&amp;gt;0.123456&amp;lt;/SunAngularRad&amp;gt; // Size of Sun in Radians?&lt;br /&gt;
    &amp;lt;SunColorAngle&amp;gt;6.8534&amp;lt;/SunColorAngle&amp;gt; // ??&lt;br /&gt;
    &amp;lt;RayToSun r0=&amp;quot;0.123456&amp;quot; r1=&amp;quot;0.123456&amp;quot; r2=&amp;quot;0.123456&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;ExtraAO&amp;gt;0&amp;lt;/ExtraAO&amp;gt;&lt;br /&gt;
&amp;lt;/Sky&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Objectives&amp;gt;[objective here]&amp;lt;/Objectives&amp;gt;&lt;br /&gt;
          //possible objectives: reach_a_trigger, reach_a_trigger_with_no_pursuers, collect&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The xml contains references to a HeightMap, ColorMap, WeightMap, and multiple DetailMaps.&lt;br /&gt;
&lt;br /&gt;
===Height Map===&lt;br /&gt;
{{stub}}&lt;br /&gt;
The Height Map is a 16-bit grayscale image, with the value of each pixel corresponding to an elevation in the terrain.&lt;br /&gt;
&lt;br /&gt;
===Color Map===&lt;br /&gt;
{{stub}}&lt;br /&gt;
The Color Map maps the color of each pixel to the color of a point on the terrain. This is used for rough texture, and can be used for example to make valleys green and mountain peaks grey.&lt;br /&gt;
&lt;br /&gt;
===Weight Map===&lt;br /&gt;
{{stub}}&lt;br /&gt;
The colors of the WeightMap is used to define which DetailMap to use on which part of the terrain.&lt;br /&gt;
&lt;br /&gt;
===Detail Maps===&lt;br /&gt;
{{stub}}&lt;br /&gt;
DetailMaps are used to tile various objects across the terrain, for example normal maps that give the impression of gravel, and the corresponding materialobject which generate a &amp;quot;gravel&amp;quot; sound when interacted with.&lt;/div&gt;</summary>
		<author><name>Poddus</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Overgrowth_Levels&amp;diff=4330</id>
		<title>Overgrowth Levels</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Overgrowth_Levels&amp;diff=4330"/>
		<updated>2015-02-13T18:38:54Z</updated>

		<summary type="html">&lt;p&gt;Poddus: more xml parameters&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Overgrowth Levels are composed of a collection of files. The main file is a .xml and has the following basic structure:&lt;br /&gt;
&lt;br /&gt;
===XML File===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;?xml version=&amp;quot;2.0&amp;quot; ?&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Type&amp;gt;saved&amp;lt;/Type&amp;gt;&lt;br /&gt;
&amp;lt;Name&amp;gt;&amp;lt;/Name&amp;gt;&lt;br /&gt;
&amp;lt;Description&amp;gt;&amp;lt;/Description&amp;gt;&lt;br /&gt;
&amp;lt;Shader&amp;gt;post&amp;lt;/Shader&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Terrain&amp;gt;&lt;br /&gt;
    &amp;lt;Heightmap&amp;gt;[path here]&amp;lt;/Heightmap&amp;gt;&lt;br /&gt;
           //image is a 16-bit grayscale png&lt;br /&gt;
    &amp;lt;ColorMap&amp;gt;[path here]&amp;lt;/ColorMap&amp;gt;&lt;br /&gt;
           //image is a tga&lt;br /&gt;
    &amp;lt;WeightMap&amp;gt;[path here]&amp;lt;/WeightMap&amp;gt;&lt;br /&gt;
           //image is a tga that uses RBG and Black values to blend detailmaps&lt;br /&gt;
    &amp;lt;DetailMaps&amp;gt; //used for tiling detail on the ground&lt;br /&gt;
        &amp;lt;DetailMap colorpath=&amp;quot;[path here to image with color info]&amp;quot; normalpath=&amp;quot;[path here to image with normal info]&amp;quot; materialpath=&amp;quot;[path here -- to something in the material.xml format]&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;DetailMap colorpath=&amp;quot;[path here to image with color info]&amp;quot; normalpath=&amp;quot;[path here to image with normal info]&amp;quot; materialpath=&amp;quot;[path here -- to something in the material.xml format]&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;DetailMap colorpath=&amp;quot;[path here to image with color info]&amp;quot; normalpath=&amp;quot;[path here to image with normal info]&amp;quot; materialpath=&amp;quot;[path here -- to something in the material.xml format]&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;DetailMap colorpath=&amp;quot;[path here to image with color info]&amp;quot; normalpath=&amp;quot;[path here to image with normal info]&amp;quot; materialpath=&amp;quot;[path here -- to something in the material.xml format]&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;/DetailMaps&amp;gt;&lt;br /&gt;
    &amp;lt;DetailObjects&amp;gt; //for grass and stuff&lt;br /&gt;
        &amp;lt;DetailObject obj_path=&amp;quot;Data/Objects/Plants/Groundcover/Grass/WildGrass.xml&amp;quot; weight_path=&amp;quot;Data/Textures/Terrain/scrubby_hills/scrubby_hills_grass.png&amp;quot; normal_conform=&amp;quot;0.900000&amp;quot; density=&amp;quot;20.000000&amp;quot; min_embed=&amp;quot;0.000000&amp;quot; max_embed=&amp;quot;0.400000&amp;quot; min_scale=&amp;quot;1.000000&amp;quot; max_scale=&amp;quot;2.000000&amp;quot; view_distance=&amp;quot;20.000000&amp;quot; jitter_degrees=&amp;quot;10.000000&amp;quot; overbright=&amp;quot;0.000000&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;/DetailObjects&amp;gt;&lt;br /&gt;
&amp;lt;/Terrain&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Sky&amp;gt;&lt;br /&gt;
    &amp;lt;DomeTexture&amp;gt;Data/Textures/skies/blue3.tga&amp;lt;/DomeTexture&amp;gt;&lt;br /&gt;
    &amp;lt;SunAngularRad&amp;gt;0.112145&amp;lt;/SunAngularRad&amp;gt;&lt;br /&gt;
    &amp;lt;SunColorAngle&amp;gt;6.8534&amp;lt;/SunColorAngle&amp;gt;&lt;br /&gt;
    &amp;lt;RayToSun r0=&amp;quot;-0.018092&amp;quot; r1=&amp;quot;0.749923&amp;quot; r2=&amp;quot;0.661278&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;ExtraAO&amp;gt;0&amp;lt;/ExtraAO&amp;gt;&lt;br /&gt;
&amp;lt;/Sky&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Objectives&amp;gt;[objective here]&amp;lt;/Objectives&amp;gt;&lt;br /&gt;
          //possible objectives: reach_a_trigger, reach_a_trigger_with_no_pursuers, collect&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The xml contains references to a HeightMap, ColorMap, WeightMap, and multiple DetailMaps.&lt;br /&gt;
&lt;br /&gt;
===Height Map===&lt;br /&gt;
{{stub}}&lt;br /&gt;
The Height Map is a 16-bit grayscale image, with the value of each pixel corresponding to an elevation in the terrain.&lt;br /&gt;
&lt;br /&gt;
===Color Map===&lt;br /&gt;
{{stub}}&lt;br /&gt;
The Color Map maps the color of each pixel to the color of a point on the terrain. This is used for rough texture, and can be used for example to make valleys green and mountain peaks grey.&lt;br /&gt;
&lt;br /&gt;
===Weight Map===&lt;br /&gt;
{{stub}}&lt;br /&gt;
The colors of the WeightMap is used to define which DetailMap to use on which part of the terrain.&lt;br /&gt;
&lt;br /&gt;
===Detail Maps===&lt;br /&gt;
{{stub}}&lt;br /&gt;
DetailMaps are used to tile various objects across the terrain, for example normal maps that give the impression of gravel, and the corresponding materialobject which generate a &amp;quot;gravel&amp;quot; sound when interacted with.&lt;/div&gt;</summary>
		<author><name>Poddus</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Portal:Overgrowth&amp;diff=4329</id>
		<title>Portal:Overgrowth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Portal:Overgrowth&amp;diff=4329"/>
		<updated>2015-02-13T07:37:15Z</updated>

		<summary type="html">&lt;p&gt;Poddus: /* Phoenix Engine Documentation */&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;
[http://www.wolfire.com/overgrowth Overgrowth] is a cross-platform game in development by Wolfire Games, an independent game company consisting of David Rosen, founder and lead programmer, and Aubrey Serr, lead artist. Overgrowth is the spiritual successor to [[Lugaru]], a game also developed by Wolfire. Development of Overgrowth was officially announced on September 17th, 2008. The game is currently in Alpha and is playable via [http://www.wolfire.com/overgrowth/preorder preorder].&lt;br /&gt;
&lt;br /&gt;
Gameplay emphasises 3rd-person, fluid, fast-paced melee combat, and 3D-platforming. Overgrowth uses a custom game engine codenamed &amp;quot;[[Phoenix Engine|Phoenix]]&amp;quot;, and a lot of work has been put into making it accessible to [[Editor_Interface|modding]].&lt;br /&gt;
&lt;br /&gt;
The game currently consists of a collection of maps (some of which are populated by enemies) which the player is able to explore (and modify if they are so inclined). As of Alpha v197, there is are two additional gameplay modes, one dubbed &amp;quot;Arena&amp;quot;, in which the player is pitted against procedurally generated enemies in gladiatorial matches, and one dubbed &amp;quot;Challenge&amp;quot;, a collection of 12 levels in which the player must complete a certain task or set of tasks.&lt;br /&gt;
&lt;br /&gt;
As of yet there is no definite story line. However, in a 2012 interview with British video gaming website zConnection, the Wolfire team stated that they are planning on continuing the story of [[Turner]], a couple of years after the events of [[Lugaru]]. In addition to anthropomorphic rabbits and wolves, the Overgrowth Universe now already includes cats, dogs, and rats (see article: [[Races]]).&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
* [[Getting_Started | First Steps]]&lt;br /&gt;
* [[Configuring Overgrowth]]&lt;br /&gt;
* [[Control Reference]]&lt;br /&gt;
* [[Overgrowth Alpha FAQ| Overgrowth FAQ]]&lt;br /&gt;
* [[Alpha List]]&lt;br /&gt;
&lt;br /&gt;
== Phoenix Engine Documentation ==&lt;br /&gt;
* [[Editor Interface]]&lt;br /&gt;
* [[Scripting]]&lt;br /&gt;
* [[3D Objects]]&lt;br /&gt;
* [[Character Models]]&lt;br /&gt;
* [[Effects System]]&lt;br /&gt;
* [[Overgrowth Levels]]&lt;br /&gt;
&lt;br /&gt;
==Modding Tutorials==&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;
* [[Custom Terrain]]&lt;br /&gt;
&lt;br /&gt;
==Alpha Testing==&lt;br /&gt;
* [[Overgrowth tests]] {{stub}}&lt;br /&gt;
&lt;br /&gt;
== The Overgrowth Universe ==&lt;br /&gt;
* [[Races]]&lt;br /&gt;
* [[Locations]]&lt;br /&gt;
* [[Characters]]&lt;br /&gt;
* [[Equipment and Weapons]]&lt;br /&gt;
* [[Alpha Stages]]&lt;br /&gt;
* [[Lore]]&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
* [[Useful Links]]&lt;br /&gt;
* [[Supported Video Cards]]&lt;br /&gt;
* [[Overgrowth_Linux|Linux]]&lt;/div&gt;</summary>
		<author><name>Poddus</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Overgrowth_Levels&amp;diff=4328</id>
		<title>Overgrowth Levels</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Overgrowth_Levels&amp;diff=4328"/>
		<updated>2015-02-13T07:36:50Z</updated>

		<summary type="html">&lt;p&gt;Poddus: Created page with &amp;quot;Overgrowth Levels are composed of a collection of files. The main file is a .xml and has the following basic structure:  ===XML File=== &amp;lt;pre&amp;gt; &amp;lt;Terrain&amp;gt;     &amp;lt;Heightmap&amp;gt;[path here]...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Overgrowth Levels are composed of a collection of files. The main file is a .xml and has the following basic structure:&lt;br /&gt;
&lt;br /&gt;
===XML File===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Terrain&amp;gt;&lt;br /&gt;
    &amp;lt;Heightmap&amp;gt;[path here]&amp;lt;/Heightmap&amp;gt;&lt;br /&gt;
           //image is a 16-bit grayscale png&lt;br /&gt;
    &amp;lt;ColorMap&amp;gt;[path here]&amp;lt;/ColorMap&amp;gt;&lt;br /&gt;
           //image is a tga&lt;br /&gt;
    &amp;lt;WeightMap&amp;gt;[path here]&amp;lt;/WeightMap&amp;gt;&lt;br /&gt;
           //image is a tga that uses RBG and Black values to blend detailmaps&lt;br /&gt;
    &amp;lt;DetailMaps&amp;gt; //used for tiling detail on the ground&lt;br /&gt;
        &amp;lt;DetailMap colorpath=&amp;quot;[path here to image with color info]&amp;quot; normalpath=&amp;quot;[path here to image with normal info]&amp;quot; materialpath=&amp;quot;[path here -- to something in the material.xml format]&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;DetailMap colorpath=&amp;quot;[path here to image with color info]&amp;quot; normalpath=&amp;quot;[path here to image with normal info]&amp;quot; materialpath=&amp;quot;[path here -- to something in the material.xml format]&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;DetailMap colorpath=&amp;quot;[path here to image with color info]&amp;quot; normalpath=&amp;quot;[path here to image with normal info]&amp;quot; materialpath=&amp;quot;[path here -- to something in the material.xml format]&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;DetailMap colorpath=&amp;quot;[path here to image with color info]&amp;quot; normalpath=&amp;quot;[path here to image with normal info]&amp;quot; materialpath=&amp;quot;[path here -- to something in the material.xml format]&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;/DetailMaps&amp;gt;&lt;br /&gt;
    &amp;lt;DetailObjects&amp;gt; //for grass and stuff&lt;br /&gt;
        &amp;lt;DetailObject obj_path=&amp;quot;Data/Objects/Plants/Groundcover/Grass/WildGrass.xml&amp;quot; weight_path=&amp;quot;Data/Textures/Terrain/scrubby_hills/scrubby_hills_grass.png&amp;quot; normal_conform=&amp;quot;0.900000&amp;quot; density=&amp;quot;20.000000&amp;quot; min_embed=&amp;quot;0.000000&amp;quot; max_embed=&amp;quot;0.400000&amp;quot; min_scale=&amp;quot;1.000000&amp;quot; max_scale=&amp;quot;2.000000&amp;quot; view_distance=&amp;quot;20.000000&amp;quot; jitter_degrees=&amp;quot;10.000000&amp;quot; overbright=&amp;quot;0.000000&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;/DetailObjects&amp;gt;&lt;br /&gt;
&amp;lt;/Terrain&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Objectives&amp;gt;[objective here]&amp;lt;/Objectives&amp;gt;&lt;br /&gt;
          //possible objectives: reach_a_trigger, reach_a_trigger_with_no_pursuers, collect&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The xml contains references to a HeightMap, ColorMap, WeightMap, and multiple DetailMaps.&lt;br /&gt;
&lt;br /&gt;
===Height Map===&lt;br /&gt;
{{stub}}&lt;br /&gt;
The Height Map is a 16-bit grayscale image, with the value of each pixel corresponding to an elevation in the terrain.&lt;br /&gt;
&lt;br /&gt;
===Color Map===&lt;br /&gt;
{{stub}}&lt;br /&gt;
The Color Map maps the color of each pixel to the color of a point on the terrain. This is used for rough texture, and can be used for example to make valleys green and mountain peaks grey.&lt;br /&gt;
&lt;br /&gt;
===Weight Map===&lt;br /&gt;
{{stub}}&lt;br /&gt;
The colors of the WeightMap is used to define which DetailMap to use on which part of the terrain.&lt;br /&gt;
&lt;br /&gt;
===Detail Maps===&lt;br /&gt;
{{stub}}&lt;br /&gt;
DetailMaps are used to tile various objects across the terrain, for example normal maps that give the impression of gravel, and the corresponding materialobject which generate a &amp;quot;gravel&amp;quot; sound when interacted with.&lt;/div&gt;</summary>
		<author><name>Poddus</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Portal:Overgrowth&amp;diff=4327</id>
		<title>Portal:Overgrowth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Portal:Overgrowth&amp;diff=4327"/>
		<updated>2015-02-13T07:05:02Z</updated>

		<summary type="html">&lt;p&gt;Poddus: reorganized tutorials&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;
[http://www.wolfire.com/overgrowth Overgrowth] is a cross-platform game in development by Wolfire Games, an independent game company consisting of David Rosen, founder and lead programmer, and Aubrey Serr, lead artist. Overgrowth is the spiritual successor to [[Lugaru]], a game also developed by Wolfire. Development of Overgrowth was officially announced on September 17th, 2008. The game is currently in Alpha and is playable via [http://www.wolfire.com/overgrowth/preorder preorder].&lt;br /&gt;
&lt;br /&gt;
Gameplay emphasises 3rd-person, fluid, fast-paced melee combat, and 3D-platforming. Overgrowth uses a custom game engine codenamed &amp;quot;[[Phoenix Engine|Phoenix]]&amp;quot;, and a lot of work has been put into making it accessible to [[Editor_Interface|modding]].&lt;br /&gt;
&lt;br /&gt;
The game currently consists of a collection of maps (some of which are populated by enemies) which the player is able to explore (and modify if they are so inclined). As of Alpha v197, there is are two additional gameplay modes, one dubbed &amp;quot;Arena&amp;quot;, in which the player is pitted against procedurally generated enemies in gladiatorial matches, and one dubbed &amp;quot;Challenge&amp;quot;, a collection of 12 levels in which the player must complete a certain task or set of tasks.&lt;br /&gt;
&lt;br /&gt;
As of yet there is no definite story line. However, in a 2012 interview with British video gaming website zConnection, the Wolfire team stated that they are planning on continuing the story of [[Turner]], a couple of years after the events of [[Lugaru]]. In addition to anthropomorphic rabbits and wolves, the Overgrowth Universe now already includes cats, dogs, and rats (see article: [[Races]]).&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
* [[Getting_Started | First Steps]]&lt;br /&gt;
* [[Configuring Overgrowth]]&lt;br /&gt;
* [[Control Reference]]&lt;br /&gt;
* [[Overgrowth Alpha FAQ| Overgrowth FAQ]]&lt;br /&gt;
* [[Alpha List]]&lt;br /&gt;
&lt;br /&gt;
== Phoenix Engine Documentation ==&lt;br /&gt;
* [[Editor Interface]]&lt;br /&gt;
* [[Scripting]]&lt;br /&gt;
* [[3D Objects]]&lt;br /&gt;
* [[Character Models]]&lt;br /&gt;
* [[Effects System]]&lt;br /&gt;
* [[Level XML reference]]&lt;br /&gt;
&lt;br /&gt;
==Modding Tutorials==&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;
* [[Custom Terrain]]&lt;br /&gt;
&lt;br /&gt;
==Alpha Testing==&lt;br /&gt;
* [[Overgrowth tests]] {{stub}}&lt;br /&gt;
&lt;br /&gt;
== The Overgrowth Universe ==&lt;br /&gt;
* [[Races]]&lt;br /&gt;
* [[Locations]]&lt;br /&gt;
* [[Characters]]&lt;br /&gt;
* [[Equipment and Weapons]]&lt;br /&gt;
* [[Alpha Stages]]&lt;br /&gt;
* [[Lore]]&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
* [[Useful Links]]&lt;br /&gt;
* [[Supported Video Cards]]&lt;br /&gt;
* [[Overgrowth_Linux|Linux]]&lt;/div&gt;</summary>
		<author><name>Poddus</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Portal:Overgrowth&amp;diff=4326</id>
		<title>Portal:Overgrowth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Portal:Overgrowth&amp;diff=4326"/>
		<updated>2015-02-13T07:03:40Z</updated>

		<summary type="html">&lt;p&gt;Poddus: &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;
[http://www.wolfire.com/overgrowth Overgrowth] is a cross-platform game in development by Wolfire Games, an independent game company consisting of David Rosen, founder and lead programmer, and Aubrey Serr, lead artist. Overgrowth is the spiritual successor to [[Lugaru]], a game also developed by Wolfire. Development of Overgrowth was officially announced on September 17th, 2008. The game is currently in Alpha and is playable via [http://www.wolfire.com/overgrowth/preorder preorder].&lt;br /&gt;
&lt;br /&gt;
Gameplay emphasises 3rd-person, fluid, fast-paced melee combat, and 3D-platforming. Overgrowth uses a custom game engine codenamed &amp;quot;[[Phoenix Engine|Phoenix]]&amp;quot;, and a lot of work has been put into making it accessible to [[Editor_Interface|modding]].&lt;br /&gt;
&lt;br /&gt;
The game currently consists of a collection of maps (some of which are populated by enemies) which the player is able to explore (and modify if they are so inclined). As of Alpha v197, there is are two additional gameplay modes, one dubbed &amp;quot;Arena&amp;quot;, in which the player is pitted against procedurally generated enemies in gladiatorial matches, and one dubbed &amp;quot;Challenge&amp;quot;, a collection of 12 levels in which the player must complete a certain task or set of tasks.&lt;br /&gt;
&lt;br /&gt;
As of yet there is no definite story line. However, in a 2012 interview with British video gaming website zConnection, the Wolfire team stated that they are planning on continuing the story of [[Turner]], a couple of years after the events of [[Lugaru]]. In addition to anthropomorphic rabbits and wolves, the Overgrowth Universe now already includes cats, dogs, and rats (see article: [[Races]]).&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
* [[Getting_Started | First Steps]]&lt;br /&gt;
* [[Configuring Overgrowth]]&lt;br /&gt;
* [[Control Reference]]&lt;br /&gt;
* [[Overgrowth Alpha FAQ| Overgrowth FAQ]]&lt;br /&gt;
* [[Alpha List]]&lt;br /&gt;
&lt;br /&gt;
== Phoenix Engine Documentation ==&lt;br /&gt;
* [[Editor Interface]]&lt;br /&gt;
* [[Scripting]]&lt;br /&gt;
* [[3D Objects]]&lt;br /&gt;
* [[Character Models]]&lt;br /&gt;
* [[Custom Decals]]&lt;br /&gt;
* [[Effects System]]&lt;br /&gt;
* [[Level XML reference]]&lt;br /&gt;
&lt;br /&gt;
==Modding Tutorials==&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;
&lt;br /&gt;
==Alpha Testing==&lt;br /&gt;
&lt;br /&gt;
* [[Overgrowth tests]] {{stub}}&lt;br /&gt;
&lt;br /&gt;
== The Overgrowth Universe ==&lt;br /&gt;
* [[Races]]&lt;br /&gt;
* [[Locations]]&lt;br /&gt;
* [[Characters]]&lt;br /&gt;
* [[Equipment and Weapons]]&lt;br /&gt;
* [[Alpha Stages]]&lt;br /&gt;
* [[Lore]]&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
* [[Useful Links]]&lt;br /&gt;
* [[Supported Video Cards]]&lt;br /&gt;
* [[Overgrowth_Linux|Linux]]&lt;/div&gt;</summary>
		<author><name>Poddus</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Portal:Overgrowth&amp;diff=4325</id>
		<title>Portal:Overgrowth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Portal:Overgrowth&amp;diff=4325"/>
		<updated>2015-02-13T06:59:47Z</updated>

		<summary type="html">&lt;p&gt;Poddus: /* Engine Documentation &amp;amp; Modding */&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;
[http://www.wolfire.com/overgrowth Overgrowth] is a cross-platform game in development by Wolfire Games, an independent game company consisting of David Rosen, founder and lead programmer, and Aubrey Serr, lead artist. Overgrowth is the spiritual successor to [[Lugaru]], a game also developed by Wolfire. Development of Overgrowth was officially announced on September 17th, 2008. The game is currently in Alpha and is playable via [http://www.wolfire.com/overgrowth/preorder preorder].&lt;br /&gt;
&lt;br /&gt;
Gameplay emphasises 3rd-person, fluid, fast-paced melee combat, and 3D-platforming. Overgrowth uses a custom game engine codenamed &amp;quot;[[Phoenix Engine|Phoenix]]&amp;quot;, and a lot of work has been put into making it accessible to [[Editor_Interface|modding]].&lt;br /&gt;
&lt;br /&gt;
The game currently consists of a collection of maps (some of which are populated by enemies) which the player is able to explore (and modify if they are so inclined). As of Alpha v197, there is are two additional gameplay modes, one dubbed &amp;quot;Arena&amp;quot;, in which the player is pitted against procedurally generated enemies in gladiatorial matches, and one dubbed &amp;quot;Challenge&amp;quot;, a collection of 12 levels in which the player must complete a certain task or set of tasks.&lt;br /&gt;
&lt;br /&gt;
As of yet there is no definite story line. However, in a 2012 interview with British video gaming website zConnection, the Wolfire team stated that they are planning on continuing the story of [[Turner]], a couple of years after the events of [[Lugaru]]. In addition to anthropomorphic rabbits and wolves, the Overgrowth Universe now already includes cats, dogs, and rats (see article: [[Races]]).&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
* [[Getting_Started | First Steps]]&lt;br /&gt;
* [[Configuring Overgrowth]]&lt;br /&gt;
* [[Control Reference]]&lt;br /&gt;
* [[Overgrowth Alpha FAQ| Overgrowth FAQ]]&lt;br /&gt;
* [[Alpha List]]&lt;br /&gt;
&lt;br /&gt;
== Phoenix Engine Documentation ==&lt;br /&gt;
* [[Editor Interface]]&lt;br /&gt;
* [[Scripting]]&lt;br /&gt;
* [[Custom Terrain]]&lt;br /&gt;
* [[3D Objects]]&lt;br /&gt;
* [[Character Models]]&lt;br /&gt;
* [[Custom Decals]]&lt;br /&gt;
* [[Effects System]]&lt;br /&gt;
* [[Level XML reference]]&lt;br /&gt;
&lt;br /&gt;
==Modding Tutorials==&lt;br /&gt;
* [[Making New Models &amp;amp; Textures]]&lt;br /&gt;
* [[Importing Models &amp;amp; Textures]]&lt;br /&gt;
&lt;br /&gt;
==Alpha Testing==&lt;br /&gt;
&lt;br /&gt;
* [[Overgrowth tests]] {{stub}}&lt;br /&gt;
&lt;br /&gt;
== The Overgrowth Universe ==&lt;br /&gt;
* [[Races]]&lt;br /&gt;
* [[Locations]]&lt;br /&gt;
* [[Characters]]&lt;br /&gt;
* [[Equipment and Weapons]]&lt;br /&gt;
* [[Alpha Stages]]&lt;br /&gt;
* [[Lore]]&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
* [[Useful Links]]&lt;br /&gt;
* [[Supported Video Cards]]&lt;br /&gt;
* [[Overgrowth_Linux|Linux]]&lt;/div&gt;</summary>
		<author><name>Poddus</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Portal:Overgrowth&amp;diff=4324</id>
		<title>Portal:Overgrowth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Portal:Overgrowth&amp;diff=4324"/>
		<updated>2015-02-13T06:59:00Z</updated>

		<summary type="html">&lt;p&gt;Poddus: /* Tutorials */&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;
[http://www.wolfire.com/overgrowth Overgrowth] is a cross-platform game in development by Wolfire Games, an independent game company consisting of David Rosen, founder and lead programmer, and Aubrey Serr, lead artist. Overgrowth is the spiritual successor to [[Lugaru]], a game also developed by Wolfire. Development of Overgrowth was officially announced on September 17th, 2008. The game is currently in Alpha and is playable via [http://www.wolfire.com/overgrowth/preorder preorder].&lt;br /&gt;
&lt;br /&gt;
Gameplay emphasises 3rd-person, fluid, fast-paced melee combat, and 3D-platforming. Overgrowth uses a custom game engine codenamed &amp;quot;[[Phoenix Engine|Phoenix]]&amp;quot;, and a lot of work has been put into making it accessible to [[Editor_Interface|modding]].&lt;br /&gt;
&lt;br /&gt;
The game currently consists of a collection of maps (some of which are populated by enemies) which the player is able to explore (and modify if they are so inclined). As of Alpha v197, there is are two additional gameplay modes, one dubbed &amp;quot;Arena&amp;quot;, in which the player is pitted against procedurally generated enemies in gladiatorial matches, and one dubbed &amp;quot;Challenge&amp;quot;, a collection of 12 levels in which the player must complete a certain task or set of tasks.&lt;br /&gt;
&lt;br /&gt;
As of yet there is no definite story line. However, in a 2012 interview with British video gaming website zConnection, the Wolfire team stated that they are planning on continuing the story of [[Turner]], a couple of years after the events of [[Lugaru]]. In addition to anthropomorphic rabbits and wolves, the Overgrowth Universe now already includes cats, dogs, and rats (see article: [[Races]]).&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
* [[Getting_Started | First Steps]]&lt;br /&gt;
* [[Configuring Overgrowth]]&lt;br /&gt;
* [[Control Reference]]&lt;br /&gt;
* [[Overgrowth Alpha FAQ| Overgrowth FAQ]]&lt;br /&gt;
* [[Alpha List]]&lt;br /&gt;
&lt;br /&gt;
== Engine Documentation &amp;amp; Modding ==&lt;br /&gt;
* [[Editor Interface]]&lt;br /&gt;
* [[Scripting]]&lt;br /&gt;
* [[Custom Terrain]]&lt;br /&gt;
* [[3D Objects]]&lt;br /&gt;
* [[Character Models]]&lt;br /&gt;
* [[Custom Decals]]&lt;br /&gt;
* [[Effects System]]&lt;br /&gt;
* [[Level XML reference]]&lt;br /&gt;
&lt;br /&gt;
==Modding Tutorials==&lt;br /&gt;
* [[Making New Models &amp;amp; Textures]]&lt;br /&gt;
* [[Importing Models &amp;amp; Textures]]&lt;br /&gt;
&lt;br /&gt;
==Alpha Testing==&lt;br /&gt;
&lt;br /&gt;
* [[Overgrowth tests]] {{stub}}&lt;br /&gt;
&lt;br /&gt;
== The Overgrowth Universe ==&lt;br /&gt;
* [[Races]]&lt;br /&gt;
* [[Locations]]&lt;br /&gt;
* [[Characters]]&lt;br /&gt;
* [[Equipment and Weapons]]&lt;br /&gt;
* [[Alpha Stages]]&lt;br /&gt;
* [[Lore]]&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
* [[Useful Links]]&lt;br /&gt;
* [[Supported Video Cards]]&lt;br /&gt;
* [[Overgrowth_Linux|Linux]]&lt;/div&gt;</summary>
		<author><name>Poddus</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Portal:Overgrowth&amp;diff=4323</id>
		<title>Portal:Overgrowth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Portal:Overgrowth&amp;diff=4323"/>
		<updated>2015-02-13T06:57:39Z</updated>

		<summary type="html">&lt;p&gt;Poddus: /* Engine Documentation &amp;amp; Modding */&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;
[http://www.wolfire.com/overgrowth Overgrowth] is a cross-platform game in development by Wolfire Games, an independent game company consisting of David Rosen, founder and lead programmer, and Aubrey Serr, lead artist. Overgrowth is the spiritual successor to [[Lugaru]], a game also developed by Wolfire. Development of Overgrowth was officially announced on September 17th, 2008. The game is currently in Alpha and is playable via [http://www.wolfire.com/overgrowth/preorder preorder].&lt;br /&gt;
&lt;br /&gt;
Gameplay emphasises 3rd-person, fluid, fast-paced melee combat, and 3D-platforming. Overgrowth uses a custom game engine codenamed &amp;quot;[[Phoenix Engine|Phoenix]]&amp;quot;, and a lot of work has been put into making it accessible to [[Editor_Interface|modding]].&lt;br /&gt;
&lt;br /&gt;
The game currently consists of a collection of maps (some of which are populated by enemies) which the player is able to explore (and modify if they are so inclined). As of Alpha v197, there is are two additional gameplay modes, one dubbed &amp;quot;Arena&amp;quot;, in which the player is pitted against procedurally generated enemies in gladiatorial matches, and one dubbed &amp;quot;Challenge&amp;quot;, a collection of 12 levels in which the player must complete a certain task or set of tasks.&lt;br /&gt;
&lt;br /&gt;
As of yet there is no definite story line. However, in a 2012 interview with British video gaming website zConnection, the Wolfire team stated that they are planning on continuing the story of [[Turner]], a couple of years after the events of [[Lugaru]]. In addition to anthropomorphic rabbits and wolves, the Overgrowth Universe now already includes cats, dogs, and rats (see article: [[Races]]).&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
* [[Getting_Started | First Steps]]&lt;br /&gt;
* [[Configuring Overgrowth]]&lt;br /&gt;
* [[Control Reference]]&lt;br /&gt;
* [[Overgrowth Alpha FAQ| Overgrowth FAQ]]&lt;br /&gt;
* [[Alpha List]]&lt;br /&gt;
&lt;br /&gt;
== Engine Documentation &amp;amp; Modding ==&lt;br /&gt;
* [[Editor Interface]]&lt;br /&gt;
* [[Scripting]]&lt;br /&gt;
* [[Custom Terrain]]&lt;br /&gt;
* [[3D Objects]]&lt;br /&gt;
* [[Character Models]]&lt;br /&gt;
* [[Custom Decals]]&lt;br /&gt;
* [[Effects System]]&lt;br /&gt;
* [[Level XML reference]]&lt;br /&gt;
&lt;br /&gt;
==Tutorials==&lt;br /&gt;
* [[Making New Models &amp;amp; Textures]]&lt;br /&gt;
* [[Importing Models &amp;amp; Textures]]&lt;br /&gt;
&lt;br /&gt;
==Alpha Testing==&lt;br /&gt;
&lt;br /&gt;
* [[Overgrowth tests]] {{stub}}&lt;br /&gt;
&lt;br /&gt;
== The Overgrowth Universe ==&lt;br /&gt;
* [[Races]]&lt;br /&gt;
* [[Locations]]&lt;br /&gt;
* [[Characters]]&lt;br /&gt;
* [[Equipment and Weapons]]&lt;br /&gt;
* [[Alpha Stages]]&lt;br /&gt;
* [[Lore]]&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
* [[Useful Links]]&lt;br /&gt;
* [[Supported Video Cards]]&lt;br /&gt;
* [[Overgrowth_Linux|Linux]]&lt;/div&gt;</summary>
		<author><name>Poddus</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Portal:Overgrowth&amp;diff=4322</id>
		<title>Portal:Overgrowth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Portal:Overgrowth&amp;diff=4322"/>
		<updated>2015-02-13T06:57:01Z</updated>

		<summary type="html">&lt;p&gt;Poddus: /* Modding */&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;
[http://www.wolfire.com/overgrowth Overgrowth] is a cross-platform game in development by Wolfire Games, an independent game company consisting of David Rosen, founder and lead programmer, and Aubrey Serr, lead artist. Overgrowth is the spiritual successor to [[Lugaru]], a game also developed by Wolfire. Development of Overgrowth was officially announced on September 17th, 2008. The game is currently in Alpha and is playable via [http://www.wolfire.com/overgrowth/preorder preorder].&lt;br /&gt;
&lt;br /&gt;
Gameplay emphasises 3rd-person, fluid, fast-paced melee combat, and 3D-platforming. Overgrowth uses a custom game engine codenamed &amp;quot;[[Phoenix Engine|Phoenix]]&amp;quot;, and a lot of work has been put into making it accessible to [[Editor_Interface|modding]].&lt;br /&gt;
&lt;br /&gt;
The game currently consists of a collection of maps (some of which are populated by enemies) which the player is able to explore (and modify if they are so inclined). As of Alpha v197, there is are two additional gameplay modes, one dubbed &amp;quot;Arena&amp;quot;, in which the player is pitted against procedurally generated enemies in gladiatorial matches, and one dubbed &amp;quot;Challenge&amp;quot;, a collection of 12 levels in which the player must complete a certain task or set of tasks.&lt;br /&gt;
&lt;br /&gt;
As of yet there is no definite story line. However, in a 2012 interview with British video gaming website zConnection, the Wolfire team stated that they are planning on continuing the story of [[Turner]], a couple of years after the events of [[Lugaru]]. In addition to anthropomorphic rabbits and wolves, the Overgrowth Universe now already includes cats, dogs, and rats (see article: [[Races]]).&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
* [[Getting_Started | First Steps]]&lt;br /&gt;
* [[Configuring Overgrowth]]&lt;br /&gt;
* [[Control Reference]]&lt;br /&gt;
* [[Overgrowth Alpha FAQ| Overgrowth FAQ]]&lt;br /&gt;
* [[Alpha List]]&lt;br /&gt;
&lt;br /&gt;
== Engine Documentation &amp;amp; Modding ==&lt;br /&gt;
* [[Editor Interface]]&lt;br /&gt;
* [[Phoenix Engine]]&lt;br /&gt;
* [[Scripting]]&lt;br /&gt;
* [[Custom Terrain]]&lt;br /&gt;
* [[3D Objects]]&lt;br /&gt;
* [[Character Models]]&lt;br /&gt;
* [[Custom Decals]]&lt;br /&gt;
* [[Level XML reference]]&lt;br /&gt;
&lt;br /&gt;
==Tutorials==&lt;br /&gt;
* [[Making New Models &amp;amp; Textures]]&lt;br /&gt;
* [[Importing Models &amp;amp; Textures]]&lt;br /&gt;
&lt;br /&gt;
==Alpha Testing==&lt;br /&gt;
&lt;br /&gt;
* [[Overgrowth tests]] {{stub}}&lt;br /&gt;
&lt;br /&gt;
== The Overgrowth Universe ==&lt;br /&gt;
* [[Races]]&lt;br /&gt;
* [[Locations]]&lt;br /&gt;
* [[Characters]]&lt;br /&gt;
* [[Equipment and Weapons]]&lt;br /&gt;
* [[Alpha Stages]]&lt;br /&gt;
* [[Lore]]&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
* [[Useful Links]]&lt;br /&gt;
* [[Supported Video Cards]]&lt;br /&gt;
* [[Overgrowth_Linux|Linux]]&lt;/div&gt;</summary>
		<author><name>Poddus</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=User:Poddus&amp;diff=4321</id>
		<title>User:Poddus</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=User:Poddus&amp;diff=4321"/>
		<updated>2015-02-13T06:54:40Z</updated>

		<summary type="html">&lt;p&gt;Poddus: Created page with &amp;quot;hello world, it is I, the pod&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;hello world, it is I, the pod&lt;/div&gt;</summary>
		<author><name>Poddus</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Control_Reference&amp;diff=4320</id>
		<title>Control Reference</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Control_Reference&amp;diff=4320"/>
		<updated>2015-02-13T06:52:18Z</updated>

		<summary type="html">&lt;p&gt;Poddus: /* Translation */  rewording&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. Using the A and D keys will shimmy along the wall and even around corners. Using W will cause the character to pull himself up the ledge and releasing RMB allows the character to drop back to the ground. Note: The character must have free hands to ledge grab (e.g. weapons that cannot be sheathed will block ledge grabs)&lt;br /&gt;
|-&lt;br /&gt;
! Pick Up a Weapon/Item&lt;br /&gt;
| Hold Q || If close to a weapon or item, picks it up. Note: The character has a slight animation that must complete before you can release the Q key and still hold on to the weapon. Note 2: Weapons can even be picked up while rolling provided the character is close enough.&lt;br /&gt;
|-&lt;br /&gt;
! Drop a Weapon/Item&lt;br /&gt;
| Press Shift + Q || Drops weapon. Note: Character must be on the ground to drop weapons, applies to weapons in both hands.&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). Note: Only applies to the characters primary hand. (e.g. a right-handed character with a weapon in both hands will only sheathe/unsheathe the right hand weapon unless the player changes the off-hand weapon onto his primary hand)&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 primary hand are used to fight. &#039;&#039;&#039;This has been changed as of a201&#039;&#039;&#039; to a spinning animation. Players can restore the switch weapons function by following instructions on the SPF: [http://forums.wolfire.com/viewtopic.php?f=13&amp;amp;t=18689#p198758 Here]&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.  Larger weapons are less accurate; Knives and spears work best. If the enemy has detected you, he may catch and use the weapon.&lt;br /&gt;
|-&lt;br /&gt;
! Slash &lt;br /&gt;
| (While holding weapon) Left mouse button || Makes the player attack 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, &#039;&#039;&#039;in a136 this was changed to only be possible after a successful active block&#039;&#039;&#039;.&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. From a choke hold you can render the enemy unconscious with your hands, cut their throat with a weapon, or move them a short distance.&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;
! Tech&lt;br /&gt;
|  Tap Right Mouse Button as you are about to hit the ground || When you are about to hit the ground, recover quickly .&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, wakes up any &amp;quot;unconscious&amp;quot; ones, and removes all blood from the environment.&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 two are different rabbits, the third one is a cat, the fourth is a rat, the fifth is a wolf, the sixth is a dog, and the seventh is Rabbot 2.0.&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 assigned 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;
! Freeze Scene&lt;br /&gt;
| Double-tap Tab || Freezes the game scene. &#039;&#039;&#039;Note&#039;&#039;&#039;: The game must be unfrozen to change between controlling the player and editor mode.&lt;br /&gt;
|-&lt;br /&gt;
! Insta-kill&lt;br /&gt;
| F || Instantly kills nearby enemies with a death ray.&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;
| W || Moves camera forward.&lt;br /&gt;
|-&lt;br /&gt;
! Backward&lt;br /&gt;
| S || Moves camera backward.&lt;br /&gt;
|-&lt;br /&gt;
! Left&lt;br /&gt;
| A || Moves camera left.&lt;br /&gt;
|-&lt;br /&gt;
! Right&lt;br /&gt;
| D || Moves camera right.&lt;br /&gt;
|-&lt;br /&gt;
! Up&lt;br /&gt;
| Shift + W || Moves camera up.&lt;br /&gt;
|-&lt;br /&gt;
! Down&lt;br /&gt;
| Shift + S || Moves camera down.&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 !! Location !! Behavior&lt;br /&gt;
|-&lt;br /&gt;
! Omni Tool&lt;br /&gt;
| Click the Omni-Tool Button || Floating Toolbar || Allows simultaneous use of the Translate, Scale, and Rotate tools depending on context.&lt;br /&gt;
|-&lt;br /&gt;
! Translate&lt;br /&gt;
|  Click &#039;translate&#039; button || Floating Toolbar ||  Click and drag to translate objects&lt;br /&gt;
|-&lt;br /&gt;
! Scale&lt;br /&gt;
|  Click &#039;scale&#039; button || Floating Toolbar ||  Click and drag to perform a generic scale and right click and drag to perform a scale based on the plane the mouse is over with regard to the selected object.&lt;br /&gt;
|-&lt;br /&gt;
! Rotate &lt;br /&gt;
| Click &#039;rotate&#039; button || Floating Toolbar || Click and drag to perform a generic rotation and right click and drag to perform a rotation only involving the plane the mouse is over with regard to the selected object.&lt;br /&gt;
|-&lt;br /&gt;
! Paintbrush &lt;br /&gt;
| Click &#039;paintbrush&#039; button || Floating Toolbar || This tool appears to be broken in the current release (a201)&lt;br /&gt;
|-&lt;br /&gt;
! Game mode&lt;br /&gt;
| Click &#039;Rabbot&#039; or press 8 || Home Tab || Switch to play mode. (from editor mode)&lt;br /&gt;
|-&lt;br /&gt;
! Editor mode&lt;br /&gt;
| press &#039;9&#039; or ESC || None || Back to editor mode. (from play mode)&lt;br /&gt;
|-&lt;br /&gt;
! In game webbrowser&lt;br /&gt;
| press &#039;F1&#039; || None || Open the in game webbrowser.&lt;br /&gt;
|-&lt;br /&gt;
! Object browser&lt;br /&gt;
| Load Item Button || Home Tab || Opens the object browser. Click on an object and then left click in the editor to place it. Currently all &amp;quot;active&amp;quot; weapons have the prefix &amp;quot;weapon_&amp;quot; in the &amp;quot;o2&amp;quot; tab. To import items not shown click the folder icon on the object browser.&lt;br /&gt;
|-&lt;br /&gt;
! Decal Selection tool /decal editor mode&lt;br /&gt;
| press &#039;cmd-2&#039; || None || To enter Decal selection/editor tool (This appears to have been removed in the current version, a201)&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;
|}&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 !! Control !! Behavior&lt;br /&gt;
|-&lt;br /&gt;
! Make player-controlled&lt;br /&gt;
| Shift+Cmd+P || Toggles whether a character is controlled by a human or by AI. A human-controlled character&#039;s spawn box has a green outline, an AI-controlled character&#039;s box has white outlines. If two characters are set to be human-controlled Overgrowth will start in split-screen mode the next time game-play is resumed from editor mode. The second player will be controllable via a USB controller.&lt;br /&gt;
|-&lt;br /&gt;
! Parameter Editor&lt;br /&gt;
| Press U ||  Allows you to modify character parameters such as team, attack speed, and handedness.&lt;br /&gt;
|-&lt;br /&gt;
! Palette Editor &lt;br /&gt;
| Press &#039;Cmd+P&#039; ||  Allows you to modify character colors including but not limited to Leather, Fur, Pants, and Shirt. These color fields are different between the characters.&lt;br /&gt;
|-&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 only one object/group&lt;br /&gt;
| hold i || selected decal will only map with that object that is directly underneath your mouse&lt;br /&gt;
|-&lt;br /&gt;
! force decal(s) to project only on selected objects&lt;br /&gt;
| press o || selected decal will only 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;
===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>Poddus</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Control_Reference&amp;diff=4319</id>
		<title>Control Reference</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Control_Reference&amp;diff=4319"/>
		<updated>2015-02-13T06:51:32Z</updated>

		<summary type="html">&lt;p&gt;Poddus: /* Translation */  misspelled &amp;quot;onley&amp;quot;&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. Using the A and D keys will shimmy along the wall and even around corners. Using W will cause the character to pull himself up the ledge and releasing RMB allows the character to drop back to the ground. Note: The character must have free hands to ledge grab (e.g. weapons that cannot be sheathed will block ledge grabs)&lt;br /&gt;
|-&lt;br /&gt;
! Pick Up a Weapon/Item&lt;br /&gt;
| Hold Q || If close to a weapon or item, picks it up. Note: The character has a slight animation that must complete before you can release the Q key and still hold on to the weapon. Note 2: Weapons can even be picked up while rolling provided the character is close enough.&lt;br /&gt;
|-&lt;br /&gt;
! Drop a Weapon/Item&lt;br /&gt;
| Press Shift + Q || Drops weapon. Note: Character must be on the ground to drop weapons, applies to weapons in both hands.&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). Note: Only applies to the characters primary hand. (e.g. a right-handed character with a weapon in both hands will only sheathe/unsheathe the right hand weapon unless the player changes the off-hand weapon onto his primary hand)&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 primary hand are used to fight. &#039;&#039;&#039;This has been changed as of a201&#039;&#039;&#039; to a spinning animation. Players can restore the switch weapons function by following instructions on the SPF: [http://forums.wolfire.com/viewtopic.php?f=13&amp;amp;t=18689#p198758 Here]&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.  Larger weapons are less accurate; Knives and spears work best. If the enemy has detected you, he may catch and use the weapon.&lt;br /&gt;
|-&lt;br /&gt;
! Slash &lt;br /&gt;
| (While holding weapon) Left mouse button || Makes the player attack 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, &#039;&#039;&#039;in a136 this was changed to only be possible after a successful active block&#039;&#039;&#039;.&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. From a choke hold you can render the enemy unconscious with your hands, cut their throat with a weapon, or move them a short distance.&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;
! Tech&lt;br /&gt;
|  Tap Right Mouse Button as you are about to hit the ground || When you are about to hit the ground, recover quickly .&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, wakes up any &amp;quot;unconscious&amp;quot; ones, and removes all blood from the environment.&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 two are different rabbits, the third one is a cat, the fourth is a rat, the fifth is a wolf, the sixth is a dog, and the seventh is Rabbot 2.0.&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 assigned 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;
! Freeze Scene&lt;br /&gt;
| Double-tap Tab || Freezes the game scene. &#039;&#039;&#039;Note&#039;&#039;&#039;: The game must be unfrozen to change between controlling the player and editor mode.&lt;br /&gt;
|-&lt;br /&gt;
! Insta-kill&lt;br /&gt;
| F || Instantly kills nearby enemies with a death ray.&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;
| W || Moves camera forward.&lt;br /&gt;
|-&lt;br /&gt;
! Backward&lt;br /&gt;
| S || Moves camera backward.&lt;br /&gt;
|-&lt;br /&gt;
! Left&lt;br /&gt;
| A || Moves camera left.&lt;br /&gt;
|-&lt;br /&gt;
! Right&lt;br /&gt;
| D || Moves camera right.&lt;br /&gt;
|-&lt;br /&gt;
! Up&lt;br /&gt;
| Shift + W || Moves camera up.&lt;br /&gt;
|-&lt;br /&gt;
! Down&lt;br /&gt;
| Shift + S || Moves camera down.&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 !! Location !! Behavior&lt;br /&gt;
|-&lt;br /&gt;
! Omni Tool&lt;br /&gt;
| Click the Omni-Tool Button || Floating Toolbar || Allows simultaneous use of the Translate, Scale, and Rotate tools depending on context.&lt;br /&gt;
|-&lt;br /&gt;
! Translate&lt;br /&gt;
|  Click &#039;translate&#039; button || Floating Toolbar ||  Click and drag to translate objects&lt;br /&gt;
|-&lt;br /&gt;
! Scale&lt;br /&gt;
|  Click &#039;scale&#039; button || Floating Toolbar ||  Click and drag to perform a generic scale and right click and drag to perform a scale based on the plane the mouse is over with regard to the selected object.&lt;br /&gt;
|-&lt;br /&gt;
! Rotate &lt;br /&gt;
| Click &#039;rotate&#039; button || Floating Toolbar || Click and drag to perform a generic rotation and right click and drag to perform a rotation only involving the plane the mouse is over with regard to the selected object.&lt;br /&gt;
|-&lt;br /&gt;
! Paintbrush &lt;br /&gt;
| Click &#039;paintbrush&#039; button || Floating Toolbar || This tool appears to be broken in the current release (a201)&lt;br /&gt;
|-&lt;br /&gt;
! Game mode&lt;br /&gt;
| Click &#039;Rabbot&#039; or press 8 || Home Tab || Switch to play mode. (from editor mode)&lt;br /&gt;
|-&lt;br /&gt;
! Editor mode&lt;br /&gt;
| press &#039;9&#039; or ESC || None || Back to editor mode. (from play mode)&lt;br /&gt;
|-&lt;br /&gt;
! In game webbrowser&lt;br /&gt;
| press &#039;F1&#039; || None || Open the in game webbrowser.&lt;br /&gt;
|-&lt;br /&gt;
! Object browser&lt;br /&gt;
| Load Item Button || Home Tab || Opens the object browser. Click on an object and then left click in the editor to place it. Currently all &amp;quot;active&amp;quot; weapons have the prefix &amp;quot;weapon_&amp;quot; in the &amp;quot;o2&amp;quot; tab. To import items not shown click the folder icon on the object browser.&lt;br /&gt;
|-&lt;br /&gt;
! Decal Selection tool /decal editor mode&lt;br /&gt;
| press &#039;cmd-2&#039; || None || To enter Decal selection/editor tool (This appears to have been removed in the current version, a201)&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;
|}&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 !! Control !! Behavior&lt;br /&gt;
|-&lt;br /&gt;
! Make player-controlled&lt;br /&gt;
| Shift+Cmd+P || Toggles whether a character is controlled by a human or by AI. A human-controlled character&#039;s spawn box has a green outline, an AI-controlled character&#039;s box has white outlines. If two characters are set to be human-controlled Overgrowth will start in split-screen mode the next time game-play is resumed from editor mode. The second player will be controllable via a USB controller.&lt;br /&gt;
|-&lt;br /&gt;
! Parameter Editor&lt;br /&gt;
| Press U ||  Allows you to modify character parameters such as team, attack speed, and handedness.&lt;br /&gt;
|-&lt;br /&gt;
! Palette Editor &lt;br /&gt;
| Press &#039;Cmd+P&#039; ||  Allows you to modify character colors including but not limited to Leather, Fur, Pants, and Shirt. These color fields are different between the characters.&lt;br /&gt;
|-&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 only one object/group&lt;br /&gt;
| hold i || selected decal will only map with that object that is directly underneath your mouse&lt;br /&gt;
|-&lt;br /&gt;
! force decal(s) to project only those object(s) that you want them to&lt;br /&gt;
| press o || selected decal will only 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;
===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>Poddus</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Configuring_Overgrowth&amp;diff=4318</id>
		<title>Configuring Overgrowth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Configuring_Overgrowth&amp;diff=4318"/>
		<updated>2015-02-13T06:50:28Z</updated>

		<summary type="html">&lt;p&gt;Poddus: /* Settings */  changed tablestyle&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Currently (as of a209), it is possible to edit many settings in game. However, to access the settings, you need to be in the level editor. Open a level and press the Escape Key. This will bring you into the Level Editor. From here, press the Escape Key once more to access a menu with a &amp;quot;Settings&amp;quot; option. From there you can change thing such as Screen Resolution, Controller Setup, etc.&lt;br /&gt;
&lt;br /&gt;
If the game does not open, or it is not possible to access the settings as described above, users may adjust their configuration by modifying their &#039;&#039;&#039;config.txt&#039;&#039;&#039; file. The file is a plain text file that is readable by any normal text editor (such as TextEdit for Mac or Notepad for Windows).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: There is now a community made tool available, the [http://forums.wolfire.com/viewtopic.php?f=13&amp;amp;t=14201 SUMLauncher], which includes a config editor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mac Location==&lt;br /&gt;
&amp;lt;code&amp;gt;Macintosh HD/Users/~/Library/Application Support/Overgrowth/Data/config.txt&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
where ~ is your username.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If you are using Lion, your library folder is hidden by default... in the finder, click the &amp;quot;Go&amp;quot; menu, then Press Option, and Library will appear in the list.&lt;br /&gt;
&lt;br /&gt;
Alternatively you can find out how to unhide your Library folder permanently [http://gothick.org.uk/2011/07/19/revealing-lions-hidden-library-folder/| here].&lt;br /&gt;
&lt;br /&gt;
==Windows Location==&lt;br /&gt;
&amp;lt;code&amp;gt;My Documents\Wolfire\Overgrowth\Data\config.txt&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; NOT Program Files\Wolfire\Overgrowth\Data!&lt;br /&gt;
&lt;br /&gt;
==Linux Location==&lt;br /&gt;
&amp;lt;code&amp;gt;~/.local/share/Overgrowth/Data/config.txt&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The configuration file will be created when Overgrowth is started for the first time.&lt;br /&gt;
&lt;br /&gt;
==Settings==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Setting !! Default Value !! Description&lt;br /&gt;
|-&lt;br /&gt;
! screenwidth&lt;br /&gt;
| 800 || The game&#039;s horizontal resolution.&lt;br /&gt;
|-&lt;br /&gt;
! screenheight&lt;br /&gt;
| 600 || The game&#039;s vertical resolution.&lt;br /&gt;
|-&lt;br /&gt;
! fullscreen&lt;br /&gt;
| false || Determines whether to run in full screen or windowed mode.&lt;br /&gt;
|-&lt;br /&gt;
! vsync&lt;br /&gt;
| false || Limits the framerate to match the user&#039;s monitor refresh rate (smooths out the framerate).&lt;br /&gt;
|-&lt;br /&gt;
! multisample&lt;br /&gt;
| 0 || Determines the level of anti-aliasing (smooths out jagged edges, at the cost of performance).&lt;br /&gt;
|-&lt;br /&gt;
! anisotropy&lt;br /&gt;
| 0 || Determines the level of anisotropic filtering (increases the quality of textures drawn far away, at the cost of performance).&lt;br /&gt;
|-&lt;br /&gt;
! post_effects&lt;br /&gt;
| false || Determines whether to display post effects.&lt;br /&gt;
|-&lt;br /&gt;
! shaders&lt;br /&gt;
| true || Determines whether to use shaders.&lt;br /&gt;
|-&lt;br /&gt;
! texture_reduce&lt;br /&gt;
| 1 || Determines the level to which the texture resolutions should be reduced (higher numbers will cause blurriness, but increase performance).&lt;br /&gt;
|-&lt;br /&gt;
! gamma_correct&lt;br /&gt;
| true || Determines whether to auto-correct gamma levels.&lt;br /&gt;
|-&lt;br /&gt;
! fps_label&lt;br /&gt;
| false || Determines whether to display the current fps (frames per second) on screen.&lt;br /&gt;
|-&lt;br /&gt;
! sound_label&lt;br /&gt;
| false || Determines whether to display all active sounds on screen.&lt;br /&gt;
|-&lt;br /&gt;
! visible_raycasts&lt;br /&gt;
| false || Determines whether to display lines representing all AIs&#039; visibility.&lt;br /&gt;
|-&lt;br /&gt;
! visible_sound_spheres&lt;br /&gt;
| false || Determines whether to display spheres representing the distance sounds travel (such as running).&lt;br /&gt;
|-&lt;br /&gt;
! editor_mode&lt;br /&gt;
| false || Determines whether to start the game in player mode (false) or editor mode (true).&lt;br /&gt;
|-&lt;br /&gt;
! invert_y_look&lt;br /&gt;
| false || Determines whether to invert the y-axis controls (looking up/down).&lt;br /&gt;
|-&lt;br /&gt;
! music&lt;br /&gt;
| true || Determines whether the in-game music is enabled.&lt;br /&gt;
|-&lt;br /&gt;
! media_mode&lt;br /&gt;
| false || Determines whether to disable the in-game interface.&lt;br /&gt;
|-&lt;br /&gt;
! baked_shadows&lt;br /&gt;
| true || Determines whether to use the pre-baked shadows (true) or cascaded shadow maps (false).&lt;br /&gt;
|-&lt;br /&gt;
! debug_key_presses&lt;br /&gt;
| false || Determines whether to enable the use of debug keys.&lt;br /&gt;
|-&lt;br /&gt;
! auto_camera&lt;br /&gt;
| false || Determines whether to have the camera automatically return to a position behind the player.&lt;br /&gt;
|-&lt;br /&gt;
! key[quit]&lt;br /&gt;
| esc || Exits from player mode into editor mode, and opens a menu allowing the user to return to the main menu.&lt;br /&gt;
|-&lt;br /&gt;
! key[slow]&lt;br /&gt;
| tab || Toggles slow motion.&lt;br /&gt;
|-&lt;br /&gt;
! key[fast]&lt;br /&gt;
| \ || &lt;br /&gt;
|-&lt;br /&gt;
! key[crouch]&lt;br /&gt;
| lshift || Causes the player to crouch.&lt;br /&gt;
|-&lt;br /&gt;
! key[jump]&lt;br /&gt;
| space || Causes the player to jump.&lt;br /&gt;
|-&lt;br /&gt;
! key[screenshot]&lt;br /&gt;
| f7 || Captures a screenshot (saved in &#039;&#039;/Data/Screenshots/&#039;&#039;)&lt;br /&gt;
|-&lt;br /&gt;
! key[console]&lt;br /&gt;
| ` || Toggles the game console.&lt;br /&gt;
|-&lt;br /&gt;
! key[left]&lt;br /&gt;
| a || Causes the player to move to the left.&lt;br /&gt;
|-&lt;br /&gt;
! key[right]&lt;br /&gt;
| d || Causes the player to move to the right.&lt;br /&gt;
|-&lt;br /&gt;
! key[up]&lt;br /&gt;
| w || Causes the player to move forward.&lt;br /&gt;
|-&lt;br /&gt;
! key[down]&lt;br /&gt;
| s || Causes the player to move backward.&lt;br /&gt;
|-&lt;br /&gt;
! key[item]&lt;br /&gt;
| e || Causes the player to put a weapon to your waist or into a scabbard on your waist.&lt;br /&gt;
|-&lt;br /&gt;
! key[drop]&lt;br /&gt;
| q || Causes the player to pick up the weapon, combination of left shift and q will drop an item.&lt;br /&gt;
|-&lt;br /&gt;
! key[chat]&lt;br /&gt;
| t || Brings up the chat interface.&lt;br /&gt;
|-&lt;br /&gt;
! key[rclick]&lt;br /&gt;
| rshift || Alternate key used for &amp;quot;right clicking&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
! xbox_look_sensitivity&lt;br /&gt;
| 1.5 || Sensitivity of an attached Xbox controller.&lt;br /&gt;
|-&lt;br /&gt;
! xbox[jump]&lt;br /&gt;
| RB || Xbox jump button.&lt;br /&gt;
|-&lt;br /&gt;
! xbox[crouch]&lt;br /&gt;
| LB || Xbox crouch button.&lt;br /&gt;
|-&lt;br /&gt;
! xbox[attack]&lt;br /&gt;
| RT || Xbox attack button.&lt;br /&gt;
|-&lt;br /&gt;
! xbox[grab]&lt;br /&gt;
| LT || Xbox grab button.&lt;br /&gt;
|-&lt;br /&gt;
! xbox[item]&lt;br /&gt;
| A || Xbox item button.&lt;br /&gt;
|-&lt;br /&gt;
! xbox[drop]&lt;br /&gt;
| X || Xbox drop button.&lt;br /&gt;
|-&lt;br /&gt;
! controller[movex]&lt;br /&gt;
| axis1 || Controller axis mapped for movement along the x-axis.&lt;br /&gt;
|-&lt;br /&gt;
! controller[movey]&lt;br /&gt;
| axis2 || Controller axis mapped for movement along the y-axis.&lt;br /&gt;
|-&lt;br /&gt;
! controller[lookx]&lt;br /&gt;
| axis5 || Controller axis mapped for looking along the x-axis.&lt;br /&gt;
|-&lt;br /&gt;
! controller[looky]&lt;br /&gt;
| axis4 || Controller axis mapped for looking along the y-axis.&lt;br /&gt;
|-&lt;br /&gt;
! controller[jump]&lt;br /&gt;
| button6 || Controller jump button.&lt;br /&gt;
|-&lt;br /&gt;
! controller[crouch]&lt;br /&gt;
| button5 || Controller crouch button.&lt;br /&gt;
|-&lt;br /&gt;
! controller[item]&lt;br /&gt;
| button1 || Controller item button.&lt;br /&gt;
|-&lt;br /&gt;
! controller[drop]&lt;br /&gt;
| button3 || Controller drop button.&lt;br /&gt;
|-&lt;br /&gt;
! controller[attack]&lt;br /&gt;
| axis3&amp;lt;-0.5 || Controller attack &amp;quot;button&amp;quot; (default mapping is set to an axis being less than half full in a negative direction).&lt;br /&gt;
|-&lt;br /&gt;
! controller[grab]&lt;br /&gt;
| axis3&amp;gt;0.5 || Controller grab &amp;quot;button&amp;quot; (default mapping is set to an axis being greater than half full in a positive direction).&lt;br /&gt;
|-&lt;br /&gt;
! blood&lt;br /&gt;
|1 || Disable or enable blood&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Tutorials]]&lt;br /&gt;
[[Category: Modding]]&lt;br /&gt;
[[Category: Overgrowth]]&lt;br /&gt;
&lt;br /&gt;
==Controller Setup==&lt;br /&gt;
&lt;br /&gt;
Since alpha 150, external controller options have been added to the &#039;&#039;&#039;config.txt&#039;&#039;&#039; file. The following guide will help you configure your controller to properly work with Overgrowth.&lt;br /&gt;
&lt;br /&gt;
Note: Currently the guide only targets Windows 7 users. Mac users may refer to [http://forums.wolfire.com/viewtopic.php?f=13&amp;amp;t=12631 Anton&#039;s guide].&lt;br /&gt;
&lt;br /&gt;
First, make sure your controller is plugged in to your computer.&lt;br /&gt;
&lt;br /&gt;
Next, open the start menu and click on &#039;&#039;Control Panel&#039;&#039; (located on the right side). Once opened, make sure the view is set to &#039;&#039;Large Icons&#039;&#039; (switchable in the upper right corner). Select &#039;&#039;Devices and Printers&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
You should see your controller listed under &#039;&#039;Devices&#039;&#039;. Right click it, and select &#039;&#039;Game Controller Settings&#039;&#039;. The &#039;&#039;Game Controllers&#039;&#039; window will appear. Make sure your controller is selected, then click on &#039;&#039;Properties&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once again, a new window should appear - make sure that the view is set to the &#039;&#039;Test&#039;&#039; tab. In this view, you will be able to determine which physical button is mapped to each virtual button. Play around with your controller to confirm that everything is working properly, and take note of the button mappings.&lt;br /&gt;
&lt;br /&gt;
Now navigate to and open up your &#039;&#039;&#039;config.txt&#039;&#039;&#039; file (as described above). Rearrange the mappings in the file to match your desired controller setup.&lt;br /&gt;
&lt;br /&gt;
Once you have everything modified, save the &#039;&#039;&#039;config.txt&#039;&#039;&#039; file and launch Overgrowth in order to test the new configuration.&lt;/div&gt;</summary>
		<author><name>Poddus</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Portal:Overgrowth&amp;diff=4317</id>
		<title>Portal:Overgrowth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Portal:Overgrowth&amp;diff=4317"/>
		<updated>2015-02-13T06:19:40Z</updated>

		<summary type="html">&lt;p&gt;Poddus: &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;
[http://www.wolfire.com/overgrowth Overgrowth] is a cross-platform game in development by Wolfire Games, an independent game company consisting of David Rosen, founder and lead programmer, and Aubrey Serr, lead artist. Overgrowth is the spiritual successor to [[Lugaru]], a game also developed by Wolfire. Development of Overgrowth was officially announced on September 17th, 2008. The game is currently in Alpha and is playable via [http://www.wolfire.com/overgrowth/preorder preorder].&lt;br /&gt;
&lt;br /&gt;
Gameplay emphasises 3rd-person, fluid, fast-paced melee combat, and 3D-platforming. Overgrowth uses a custom game engine codenamed &amp;quot;[[Phoenix Engine|Phoenix]]&amp;quot;, and a lot of work has been put into making it accessible to [[Editor_Interface|modding]].&lt;br /&gt;
&lt;br /&gt;
The game currently consists of a collection of maps (some of which are populated by enemies) which the player is able to explore (and modify if they are so inclined). As of Alpha v197, there is are two additional gameplay modes, one dubbed &amp;quot;Arena&amp;quot;, in which the player is pitted against procedurally generated enemies in gladiatorial matches, and one dubbed &amp;quot;Challenge&amp;quot;, a collection of 12 levels in which the player must complete a certain task or set of tasks.&lt;br /&gt;
&lt;br /&gt;
As of yet there is no definite story line. However, in a 2012 interview with British video gaming website zConnection, the Wolfire team stated that they are planning on continuing the story of [[Turner]], a couple of years after the events of [[Lugaru]]. In addition to anthropomorphic rabbits and wolves, the Overgrowth Universe now already includes cats, dogs, and rats (see article: [[Races]]).&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
* [[Getting_Started | First Steps]]&lt;br /&gt;
* [[Configuring Overgrowth]]&lt;br /&gt;
* [[Control Reference]]&lt;br /&gt;
* [[Overgrowth Alpha FAQ| Overgrowth FAQ]]&lt;br /&gt;
* [[Alpha List]]&lt;br /&gt;
&lt;br /&gt;
== Modding ==&lt;br /&gt;
* [[Editor Interface]]&lt;br /&gt;
* [[Phoenix Engine]]&lt;br /&gt;
* [[Scripting]]&lt;br /&gt;
* [[Custom Terrain]]&lt;br /&gt;
* [[3D Objects]]&lt;br /&gt;
* [[Character Models]]&lt;br /&gt;
* [[Custom Decals]]&lt;br /&gt;
* [[Level XML reference]]&lt;br /&gt;
&lt;br /&gt;
==Tutorials==&lt;br /&gt;
* [[Making New Models &amp;amp; Textures]]&lt;br /&gt;
* [[Importing Models &amp;amp; Textures]]&lt;br /&gt;
&lt;br /&gt;
==Alpha Testing==&lt;br /&gt;
&lt;br /&gt;
* [[Overgrowth tests]] {{stub}}&lt;br /&gt;
&lt;br /&gt;
== The Overgrowth Universe ==&lt;br /&gt;
* [[Races]]&lt;br /&gt;
* [[Locations]]&lt;br /&gt;
* [[Characters]]&lt;br /&gt;
* [[Equipment and Weapons]]&lt;br /&gt;
* [[Alpha Stages]]&lt;br /&gt;
* [[Lore]]&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
* [[Useful Links]]&lt;br /&gt;
* [[Supported Video Cards]]&lt;br /&gt;
* [[Overgrowth_Linux|Linux]]&lt;/div&gt;</summary>
		<author><name>Poddus</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Portal:Overgrowth&amp;diff=4316</id>
		<title>Portal:Overgrowth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Portal:Overgrowth&amp;diff=4316"/>
		<updated>2015-02-13T03:56:03Z</updated>

		<summary type="html">&lt;p&gt;Poddus: added a tutorials section&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;
[http://www.wolfire.com/overgrowth Overgrowth] is a cross-platform game in development by Wolfire Games, an independent game company consisting of David Rosen, founder and lead programmer, and Aubrey Serr, lead artist. Overgrowth is the spiritual successor to [[Lugaru]], a game also developed by Wolfire. Development for Overgrowth was officially announced on September 17th, 2008. The game is currently in Alpha and is playable via [http://www.wolfire.com/overgrowth/preorder preorder].&lt;br /&gt;
&lt;br /&gt;
Gameplay emphasises 3rd-person, fluid, fast-paced melee combat, and 3D-platforming. Overgrowth uses a custom game engine codenamed &amp;quot;[[Phoenix Engine|Phoenix]]&amp;quot;, and a lot of work has been put into making it accessible to [[Editor_Interface|modding]].&lt;br /&gt;
&lt;br /&gt;
The game currently consists of a collection of maps (some of which are populated by enemies) which the player is able to explore (and modify if they are so inclined). As of Alpha v197, there is are two additional gameplay modes, one dubbed &amp;quot;Arena&amp;quot;, in which the player is pitted against procedurally generated enemies in gladiatorial matches, and one dubbed &amp;quot;Challenge&amp;quot;, a collection of 12 levels in which the player must complete a certain task or set of tasks.&lt;br /&gt;
&lt;br /&gt;
As of yet there is no definite story line. However, in a 2012 interview with British video gaming website zConnection, the Wolfire team stated that they are planning on continuing the story of [[Turner]], a couple of years after the events of [[Lugaru]]. In addition to anthropomorphic rabbits and wolves, the Overgrowth Universe now already includes cats, dogs, and rats (see article: [[Races]]).&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
* [[Getting_Started | First Steps]]&lt;br /&gt;
* [[Configuring Overgrowth]]&lt;br /&gt;
* [[Control Reference]]&lt;br /&gt;
* [[Overgrowth Alpha FAQ| Overgrowth FAQ]]&lt;br /&gt;
* [[Alpha List]]&lt;br /&gt;
&lt;br /&gt;
== Modding ==&lt;br /&gt;
* [[Editor Interface]]&lt;br /&gt;
* [[Phoenix Engine]]&lt;br /&gt;
* [[Scripting]]&lt;br /&gt;
* [[Custom Terrain]]&lt;br /&gt;
* [[3D Objects]]&lt;br /&gt;
* [[Character Models]]&lt;br /&gt;
* [[Custom Decals]]&lt;br /&gt;
* [[Level XML reference]]&lt;br /&gt;
&lt;br /&gt;
==Tutorials==&lt;br /&gt;
* [[Making New Models &amp;amp; Textures]]&lt;br /&gt;
* [[Importing Models &amp;amp; Textures]]&lt;br /&gt;
&lt;br /&gt;
==Alpha Testing==&lt;br /&gt;
&lt;br /&gt;
* [[Overgrowth tests]] {{stub}}&lt;br /&gt;
&lt;br /&gt;
== The Overgrowth Universe ==&lt;br /&gt;
* [[Races]]&lt;br /&gt;
* [[Locations]]&lt;br /&gt;
* [[Characters]]&lt;br /&gt;
* [[Equipment and Weapons]]&lt;br /&gt;
* [[Alpha Stages]]&lt;br /&gt;
* [[Lore]]&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
* [[Useful Links]]&lt;br /&gt;
* [[Supported Video Cards]]&lt;br /&gt;
* [[Overgrowth_Linux|Linux]]&lt;/div&gt;</summary>
		<author><name>Poddus</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Portal:Overgrowth&amp;diff=4315</id>
		<title>Portal:Overgrowth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Portal:Overgrowth&amp;diff=4315"/>
		<updated>2015-02-13T03:49:29Z</updated>

		<summary type="html">&lt;p&gt;Poddus: /* Modding */  added link to Character Models&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;
[http://www.wolfire.com/overgrowth Overgrowth] is a cross-platform game in development by Wolfire Games, an independent game company consisting of David Rosen, founder and lead programmer, and Aubrey Serr, lead artist. Overgrowth is the spiritual successor to [[Lugaru]], a game also developed by Wolfire. Development for Overgrowth was officially announced on September 17th, 2008. The game is currently in Alpha and is playable via [http://www.wolfire.com/overgrowth/preorder preorder].&lt;br /&gt;
&lt;br /&gt;
Gameplay emphasises 3rd-person, fluid, fast-paced melee combat, and 3D-platforming. Overgrowth uses a custom game engine codenamed &amp;quot;[[Phoenix Engine|Phoenix]]&amp;quot;, and a lot of work has been put into making it accessible to [[Editor_Interface|modding]].&lt;br /&gt;
&lt;br /&gt;
The game currently consists of a collection of maps (some of which are populated by enemies) which the player is able to explore (and modify if they are so inclined). As of Alpha v197, there is are two additional gameplay modes, one dubbed &amp;quot;Arena&amp;quot;, in which the player is pitted against procedurally generated enemies in gladiatorial matches, and one dubbed &amp;quot;Challenge&amp;quot;, a collection of 12 levels in which the player must complete a certain task or set of tasks.&lt;br /&gt;
&lt;br /&gt;
As of yet there is no definite story line. However, in a 2012 interview with British video gaming website zConnection, the Wolfire team stated that they are planning on continuing the story of [[Turner]], a couple of years after the events of [[Lugaru]]. In addition to anthropomorphic rabbits and wolves, the Overgrowth Universe now already includes cats, dogs, and rats (see article: [[Races]]).&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
* [[Getting_Started | First Steps]]&lt;br /&gt;
* [[Configuring Overgrowth]]&lt;br /&gt;
* [[Control Reference]]&lt;br /&gt;
* [[Overgrowth Alpha FAQ| Overgrowth FAQ]]&lt;br /&gt;
* [[Alpha List]]&lt;br /&gt;
&lt;br /&gt;
== Modding ==&lt;br /&gt;
* [[Editor Interface]]&lt;br /&gt;
* [[Phoenix Engine]]&lt;br /&gt;
* [[Scripting]]&lt;br /&gt;
* [[Custom Terrain]]&lt;br /&gt;
* [[3D Objects]]&lt;br /&gt;
* [[Character Models]]&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;
* [[Level XML reference]]&lt;br /&gt;
&lt;br /&gt;
==Alpha Testing==&lt;br /&gt;
&lt;br /&gt;
* [[Overgrowth tests]] {{stub}}&lt;br /&gt;
&lt;br /&gt;
== The Overgrowth Universe ==&lt;br /&gt;
* [[Races]]&lt;br /&gt;
* [[Locations]]&lt;br /&gt;
* [[Characters]]&lt;br /&gt;
* [[Equipment and Weapons]]&lt;br /&gt;
* [[Alpha Stages]]&lt;br /&gt;
* [[Lore]]&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
* [[Useful Links]]&lt;br /&gt;
* [[Supported Video Cards]]&lt;br /&gt;
* [[Overgrowth_Linux|Linux]]&lt;/div&gt;</summary>
		<author><name>Poddus</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Custom_Characters&amp;diff=4314</id>
		<title>Custom Characters</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Custom_Characters&amp;diff=4314"/>
		<updated>2015-02-13T03:48:51Z</updated>

		<summary type="html">&lt;p&gt;Poddus: Created page with &amp;quot;&amp;#039;&amp;#039;based on [http://forums.wolfire.com/viewtopic.php?f=16&amp;amp;t=24827 this] forum post by member Markuss.&amp;#039;&amp;#039;  There are two linked .zip file attached to the forum post. they can be fou...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;based on [http://forums.wolfire.com/viewtopic.php?f=16&amp;amp;t=24827 this] forum post by member Markuss.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are two linked .zip file attached to the forum post. they can be found here:&lt;br /&gt;
&lt;br /&gt;
http://www.markstockton.com/misc/Guide2/ExampleMan.zip&lt;br /&gt;
&lt;br /&gt;
http://www.markstockton.com/misc/Guide2/Blender-Overgrowth-Win.zip&lt;br /&gt;
&lt;br /&gt;
This guide assumes you are familiar with [[3D Objects]].&lt;br /&gt;
&lt;br /&gt;
==Basics==&lt;br /&gt;
&lt;br /&gt;
Characters in overgrowth consist of 4 .XML files, an .OBJ file and a .PHXBN file. The .PHXBN file is created in Blender and contains the skeleton and skin weighting info. The XML files just contain links to themselves and other files. They contain the following:&lt;br /&gt;
&lt;br /&gt;
1 - Links to the .OBJ and .PHXBN files that the engine needs to rig the character.&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;rig bone_path = &amp;quot;Data/Custom/Markuss/ExampleMan/Models/ExampleMan.phxbn&amp;quot;&lt;br /&gt;
     model_path = &amp;quot;Data/Custom/Markuss/ExampleMan/Models/ExampleMan.obj&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2 - A regular object file as described in the [[3D_Objects#Basics | 3D reference guide]].&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/Markuss/ExampleMan/Models/ExampleMan.obj&amp;lt;/Model&amp;gt;&lt;br /&gt;
	&amp;lt;ColorMap&amp;gt;Data/Custom/Markuss/ExampleMan/Textures/ExampleMan_Color.TGA&amp;lt;/ColorMap&amp;gt;&lt;br /&gt;
	&amp;lt;NormalMap&amp;gt;Data/Custom/Markuss/ExampleMan/Textures/ExampleMan_Norm.TGA&amp;lt;/NormalMap&amp;gt;&lt;br /&gt;
	&amp;lt;ShaderName&amp;gt;cubemapobjchar&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;
3 - Links to the first 2 files, and a load of animation files for each action.&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;character&amp;gt;&lt;br /&gt;
    &amp;lt;appearance obj_path = &amp;quot;Data/Custom/Markuss/ExampleMan/XMLFiles/ExampleMan_Object.xml&amp;quot;&lt;br /&gt;
                skeleton = &amp;quot;Data/Custom/Markuss/ExampleMan/XMLFiles/ExampleMan_RigFiles.xml&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;animations idle = &amp;quot;Data/Animations/r_idle2.xml&amp;quot;&lt;br /&gt;
                jump = &amp;quot;Data/Animations/r_jump.xml&amp;quot;&lt;br /&gt;
                roll = &amp;quot;Data/Animations/r_roll.xml&amp;quot;&lt;br /&gt;
                movement = &amp;quot;Data/Animations/r_movement.xml&amp;quot;&lt;br /&gt;
                wall = &amp;quot;Data/Animations/r_wall.xml&amp;quot;&lt;br /&gt;
                ledge = &amp;quot;Data/Animations/r_ledge.anm&amp;quot;&lt;br /&gt;
                medrightblock = &amp;quot;Data/Animations/r_activeblockmedright.anm&amp;quot;&lt;br /&gt;
                medleftblock = &amp;quot;Data/Animations/r_activeblockmedleft.anm&amp;quot;&lt;br /&gt;
                highrightblock = &amp;quot;Data/Animations/r_activeblockhighright.anm&amp;quot;&lt;br /&gt;
                highleftblock = &amp;quot;Data/Animations/r_activeblockhighleft.anm&amp;quot;&lt;br /&gt;
                lowrightblock = &amp;quot;Data/Animations/r_activeblocklowright.anm&amp;quot;&lt;br /&gt;
                lowleftblock = &amp;quot;Data/Animations/r_activeblocklowleft.anm&amp;quot;&lt;br /&gt;
                blockflinch = &amp;quot;Data/Animations/r_activeblockflinch.anm&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;attacks moving_close = &amp;quot;Data/Attacks/haymaker.xml&amp;quot;&lt;br /&gt;
             stationary_close = &amp;quot;Data/Attacks/thrustpunch.xml&amp;quot;&lt;br /&gt;
             moving = &amp;quot;Data/Attacks/spinkick.xml&amp;quot;&lt;br /&gt;
             stationary = &amp;quot;Data/Attacks/frontkick.xml&amp;quot;&lt;br /&gt;
             moving_low = &amp;quot;Data/Attacks/soccerkick.xml&amp;quot;&lt;br /&gt;
             low = &amp;quot;Data/Attacks/sweep.xml&amp;quot;&lt;br /&gt;
             air = &amp;quot;Data/Attacks/legcannon.xml&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;/character&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4 - Links to the third file and an AI script, this is the file you choose when loading a character.&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;Actor&amp;gt;&lt;br /&gt;
	&amp;lt;Character&amp;gt;Data/Custom/Markuss/ExampleMan/XMLFiles/ExampleMan_AnimList.xml&amp;lt;/Character&amp;gt;&lt;br /&gt;
    &amp;lt;ControlScript&amp;gt;enemycontrol.as&amp;lt;/ControlScript&amp;gt;&lt;br /&gt;
&amp;lt;/Actor&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Model and Texture Requirements==&lt;br /&gt;
Models have to be triangles only and centered to the middle of the scene with location, rotation and scale set to zero. It should loosely match the pose and proportions of the overgrowth characters, you can use the following file:&lt;br /&gt;
&lt;br /&gt;
: Data/Models/Characters/Rabbit/rabbit.obj&lt;br /&gt;
&amp;lt;pre&amp;gt;IMAGE MISSING, UNABLE TO UPLOAD&amp;lt;/pre&amp;gt;&lt;br /&gt;
Character Model Faces Z-axis&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE: If your character is not symmetrical, ignore the center line in the geometry, it has to be the ‘true’ the center of the model, otherwise you will get errors&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The normal map has to be object-space, there is currently no character shader that supports tangent-space. The normal map&#039;s alpha channel controls a side-glow effect when the sun is behind the character, black = no effect. It is possible to use a blank (blue) normal map with the Cubemap shader, the character is rendered brighter, but it is acceptable, most community characters are like this.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;IMAGE MISSING, UNABLE TO UPLOAD&amp;lt;/pre&amp;gt;&lt;br /&gt;
This is what a Blank/Flat object-space normal map looks like.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Color Space&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Blue = light from top&lt;br /&gt;
&lt;br /&gt;
Red = light from right&lt;br /&gt;
&lt;br /&gt;
Green = light from front&lt;/div&gt;</summary>
		<author><name>Poddus</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=3D_Objects&amp;diff=4313</id>
		<title>3D Objects</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=3D_Objects&amp;diff=4313"/>
		<updated>2015-02-13T03:23:25Z</updated>

		<summary type="html">&lt;p&gt;Poddus: /* Tags */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;based on [http://forums.wolfire.com/viewtopic.php?f=16&amp;amp;t=11227 this] forum post by member Markuss.&#039;&#039;&lt;br /&gt;
There is a linked .zip file attached to the forum post. it can be found here:&lt;br /&gt;
http://www.markstockton.com/misc/Guide/Examples.zip&lt;br /&gt;
&lt;br /&gt;
==Basics==&lt;br /&gt;
In Overgrowth 3D models use the [http://en.wikipedia.org/wiki/Wavefront_.obj_file .OBJ format] but the material counter-part (.MTL) is not used, instead an “object properties file” stores links to model and texture files as well as some other information. This is the file you choose when loading an object, it uses the .XML format and can be read/created in any text editor:&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/Markuss/Examples/Models/SimpleObject.obj&amp;lt;/Model&amp;gt;&lt;br /&gt;
	&amp;lt;ColorMap&amp;gt;Data/Custom/Markuss/Examples/Textures/SimpleObject_Color.tga&amp;lt;/ColorMap&amp;gt;&lt;br /&gt;
	&amp;lt;NormalMap&amp;gt;Data/Custom/Markuss/Examples/Textures/Blank_Norm.tga&amp;lt;/NormalMap&amp;gt;&lt;br /&gt;
  	&amp;lt;ShaderName&amp;gt;cubemap&amp;lt;/ShaderName&amp;gt;&lt;br /&gt;
	&amp;lt;MaterialPath&amp;gt;Data/Materials/default.xml&amp;lt;/MaterialPath&amp;gt;&lt;br /&gt;
&amp;lt;/Object&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tags===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;Model&amp;gt;&#039;&#039;&#039; - links to the model file (.OBJ)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;ColorMap&amp;gt;&#039;&#039;&#039; - links to the color texture file (.TGA .TIF)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;NormalMap&amp;gt;&#039;&#039;&#039; - links to the [http://en.wikipedia.org/wiki/Normal_mapping normal map] texture file (.TGA .TIF)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;ShaderName&amp;gt;&#039;&#039;&#039; - refers to internal shader file (.FRAG .VERT, in Data/GLSL/), defines how object is rendered.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;MaterialPath&amp;gt;&#039;&#039;&#039; - links to internal material file (.XML), defines sound made by hitting the object.&lt;br /&gt;
&lt;br /&gt;
====Additional tags====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;flags no_collision&amp;gt;&#039;&#039;&#039; - turns physics calculations on/off, true = off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“&amp;lt;ShaderName&amp;gt;” used to be “&amp;lt;ShaderPath&amp;gt;” and contained the full link instead of just the file name, expect similar update for “&amp;lt;MaterialPath&amp;gt;”.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Look at the example plant object for usage of the &amp;lt;flags no_collision&amp;gt; tag.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Model and Texture Requirements===&lt;br /&gt;
&lt;br /&gt;
Models need to be constructed from squares and triangles only, so textures need to be square and not just “powers of 2”. (512x512 or 1024x1024 not 512x1024 or 1024x2048)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;IMAGE MISSING, UNABLE TO UPLOAD&amp;lt;/pre&amp;gt;&lt;br /&gt;
Simple object and texture UV layout&lt;br /&gt;
&lt;br /&gt;
==Alternative object System==&lt;br /&gt;
The engine automatically generates a simplified physics object and uses the object’s UV layout to place the shadow maps, these can be overridden by providing alternative .OBJ files that contain the desired information. These objects are placed in the same folder and share the same name as the original .OBJ file with a suffix to tell the engine what data they hold:&lt;br /&gt;
&lt;br /&gt;
===Suffixes===&lt;br /&gt;
&#039;&#039;&#039;YourObject_COL.obj&#039;&#039;&#039; - contains simplified geometry for physics calculations&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;YourObject.obj_UV2&#039;&#039;&#039; - contains same object but with no overlapping UVs&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;YourObjectHULL.obj&#039;&#039;&#039; - same as _COL but has extra info, used with weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The suffix formats are inconsistent, _COL is placed before the file extension while _UV2 is place after, and HULL doesn’t even have an underscore to separate it from the file name!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Physics objects (_COL)===&lt;br /&gt;
Simplified geometry such as boxes an cylinders which are used for collision detection, they are aligned to your object based on “relative position” in your 3D program so you should place the physics mesh on top of your render mesh upon export:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;IMAGE MISSING, UNABLE TO UPLOAD&amp;lt;/pre&amp;gt;&lt;br /&gt;
Physics mesh should be placed on top of the render mesh&lt;br /&gt;
&lt;br /&gt;
===Shadow UV objects (_UV2)===&lt;br /&gt;
These objects tell the engine how to place the shadow map on the rendered object if the original UV layout isn’t appropriate, the shadow maps require UV layouts with no over-lapping faces, this can usually be achieved using the “automatic unwrapping” tools found in most 3D applications.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;IMAGE MISSING, UNABLE TO UPLOAD&amp;lt;/pre&amp;gt;&lt;br /&gt;
Color texture UVs left, shadow UVs right, each face needs its own UV space.&lt;br /&gt;
&lt;br /&gt;
===Hull objects (HULL)===&lt;br /&gt;
They are very similar to physics objects but are used for items and weapons, the only difference is that they contain a free-floating triangle which defines the object’s center of gravity.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;IMAGE MISSING, UNABLE TO UPLOAD&amp;lt;/pre&amp;gt;&lt;br /&gt;
Hull objects are placed over render mesh like physics objects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Items and Weapons==&lt;br /&gt;
&lt;br /&gt;
Items and Weapons are aligned to the character based on their position relative to the center of the scene in your 3D app, you should load the .obj files of the example objects for reference. To make an object “pick-up-able” you need another .XML file that you load in place of the regular object properties file, it stores the info needed that is not defined in the regular object properties 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;item&amp;gt;&lt;br /&gt;
    &amp;lt;type&amp;gt;weapon&amp;lt;/type&amp;gt;&lt;br /&gt;
    &amp;lt;appearance obj_path = &amp;quot;Data/Custom/Markuss/Examples/1-Handed.xml&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;grip ik_attach = &amp;quot;rightarm&amp;quot;&lt;br /&gt;
          anim = &amp;quot;Data/Animations/r_dogweapongrip.anm&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;physics mass = &amp;quot;1 kg&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/item&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Item properties file&lt;br /&gt;
&lt;br /&gt;
===Tags===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;type&amp;gt;&#039;&#039;&#039; - defines what type of item the object is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;appearance obj_path&amp;gt;&#039;&#039;&#039; - links to the regular object definition file.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;grip ik_attach anim&amp;gt;&#039;&#039;&#039; - defines what bone the object is attached to, links to an animation file.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;physics mass&amp;gt;&#039;&#039;&#039; - changes the pitch(?) of the sound made by the object hitting things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;anim_override idle&amp;gt;&#039;&#039;&#039; - overrides the idle animation of a character holding the item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Not sure what the animation file in &amp;lt;grip ik_attach anim&amp;gt; does.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;anim_override idle&amp;gt; is only used for 2-handed weapons at the moment.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;IMAGE MISSING, UNABLE TO UPLOAD&amp;lt;/pre&amp;gt;&lt;br /&gt;
Example weapons, handles show the location of characters hands&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;There is a bug that makes weapons turn invisible when loading levels with them already in it, you can fix this by having the “regular-object&amp;quot; version somewhere in the level as well.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Shaders==&lt;br /&gt;
&#039;&#039;&#039;Cubemap&#039;&#039;&#039; – closest thing to a “standard shader”, it has a cube-map based on the sky texture and a specular shine, the visibility of the cube map and shine is controlled with color texture’s alpha channel, white = fully reflective and shiny. Similarly, the normal-map texture’s alpha channel controls where color tinting happens, white = full effect. The cube map’s visibility is inversely affected by the brightness of the texture, you should make the color texture close to black for materials that are reflective such as chrome and glass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CubemapObj&#039;&#039;&#039; - same as Cubemap but uses object-space normal maps instead of tangent space.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CubemapItem&#039;&#039;&#039; - same as Cubemap but the shine is sharper.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CubemapObjItem&#039;&#039;&#039; - object-space version of CubemapItem.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CubemapAlpha&#039;&#039;&#039; - has transparency controlled by the color texture’s alpha channel, cube map and shine are controlled by the normal-map texture’s alpha channel instead. CubemapAlpha has depth sorting issues with other transparent objects, enabling anti-aliasing fixes this somewhat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CubemapObjChar&#039;&#039;&#039; - used for characters, shine is sharp, uses object space normals. There is no tangent-space version of CubemapObjChar and no object-space version of CubemapAlpha at the moment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plant&#039;&#039;&#039; - has transparency like CubemapAlpha but no cube map/shine. Translucency texture increases the brightness of the object while ignoring diffuse lighting, black = no effect. Wind texture defines intensity of a vertex ripple effect, black = no ripple. Both textures are linked in the object definition file using the &amp;lt;TranslucencyMap&amp;gt; and &amp;lt;WindMap&amp;gt; tags.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;IMAGE MISSING, UNABLE TO UPLOAD&amp;lt;/pre&amp;gt;&lt;br /&gt;
CubemapAlpha&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;IMAGE MISSING, UNABLE TO UPLOAD&amp;lt;/pre&amp;gt;&lt;br /&gt;
Translucency (Plant Shader)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Materials==&lt;br /&gt;
&lt;br /&gt;
These are the sounds made and the particles emitted when you hit an object. I’ve set up some tiles for you to walk on to preview each material, here is a list:&lt;br /&gt;
&lt;br /&gt;
: Cloth_Fabric&lt;br /&gt;
: Cloth_Leather&lt;br /&gt;
: Default&lt;br /&gt;
: Dirt&lt;br /&gt;
: DirtyRock&lt;br /&gt;
: Drygrass&lt;br /&gt;
: Grass&lt;br /&gt;
: Gravel&lt;br /&gt;
: Rock&lt;br /&gt;
: Rocks&lt;br /&gt;
: Sand&lt;br /&gt;
: Snow&lt;br /&gt;
: Wood&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;IMAGE MISSING, UNABLE TO UPLOAD&amp;lt;/pre&amp;gt;&lt;br /&gt;
Sound tiles&lt;br /&gt;
&lt;br /&gt;
Note that some of these don’t emit particles.&lt;/div&gt;</summary>
		<author><name>Poddus</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=3D_Objects&amp;diff=4312</id>
		<title>3D Objects</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=3D_Objects&amp;diff=4312"/>
		<updated>2015-02-13T03:23:12Z</updated>

		<summary type="html">&lt;p&gt;Poddus: /* Tags */  added path for shaders&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;based on [http://forums.wolfire.com/viewtopic.php?f=16&amp;amp;t=11227 this] forum post by member Markuss.&#039;&#039;&lt;br /&gt;
There is a linked .zip file attached to the forum post. it can be found here:&lt;br /&gt;
http://www.markstockton.com/misc/Guide/Examples.zip&lt;br /&gt;
&lt;br /&gt;
==Basics==&lt;br /&gt;
In Overgrowth 3D models use the [http://en.wikipedia.org/wiki/Wavefront_.obj_file .OBJ format] but the material counter-part (.MTL) is not used, instead an “object properties file” stores links to model and texture files as well as some other information. This is the file you choose when loading an object, it uses the .XML format and can be read/created in any text editor:&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/Markuss/Examples/Models/SimpleObject.obj&amp;lt;/Model&amp;gt;&lt;br /&gt;
	&amp;lt;ColorMap&amp;gt;Data/Custom/Markuss/Examples/Textures/SimpleObject_Color.tga&amp;lt;/ColorMap&amp;gt;&lt;br /&gt;
	&amp;lt;NormalMap&amp;gt;Data/Custom/Markuss/Examples/Textures/Blank_Norm.tga&amp;lt;/NormalMap&amp;gt;&lt;br /&gt;
  	&amp;lt;ShaderName&amp;gt;cubemap&amp;lt;/ShaderName&amp;gt;&lt;br /&gt;
	&amp;lt;MaterialPath&amp;gt;Data/Materials/default.xml&amp;lt;/MaterialPath&amp;gt;&lt;br /&gt;
&amp;lt;/Object&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tags===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;Model&amp;gt;&#039;&#039;&#039; - links to the model file (.OBJ)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;ColorMap&amp;gt;&#039;&#039;&#039; - links to the color texture file (.TGA .TIF)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;NormalMap&amp;gt;&#039;&#039;&#039; - links to the [http://en.wikipedia.org/wiki/Normal_mapping normal map] texture file (.TGA .TIF)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;ShaderName&amp;gt;&#039;&#039;&#039; - refers to internal shader file (.FRAG .VERT, in /Data/GLSL/), defines how object is rendered.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;MaterialPath&amp;gt;&#039;&#039;&#039; - links to internal material file (.XML), defines sound made by hitting the object.&lt;br /&gt;
&lt;br /&gt;
====Additional tags====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;flags no_collision&amp;gt;&#039;&#039;&#039; - turns physics calculations on/off, true = off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“&amp;lt;ShaderName&amp;gt;” used to be “&amp;lt;ShaderPath&amp;gt;” and contained the full link instead of just the file name, expect similar update for “&amp;lt;MaterialPath&amp;gt;”.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Look at the example plant object for usage of the &amp;lt;flags no_collision&amp;gt; tag.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Model and Texture Requirements===&lt;br /&gt;
&lt;br /&gt;
Models need to be constructed from squares and triangles only, so textures need to be square and not just “powers of 2”. (512x512 or 1024x1024 not 512x1024 or 1024x2048)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;IMAGE MISSING, UNABLE TO UPLOAD&amp;lt;/pre&amp;gt;&lt;br /&gt;
Simple object and texture UV layout&lt;br /&gt;
&lt;br /&gt;
==Alternative object System==&lt;br /&gt;
The engine automatically generates a simplified physics object and uses the object’s UV layout to place the shadow maps, these can be overridden by providing alternative .OBJ files that contain the desired information. These objects are placed in the same folder and share the same name as the original .OBJ file with a suffix to tell the engine what data they hold:&lt;br /&gt;
&lt;br /&gt;
===Suffixes===&lt;br /&gt;
&#039;&#039;&#039;YourObject_COL.obj&#039;&#039;&#039; - contains simplified geometry for physics calculations&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;YourObject.obj_UV2&#039;&#039;&#039; - contains same object but with no overlapping UVs&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;YourObjectHULL.obj&#039;&#039;&#039; - same as _COL but has extra info, used with weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The suffix formats are inconsistent, _COL is placed before the file extension while _UV2 is place after, and HULL doesn’t even have an underscore to separate it from the file name!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Physics objects (_COL)===&lt;br /&gt;
Simplified geometry such as boxes an cylinders which are used for collision detection, they are aligned to your object based on “relative position” in your 3D program so you should place the physics mesh on top of your render mesh upon export:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;IMAGE MISSING, UNABLE TO UPLOAD&amp;lt;/pre&amp;gt;&lt;br /&gt;
Physics mesh should be placed on top of the render mesh&lt;br /&gt;
&lt;br /&gt;
===Shadow UV objects (_UV2)===&lt;br /&gt;
These objects tell the engine how to place the shadow map on the rendered object if the original UV layout isn’t appropriate, the shadow maps require UV layouts with no over-lapping faces, this can usually be achieved using the “automatic unwrapping” tools found in most 3D applications.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;IMAGE MISSING, UNABLE TO UPLOAD&amp;lt;/pre&amp;gt;&lt;br /&gt;
Color texture UVs left, shadow UVs right, each face needs its own UV space.&lt;br /&gt;
&lt;br /&gt;
===Hull objects (HULL)===&lt;br /&gt;
They are very similar to physics objects but are used for items and weapons, the only difference is that they contain a free-floating triangle which defines the object’s center of gravity.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;IMAGE MISSING, UNABLE TO UPLOAD&amp;lt;/pre&amp;gt;&lt;br /&gt;
Hull objects are placed over render mesh like physics objects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Items and Weapons==&lt;br /&gt;
&lt;br /&gt;
Items and Weapons are aligned to the character based on their position relative to the center of the scene in your 3D app, you should load the .obj files of the example objects for reference. To make an object “pick-up-able” you need another .XML file that you load in place of the regular object properties file, it stores the info needed that is not defined in the regular object properties 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;item&amp;gt;&lt;br /&gt;
    &amp;lt;type&amp;gt;weapon&amp;lt;/type&amp;gt;&lt;br /&gt;
    &amp;lt;appearance obj_path = &amp;quot;Data/Custom/Markuss/Examples/1-Handed.xml&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;grip ik_attach = &amp;quot;rightarm&amp;quot;&lt;br /&gt;
          anim = &amp;quot;Data/Animations/r_dogweapongrip.anm&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;physics mass = &amp;quot;1 kg&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/item&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Item properties file&lt;br /&gt;
&lt;br /&gt;
===Tags===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;type&amp;gt;&#039;&#039;&#039; - defines what type of item the object is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;appearance obj_path&amp;gt;&#039;&#039;&#039; - links to the regular object definition file.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;grip ik_attach anim&amp;gt;&#039;&#039;&#039; - defines what bone the object is attached to, links to an animation file.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;physics mass&amp;gt;&#039;&#039;&#039; - changes the pitch(?) of the sound made by the object hitting things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;anim_override idle&amp;gt;&#039;&#039;&#039; - overrides the idle animation of a character holding the item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Not sure what the animation file in &amp;lt;grip ik_attach anim&amp;gt; does.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;anim_override idle&amp;gt; is only used for 2-handed weapons at the moment.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;IMAGE MISSING, UNABLE TO UPLOAD&amp;lt;/pre&amp;gt;&lt;br /&gt;
Example weapons, handles show the location of characters hands&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;There is a bug that makes weapons turn invisible when loading levels with them already in it, you can fix this by having the “regular-object&amp;quot; version somewhere in the level as well.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Shaders==&lt;br /&gt;
&#039;&#039;&#039;Cubemap&#039;&#039;&#039; – closest thing to a “standard shader”, it has a cube-map based on the sky texture and a specular shine, the visibility of the cube map and shine is controlled with color texture’s alpha channel, white = fully reflective and shiny. Similarly, the normal-map texture’s alpha channel controls where color tinting happens, white = full effect. The cube map’s visibility is inversely affected by the brightness of the texture, you should make the color texture close to black for materials that are reflective such as chrome and glass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CubemapObj&#039;&#039;&#039; - same as Cubemap but uses object-space normal maps instead of tangent space.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CubemapItem&#039;&#039;&#039; - same as Cubemap but the shine is sharper.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CubemapObjItem&#039;&#039;&#039; - object-space version of CubemapItem.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CubemapAlpha&#039;&#039;&#039; - has transparency controlled by the color texture’s alpha channel, cube map and shine are controlled by the normal-map texture’s alpha channel instead. CubemapAlpha has depth sorting issues with other transparent objects, enabling anti-aliasing fixes this somewhat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CubemapObjChar&#039;&#039;&#039; - used for characters, shine is sharp, uses object space normals. There is no tangent-space version of CubemapObjChar and no object-space version of CubemapAlpha at the moment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plant&#039;&#039;&#039; - has transparency like CubemapAlpha but no cube map/shine. Translucency texture increases the brightness of the object while ignoring diffuse lighting, black = no effect. Wind texture defines intensity of a vertex ripple effect, black = no ripple. Both textures are linked in the object definition file using the &amp;lt;TranslucencyMap&amp;gt; and &amp;lt;WindMap&amp;gt; tags.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;IMAGE MISSING, UNABLE TO UPLOAD&amp;lt;/pre&amp;gt;&lt;br /&gt;
CubemapAlpha&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;IMAGE MISSING, UNABLE TO UPLOAD&amp;lt;/pre&amp;gt;&lt;br /&gt;
Translucency (Plant Shader)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Materials==&lt;br /&gt;
&lt;br /&gt;
These are the sounds made and the particles emitted when you hit an object. I’ve set up some tiles for you to walk on to preview each material, here is a list:&lt;br /&gt;
&lt;br /&gt;
: Cloth_Fabric&lt;br /&gt;
: Cloth_Leather&lt;br /&gt;
: Default&lt;br /&gt;
: Dirt&lt;br /&gt;
: DirtyRock&lt;br /&gt;
: Drygrass&lt;br /&gt;
: Grass&lt;br /&gt;
: Gravel&lt;br /&gt;
: Rock&lt;br /&gt;
: Rocks&lt;br /&gt;
: Sand&lt;br /&gt;
: Snow&lt;br /&gt;
: Wood&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;IMAGE MISSING, UNABLE TO UPLOAD&amp;lt;/pre&amp;gt;&lt;br /&gt;
Sound tiles&lt;br /&gt;
&lt;br /&gt;
Note that some of these don’t emit particles.&lt;/div&gt;</summary>
		<author><name>Poddus</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=3D_Objects&amp;diff=4311</id>
		<title>3D Objects</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=3D_Objects&amp;diff=4311"/>
		<updated>2015-02-13T02:59:11Z</updated>

		<summary type="html">&lt;p&gt;Poddus: /* Basics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;based on [http://forums.wolfire.com/viewtopic.php?f=16&amp;amp;t=11227 this] forum post by member Markuss.&#039;&#039;&lt;br /&gt;
There is a linked .zip file attached to the forum post. it can be found here:&lt;br /&gt;
http://www.markstockton.com/misc/Guide/Examples.zip&lt;br /&gt;
&lt;br /&gt;
==Basics==&lt;br /&gt;
In Overgrowth 3D models use the [http://en.wikipedia.org/wiki/Wavefront_.obj_file .OBJ format] but the material counter-part (.MTL) is not used, instead an “object properties file” stores links to model and texture files as well as some other information. This is the file you choose when loading an object, it uses the .XML format and can be read/created in any text editor:&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/Markuss/Examples/Models/SimpleObject.obj&amp;lt;/Model&amp;gt;&lt;br /&gt;
	&amp;lt;ColorMap&amp;gt;Data/Custom/Markuss/Examples/Textures/SimpleObject_Color.tga&amp;lt;/ColorMap&amp;gt;&lt;br /&gt;
	&amp;lt;NormalMap&amp;gt;Data/Custom/Markuss/Examples/Textures/Blank_Norm.tga&amp;lt;/NormalMap&amp;gt;&lt;br /&gt;
  	&amp;lt;ShaderName&amp;gt;cubemap&amp;lt;/ShaderName&amp;gt;&lt;br /&gt;
	&amp;lt;MaterialPath&amp;gt;Data/Materials/default.xml&amp;lt;/MaterialPath&amp;gt;&lt;br /&gt;
&amp;lt;/Object&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tags===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;Model&amp;gt;&#039;&#039;&#039; - links to the model file (.OBJ)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;ColorMap&amp;gt;&#039;&#039;&#039; - links to the color texture file (.TGA .TIF)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;NormalMap&amp;gt;&#039;&#039;&#039; - links to the [http://en.wikipedia.org/wiki/Normal_mapping normal map] texture file (.TGA .TIF)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;ShaderName&amp;gt;&#039;&#039;&#039; - refers to internal shader file (.FRAG .VERT), defines how object is rendered.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;MaterialPath&amp;gt;&#039;&#039;&#039; - links to internal material file (.XML), defines sound made by hitting the object.&lt;br /&gt;
&lt;br /&gt;
====Additional tags====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;flags no_collision&amp;gt;&#039;&#039;&#039; - turns physics calculations on/off, true = off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“&amp;lt;ShaderName&amp;gt;” used to be “&amp;lt;ShaderPath&amp;gt;” and contained the full link instead of just the file name, expect similar update for “&amp;lt;MaterialPath&amp;gt;”.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Look at the example plant object for usage of the &amp;lt;flags no_collision&amp;gt; tag.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Model and Texture Requirements===&lt;br /&gt;
&lt;br /&gt;
Models need to be constructed from squares and triangles only, so textures need to be square and not just “powers of 2”. (512x512 or 1024x1024 not 512x1024 or 1024x2048)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;IMAGE MISSING, UNABLE TO UPLOAD&amp;lt;/pre&amp;gt;&lt;br /&gt;
Simple object and texture UV layout&lt;br /&gt;
&lt;br /&gt;
==Alternative object System==&lt;br /&gt;
The engine automatically generates a simplified physics object and uses the object’s UV layout to place the shadow maps, these can be overridden by providing alternative .OBJ files that contain the desired information. These objects are placed in the same folder and share the same name as the original .OBJ file with a suffix to tell the engine what data they hold:&lt;br /&gt;
&lt;br /&gt;
===Suffixes===&lt;br /&gt;
&#039;&#039;&#039;YourObject_COL.obj&#039;&#039;&#039; - contains simplified geometry for physics calculations&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;YourObject.obj_UV2&#039;&#039;&#039; - contains same object but with no overlapping UVs&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;YourObjectHULL.obj&#039;&#039;&#039; - same as _COL but has extra info, used with weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The suffix formats are inconsistent, _COL is placed before the file extension while _UV2 is place after, and HULL doesn’t even have an underscore to separate it from the file name!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Physics objects (_COL)===&lt;br /&gt;
Simplified geometry such as boxes an cylinders which are used for collision detection, they are aligned to your object based on “relative position” in your 3D program so you should place the physics mesh on top of your render mesh upon export:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;IMAGE MISSING, UNABLE TO UPLOAD&amp;lt;/pre&amp;gt;&lt;br /&gt;
Physics mesh should be placed on top of the render mesh&lt;br /&gt;
&lt;br /&gt;
===Shadow UV objects (_UV2)===&lt;br /&gt;
These objects tell the engine how to place the shadow map on the rendered object if the original UV layout isn’t appropriate, the shadow maps require UV layouts with no over-lapping faces, this can usually be achieved using the “automatic unwrapping” tools found in most 3D applications.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;IMAGE MISSING, UNABLE TO UPLOAD&amp;lt;/pre&amp;gt;&lt;br /&gt;
Color texture UVs left, shadow UVs right, each face needs its own UV space.&lt;br /&gt;
&lt;br /&gt;
===Hull objects (HULL)===&lt;br /&gt;
They are very similar to physics objects but are used for items and weapons, the only difference is that they contain a free-floating triangle which defines the object’s center of gravity.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;IMAGE MISSING, UNABLE TO UPLOAD&amp;lt;/pre&amp;gt;&lt;br /&gt;
Hull objects are placed over render mesh like physics objects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Items and Weapons==&lt;br /&gt;
&lt;br /&gt;
Items and Weapons are aligned to the character based on their position relative to the center of the scene in your 3D app, you should load the .obj files of the example objects for reference. To make an object “pick-up-able” you need another .XML file that you load in place of the regular object properties file, it stores the info needed that is not defined in the regular object properties 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;item&amp;gt;&lt;br /&gt;
    &amp;lt;type&amp;gt;weapon&amp;lt;/type&amp;gt;&lt;br /&gt;
    &amp;lt;appearance obj_path = &amp;quot;Data/Custom/Markuss/Examples/1-Handed.xml&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;grip ik_attach = &amp;quot;rightarm&amp;quot;&lt;br /&gt;
          anim = &amp;quot;Data/Animations/r_dogweapongrip.anm&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;physics mass = &amp;quot;1 kg&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/item&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Item properties file&lt;br /&gt;
&lt;br /&gt;
===Tags===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;type&amp;gt;&#039;&#039;&#039; - defines what type of item the object is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;appearance obj_path&amp;gt;&#039;&#039;&#039; - links to the regular object definition file.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;grip ik_attach anim&amp;gt;&#039;&#039;&#039; - defines what bone the object is attached to, links to an animation file.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;physics mass&amp;gt;&#039;&#039;&#039; - changes the pitch(?) of the sound made by the object hitting things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;anim_override idle&amp;gt;&#039;&#039;&#039; - overrides the idle animation of a character holding the item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Not sure what the animation file in &amp;lt;grip ik_attach anim&amp;gt; does.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;anim_override idle&amp;gt; is only used for 2-handed weapons at the moment.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;IMAGE MISSING, UNABLE TO UPLOAD&amp;lt;/pre&amp;gt;&lt;br /&gt;
Example weapons, handles show the location of characters hands&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;There is a bug that makes weapons turn invisible when loading levels with them already in it, you can fix this by having the “regular-object&amp;quot; version somewhere in the level as well.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Shaders==&lt;br /&gt;
&#039;&#039;&#039;Cubemap&#039;&#039;&#039; – closest thing to a “standard shader”, it has a cube-map based on the sky texture and a specular shine, the visibility of the cube map and shine is controlled with color texture’s alpha channel, white = fully reflective and shiny. Similarly, the normal-map texture’s alpha channel controls where color tinting happens, white = full effect. The cube map’s visibility is inversely affected by the brightness of the texture, you should make the color texture close to black for materials that are reflective such as chrome and glass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CubemapObj&#039;&#039;&#039; - same as Cubemap but uses object-space normal maps instead of tangent space.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CubemapItem&#039;&#039;&#039; - same as Cubemap but the shine is sharper.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CubemapObjItem&#039;&#039;&#039; - object-space version of CubemapItem.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CubemapAlpha&#039;&#039;&#039; - has transparency controlled by the color texture’s alpha channel, cube map and shine are controlled by the normal-map texture’s alpha channel instead. CubemapAlpha has depth sorting issues with other transparent objects, enabling anti-aliasing fixes this somewhat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CubemapObjChar&#039;&#039;&#039; - used for characters, shine is sharp, uses object space normals. There is no tangent-space version of CubemapObjChar and no object-space version of CubemapAlpha at the moment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plant&#039;&#039;&#039; - has transparency like CubemapAlpha but no cube map/shine. Translucency texture increases the brightness of the object while ignoring diffuse lighting, black = no effect. Wind texture defines intensity of a vertex ripple effect, black = no ripple. Both textures are linked in the object definition file using the &amp;lt;TranslucencyMap&amp;gt; and &amp;lt;WindMap&amp;gt; tags.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;IMAGE MISSING, UNABLE TO UPLOAD&amp;lt;/pre&amp;gt;&lt;br /&gt;
CubemapAlpha&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;IMAGE MISSING, UNABLE TO UPLOAD&amp;lt;/pre&amp;gt;&lt;br /&gt;
Translucency (Plant Shader)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Materials==&lt;br /&gt;
&lt;br /&gt;
These are the sounds made and the particles emitted when you hit an object. I’ve set up some tiles for you to walk on to preview each material, here is a list:&lt;br /&gt;
&lt;br /&gt;
: Cloth_Fabric&lt;br /&gt;
: Cloth_Leather&lt;br /&gt;
: Default&lt;br /&gt;
: Dirt&lt;br /&gt;
: DirtyRock&lt;br /&gt;
: Drygrass&lt;br /&gt;
: Grass&lt;br /&gt;
: Gravel&lt;br /&gt;
: Rock&lt;br /&gt;
: Rocks&lt;br /&gt;
: Sand&lt;br /&gt;
: Snow&lt;br /&gt;
: Wood&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;IMAGE MISSING, UNABLE TO UPLOAD&amp;lt;/pre&amp;gt;&lt;br /&gt;
Sound tiles&lt;br /&gt;
&lt;br /&gt;
Note that some of these don’t emit particles.&lt;/div&gt;</summary>
		<author><name>Poddus</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=3D_Objects&amp;diff=4310</id>
		<title>3D Objects</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=3D_Objects&amp;diff=4310"/>
		<updated>2015-02-13T02:56:52Z</updated>

		<summary type="html">&lt;p&gt;Poddus: /* Tags */  added link to wikipedia normal mapping&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;based on [http://forums.wolfire.com/viewtopic.php?f=16&amp;amp;t=11227 this] forum post by member Markuss.&#039;&#039;&lt;br /&gt;
There is a linked .zip file attached to the forum post. it can be found here:&lt;br /&gt;
http://www.markstockton.com/misc/Guide/Examples.zip&lt;br /&gt;
&lt;br /&gt;
==Basics==&lt;br /&gt;
In Overgrowth 3D models use the .OBJ format but the material counter-part (.MTL) is not used, instead an “object properties file” stores links to model and texture files as well as some other information. This is the file you choose when loading an object, it uses the .XML format and can be read/created in any text editor:&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/Markuss/Examples/Models/SimpleObject.obj&amp;lt;/Model&amp;gt;&lt;br /&gt;
	&amp;lt;ColorMap&amp;gt;Data/Custom/Markuss/Examples/Textures/SimpleObject_Color.tga&amp;lt;/ColorMap&amp;gt;&lt;br /&gt;
	&amp;lt;NormalMap&amp;gt;Data/Custom/Markuss/Examples/Textures/Blank_Norm.tga&amp;lt;/NormalMap&amp;gt;&lt;br /&gt;
  	&amp;lt;ShaderName&amp;gt;cubemap&amp;lt;/ShaderName&amp;gt;&lt;br /&gt;
	&amp;lt;MaterialPath&amp;gt;Data/Materials/default.xml&amp;lt;/MaterialPath&amp;gt;&lt;br /&gt;
&amp;lt;/Object&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tags===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;Model&amp;gt;&#039;&#039;&#039; - links to the model file (.OBJ)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;ColorMap&amp;gt;&#039;&#039;&#039; - links to the color texture file (.TGA .TIF)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;NormalMap&amp;gt;&#039;&#039;&#039; - links to the [http://en.wikipedia.org/wiki/Normal_mapping normal map] texture file (.TGA .TIF)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;ShaderName&amp;gt;&#039;&#039;&#039; - refers to internal shader file (.FRAG .VERT), defines how object is rendered.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;MaterialPath&amp;gt;&#039;&#039;&#039; - links to internal material file (.XML), defines sound made by hitting the object.&lt;br /&gt;
&lt;br /&gt;
====Additional tags====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;flags no_collision&amp;gt;&#039;&#039;&#039; - turns physics calculations on/off, true = off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“&amp;lt;ShaderName&amp;gt;” used to be “&amp;lt;ShaderPath&amp;gt;” and contained the full link instead of just the file name, expect similar update for “&amp;lt;MaterialPath&amp;gt;”.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Look at the example plant object for usage of the &amp;lt;flags no_collision&amp;gt; tag.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Model and Texture Requirements===&lt;br /&gt;
&lt;br /&gt;
Models need to be constructed from squares and triangles only, so textures need to be square and not just “powers of 2”. (512x512 or 1024x1024 not 512x1024 or 1024x2048)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;IMAGE MISSING, UNABLE TO UPLOAD&amp;lt;/pre&amp;gt;&lt;br /&gt;
Simple object and texture UV layout&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Alternative object System==&lt;br /&gt;
The engine automatically generates a simplified physics object and uses the object’s UV layout to place the shadow maps, these can be overridden by providing alternative .OBJ files that contain the desired information. These objects are placed in the same folder and share the same name as the original .OBJ file with a suffix to tell the engine what data they hold:&lt;br /&gt;
&lt;br /&gt;
===Suffixes===&lt;br /&gt;
&#039;&#039;&#039;YourObject_COL.obj&#039;&#039;&#039; - contains simplified geometry for physics calculations&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;YourObject.obj_UV2&#039;&#039;&#039; - contains same object but with no overlapping UVs&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;YourObjectHULL.obj&#039;&#039;&#039; - same as _COL but has extra info, used with weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The suffix formats are inconsistent, _COL is placed before the file extension while _UV2 is place after, and HULL doesn’t even have an underscore to separate it from the file name!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Physics objects (_COL)===&lt;br /&gt;
Simplified geometry such as boxes an cylinders which are used for collision detection, they are aligned to your object based on “relative position” in your 3D program so you should place the physics mesh on top of your render mesh upon export:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;IMAGE MISSING, UNABLE TO UPLOAD&amp;lt;/pre&amp;gt;&lt;br /&gt;
Physics mesh should be placed on top of the render mesh&lt;br /&gt;
&lt;br /&gt;
===Shadow UV objects (_UV2)===&lt;br /&gt;
These objects tell the engine how to place the shadow map on the rendered object if the original UV layout isn’t appropriate, the shadow maps require UV layouts with no over-lapping faces, this can usually be achieved using the “automatic unwrapping” tools found in most 3D applications.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;IMAGE MISSING, UNABLE TO UPLOAD&amp;lt;/pre&amp;gt;&lt;br /&gt;
Color texture UVs left, shadow UVs right, each face needs its own UV space.&lt;br /&gt;
&lt;br /&gt;
===Hull objects (HULL)===&lt;br /&gt;
They are very similar to physics objects but are used for items and weapons, the only difference is that they contain a free-floating triangle which defines the object’s center of gravity.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;IMAGE MISSING, UNABLE TO UPLOAD&amp;lt;/pre&amp;gt;&lt;br /&gt;
Hull objects are placed over render mesh like physics objects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Items and Weapons==&lt;br /&gt;
&lt;br /&gt;
Items and Weapons are aligned to the character based on their position relative to the center of the scene in your 3D app, you should load the .obj files of the example objects for reference. To make an object “pick-up-able” you need another .XML file that you load in place of the regular object properties file, it stores the info needed that is not defined in the regular object properties 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;item&amp;gt;&lt;br /&gt;
    &amp;lt;type&amp;gt;weapon&amp;lt;/type&amp;gt;&lt;br /&gt;
    &amp;lt;appearance obj_path = &amp;quot;Data/Custom/Markuss/Examples/1-Handed.xml&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;grip ik_attach = &amp;quot;rightarm&amp;quot;&lt;br /&gt;
          anim = &amp;quot;Data/Animations/r_dogweapongrip.anm&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;physics mass = &amp;quot;1 kg&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/item&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Item properties file&lt;br /&gt;
&lt;br /&gt;
===Tags===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;type&amp;gt;&#039;&#039;&#039; - defines what type of item the object is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;appearance obj_path&amp;gt;&#039;&#039;&#039; - links to the regular object definition file.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;grip ik_attach anim&amp;gt;&#039;&#039;&#039; - defines what bone the object is attached to, links to an animation file.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;physics mass&amp;gt;&#039;&#039;&#039; - changes the pitch(?) of the sound made by the object hitting things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;anim_override idle&amp;gt;&#039;&#039;&#039; - overrides the idle animation of a character holding the item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Not sure what the animation file in &amp;lt;grip ik_attach anim&amp;gt; does.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;anim_override idle&amp;gt; is only used for 2-handed weapons at the moment.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;IMAGE MISSING, UNABLE TO UPLOAD&amp;lt;/pre&amp;gt;&lt;br /&gt;
Example weapons, handles show the location of characters hands&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;There is a bug that makes weapons turn invisible when loading levels with them already in it, you can fix this by having the “regular-object&amp;quot; version somewhere in the level as well.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Shaders==&lt;br /&gt;
&#039;&#039;&#039;Cubemap&#039;&#039;&#039; – closest thing to a “standard shader”, it has a cube-map based on the sky texture and a specular shine, the visibility of the cube map and shine is controlled with color texture’s alpha channel, white = fully reflective and shiny. Similarly, the normal-map texture’s alpha channel controls where color tinting happens, white = full effect. The cube map’s visibility is inversely affected by the brightness of the texture, you should make the color texture close to black for materials that are reflective such as chrome and glass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CubemapObj&#039;&#039;&#039; - same as Cubemap but uses object-space normal maps instead of tangent space.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CubemapItem&#039;&#039;&#039; - same as Cubemap but the shine is sharper.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CubemapObjItem&#039;&#039;&#039; - object-space version of CubemapItem.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CubemapAlpha&#039;&#039;&#039; - has transparency controlled by the color texture’s alpha channel, cube map and shine are controlled by the normal-map texture’s alpha channel instead. CubemapAlpha has depth sorting issues with other transparent objects, enabling anti-aliasing fixes this somewhat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CubemapObjChar&#039;&#039;&#039; - used for characters, shine is sharp, uses object space normals. There is no tangent-space version of CubemapObjChar and no object-space version of CubemapAlpha at the moment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plant&#039;&#039;&#039; - has transparency like CubemapAlpha but no cube map/shine. Translucency texture increases the brightness of the object while ignoring diffuse lighting, black = no effect. Wind texture defines intensity of a vertex ripple effect, black = no ripple. Both textures are linked in the object definition file using the &amp;lt;TranslucencyMap&amp;gt; and &amp;lt;WindMap&amp;gt; tags.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;IMAGE MISSING, UNABLE TO UPLOAD&amp;lt;/pre&amp;gt;&lt;br /&gt;
CubemapAlpha&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;IMAGE MISSING, UNABLE TO UPLOAD&amp;lt;/pre&amp;gt;&lt;br /&gt;
Translucency (Plant Shader)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Materials==&lt;br /&gt;
&lt;br /&gt;
These are the sounds made and the particles emitted when you hit an object. I’ve set up some tiles for you to walk on to preview each material, here is a list:&lt;br /&gt;
&lt;br /&gt;
: Cloth_Fabric&lt;br /&gt;
: Cloth_Leather&lt;br /&gt;
: Default&lt;br /&gt;
: Dirt&lt;br /&gt;
: DirtyRock&lt;br /&gt;
: Drygrass&lt;br /&gt;
: Grass&lt;br /&gt;
: Gravel&lt;br /&gt;
: Rock&lt;br /&gt;
: Rocks&lt;br /&gt;
: Sand&lt;br /&gt;
: Snow&lt;br /&gt;
: Wood&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;IMAGE MISSING, UNABLE TO UPLOAD&amp;lt;/pre&amp;gt;&lt;br /&gt;
Sound tiles&lt;br /&gt;
&lt;br /&gt;
Note that some of these don’t emit particles.&lt;/div&gt;</summary>
		<author><name>Poddus</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Portal:Overgrowth&amp;diff=4309</id>
		<title>Portal:Overgrowth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Portal:Overgrowth&amp;diff=4309"/>
		<updated>2015-02-12T18:11:26Z</updated>

		<summary type="html">&lt;p&gt;Poddus: /* Modding */&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;
[http://www.wolfire.com/overgrowth Overgrowth] is a cross-platform game in development by Wolfire Games, an independent game company consisting of David Rosen, founder and lead programmer, and Aubrey Serr, lead artist. Overgrowth is the spiritual successor to [[Lugaru]], a game also developed by Wolfire. Development for Overgrowth was officially announced on September 17th, 2008. The game is currently in Alpha and is playable via [http://www.wolfire.com/overgrowth/preorder preorder].&lt;br /&gt;
&lt;br /&gt;
Gameplay emphasises 3rd-person, fluid, fast-paced melee combat, and 3D-platforming. Overgrowth uses a custom game engine codenamed &amp;quot;[[Phoenix Engine|Phoenix]]&amp;quot;, and a lot of work has been put into making it accessible to [[Editor_Interface|modding]].&lt;br /&gt;
&lt;br /&gt;
The game currently consists of a collection of maps (some of which are populated by enemies) which the player is able to explore (and modify if they are so inclined). As of Alpha v197, there is are two additional gameplay modes, one dubbed &amp;quot;Arena&amp;quot;, in which the player is pitted against procedurally generated enemies in gladiatorial matches, and one dubbed &amp;quot;Challenge&amp;quot;, a collection of 12 levels in which the player must complete a certain task or set of tasks.&lt;br /&gt;
&lt;br /&gt;
As of yet there is no definite story line. However, in a 2012 interview with British video gaming website zConnection, the Wolfire team stated that they are planning on continuing the story of [[Turner]], a couple of years after the events of [[Lugaru]]. In addition to anthropomorphic rabbits and wolves, the Overgrowth Universe now already includes cats, dogs, and rats (see article: [[Races]]).&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
* [[Getting_Started | First Steps]]&lt;br /&gt;
* [[Configuring Overgrowth]]&lt;br /&gt;
* [[Control Reference]]&lt;br /&gt;
* [[Overgrowth Alpha FAQ| Overgrowth FAQ]]&lt;br /&gt;
* [[Alpha List]]&lt;br /&gt;
&lt;br /&gt;
== Modding ==&lt;br /&gt;
* [[Editor Interface]]&lt;br /&gt;
* [[Phoenix Engine]]&lt;br /&gt;
* [[Scripting]]&lt;br /&gt;
* [[Custom Terrain]]&lt;br /&gt;
* [[3D Objects]]&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;
* [[Level XML reference]]&lt;br /&gt;
&lt;br /&gt;
==Alpha Testing==&lt;br /&gt;
&lt;br /&gt;
* [[Overgrowth tests]] {{stub}}&lt;br /&gt;
&lt;br /&gt;
== The Overgrowth Universe ==&lt;br /&gt;
* [[Races]]&lt;br /&gt;
* [[Locations]]&lt;br /&gt;
* [[Characters]]&lt;br /&gt;
* [[Equipment and Weapons]]&lt;br /&gt;
* [[Alpha Stages]]&lt;br /&gt;
* [[Lore]]&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
* [[Useful Links]]&lt;br /&gt;
* [[Supported Video Cards]]&lt;br /&gt;
* [[Overgrowth_Linux|Linux]]&lt;/div&gt;</summary>
		<author><name>Poddus</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Portal:Overgrowth&amp;diff=4308</id>
		<title>Portal:Overgrowth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Portal:Overgrowth&amp;diff=4308"/>
		<updated>2015-02-12T18:10:49Z</updated>

		<summary type="html">&lt;p&gt;Poddus: /* Modding */  added link to 3d Models article&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;
[http://www.wolfire.com/overgrowth Overgrowth] is a cross-platform game in development by Wolfire Games, an independent game company consisting of David Rosen, founder and lead programmer, and Aubrey Serr, lead artist. Overgrowth is the spiritual successor to [[Lugaru]], a game also developed by Wolfire. Development for Overgrowth was officially announced on September 17th, 2008. The game is currently in Alpha and is playable via [http://www.wolfire.com/overgrowth/preorder preorder].&lt;br /&gt;
&lt;br /&gt;
Gameplay emphasises 3rd-person, fluid, fast-paced melee combat, and 3D-platforming. Overgrowth uses a custom game engine codenamed &amp;quot;[[Phoenix Engine|Phoenix]]&amp;quot;, and a lot of work has been put into making it accessible to [[Editor_Interface|modding]].&lt;br /&gt;
&lt;br /&gt;
The game currently consists of a collection of maps (some of which are populated by enemies) which the player is able to explore (and modify if they are so inclined). As of Alpha v197, there is are two additional gameplay modes, one dubbed &amp;quot;Arena&amp;quot;, in which the player is pitted against procedurally generated enemies in gladiatorial matches, and one dubbed &amp;quot;Challenge&amp;quot;, a collection of 12 levels in which the player must complete a certain task or set of tasks.&lt;br /&gt;
&lt;br /&gt;
As of yet there is no definite story line. However, in a 2012 interview with British video gaming website zConnection, the Wolfire team stated that they are planning on continuing the story of [[Turner]], a couple of years after the events of [[Lugaru]]. In addition to anthropomorphic rabbits and wolves, the Overgrowth Universe now already includes cats, dogs, and rats (see article: [[Races]]).&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
* [[Getting_Started | First Steps]]&lt;br /&gt;
* [[Configuring Overgrowth]]&lt;br /&gt;
* [[Control Reference]]&lt;br /&gt;
* [[Overgrowth Alpha FAQ| Overgrowth FAQ]]&lt;br /&gt;
* [[Alpha List]]&lt;br /&gt;
&lt;br /&gt;
== Modding ==&lt;br /&gt;
* [[Editor Interface]]&lt;br /&gt;
* [[Phoenix Engine]]&lt;br /&gt;
* [[Scripting]]&lt;br /&gt;
* [[Custom Terrain]]&lt;br /&gt;
* [[3D Models]]&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;
* [[Level XML reference]]&lt;br /&gt;
&lt;br /&gt;
==Alpha Testing==&lt;br /&gt;
&lt;br /&gt;
* [[Overgrowth tests]] {{stub}}&lt;br /&gt;
&lt;br /&gt;
== The Overgrowth Universe ==&lt;br /&gt;
* [[Races]]&lt;br /&gt;
* [[Locations]]&lt;br /&gt;
* [[Characters]]&lt;br /&gt;
* [[Equipment and Weapons]]&lt;br /&gt;
* [[Alpha Stages]]&lt;br /&gt;
* [[Lore]]&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
* [[Useful Links]]&lt;br /&gt;
* [[Supported Video Cards]]&lt;br /&gt;
* [[Overgrowth_Linux|Linux]]&lt;/div&gt;</summary>
		<author><name>Poddus</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=3D_Objects&amp;diff=4307</id>
		<title>3D Objects</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=3D_Objects&amp;diff=4307"/>
		<updated>2015-02-12T18:10:09Z</updated>

		<summary type="html">&lt;p&gt;Poddus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;based on [http://forums.wolfire.com/viewtopic.php?f=16&amp;amp;t=11227 this] forum post by member Markuss.&#039;&#039;&lt;br /&gt;
There is a linked .zip file attached to the forum post. it can be found here:&lt;br /&gt;
http://www.markstockton.com/misc/Guide/Examples.zip&lt;br /&gt;
&lt;br /&gt;
==Basics==&lt;br /&gt;
In Overgrowth 3D models use the .OBJ format but the material counter-part (.MTL) is not used, instead an “object properties file” stores links to model and texture files as well as some other information. This is the file you choose when loading an object, it uses the .XML format and can be read/created in any text editor:&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/Markuss/Examples/Models/SimpleObject.obj&amp;lt;/Model&amp;gt;&lt;br /&gt;
	&amp;lt;ColorMap&amp;gt;Data/Custom/Markuss/Examples/Textures/SimpleObject_Color.tga&amp;lt;/ColorMap&amp;gt;&lt;br /&gt;
	&amp;lt;NormalMap&amp;gt;Data/Custom/Markuss/Examples/Textures/Blank_Norm.tga&amp;lt;/NormalMap&amp;gt;&lt;br /&gt;
  	&amp;lt;ShaderName&amp;gt;cubemap&amp;lt;/ShaderName&amp;gt;&lt;br /&gt;
	&amp;lt;MaterialPath&amp;gt;Data/Materials/default.xml&amp;lt;/MaterialPath&amp;gt;&lt;br /&gt;
&amp;lt;/Object&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tags===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;Model&amp;gt;&#039;&#039;&#039; - links to the model file (.OBJ)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;ColorMap&amp;gt;&#039;&#039;&#039; - links to the color texture file (.TGA .TIF)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;NormalMap&amp;gt;&#039;&#039;&#039; - links to the normal map texture file (.TGA .TIF)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;ShaderName&amp;gt;&#039;&#039;&#039; - refers to internal shader file (.FRAG .VERT), defines how object is rendered.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;MaterialPath&amp;gt;&#039;&#039;&#039; - links to internal material file (.XML), defines sound made by hitting the object.&lt;br /&gt;
&lt;br /&gt;
====Additional tags====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;flags no_collision&amp;gt;&#039;&#039;&#039; - turns physics calculations on/off, true = off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“&amp;lt;ShaderName&amp;gt;” used to be “&amp;lt;ShaderPath&amp;gt;” and contained the full link instead of just the file name, expect similar update for “&amp;lt;MaterialPath&amp;gt;”.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Look at the example plant object for usage of the &amp;lt;flags no_collision&amp;gt; tag.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Model and Texture Requirements===&lt;br /&gt;
&lt;br /&gt;
Models need to be constructed from squares and triangles only, so textures need to be square and not just “powers of 2”. (512x512 or 1024x1024 not 512x1024 or 1024x2048)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;IMAGE MISSING, UNABLE TO UPLOAD&amp;lt;/pre&amp;gt;&lt;br /&gt;
Simple object and texture UV layout&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Alternative object System==&lt;br /&gt;
The engine automatically generates a simplified physics object and uses the object’s UV layout to place the shadow maps, these can be overridden by providing alternative .OBJ files that contain the desired information. These objects are placed in the same folder and share the same name as the original .OBJ file with a suffix to tell the engine what data they hold:&lt;br /&gt;
&lt;br /&gt;
===Suffixes===&lt;br /&gt;
&#039;&#039;&#039;YourObject_COL.obj&#039;&#039;&#039; - contains simplified geometry for physics calculations&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;YourObject.obj_UV2&#039;&#039;&#039; - contains same object but with no overlapping UVs&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;YourObjectHULL.obj&#039;&#039;&#039; - same as _COL but has extra info, used with weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The suffix formats are inconsistent, _COL is placed before the file extension while _UV2 is place after, and HULL doesn’t even have an underscore to separate it from the file name!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Physics objects (_COL)===&lt;br /&gt;
Simplified geometry such as boxes an cylinders which are used for collision detection, they are aligned to your object based on “relative position” in your 3D program so you should place the physics mesh on top of your render mesh upon export:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;IMAGE MISSING, UNABLE TO UPLOAD&amp;lt;/pre&amp;gt;&lt;br /&gt;
Physics mesh should be placed on top of the render mesh&lt;br /&gt;
&lt;br /&gt;
===Shadow UV objects (_UV2)===&lt;br /&gt;
These objects tell the engine how to place the shadow map on the rendered object if the original UV layout isn’t appropriate, the shadow maps require UV layouts with no over-lapping faces, this can usually be achieved using the “automatic unwrapping” tools found in most 3D applications.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;IMAGE MISSING, UNABLE TO UPLOAD&amp;lt;/pre&amp;gt;&lt;br /&gt;
Color texture UVs left, shadow UVs right, each face needs its own UV space.&lt;br /&gt;
&lt;br /&gt;
===Hull objects (HULL)===&lt;br /&gt;
They are very similar to physics objects but are used for items and weapons, the only difference is that they contain a free-floating triangle which defines the object’s center of gravity.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;IMAGE MISSING, UNABLE TO UPLOAD&amp;lt;/pre&amp;gt;&lt;br /&gt;
Hull objects are placed over render mesh like physics objects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Items and Weapons==&lt;br /&gt;
&lt;br /&gt;
Items and Weapons are aligned to the character based on their position relative to the center of the scene in your 3D app, you should load the .obj files of the example objects for reference. To make an object “pick-up-able” you need another .XML file that you load in place of the regular object properties file, it stores the info needed that is not defined in the regular object properties 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;item&amp;gt;&lt;br /&gt;
    &amp;lt;type&amp;gt;weapon&amp;lt;/type&amp;gt;&lt;br /&gt;
    &amp;lt;appearance obj_path = &amp;quot;Data/Custom/Markuss/Examples/1-Handed.xml&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;grip ik_attach = &amp;quot;rightarm&amp;quot;&lt;br /&gt;
          anim = &amp;quot;Data/Animations/r_dogweapongrip.anm&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;physics mass = &amp;quot;1 kg&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/item&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Item properties file&lt;br /&gt;
&lt;br /&gt;
===Tags===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;type&amp;gt;&#039;&#039;&#039; - defines what type of item the object is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;appearance obj_path&amp;gt;&#039;&#039;&#039; - links to the regular object definition file.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;grip ik_attach anim&amp;gt;&#039;&#039;&#039; - defines what bone the object is attached to, links to an animation file.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;physics mass&amp;gt;&#039;&#039;&#039; - changes the pitch(?) of the sound made by the object hitting things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;anim_override idle&amp;gt;&#039;&#039;&#039; - overrides the idle animation of a character holding the item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Not sure what the animation file in &amp;lt;grip ik_attach anim&amp;gt; does.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;anim_override idle&amp;gt; is only used for 2-handed weapons at the moment.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;IMAGE MISSING, UNABLE TO UPLOAD&amp;lt;/pre&amp;gt;&lt;br /&gt;
Example weapons, handles show the location of characters hands&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;There is a bug that makes weapons turn invisible when loading levels with them already in it, you can fix this by having the “regular-object&amp;quot; version somewhere in the level as well.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Shaders==&lt;br /&gt;
&#039;&#039;&#039;Cubemap&#039;&#039;&#039; – closest thing to a “standard shader”, it has a cube-map based on the sky texture and a specular shine, the visibility of the cube map and shine is controlled with color texture’s alpha channel, white = fully reflective and shiny. Similarly, the normal-map texture’s alpha channel controls where color tinting happens, white = full effect. The cube map’s visibility is inversely affected by the brightness of the texture, you should make the color texture close to black for materials that are reflective such as chrome and glass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CubemapObj&#039;&#039;&#039; - same as Cubemap but uses object-space normal maps instead of tangent space.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CubemapItem&#039;&#039;&#039; - same as Cubemap but the shine is sharper.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CubemapObjItem&#039;&#039;&#039; - object-space version of CubemapItem.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CubemapAlpha&#039;&#039;&#039; - has transparency controlled by the color texture’s alpha channel, cube map and shine are controlled by the normal-map texture’s alpha channel instead. CubemapAlpha has depth sorting issues with other transparent objects, enabling anti-aliasing fixes this somewhat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CubemapObjChar&#039;&#039;&#039; - used for characters, shine is sharp, uses object space normals. There is no tangent-space version of CubemapObjChar and no object-space version of CubemapAlpha at the moment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plant&#039;&#039;&#039; - has transparency like CubemapAlpha but no cube map/shine. Translucency texture increases the brightness of the object while ignoring diffuse lighting, black = no effect. Wind texture defines intensity of a vertex ripple effect, black = no ripple. Both textures are linked in the object definition file using the &amp;lt;TranslucencyMap&amp;gt; and &amp;lt;WindMap&amp;gt; tags.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;IMAGE MISSING, UNABLE TO UPLOAD&amp;lt;/pre&amp;gt;&lt;br /&gt;
CubemapAlpha&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;IMAGE MISSING, UNABLE TO UPLOAD&amp;lt;/pre&amp;gt;&lt;br /&gt;
Translucency (Plant Shader)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Materials==&lt;br /&gt;
&lt;br /&gt;
These are the sounds made and the particles emitted when you hit an object. I’ve set up some tiles for you to walk on to preview each material, here is a list:&lt;br /&gt;
&lt;br /&gt;
: Cloth_Fabric&lt;br /&gt;
: Cloth_Leather&lt;br /&gt;
: Default&lt;br /&gt;
: Dirt&lt;br /&gt;
: DirtyRock&lt;br /&gt;
: Drygrass&lt;br /&gt;
: Grass&lt;br /&gt;
: Gravel&lt;br /&gt;
: Rock&lt;br /&gt;
: Rocks&lt;br /&gt;
: Sand&lt;br /&gt;
: Snow&lt;br /&gt;
: Wood&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;IMAGE MISSING, UNABLE TO UPLOAD&amp;lt;/pre&amp;gt;&lt;br /&gt;
Sound tiles&lt;br /&gt;
&lt;br /&gt;
Note that some of these don’t emit particles.&lt;/div&gt;</summary>
		<author><name>Poddus</name></author>
	</entry>
</feed>