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	<title>Wolfire Games Wiki - User contributions [en]</title>
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	<updated>2026-05-04T20:01:26Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Portal:Overgrowth&amp;diff=6054</id>
		<title>Portal:Overgrowth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Portal:Overgrowth&amp;diff=6054"/>
		<updated>2018-11-19T21:02:38Z</updated>

		<summary type="html">&lt;p&gt;Xagor-the-ninja: /* Asset Creation */ Fixed the Custom Weapons link to go to an existing page which has some information about that topic.&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 developed by Wolfire Games, an independent game development company. Overgrowth is the spiritual successor to [[Lugaru]], an earlier game also developed by Wolfire. Development of Overgrowth was officially announced on September 17th, 2008, and version 1.0 was officially released on October 16th, 2017. The game is currently purchasable via [http://www.wolfire.com/overgrowth/preorder direct order], through [https://www.humblebundle.com/store/overgrowth Humble Bundle], and [http://store.steampowered.com/app/25000/Overgrowth/ Steam].&lt;br /&gt;
&lt;br /&gt;
Overgrowth&#039;s Gameplay emphasizes fluid, fast-paced, 3rd-person perspective armed and unarmed melee combat, 3D-platforming, and stealthy infiltration. 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 two campaigns - a remastering of Lugaru in the Phoenix engine, and its successor, the new Overgrowth campaign, as well as a collection of maps (many of which are populated by enemies) which the player is able to explore, fight through, and even modify if they are so inclined. There are three additional gameplay modules, one called &amp;quot;Arena&amp;quot;, in which the player is pitted against procedurally generated NPC enemies in gladiatorial matches, and &amp;quot;Versus,&amp;quot; a two-player local competitive mode in which you can fight your friends, or enemies! There are also numerous player-made characters, weapons, maps, campaigns, and gameplay modifications available through the [https://steamcommunity.com/app/25000/workshop/ Steam Workshop], and a community-made tool called the [http://forums.wolfire.com/viewtopic.php?f=13&amp;amp;t=14201 SUMlauncher].&lt;br /&gt;
&lt;br /&gt;
The story of Overgrowth features a continuation of [[Turner]]&#039;s journey, 1 year after the events of [[Lugaru]]. In addition to anthropomorphic rabbits and wolves, the Overgrowth Universe now includes cats, dogs, and rats (see article: [[Races]]), all of whom appear in the main campaign.&lt;br /&gt;
&lt;br /&gt;
== Playing and Configuring Overgrowth ==&lt;br /&gt;
* [[Getting Started]]&lt;br /&gt;
* [[Control Reference]]&lt;br /&gt;
* [[Configuring Overgrowth]]&lt;br /&gt;
* [[Overgrowth FAQ]]&lt;br /&gt;
&lt;br /&gt;
== The Overgrowth Universe ==&lt;br /&gt;
* [[Races]]&lt;br /&gt;
* [[Locations]]&lt;br /&gt;
* [[Characters (lore)]]&lt;br /&gt;
* [[Equipment and Weapons]]&lt;br /&gt;
* [[Lore]]&lt;br /&gt;
&lt;br /&gt;
== Phoenix Engine Documentation ==&lt;br /&gt;
&lt;br /&gt;
Here we aim to provide comprehensive documentation about all features relevant to modding and level editing.&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
* [[Creating a new Mod]]&lt;br /&gt;
&lt;br /&gt;
=== Level Editing ===&lt;br /&gt;
* [[Editor Interface]]&lt;br /&gt;
* [[Overgrowth Levels | Setting Up a Level - XML Files]]&lt;br /&gt;
* [[Prefabs]]&lt;br /&gt;
* [[Custom Terrain | Choosing or Creating Terrain]]&lt;br /&gt;
* [[Lighting]]&lt;br /&gt;
* [[Script Parameters]]&lt;br /&gt;
* [[Characters]]&lt;br /&gt;
* [[Weapons]]&lt;br /&gt;
* [[NPC Navigation]]&lt;br /&gt;
* [[Hotspots]]&lt;br /&gt;
* [[Dialogue Editor]]&lt;br /&gt;
* [[Checkpoints]]&lt;br /&gt;
* [[Shader And Weather Effects]]&lt;br /&gt;
** [[Rain Weather Effects]]&lt;br /&gt;
* [[LevelScripts]]&lt;br /&gt;
&lt;br /&gt;
=== Asset Creation ===&lt;br /&gt;
* [[3D Objects]]&lt;br /&gt;
* [[Custom Terrain]]&lt;br /&gt;
* [[Custom Weapons &amp;amp; Items |Custom Weapons and Equippable Items]]&lt;br /&gt;
* [[Character Models]]&lt;br /&gt;
* [[Custom Animations]]&lt;br /&gt;
* [[Custom Attacks]]&lt;br /&gt;
* [[Particle Effects]]&lt;br /&gt;
* [[Custom Decals]]&lt;br /&gt;
* [[Binary File Formats]]&lt;br /&gt;
* [[Shader Creation]]&lt;br /&gt;
&lt;br /&gt;
=== Tutorials ===&lt;br /&gt;
* [[Making a Pitch Black Level]]&lt;br /&gt;
* [[Making New Models &amp;amp; Textures]]&lt;br /&gt;
* [[Dialogue]]&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
* [[Scripting]]&lt;br /&gt;
* [[Common Script External Code]]&lt;br /&gt;
* [[Hotspot Scripting]]&lt;br /&gt;
** [[Level Script External Code|Hotspot Script External Code]]&lt;br /&gt;
* [[LevelScripts]]&lt;br /&gt;
** [[Level Script External Code]]&lt;br /&gt;
* [[Character Scripting]]&lt;br /&gt;
** [[Character Script External Code]]&lt;br /&gt;
* [[Editor Camera]]&lt;br /&gt;
** [[Editor Camera Script External Code]]&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;br /&gt;
* [[Alpha List]]&lt;br /&gt;
* [[Overgrowth tests]] {{stub}}&lt;br /&gt;
* [[Post Processing Effects]]&lt;/div&gt;</summary>
		<author><name>Xagor-the-ninja</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Editor_Interface&amp;diff=6044</id>
		<title>Editor Interface</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Editor_Interface&amp;diff=6044"/>
		<updated>2018-07-10T02:44:09Z</updated>

		<summary type="html">&lt;p&gt;Xagor-the-ninja: /* Spawn Corpse */ - added ctrl to the spawn corpse instructions, for Windows users.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Modding]]&lt;br /&gt;
[[Category: Overgrowth]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Editor_Overview.png|right|600px|thumb|caption|The Overgrowth level editor]]&lt;br /&gt;
This page details all the interface elements and actions in the Overgrowth level editor.&lt;br /&gt;
&lt;br /&gt;
The level editor lets you create new levels or even whole campaigns. This is the same editor we used to make the Overgrowth and Lugaru stories.&lt;br /&gt;
&lt;br /&gt;
You can use the level editor to edit any existing level in the game.&lt;br /&gt;
&lt;br /&gt;
== Activating the editor ==&lt;br /&gt;
{{#ev:youtube&lt;br /&gt;
|eS3RujmDQ2M&lt;br /&gt;
|&lt;br /&gt;
|right&lt;br /&gt;
|Level editor basics&lt;br /&gt;
|frame&lt;br /&gt;
|start=15&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== To activate the editor: ====&lt;br /&gt;
* Create a new level (&#039;&#039;&#039;File&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;New&#039;&#039;&#039;)&lt;br /&gt;
* Open an existing level and press &amp;lt;kbd&amp;gt;&#039;&#039;&#039;F1&#039;&#039;&#039;&amp;lt;/kbd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the editor is active while playing a level, you can open up the editor window again by pressing the &amp;lt;kbd&amp;gt;&#039;&#039;&#039;Esc&#039;&#039;&#039;&amp;lt;/kbd&amp;gt; key.&lt;br /&gt;
&lt;br /&gt;
You can deactivate the editor by hitting &amp;lt;kbd&amp;gt;&#039;&#039;&#039;F1&#039;&#039;&#039;&amp;lt;/kbd&amp;gt; a second time.&lt;br /&gt;
&lt;br /&gt;
==== Troubleshooting: ====&lt;br /&gt;
If you can&#039;t get the editor to activate, there are a few things you can try:&lt;br /&gt;
* If you have a laptop, try holding the &amp;lt;kbd&amp;gt;&#039;&#039;&#039;fn&#039;&#039;&#039;&amp;lt;/kbd&amp;gt; key while pressing &amp;lt;kbd&amp;gt;&#039;&#039;&#039;F1&#039;&#039;&#039;&amp;lt;/kbd&amp;gt;&lt;br /&gt;
* Mash all the modifier keys a few times to make sure they&#039;re not stuck down - &amp;lt;kbd&amp;gt;&#039;&#039;&#039;ctrl&#039;&#039;&#039;&amp;lt;/kbd&amp;gt;, &amp;lt;kbd&amp;gt;&#039;&#039;&#039;alt&#039;&#039;&#039;&amp;lt;/kbd&amp;gt;, &amp;lt;kbd&amp;gt;&#039;&#039;&#039;shift&#039;&#039;&#039;&amp;lt;/kbd&amp;gt;, &amp;lt;kbd&amp;gt;&#039;&#039;&#039;command&#039;&#039;&#039;&amp;lt;/kbd&amp;gt;, etc&lt;br /&gt;
* Make sure you have all other programs closed, in case one of them is conflicting with the &amp;lt;kbd&amp;gt;&#039;&#039;&#039;F1&#039;&#039;&#039;&amp;lt;/kbd&amp;gt; hotkey&lt;br /&gt;
* If some &amp;quot;Help&amp;quot; program comes up when you hit &amp;lt;kbd&amp;gt;&#039;&#039;&#039;F1&#039;&#039;&#039;&amp;lt;/kbd&amp;gt; (such as &amp;quot;HP Help&amp;quot;), edit its settings to disable the hotkey.&amp;lt;br&amp;gt;Or just &#039;&#039;uninstall it&#039;&#039; (because it is bloatware)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Camera Movement ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Control !! Behavior&lt;br /&gt;
|-&lt;br /&gt;
! W&lt;br /&gt;
| Moves camera forward&lt;br /&gt;
|-&lt;br /&gt;
! S&lt;br /&gt;
| Moves camera backward&lt;br /&gt;
|-&lt;br /&gt;
! A&lt;br /&gt;
| Moves camera left&lt;br /&gt;
|-&lt;br /&gt;
! D&lt;br /&gt;
| Moves camera right&lt;br /&gt;
|-&lt;br /&gt;
! Shift + W&lt;br /&gt;
| Moves camera up&lt;br /&gt;
|-&lt;br /&gt;
! Shift + S&lt;br /&gt;
| Moves camera down&lt;br /&gt;
|-&lt;br /&gt;
! Left click and drag&lt;br /&gt;
| Rotates the camera&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Object Selection ==&lt;br /&gt;
&lt;br /&gt;
Here are the different ways you can select objects.&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. A box around the object indicates that it is selected.&lt;br /&gt;
|-&lt;br /&gt;
! Toggle-select objects&lt;br /&gt;
| shift + double-left-click on objects || Toggles selection of clicked on object. Preserves 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 add to selection&lt;br /&gt;
| shift + left-click + right-click + drag, or shift + left-click + &#039;b&#039; + drag || Adds all objects whose centers lie within the drawn box to the selection. Preserves existing selection.&lt;br /&gt;
|-&lt;br /&gt;
! Select decal or object that is under another decal&lt;br /&gt;
| mouse wheel up/down || When you have 2 or more objects or decals on top of each other, you can select at least 1 decal or object, put your mouse cursor on top of the one you want to select, then use the scroll wheel to switch your selection between the objects.&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;
[[Image:Editor-selection-debug-info.png|right|thumb|caption|Debug window]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note: &#039;&#039;&#039; If the Debug window is open (&#039;&#039;&#039;Top Bar&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Windows&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Debug Window&#039;&#039;&#039;), then when you select an object some useful information will appear. It shows you what xml file the object is created from, its unique object id, and what type of object it is.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;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 to half-meter increments.&lt;br /&gt;
* Hold alt to clone and transform the selected objects, leaving the original objects behind.&lt;br /&gt;
* Left-click transforms objects on all axis. Right-click transforms on the two axis that are perpendicular to the side of the bounding box you click on. Holding shift and right click locks the transformation to the axis parallel to the bounding box face you click on.&lt;br /&gt;
* Groups are transformed around the group center. Ungrouped objects, even if multiple are selected and transformed at once, are transformed around their own individual centers.&lt;br /&gt;
&lt;br /&gt;
=== Translation ===&lt;br /&gt;
&lt;br /&gt;
Hover mouse over central region of a bounding box&#039; face, or 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 box/angle&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;
Hover mouse near bounding box corners, or 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;
=== 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;
=== Rotation ===&lt;br /&gt;
&lt;br /&gt;
Hover mouse near bounding box edges but away from the corners, or 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;
==Editor/Debug 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;
! Toggle editor mode&lt;br /&gt;
| F1 || Enables level editor. Press again to exit.&lt;br /&gt;
|-&lt;br /&gt;
! Activate play mode&lt;br /&gt;
| 8 || Spawns you in the level so you can play it. If there already is a player character you will control that, otherwise a player character spawn is created on the editor camera automatically.&lt;br /&gt;
|-&lt;br /&gt;
! Restore characters&lt;br /&gt;
| X || Restores all characters on the level 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 || Restarts the current level.&lt;br /&gt;
|-&lt;br /&gt;
! Change character&lt;br /&gt;
| 1-7 || Changes the playable character into one of seven possible characters. 1 cycles through rabbit guard, bandit, and turner models, 2 cycles through civilian rabbit models, 3 cycles through cat models, 4 cycles through rat models, 5 cycles through wolves, 6 through dogs, and the seventh is Rabbot 2.0.&lt;br /&gt;
|-&lt;br /&gt;
! Active ragdoll&lt;br /&gt;
| Z || Puts player character into active ragdoll mode where they will try to protect themselves as they fall. Is active as long as you hold the button.&lt;br /&gt;
|-&lt;br /&gt;
! Pain ragdoll&lt;br /&gt;
| N || Makes the player fall to the ground in agony, until you let go of the button.&lt;br /&gt;
|-&lt;br /&gt;
! Floppy ragdoll&lt;br /&gt;
| M || Makes the player fall to the ground, limp, until the button is released.&lt;br /&gt;
|-&lt;br /&gt;
! Voice Test&lt;br /&gt;
| V || Plays a test voice.&lt;br /&gt;
|-&lt;br /&gt;
! Toggle combat AI&lt;br /&gt;
| C || Toggles whether the characters in the level will attack each other if they are on different teams.&lt;br /&gt;
|-&lt;br /&gt;
! Slit throat&lt;br /&gt;
| , || The controlled character suffers a neck wound with blood gushing from it.&lt;br /&gt;
|-&lt;br /&gt;
! Slow time&lt;br /&gt;
| Tab || Slows down the whole game.&lt;br /&gt;
|-&lt;br /&gt;
! Freeze time&lt;br /&gt;
| ` || Freezes the game. This is useful for posing characters for item placement. &#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 and knocks back nearby NPC&#039;s with a death ray.&lt;br /&gt;
|-&lt;br /&gt;
! Experimental Key&lt;br /&gt;
| B || Makes you invisible.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Debug Window ==&lt;br /&gt;
[[Image:Editor-selection-debug-info.png|right|thumb|caption|Debug window]]&lt;br /&gt;
Just below the top bar menu, on the left side, is a space for debug information.&lt;br /&gt;
&lt;br /&gt;
This window is only visible if you have the Debug Window enabled (&#039;&#039;&#039;Top Bar&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Windows&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Debug Window&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
It will tell you information about the selected object, checkpoint progress (if checkpoints are enabled in this level), and a warning if the nav mesh needs to be updated.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Editor menu ==&lt;br /&gt;
The bar across the top of the window is the editor menu. Many editor functions can be found here, but some functions can only be reached via hotkeys for now.&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;
=== File menu ===&lt;br /&gt;
Contains file operations for loading and saving levels.&lt;br /&gt;
&lt;br /&gt;
[[Image:Editor-file-menu.png|right|thumb|caption|The editor &amp;quot;file&amp;quot; menu]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Button !! Hotkey !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! New Level&lt;br /&gt;
| - || Opens a new empty level in the editor.&lt;br /&gt;
|-&lt;br /&gt;
! Open Level...&lt;br /&gt;
| - || Opens a file browser where you can pick what level to load (starts in Data/Levels directory).&lt;br /&gt;
|-&lt;br /&gt;
! Open Local Level...&lt;br /&gt;
| - || Opens a file browser where you can pick what level to load (starts in last used directory).&lt;br /&gt;
|-&lt;br /&gt;
! Open Recent&lt;br /&gt;
| - || Re-open one of the most recently opened levels in the editor.&lt;br /&gt;
|-&lt;br /&gt;
! Open Campaign Level&lt;br /&gt;
| - || Open one of the levels from the main Overgrowth story mode.&lt;br /&gt;
|-&lt;br /&gt;
! Save Level&lt;br /&gt;
| cmd+s || Overwrites the currently opened level file with any changes you made.&lt;br /&gt;
|-&lt;br /&gt;
! Save As...&lt;br /&gt;
| - || Opens a file browser where you can pick a new or existing file to save the level to.&lt;br /&gt;
|-&lt;br /&gt;
! Back to main menu&lt;br /&gt;
| - || Leave the editor and return to the main menu.&lt;br /&gt;
|-&lt;br /&gt;
! Quit&lt;br /&gt;
| alt+f4 || Quit the game.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Edit menu ===&lt;br /&gt;
Contains basic editing functions. Also contains properties for the level.&lt;br /&gt;
&lt;br /&gt;
[[Image:Editor-edit-menu.png|right|thumb|caption|The editor &amp;quot;edit&amp;quot; menu]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Button !! Hotkey !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Undo&lt;br /&gt;
| cmd+z || Undo the most recent action.&lt;br /&gt;
|-&lt;br /&gt;
! Redo&lt;br /&gt;
| cmd+shift+z || Redo the most recent action.&lt;br /&gt;
|-&lt;br /&gt;
! Cut&lt;br /&gt;
| cmd+x || Puts the selection into the clipboard and removes the selected objects.&lt;br /&gt;
|-&lt;br /&gt;
! Copy&lt;br /&gt;
| cmd+c || Puts the selection into the clipboard.&lt;br /&gt;
|-&lt;br /&gt;
! Paste&lt;br /&gt;
| cmd+v || Pastes the clipboard on the cursor position.&lt;br /&gt;
|-&lt;br /&gt;
! Select All&lt;br /&gt;
| cmd+a || Select all of the objects in the level.&lt;br /&gt;
|-&lt;br /&gt;
! Deselect All&lt;br /&gt;
| q || Clear the current selection.&lt;br /&gt;
|-&lt;br /&gt;
! Reload All Prefabs&lt;br /&gt;
| - || Force a reload of all prefab objects in the level.&lt;br /&gt;
|-&lt;br /&gt;
! Set Level Params...&lt;br /&gt;
| - || Set global level parameters (sun settings, sky, fog, HDR, etc).&lt;br /&gt;
|-&lt;br /&gt;
! Set Level Script...&lt;br /&gt;
| - || Select what script to use for this level.&lt;br /&gt;
|-&lt;br /&gt;
! Set Sky Texture...&lt;br /&gt;
| - || Opens a file browser where you can pick what sky texture to use.&lt;br /&gt;
|-&lt;br /&gt;
! Edit static meshes&lt;br /&gt;
| cmd+1 || Toggle ability to select non-moving objects (rocks, etc).&lt;br /&gt;
|-&lt;br /&gt;
! Edit decals&lt;br /&gt;
| cmd+2 || Toggle ability to select decals.&lt;br /&gt;
|-&lt;br /&gt;
! Edit gameplay objects&lt;br /&gt;
| cmd+3 || Toggle ability to select characters, hotspots, etc.&lt;br /&gt;
|-&lt;br /&gt;
! Edit lighting&lt;br /&gt;
| - || Toggle ability to select lights.&lt;br /&gt;
|-&lt;br /&gt;
! Play level&lt;br /&gt;
| 8 || Enter play mode.&lt;br /&gt;
|-&lt;br /&gt;
! Media mode&lt;br /&gt;
| - || Enter a disembodied camera mode, for taking screenshots and videos.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Selected menu ===&lt;br /&gt;
Contains operations for working with the current selected objects.&lt;br /&gt;
&lt;br /&gt;
[[Image:Editor-selected-menu.png|right|thumb|caption|The editor &amp;quot;selected&amp;quot; menu]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Button !! Hotkey !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Go To Selected&lt;br /&gt;
| f || Move the camera to frame the selected objects.&lt;br /&gt;
|-&lt;br /&gt;
! Delete&lt;br /&gt;
| backspace || Delete the selected objects from the level.&lt;br /&gt;
|-&lt;br /&gt;
! Group&lt;br /&gt;
| cmd+g || Merge the selected objects into a group.&lt;br /&gt;
|-&lt;br /&gt;
! Ungroup&lt;br /&gt;
| cmd+shift+g || Break up all groups that are selected.&lt;br /&gt;
|-&lt;br /&gt;
! Set Selection Script Params...&lt;br /&gt;
| - || Open up the selected object window, and expand the &amp;quot;Script Params&amp;quot; section for the selected objects.&lt;br /&gt;
|-&lt;br /&gt;
! Save Selection...&lt;br /&gt;
| cmd+shift+s || Open up the file browser to save the selection as an object template.&lt;br /&gt;
Object templates can be loaded like any other object. Script params, transform, and connections are saved.&lt;br /&gt;
If you save over a template, it won&#039;t be updated in any level it is placed in.&lt;br /&gt;
|-&lt;br /&gt;
! Prefab Save&lt;br /&gt;
| - || Save any changes to the selected prefab to a file, or create a new prefab file from the selection.&lt;br /&gt;
Object prefabs can be loaded like any other object. Script params, transform, and connections are saved.&lt;br /&gt;
If you save over a prefab, it will automatically be updated in all levels it is placed in.&lt;br /&gt;
|-&lt;br /&gt;
! Prefab Save As...&lt;br /&gt;
| - || Open a file browser to save the selection as a new prefab file.&lt;br /&gt;
Object prefabs can be loaded like any other object. Script params, transform, and connections are saved.&lt;br /&gt;
If you save over a prefab, it will automatically be updated in all levels it is placed in.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Load menu ===&lt;br /&gt;
Contains operations for loading and spawning objects into the level.&lt;br /&gt;
&lt;br /&gt;
[[Image:Editor-load-menu.png|right|thumb|caption|The editor &amp;quot;load&amp;quot; menu]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Button !! Hotkey !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Load item...&lt;br /&gt;
| - || Open a file browser to pick an item to spawn in. After loading, click in the level to spawn the object.&lt;br /&gt;
|-&lt;br /&gt;
! Open recent...&lt;br /&gt;
| - || Pick an item you&#039;ve recently spawned to spawn another instance. After loading, click in the level to spawn the object.&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;Rest of menu&amp;gt;&lt;br /&gt;
| - || Search or click on an item from a list to spawn in. After loading, click in the level to spawn the object.&lt;br /&gt;
Hover over an item to see a thumbnail preview of the item.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Nav Mesh menu ===&lt;br /&gt;
Tools for nav mesh generation, loading, saving and viewing.&lt;br /&gt;
&lt;br /&gt;
[[Image:Editor-navmesh-menu.png|right|thumb|caption|The editor &amp;quot;nav mesh&amp;quot; menu]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Button !! Hotkey !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Create&lt;br /&gt;
| - || Generates a new navigation mesh.&lt;br /&gt;
|-&lt;br /&gt;
! Save&lt;br /&gt;
| - || Save the current nav mesh to disk.&lt;br /&gt;
|-&lt;br /&gt;
! Load&lt;br /&gt;
| - || Load a previously saved nav mesh from disk.&lt;br /&gt;
|-&lt;br /&gt;
! View mesh&lt;br /&gt;
| - || Toggle preview render of the nav mesh.&lt;br /&gt;
|-&lt;br /&gt;
! View collision&lt;br /&gt;
| - || Toggle preview render of the collision mesh the nav mesh is based on.&lt;br /&gt;
|-&lt;br /&gt;
! View hints&lt;br /&gt;
| - || Toggle preview render of navmesh_hint objects (which are collision that is only visible to the nav mesh generator).&lt;br /&gt;
|-&lt;br /&gt;
! View region&lt;br /&gt;
| - || Toggle preview render of navmesh_region objects (which restricts mesh generation to within its volume).&lt;br /&gt;
|-&lt;br /&gt;
! View jump nodes&lt;br /&gt;
| - || Toggle preview render of navmesh_connection objects (jump nodes).&lt;br /&gt;
|-&lt;br /&gt;
! Cell Size&lt;br /&gt;
| - || Change the width of cells in the nav mesh&lt;br /&gt;
smaller: handles smaller gaps, slower to build.&lt;br /&gt;
|-&lt;br /&gt;
! Cell Height&lt;br /&gt;
| - || Change the height of cells in the nav mesh&lt;br /&gt;
smaller: finer control on ramps, slower to build.&lt;br /&gt;
|-&lt;br /&gt;
! Agent Height&lt;br /&gt;
| - || Change the height of fake player used to create nav mesh&lt;br /&gt;
smaller: handles lower overhangs, more likely to be unreachable by real characters.&lt;br /&gt;
|-&lt;br /&gt;
! Agent Radius&lt;br /&gt;
| - || Change the width of fake player used to create nav mesh&lt;br /&gt;
smaller: handles smaller gaps, more likely to be unreachable by real characters.&lt;br /&gt;
|-&lt;br /&gt;
! Agent Max Climb&lt;br /&gt;
| - || Change the max height of blocks that fake player will climb to create nav mesh&lt;br /&gt;
too high: real characters can&#039;t climb it.&lt;br /&gt;
|-&lt;br /&gt;
! Agent Max Slope&lt;br /&gt;
| - || Change the max angle of ramps that fake player will walk up to create nav mesh&lt;br /&gt;
too high: real characters will go up steep hills.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Dialogue menu ===&lt;br /&gt;
Tools for [[dialogue]] editing.&lt;br /&gt;
&lt;br /&gt;
[[Image:Editor-dialogue-menu.png|right|thumb|caption|The editor &amp;quot;dialogue&amp;quot; menu]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Button !! Hotkey !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Edit Selected&lt;br /&gt;
| - || Start editing the selected dialogue (make sure you select it first!).&lt;br /&gt;
|-&lt;br /&gt;
! Load Dialogue&lt;br /&gt;
| - || Load a previously saved dialogue text file.&lt;br /&gt;
|-&lt;br /&gt;
! New Dialogue&lt;br /&gt;
| - || Create a new dialogue object (click this, then click to place it in the level).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Windows menu ===&lt;br /&gt;
Launch various editor windows, color picker, and debug windows.&lt;br /&gt;
&lt;br /&gt;
[[Image:Editor-windows-menu.png|right|thumb|caption|The editor &amp;quot;windows&amp;quot; menu]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Button !! Hotkey !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Scenegraph&lt;br /&gt;
| y || Open level properties, and a searchable list of items in the level.&lt;br /&gt;
Hint: Click items in the list to select/deselect them, and hit F to view the selected items.&lt;br /&gt;
|-&lt;br /&gt;
! Selected&lt;br /&gt;
| u || Open the properties for the selected objects.&lt;br /&gt;
|-&lt;br /&gt;
! Single Selected&lt;br /&gt;
| i || Open the properties for a single selected object. This menu doesn&#039;t require you to drill down to edit properties.&lt;br /&gt;
|-&lt;br /&gt;
! [[#Color_Picker|Color Picker]]&lt;br /&gt;
| cmd+p || Open the Color Picker to let you tint objects.&lt;br /&gt;
|-&lt;br /&gt;
! [[Collision Painting|Collision Paint]]&lt;br /&gt;
| - || Open the Collision Paint menu to let you edit physics properties on objects or individual surfaces.&lt;br /&gt;
|-&lt;br /&gt;
! Performance&lt;br /&gt;
| - || Open a window to monitor performance, and view a list of loaded file assets/loaded textures, for debugging.&lt;br /&gt;
|-&lt;br /&gt;
! Save&lt;br /&gt;
| - || Open a window to view data in the save file, for debugging.&lt;br /&gt;
|-&lt;br /&gt;
! State&lt;br /&gt;
| - || Open a window to view a hierarchy of loaded script contexts, for debugging.&lt;br /&gt;
|-&lt;br /&gt;
! Sound&lt;br /&gt;
| - || Open a window to view a list of loaded sounds, for debugging.&lt;br /&gt;
|-&lt;br /&gt;
! Debug Window&lt;br /&gt;
| - || Open a window to view debug text (shows various game and editor state).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Functions Without Buttons ==&lt;br /&gt;
Some functions are only reachable via hotkeys, here are a list of those.&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;
! 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;
! [[#Spawn_Dead|Spawn Dead]]&lt;br /&gt;
| Cmd+K or Ctrl+K (with character spawn selected) || Makes selected characters spawn dead. It will spawn at the point it went into ragdoll mode (which may cause it to spawn &amp;quot;dead&amp;quot; while standing up). If you want to update the pose for the dead body then move the body, select the spawn point, and hit the hotkey again to save its new position.&lt;br /&gt;
|-&lt;br /&gt;
! [[#Spawn_Alive|Spawn Alive]]&lt;br /&gt;
| K (with character spawn selected) || Makes selected characters spawn alive.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Parameters ==&lt;br /&gt;
Every object as well as the level itself has several parameters. The most basic ones that all objects have are &#039;&#039;&#039;Name&#039;&#039;&#039;, &#039;&#039;&#039;Translation&#039;&#039;&#039;, &#039;&#039;&#039;Scale&#039;&#039;&#039; and &#039;&#039;&#039;Rotation&#039;&#039;&#039;. Other parameters you might find on an object are color tints and [[Script Parameters]].&lt;br /&gt;
&lt;br /&gt;
There are several ways to edit these parameters for an object. The fastest and easiest way to do it for a single object is by using the &#039;&#039;&#039;Single Selected&#039;&#039;&#039; window (press I to open it), which shows all of the parameters for the most recently selected object.&lt;br /&gt;
&lt;br /&gt;
If you want to view or edit the parameters of several specific objects you can use the [[#Selected Window|Selected Window]].&lt;br /&gt;
&lt;br /&gt;
To view and edit parameters for all the objects in the level, as well as the parameters for the level itself, use the [[#Scenegraph Window|Scenegraph Window]].&lt;br /&gt;
&lt;br /&gt;
== Selected Window ==&lt;br /&gt;
[[Image:Editor-selection-windows.png|right|thumb|caption|Selected Window (object parameters)]]&lt;br /&gt;
&lt;br /&gt;
The Selected Window (or parameter editor) lets you change different parameters depending on which objects you have selected.&lt;br /&gt;
&lt;br /&gt;
You can bring up the parameter editor for an object (or set of objects) by selecting them and pressing the U key, or clicking Top Bar -&amp;gt; Windows -&amp;gt; Selected.&lt;br /&gt;
&lt;br /&gt;
Here is a description of what each parameter does:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Parameter !! Description&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
| Give an object a custom name, so you can find it in the scenegraph window (see below), or let a custom script find those objects so they can do special things to them.&lt;br /&gt;
|-&lt;br /&gt;
! Transform&lt;br /&gt;
| Adjust the position, rotation, and scale of the objects manually. There is also a button to reset the rotation (which is useful when creating object prefabs).&lt;br /&gt;
|-&lt;br /&gt;
! Color Palette&lt;br /&gt;
| Tint objects, or make them super bright. If the character provides a mutli-part color palette, set different colors on different parts.&lt;br /&gt;
|-&lt;br /&gt;
! Script Params&lt;br /&gt;
| Custom parameters used by scripts. Each different object type can define their own script params. See [[Script Parameters]] page for descriptions of all parameters.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Scenegraph Window ==&lt;br /&gt;
[[Image:Editor-scenegraph-window.png|right|thumb|caption|Scenegraph Window (level parameters)]]&lt;br /&gt;
&lt;br /&gt;
The Scenegraph Window (or parameter editor) lets you change global level parameters, as well as find objects in the level.&lt;br /&gt;
&lt;br /&gt;
Open up the Scenegraph for the current level by pressing the Y key, or clicking Top Bar -&amp;gt; Windows -&amp;gt; Scenegraph. Let&#039;s go through each part of the Scenegraph window from top to bottom.&lt;br /&gt;
&lt;br /&gt;
=== Level ===&lt;br /&gt;
If you expand the &#039;&#039;&#039;Level&#039;&#039;&#039; entry at the very top of the window you will find some parameters that can be changed:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Parameter !! Description&lt;br /&gt;
|-&lt;br /&gt;
! Loading Screen Image&lt;br /&gt;
| A path to an image that&#039;s shown while loading the level&lt;br /&gt;
|-&lt;br /&gt;
! Sun Position&lt;br /&gt;
| The position of the sun in the sky&lt;br /&gt;
|-&lt;br /&gt;
! Sun Color&lt;br /&gt;
| Tints the color of the sun, useful for sunrises and sunsets&lt;br /&gt;
|-&lt;br /&gt;
! Sun Intensity&lt;br /&gt;
| Controls how dark the shadows are&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For a description of the level script parameters, see the [[Script Parameters]] page.&lt;br /&gt;
&lt;br /&gt;
=== Search field ===&lt;br /&gt;
Below the &#039;&#039;&#039;Level&#039;&#039;&#039; entry at the very top there is a search field. Write in this field to search for objects in the level. This searches in many of the objects&#039; fields. You can for instance search for something written in the &#039;&#039;&#039;Name&#039;&#039;&#039; parameter of an object, object IDs, object paths, types and more.&lt;br /&gt;
&lt;br /&gt;
=== Flat ===&lt;br /&gt;
The &#039;&#039;&#039;Flat&#039;&#039;&#039; checkbox controls how the Scenegraph list is displayed.&lt;br /&gt;
&lt;br /&gt;
If it&#039;s not checked you can expand groups to see the relations between objects in the graph.&lt;br /&gt;
&lt;br /&gt;
If it&#039;s checked you can no longer see group relationships, but you can instead expand each individual object to change any parameters associated with it.&lt;br /&gt;
&lt;br /&gt;
=== Named Only ===&lt;br /&gt;
If this is checked the Scenegraph list with only display objects that have been named. You can name an object by selecting it, bringing up the &#039;&#039;&#039;Single Selected&#039;&#039;&#039; window by pressing I, and then writing something in the &#039;&#039;&#039;Name&#039;&#039;&#039; field.&lt;br /&gt;
&lt;br /&gt;
== Color Picker ==&lt;br /&gt;
[[Image:Editor-new-color-picker.png|right|thumb|caption|A crete block with its color altered by the color picker.]]&lt;br /&gt;
The Color Picker is used to tint the color of selected objects.&lt;br /&gt;
&lt;br /&gt;
It is opened by pressing cmd+p, or Top Bar -&amp;gt; Windows -&amp;gt; ColorPicker.&lt;br /&gt;
&lt;br /&gt;
The color picker consists of a color-gradient box, a rainbow slider, the RGB values, and an overbrightness slider. Increasing overbrightness makes the color brighter, and makes it glow in the dark.&lt;br /&gt;
&lt;br /&gt;
For characters, the color picker will let you set the color of different parts of the character. This is only available if the character was built to support a multi-color palette (not all of them do).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TODO&#039;&#039;&#039;: Update screenshot on the right&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sun Editor ==&lt;br /&gt;
[[Image:Sun_editor.jpg|right|thumb|caption|The sun editor]]&lt;br /&gt;
&lt;br /&gt;
The sun allows you to cast dynamic, single-directional light throughout a level.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use it to simulate either a sun (more direct light) or a moon (more ambient light)&lt;br /&gt;
&lt;br /&gt;
See [[Lighting#Sunlight|the documentation on the lighting page]] for more information.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Dialogue Editor ==&lt;br /&gt;
&lt;br /&gt;
The [[Dialogue Editor]] is used to create scenes with different camera angles, text and poses. It is commonly used to give context and progress the story in a level.&lt;br /&gt;
&lt;br /&gt;
This is a big enough subject to warrant its own article, which can be found [[Dialogue Editor|here]].&lt;br /&gt;
&lt;br /&gt;
== Spawn Corpse ==&lt;br /&gt;
Sometimes you want to have a dead character in your level. The obvious solution would be to export a new model of a dead character and place it in the level. However, that&#039;s a lot of work, and the character wouldn&#039;t be dynamic, and it would take a lot of work to make changes to it.&lt;br /&gt;
&lt;br /&gt;
Luckily there is a system in the engine for making any character spawn as a corpse. Here are instructions for how to use that system:&lt;br /&gt;
&lt;br /&gt;
[[Image:spawn_corpse.jpg|right|thumb|caption|Making a corpse]]&lt;br /&gt;
# Spawn the character you want to spawn as a corpse.&lt;br /&gt;
# Select its spawn box and press cmd or ctrl + K to make it spawn as a corpse, which will kill it. At this point the corpse will spawn standing up when you restart the level with L, we&#039;ll fix that in the following steps.&lt;br /&gt;
# Enter play mode by pressing 8, go close to the corpse and hold right click to drag it around until you&#039;re satisfied with the pose.&lt;br /&gt;
# Now exit play mode by pressing escape, select the character&#039;s spawn box and press cmd+K again to update the pose of the corpse.&lt;br /&gt;
# Press L to restart the level and verify that it worked.&lt;br /&gt;
&lt;br /&gt;
If you want to make a corpse to spawn alive again, select its spawn point and press K.&lt;/div&gt;</summary>
		<author><name>Xagor-the-ninja</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=NPC_Navigation&amp;diff=6019</id>
		<title>NPC Navigation</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=NPC_Navigation&amp;diff=6019"/>
		<updated>2018-05-05T12:35:23Z</updated>

		<summary type="html">&lt;p&gt;Xagor-the-ninja: /* Generating The Nav Mesh */ - added note about &amp;#039;&amp;#039;disable auto navmesh regen&amp;#039;&amp;#039; and what it does.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Overgrowth will automatically make sure that there is a navigation mesh for a level when you start it. However, this mesh might not be like you want it. For instance, maybe the NPCs can run up places they shouldn&#039;t, or they can&#039;t access some place of the level because they don&#039;t know where to jump since there are no jump nodes. This article goes through the tools you can use improve the way NPCs navigate through your levels.&lt;br /&gt;
&lt;br /&gt;
= Visualizing Navigation =&lt;br /&gt;
[[Image:Nav_mesh_vis.jpg|right|thumb|caption|Nav mesh visualization]]&lt;br /&gt;
&lt;br /&gt;
There are a number of useful visualizations you can use to see what&#039;s going on with the nav mesh and jump nodes. These are all available in the top menu bar under &#039;&#039;View&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Option !! Description&lt;br /&gt;
|-&lt;br /&gt;
! Nav mesh&lt;br /&gt;
| The areas that are considered walkable&lt;br /&gt;
|-&lt;br /&gt;
! Collision&lt;br /&gt;
| What geometry the nav mesh generator took into consideration when the current nav mesh was generated&lt;br /&gt;
|-&lt;br /&gt;
! Nav hints&lt;br /&gt;
| Display [[#Nav_Hints|nav hints]]&lt;br /&gt;
|-&lt;br /&gt;
! Nav regions&lt;br /&gt;
| Display [[#Nav_Regions|nav regions]]&lt;br /&gt;
|-&lt;br /&gt;
! Jump nodes&lt;br /&gt;
| Display [[#Jump_Nodes|jump nodes]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Generating The Nav Mesh =&lt;br /&gt;
In the editor, in the menu bar under &#039;&#039;Nav Mesh&#039;&#039; you have a button to create, save and load the nav mesh, as well as a number of parameters that decides how the nav mesh is generated. In the &#039;&#039;Settings&#039;&#039;-&amp;gt;&#039;&#039;Debug&#039;&#039; menu is an option to &#039;&#039;Disable Auto Navmesh Regen,&#039;&#039; which prevents maps from loading the nav mesh - which is useful for troubleshooting a nav mesh which is taking too long to load.&lt;br /&gt;
&lt;br /&gt;
Overgrowth uses the Recast navigation mesh construction toolset to create it&#039;s nav meshes. The first step Recast takes when constructing the nav mesh is to create a voxel representation of the level geometry. It then uses that to figure out where a character should be able to walk.&lt;br /&gt;
&lt;br /&gt;
All distance values in the nav mesh parameters refer to meters.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Nav Mesh Parameter !! Description !! Default value&lt;br /&gt;
|-&lt;br /&gt;
! Cell Size&lt;br /&gt;
| The width and depth of each voxel in the voxel step, a smaller number results in a more detailed and accurate nav mesh, but also increases generation time&lt;br /&gt;
| 0.30&lt;br /&gt;
|-&lt;br /&gt;
! Cell Height&lt;br /&gt;
| The height of each voxel in the voxel step, a smaller number results in a more detailed and accurate nav mesh, but also increases generation time&lt;br /&gt;
| 0.20&lt;br /&gt;
|-&lt;br /&gt;
! Agent Height&lt;br /&gt;
| How much ceiling height the characters in the game need&lt;br /&gt;
| 1.70&lt;br /&gt;
|-&lt;br /&gt;
! Agent Radius&lt;br /&gt;
| How wide the characters in the game are, this value higher than the characters in the game actually are (they are not actually 0.8m wide), because movement in OG has so much momentum that there needs to be some extra margin to ensure characters can navigate well&lt;br /&gt;
| 0.40&lt;br /&gt;
|-&lt;br /&gt;
! Agent Max Climb&lt;br /&gt;
| The tallest &amp;quot;stair&amp;quot; characters should be able to walk up, this is quite high by default to ensure the AI can get around easily by default, but once you start working on the nav mesh and jump nodes you can turn this down to around 0.70 and just make sure you handle all navigation issues that arise&lt;br /&gt;
| 1.50&lt;br /&gt;
|-&lt;br /&gt;
! Agent Max Slope&lt;br /&gt;
| The steepest angle that should be considered walkable&lt;br /&gt;
| 60.00&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Nav Hints =&lt;br /&gt;
[[Image:nav_hint.jpg|right|thumb|caption|Left side: nav hint and the resulting nav mesh, right side: what the nav generator sees]]&lt;br /&gt;
&lt;br /&gt;
Sometimes you want to stop the nav generator from creating a walkable area somewhere, like if you don&#039;t want your NPCs to think they can walk under water. Other times the nav generator doesn&#039;t create a walkable area somewhere where NPCs should clearly be able to walk, maybe because there is some complicated geometry there. These types of issues can be solved using nav hints.&lt;br /&gt;
&lt;br /&gt;
Nav hints are blocks that are only seen by the nav generator. So in the game they are invisible and passable, they ONLY matter when the nav mesh is generated.&lt;br /&gt;
&lt;br /&gt;
Create a nav hint by going to &#039;&#039;Load → Utility → nav hint&#039;&#039; in the top menu bar. Once you click to place it you&#039;ll see a purple wireframe box that you can translate, rotate and scale. When the nav mesh is being generated it will regard this wirefram box as a solid block, so use it to block off or bridge over problematic areas.&lt;br /&gt;
&lt;br /&gt;
Note that as with any box, navigation will still be generated inside the box, since Recast only considers the walls of any object solid.&lt;br /&gt;
&lt;br /&gt;
If you want to see exactly what the nav generator sees, generate the nav mesh and then activate &#039;&#039;View → Collision&#039;&#039;. This shows the collision the nav generator used the last time it generated the nav mesh.&lt;br /&gt;
&lt;br /&gt;
= Nav Regions =&lt;br /&gt;
[[Image:nav_region.jpg|right|thumb|caption|The nav region limits the nav mesh area, improving the nav mesh generation times significantly]]&lt;br /&gt;
&lt;br /&gt;
If you have a really big level, you might not want to generate navigation for all of it. Maybe the outer parts are an inaccessible backdrop or won&#039;t ever have any NPCs in it. This is where using a nav region is useful.&lt;br /&gt;
&lt;br /&gt;
Once a nav region is placed, the nav mesh will only be generated inside that region. This can cut down on nav generation times a lot, and so can also be used to temporarliy get quicker nav generation times while working on a specific part of a level. Keep in mind though that moving the nav region can slightly change how the mesh is generated.&lt;br /&gt;
&lt;br /&gt;
To create a nav region, go to &#039;&#039;Load → Utility → nav region&#039;&#039; in the top menu bar. It looks like a purple box, and can only be scaled and translated, not rotated. Simply scale and position the box so that all of the area you want to have nav mesh is covered.&lt;br /&gt;
&lt;br /&gt;
A level can only have one nav region, any extra nav regions are ignored.&lt;br /&gt;
&lt;br /&gt;
= Jump Nodes =&lt;br /&gt;
[[Image:jump_nodes.jpg|right|thumb|caption|Some connected jump nodes]]&lt;br /&gt;
&lt;br /&gt;
To tell NPCs to where they can jump you need to place jump nodes and connect them to each other.&lt;br /&gt;
&lt;br /&gt;
To create a jump connection, create a jump node via &#039;&#039;Load → Utility → nav connection&#039;&#039; in the top menu bar. Once you have two jump nodes, slect one of them and hold alt while left clicking on the other to connect them to each other. When you generate the nav mesh the next time, these nodes will be positions that NPCs can jump to and from.&lt;br /&gt;
&lt;br /&gt;
One jump node can have more than one connection.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that almost all jump nodes need to work both ways. If you make a really tall jump connection for instance, NPCs will be able to jump down, but since it&#039;s so tall, they will not be able to jump up. Since the connection is there, they will still try to jump up if it would be the fastest route. However, when they realize they can&#039;t jump that high, they will just stand on the jump node instead of trying to find anoter way. This is why you need to manually test your jump nodes to make sure they actually work both ways.&lt;br /&gt;
&lt;br /&gt;
There are some cases when jump nodes do not need to work both ways. For instance, if an NPC is spawned outside of the playable area, quite far up, where it will never have any possible reason to return, it could make sense to have a jump connection that only works in one direction. This is because then the NPC will never get stuck on the bottom jump node, because there will never be a case where the NPC would need to use it.&lt;br /&gt;
&lt;br /&gt;
= Testing Navigation =&lt;br /&gt;
[[Image:nav_testing.jpg|right|thumb|caption|AI path and jump visualization]]&lt;br /&gt;
&lt;br /&gt;
To ensure that your jump nodes and nav mesh works as you expect you&#039;ll want to test it using debug tools.&lt;br /&gt;
&lt;br /&gt;
To test navigation, in the top menu bar, press &#039;&#039;Settings → Debug → AI&#039;&#039; and activate &#039;&#039;Show AI Path&#039;&#039; to see where NPCs are going, &#039;&#039;Show AI Jump&#039;&#039; to see a visualization of where they are trying to jump, and &#039;&#039;AI Mouse Path Testing&#039;&#039; to be able to tell AI where to go.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve activated the debug settings, select a character spawn point, point with the cursor where you want the character to go and press G.&lt;br /&gt;
&lt;br /&gt;
This allows you to easily test if your navigation is working as expected. This is an especially useful method to test jump connections with.&lt;br /&gt;
&lt;br /&gt;
You might want to deactivate the AI when doing this by pressing C. Otherwise the character you are testing with might get killed by some enemies in the level.&lt;br /&gt;
&lt;br /&gt;
Keeping the &#039;&#039;AI Mouse Path Testing&#039;&#039; setting activated can degrade performance in the editor quite a bit, so make sure to turn it off after you&#039;re done testing your nav mesh.&lt;br /&gt;
&lt;br /&gt;
[[Category: Modding]]&lt;br /&gt;
[[Category: Overgrowth]]&lt;/div&gt;</summary>
		<author><name>Xagor-the-ninja</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Creating_a_new_Mod&amp;diff=5534</id>
		<title>Creating a new Mod</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Creating_a_new_Mod&amp;diff=5534"/>
		<updated>2018-01-16T09:50:47Z</updated>

		<summary type="html">&lt;p&gt;Xagor-the-ninja: /* Folder structure */ Added note that &amp;quot;Mods&amp;quot; folder in both program files and &amp;quot;My Documents&amp;quot; will both work for mod location.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Folder structure ==&lt;br /&gt;
&lt;br /&gt;
Overgrowth has a powerful and simple system to allow the creation of mods by both &amp;quot;overshadowing&amp;quot; existing files, and by creating new files.&lt;br /&gt;
&lt;br /&gt;
Mods that are installed via the Steam workshop end up in &amp;lt;code&amp;gt;../Steam/steamapps/workshop/content/25000/&amp;lt;/code&amp;gt;. Each folder in there has a number assigned to it, so it can be hard to see which folder belongs to which mod. All other mods, such as manually installed ones, those from SUM Launcher and those you make yourself live in the &amp;lt;code&amp;gt;../Overgrowth/Data/Mods/&amp;lt;/code&amp;gt; folder. There, each mod folder has a readable name.&lt;br /&gt;
&lt;br /&gt;
The folder for a mod must contain at least a mod.xml file. Other data may be present as well, such as scripts, shaders, models, textures or levels. All these folders are contained in a Data folder inside the mod&#039;s folder, resulting in the following structure&lt;br /&gt;
&lt;br /&gt;
    Overgrowth/Data/Mods/&lt;br /&gt;
    └── my_mod/&lt;br /&gt;
        ├── mod.xml&lt;br /&gt;
        └── Data/&lt;br /&gt;
            ├── Scripts/&lt;br /&gt;
            ├── Shaders/&lt;br /&gt;
            ├── Models/&lt;br /&gt;
            ├── Textures/&lt;br /&gt;
            └── Levels/&lt;br /&gt;
&lt;br /&gt;
Note that your mod can be set up and kept in either YourPC/Documents/Wolfire/Overgrowth/Data/Mods, or in the actual program files, in YourPC/(C:)/Program Files(x86)/Steam/steamapps/common/Overgrowth/Data/Mods - both of these &amp;quot;Mods&amp;quot; folder locations will work. The folder called my_mod in the tree structure above is what is compressed into a zip file and distributed when a mod is released. You can also release the mod on Steam Workshop, which is a different process that you can read about [[#Steam_Workshop|a bit further down]].&lt;br /&gt;
&lt;br /&gt;
== The mod.xml file ==&lt;br /&gt;
&lt;br /&gt;
The mod.xml file contains the mod&#039;s meta data. The game uses this file to understand how to use the mod with the game. XML files can be written and modified using programs like Notepad++ and Sublime Text. Here is a complete example:&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;? xml version=&amp;quot;1.0&amp;quot; ?&amp;gt;&lt;br /&gt;
    &amp;lt;Mod&amp;gt;&lt;br /&gt;
        &amp;lt;!-- The ID is necessary and should never change between versions of the same mod --&amp;gt;&lt;br /&gt;
        &amp;lt;Id&amp;gt;unique-name&amp;lt;/Id&amp;gt; &lt;br /&gt;
        &amp;lt;!-- The human readable name is presented in UI&#039;s --&amp;gt;&lt;br /&gt;
        &amp;lt;Name&amp;gt;Human Readable Name&amp;lt;/Name&amp;gt; &lt;br /&gt;
        &amp;lt;!-- Version number, can have any formatting you wish. --&amp;gt;&lt;br /&gt;
        &amp;lt;Version&amp;gt;1.2.5&amp;lt;/Version&amp;gt;&lt;br /&gt;
        &amp;lt;SupportedVersion&amp;gt;b4&amp;lt;/SupportedVersion&amp;gt;&lt;br /&gt;
        &amp;lt;ModDependency&amp;gt;&lt;br /&gt;
            &amp;lt;Id&amp;gt;other-mod2&amp;lt;/Id&amp;gt;&lt;br /&gt;
            &amp;lt;Version&amp;gt;1.0.0&amp;lt;/Version&amp;gt; &lt;br /&gt;
        &amp;lt;/ModDependency&amp;gt;&lt;br /&gt;
    &amp;lt;/Mod&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can find all available tags and their uses under the [[#mod.xml_tags|mod.xml_tags]] heading below.&lt;br /&gt;
&lt;br /&gt;
== mod.xml tags ==&lt;br /&gt;
There are quite a few tags that can be used in the mod.xml file to set up your mod. Here we go through all of those tags.&lt;br /&gt;
&lt;br /&gt;
=== Id ===&lt;br /&gt;
&lt;br /&gt;
The unique ID for this mod that is not allowed to conflict with any other existing mod. One suggestion is to keep it the same as the folder name for the mod. The ID is not shown to the user, but it is used for instance when another mod wants to use this mod as a dependency. ID tag text must consist of letters and dashes only, with no uppercase.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;Id&amp;gt;my-mod&amp;lt;/Id&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Name ===&lt;br /&gt;
&lt;br /&gt;
The name of the mod, shown in the mod menu.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;Name&amp;gt;My Mod&amp;lt;/Name&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Category ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TODO: Verify that this is correct.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Required for a valid mod, but does not seem to have any effect.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;Category&amp;gt;Campaign&amp;lt;/Category&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Author ===&lt;br /&gt;
&lt;br /&gt;
Is shown in the user interface to tell the user who made the mod.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;Author&amp;gt;John Doe&amp;lt;/Author&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Description ===&lt;br /&gt;
&lt;br /&gt;
Is shown in the user interface to tell the user what this mod does.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;Description&amp;gt;This is my really cool mod that adds some excellent functionality&amp;lt;/Description&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Version ===&lt;br /&gt;
&lt;br /&gt;
The version of the mod. It is both shown in the user interface, and is used by other mods that depend on this mod to make sure that the user has the right version of your mod installed. Does not need to follow any specific pattern.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;Version&amp;gt;1.0.0&amp;lt;/Version&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Thumbnail ===&lt;br /&gt;
&lt;br /&gt;
The path to an image to show in the user interface for your mod when the user is browsing their installed mods. Make sure you include the supplied image in the mod folder.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;Thumbnail&amp;gt;Data/Images/my-mod/thumb.jpg&amp;lt;/Thumbnail&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== PreviewImage ===&lt;br /&gt;
&lt;br /&gt;
This image is used in Steam Workshop to represent the mod in search results, when browsing mods and on the mod&#039;s page.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;PreviewImage&amp;gt;Data/Images/my-mod/preview-image.jpg&amp;lt;/PreviewImage&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tag ===&lt;br /&gt;
&lt;br /&gt;
Once the mod is uploaded to Steam Workshop, you can search for the tags to find the mod. You can have as many tags as you want.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;lt;Tag&amp;gt;Campaign&amp;lt;/Tag&amp;gt;&lt;br /&gt;
 &amp;lt;Tag&amp;gt;Parkour&amp;lt;/Tag&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== SupportedVersion ===&lt;br /&gt;
&lt;br /&gt;
Which update of the game this mod can be used in. Can be something like &amp;lt;code&amp;gt;b4&amp;lt;/code&amp;gt;, or &amp;lt;code&amp;gt;*&amp;lt;/code&amp;gt; to indicate that it can be used with any version. Using &amp;lt;code&amp;gt;*&amp;lt;/code&amp;gt; is useful for mods that don&#039;t rely on the game code as much, such as assets, levels and so on.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TODO: How can you find out which is the current version?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;SupportedVersion&amp;gt;b4&amp;lt;/SupportedVersion&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== LevelHookFile ===&lt;br /&gt;
&lt;br /&gt;
Specifies a path to a script file. Functions in this script are run for every level in the game when the mod is active. Every mod can add their own level hook script. [[LevelScripts#Per-mod_Level_Script|Read this]] for more information.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;LevelHookFile&amp;gt;Scripts/my_mod/level_script.as&amp;lt;/LevelHookFile&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== MenuItem ===&lt;br /&gt;
Deprecated, no longer works.&lt;br /&gt;
&lt;br /&gt;
Adds a campaign button to the Play menu which runs a script. The script type is a [[Scriptable Menu]].&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;MenuItem title=&amp;quot;My Menu&amp;quot; category=&amp;quot;My Category&amp;quot; thumbnail=&amp;quot;Data/Images/my_mod/my_item.png&amp;quot; path=&amp;quot;Data/Scripts/my_menu_script.as&amp;quot;/&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Campaign ===&lt;br /&gt;
&lt;br /&gt;
Describes a set of levels that belong together.&lt;br /&gt;
&lt;br /&gt;
Has a few attributes that describe the campaign:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Attribute !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
! title&lt;br /&gt;
| The name of the campaign, shown in the menu.&lt;br /&gt;
|-&lt;br /&gt;
! type&lt;br /&gt;
| Deprecated, has no effect.&lt;br /&gt;
|-&lt;br /&gt;
! is_linear&lt;br /&gt;
| Sets if you need to finish the first level to unlock access to the second and so on.&lt;br /&gt;
|-&lt;br /&gt;
! thumbnail&lt;br /&gt;
| The path to the image to use for the campaign in the play menu.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Inside the campaign tag there are two or more &amp;quot;Level&amp;quot; tags in the desired order that make up the campaign. For more information about what is included in the &amp;quot;Level&amp;quot; tag, see the &amp;quot;Level&amp;quot; heading just below.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
    &amp;lt;Campaign title=&amp;quot;My Campaign&amp;quot;&lt;br /&gt;
              type=&amp;quot;general&amp;quot;&lt;br /&gt;
              is_linear=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;Level title=&amp;quot;Intro&amp;quot; &lt;br /&gt;
               thumbnail=&amp;quot;Images/MyMod/intro_thumb.jpg&amp;quot;&amp;gt;&lt;br /&gt;
               MyMod/intro.xml&lt;br /&gt;
        &amp;lt;/Level&amp;gt;&lt;br /&gt;
        &amp;lt;Level title=&amp;quot;Big Challenge&amp;quot; &lt;br /&gt;
               thumbnail=&amp;quot;Images/MyMod/challenge_thumb.jpg&amp;quot;&amp;gt;&lt;br /&gt;
               MyMod/challenge.xml&lt;br /&gt;
        &amp;lt;/Level&amp;gt;&lt;br /&gt;
        &amp;lt;Level title=&amp;quot;Ending&amp;quot; &lt;br /&gt;
               thumbnail=&amp;quot;Images/MyMod/end_cutscene_thumb.jpg&amp;quot;&amp;gt;&lt;br /&gt;
               MyMod/end_cutscene.xml&lt;br /&gt;
        &amp;lt;/Level&amp;gt;&lt;br /&gt;
    &amp;lt;/Campaign&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level ===&lt;br /&gt;
&lt;br /&gt;
Can be placed in the root &amp;quot;Mod&amp;quot; tag to make the specified levels show up under the play menu in the game. You can also place them in a &amp;quot;Campaign&amp;quot; tag to put them into a campaign, for more information on that, see the &amp;quot;Campaign&amp;quot; tag above.&lt;br /&gt;
&lt;br /&gt;
Each level has two attributes, and between the start and end tags you write the path to the level. The root for the path is in the /Data/Levels/ folder, so leave everything up to the Levels folder out of the path, and make sure the level is stored inside the &amp;lt;code&amp;gt;../Overgrowth/Data/Mods/my_mod/Data/Levels/&amp;lt;/code&amp;gt; folder.&lt;br /&gt;
&lt;br /&gt;
Attributes:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Attribute !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
! title&lt;br /&gt;
| The name of the level, shown in the menu.&lt;br /&gt;
|-&lt;br /&gt;
! thumbnail&lt;br /&gt;
| The path to the image to use for the level in the play menu. This attribute is not required.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;Level title=&amp;quot;My Level&amp;quot; thumbnail=&amp;quot;Images/MyMod/my_level_thumb.jpg&amp;quot;&amp;gt;MyMod/my_level.xml&amp;lt;/Level&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== NeedsRestart ===&lt;br /&gt;
&lt;br /&gt;
This tag is used to determine if the game should let the user know that they need to restart the game in order for the mod to function properly.&lt;br /&gt;
&lt;br /&gt;
Can be &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
You need to manually test for if your mod works properly without a game restart, and then put true or false depending on the outcome.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;NeedsRestart&amp;gt;false&amp;lt;/NeedsRestart&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== ModDependency ===&lt;br /&gt;
&lt;br /&gt;
This is a list of other mods that this mod depends on to work. Has two tags for each mod:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tag !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
! Id&lt;br /&gt;
| The unique ID for the other mod.&lt;br /&gt;
|-&lt;br /&gt;
! Version&lt;br /&gt;
| The version of the other mod that this mod requires. Set to &amp;lt;code&amp;gt;*&amp;lt;/code&amp;gt; to accept any version of the other mod.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
    &amp;lt;ModDependency&amp;gt;&lt;br /&gt;
        &amp;lt;Id&amp;gt;other-mod&amp;lt;/Id&amp;gt;&lt;br /&gt;
        &amp;lt;Version&amp;gt;1.0.0&amp;lt;/Version&amp;gt; &lt;br /&gt;
    &amp;lt;/ModDependency&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== OverloadFile ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TODO: Write description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;OverloadFile&amp;gt;&#039;&#039;&#039;TODO: Write example&amp;lt;/OverloadFile&amp;gt;&amp;lt;/code&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Item ===&lt;br /&gt;
&lt;br /&gt;
Allows you to add entries to the &amp;quot;Load Item&amp;quot; list in the editor. This is useful if the mod adds weapons, characters, static objects, decals and similar things.&lt;br /&gt;
&lt;br /&gt;
Has a few attributes for each entry:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Attribute !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
! category&lt;br /&gt;
| Name of the sub-menu to add the item to. If the sub-menu does not exist it will automatically be created.&lt;br /&gt;
|-&lt;br /&gt;
! title&lt;br /&gt;
| Name of the item to display in the list.&lt;br /&gt;
|-&lt;br /&gt;
! path&lt;br /&gt;
| Path to the object file for this item.&lt;br /&gt;
|-&lt;br /&gt;
! thumbnail&lt;br /&gt;
| Path to image to use as a preview image for this item.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
    &amp;lt;Item category=&amp;quot;My Mod&amp;quot;&lt;br /&gt;
          title=&amp;quot;My item&amp;quot;&lt;br /&gt;
          path=&amp;quot;Data/Items/MyItem.xml&amp;quot;&lt;br /&gt;
          thumbnail=&amp;quot;Data/UI/spawner/MyItem.png&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Advanced mod menu ==&lt;br /&gt;
&lt;br /&gt;
[[File:Advanced_mod_menu.jpg|200px|thumb|right|The advanced mod menu]]&lt;br /&gt;
&lt;br /&gt;
To help modders validate their mods and upload them to the Steam Workshop there is a tool called the &amp;quot;Advanced mod menu&amp;quot;. Access it by going to the main menu, then in the top menu bar, click &amp;lt;code&amp;gt;Windows -&amp;gt; Mods&amp;lt;/code&amp;gt;. This brings up a simpler version of the mod menu. To activate the advanced mod menu, click &amp;lt;code&amp;gt;Menu -&amp;gt; Advanced&amp;lt;/code&amp;gt;. Make sure to increase the size of the window to see all the new information in the window.&lt;br /&gt;
&lt;br /&gt;
This shows all the available information for the selected mod.&lt;br /&gt;
&lt;br /&gt;
== Steam Workshop ==&lt;br /&gt;
&lt;br /&gt;
[[File:Steamworks_upload.jpg|200px|thumb|right|The Steamworks New Upload menu]]&lt;br /&gt;
&lt;br /&gt;
To release a mod on Steam Workshop, first create your mod and make sure it works as intended. Then open up the [[#Advanced_mod_menu|advanced mod menu]], make sure the &amp;quot;Valid&amp;quot; item says &amp;quot;Yes&amp;quot;, press &amp;quot;Upload To Steamworks...&amp;quot; and follow the instructions at the bottom.&lt;br /&gt;
&lt;br /&gt;
If it says something about needing to accept an agreement when you&#039;ve uploaded a mod, go to http://steamcommunity.com/sharedfiles/workshoplegalagreement, log in, read through and accept the agreement if you do.&lt;br /&gt;
&lt;br /&gt;
Any mod that has just been uploaded will be private. And before you make it public you should brush up the mod&#039;s page a bit. It&#039;s a good idea to add a video, some screenshots, a description that tells the user what makes the mod interesting, how to use it and so on.&lt;br /&gt;
&lt;br /&gt;
If the mod requires some other mod to work, make sure to specify that using the &amp;quot;Add/Remove Required Items&amp;quot; in the &amp;quot;Owner Controls&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Updating a Mod on Steam Workshop ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TODO: What is the process for updating an already uploaded mod on Steam Workshop?&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Xagor-the-ninja</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Dialogue&amp;diff=5511</id>
		<title>Dialogue</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Dialogue&amp;diff=5511"/>
		<updated>2018-01-14T06:09:18Z</updated>

		<summary type="html">&lt;p&gt;Xagor-the-ninja: /* Camera work and character positions */ Formatting/small mod&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;**Please note that this page is under construction**&lt;br /&gt;
&lt;br /&gt;
==Creating and editing a dialogue==&lt;br /&gt;
&lt;br /&gt;
To begin, open up a level in the editor, or create a new one. Spawn some characters, and make sure they&#039;re all on the same team so they don&#039;t attack each other.&lt;br /&gt;
&lt;br /&gt;
Then click Top Bar -&amp;gt; Dialogue -&amp;gt; New Dialogue. Your cursor should now have a plus. Click somewhere in the level to spawn the dialogue hotspot.&lt;br /&gt;
&lt;br /&gt;
Double click on the new dialogue hotspot to select it, and click Top Bar -&amp;gt; Dialogue -&amp;gt; Edit Selected. Now you&#039;re in the dialogue editor.&lt;br /&gt;
&lt;br /&gt;
==Naming the dialogue==&lt;br /&gt;
&lt;br /&gt;
Make sure you change the name from #name &amp;quot;Unnamed&amp;quot; to something more specific to that conversation. Like #name &amp;quot;Chat With Villagers&amp;quot; or something. Remember this name, cause you&#039;re going to use it later.&lt;br /&gt;
&lt;br /&gt;
==Adding participants to the dialogue==&lt;br /&gt;
&lt;br /&gt;
Next, change the #participants 1 value from 1, to the number of characters in the conversation. Make sure you include the player, even if they aren&#039;t going to talk. Otherwise the character can run around during the dialogue, and it can get confusing.&lt;br /&gt;
&lt;br /&gt;
After that, double click on the small numbered box above the dialogue hotspot. Then hold Alt while you click on a character&#039;s spawn box. This makes a line between the two, and binds that character to that dialogue. You have to do this for all characters who will talk, and the player.&lt;br /&gt;
&lt;br /&gt;
==Adding lines to the dialogue==&lt;br /&gt;
&lt;br /&gt;
Now to customize the dialogue. Where it says say 1 &amp;quot;Name&amp;quot; &amp;quot;Type your dialogue here.&amp;quot;, change the name and the text. Something like say 1 &amp;quot;Fritz&amp;quot; &amp;quot;Just going for a jaunt in the park&amp;quot;. The number at the beginning refers to the participant number (the numbered box) that is linked to the character who is speaking.&lt;br /&gt;
&lt;br /&gt;
You can add more say lines. Remember to set the right participant number and the right name for each. They can even change names in the middle of the conversation, for example if they&#039;ve just been introduced to you. You could start by calling them &amp;quot;Green Rabbit&amp;quot;, and later change them to &amp;quot;Jonathan&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
You can preview what your dialogue does at any time by clicking Dialogue Editor -&amp;gt; Menu Bar -&amp;gt; Edit -&amp;gt; Preview.&lt;br /&gt;
&lt;br /&gt;
==Triggering the dialogue==&lt;br /&gt;
&lt;br /&gt;
To start the dialogue, the character needs to walk to somewhere in the level. To make that work, you need a Start Dialogue hotspot. There are other ways to trigger a dialogue using the new checkpoints system, but that&#039;s far more advanced, so let&#039;s just start with this.&lt;br /&gt;
&lt;br /&gt;
Click Top Bar -&amp;gt; Load -&amp;gt; and type Start Dialogue. Click that item, and click in the level to spawn it.&lt;br /&gt;
&lt;br /&gt;
Then double click on the new Start Dialogue hotspot to select it. Click Top Bar -&amp;gt; Windows -&amp;gt; Selected in order to open its properties.&lt;br /&gt;
&lt;br /&gt;
From here, click the arrow to expand the start_dialogue.xml object, and click the arrow to expand Script Params.&lt;br /&gt;
&lt;br /&gt;
On the line where it says Dialogue, double click in the box next to it, where it says Default text. Change the text here to the name you set for the dialogue (Chat With Villagers, in the example at the beginning of this tutorial, or whatever you chose to name it).&lt;br /&gt;
&lt;br /&gt;
Now make sure to move this trigger and resize it to the shape you want. When the player walks inside this trigger, the dialogue will start. Note that it will only do this once, so you must hit the L key to reset the level if you want to trigger the dialogue again.&lt;br /&gt;
&lt;br /&gt;
Other properties in the Script params:&lt;br /&gt;
&lt;br /&gt;
If you want to have to click to activate the dialogue, instead of just having to walk inside the hotspot, then uncheck Automatic.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t want to see the big green dialogue bubble while playing the game, uncheck Visible in game.&lt;br /&gt;
&lt;br /&gt;
==Camera work and character positions==&lt;br /&gt;
&lt;br /&gt;
While editing the dialogue, there&#039;s a camera object that you can move around in the scene. You might not see that camera at first, since it spawns on top of the dialogue hotspot, and might be embedded in the ground. The camera can be spawned from the Load-&amp;gt;Utility menu, as well.  Don&#039;t be afraid to move any of those boxes around. It doesn&#039;t matter where you place the dialogue hotspot, so feel free to move it up and out of the way, so you can edit the per-line objects.&lt;br /&gt;
&lt;br /&gt;
To set up the camera for a given line of dialogue, click on the corresponding say line, then select the camera and position it where you want it. There is a preview window that lets you line up your shot perfectly. You can move and resize that window.&lt;br /&gt;
&lt;br /&gt;
===Adding Animations===&lt;br /&gt;
You can also move characters to different positions for each line, make them look around, etc, via boxes that can somehow be manipulated.&lt;br /&gt;
&lt;br /&gt;
The camera and character positions can be changed for each line of dialogue, so make sure you set everything up perfectly for each line. Just click on each different line in the editor window, and then move the animation and camera boxes around for that line of the dialogue as desired.&lt;br /&gt;
&lt;br /&gt;
==Making it good==&lt;br /&gt;
&lt;br /&gt;
Don&#039;t be afraid to mess around with the objects in the Dialogue Editor, or even to change, copy, paste the code around. Also make sure to open the existing game&#039;s levels in the editor to check out what other hidden features show up in dialogues.&lt;br /&gt;
&lt;br /&gt;
For dialogue work in general, there&#039;s also a bunch of tutorials on the internet and YouTube about cinema, camera work, and photography. All of these topics can give you useful information that will apply to making dialogues in games. I suggest you check out (google!) topics like -&lt;br /&gt;
&lt;br /&gt;
    The rule of thirds&lt;br /&gt;
    180 degree rule&lt;br /&gt;
    30 degree rule&lt;br /&gt;
    Over the shoulder shot&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This list of techniques goes on forever, so I suggest getting lost on google for a while, watching videos, etc.&lt;br /&gt;
&lt;br /&gt;
A popular YouTube channel on this topic is &amp;quot;each frame a painting&amp;quot;. Check that out too.&lt;/div&gt;</summary>
		<author><name>Xagor-the-ninja</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Dialogue&amp;diff=5510</id>
		<title>Dialogue</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Dialogue&amp;diff=5510"/>
		<updated>2018-01-14T06:04:26Z</updated>

		<summary type="html">&lt;p&gt;Xagor-the-ninja: Minor formatting structure&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;**Please note that this page is under construction**&lt;br /&gt;
&lt;br /&gt;
==Creating and editing a dialogue==&lt;br /&gt;
&lt;br /&gt;
To begin, open up a level in the editor, or create a new one. Spawn some characters, and make sure they&#039;re all on the same team so they don&#039;t attack each other.&lt;br /&gt;
&lt;br /&gt;
Then click Top Bar -&amp;gt; Dialogue -&amp;gt; New Dialogue. Your cursor should now have a plus. Click somewhere in the level to spawn the dialogue hotspot.&lt;br /&gt;
&lt;br /&gt;
Double click on the new dialogue hotspot to select it, and click Top Bar -&amp;gt; Dialogue -&amp;gt; Edit Selected. Now you&#039;re in the dialogue editor.&lt;br /&gt;
&lt;br /&gt;
==Naming the dialogue==&lt;br /&gt;
&lt;br /&gt;
Make sure you change the name from #name &amp;quot;Unnamed&amp;quot; to something more specific to that conversation. Like #name &amp;quot;Chat With Villagers&amp;quot; or something. Remember this name, cause you&#039;re going to use it later.&lt;br /&gt;
&lt;br /&gt;
==Adding participants to the dialogue==&lt;br /&gt;
&lt;br /&gt;
Next, change the #participants 1 value from 1, to the number of characters in the conversation. Make sure you include the player, even if they aren&#039;t going to talk. Otherwise the character can run around during the dialogue, and it can get confusing.&lt;br /&gt;
&lt;br /&gt;
After that, double click on the small numbered box above the dialogue hotspot. Then hold Alt while you click on a character&#039;s spawn box. This makes a line between the two, and binds that character to that dialogue. You have to do this for all characters who will talk, and the player.&lt;br /&gt;
&lt;br /&gt;
==Adding lines to the dialogue==&lt;br /&gt;
&lt;br /&gt;
Now to customize the dialogue. Where it says say 1 &amp;quot;Name&amp;quot; &amp;quot;Type your dialogue here.&amp;quot;, change the name and the text. Something like say 1 &amp;quot;Fritz&amp;quot; &amp;quot;Just going for a jaunt in the park&amp;quot;. The number at the beginning refers to the participant number (the numbered box) that is linked to the character who is speaking.&lt;br /&gt;
&lt;br /&gt;
You can add more say lines. Remember to set the right participant number and the right name for each. They can even change names in the middle of the conversation, for example if they&#039;ve just been introduced to you. You could start by calling them &amp;quot;Green Rabbit&amp;quot;, and later change them to &amp;quot;Jonathan&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
You can preview what your dialogue does at any time by clicking Dialogue Editor -&amp;gt; Menu Bar -&amp;gt; Edit -&amp;gt; Preview.&lt;br /&gt;
&lt;br /&gt;
==Triggering the dialogue==&lt;br /&gt;
&lt;br /&gt;
To start the dialogue, the character needs to walk to somewhere in the level. To make that work, you need a Start Dialogue hotspot. There are other ways to trigger a dialogue using the new checkpoints system, but that&#039;s far more advanced, so let&#039;s just start with this.&lt;br /&gt;
&lt;br /&gt;
Click Top Bar -&amp;gt; Load -&amp;gt; and type Start Dialogue. Click that item, and click in the level to spawn it.&lt;br /&gt;
&lt;br /&gt;
Then double click on the new Start Dialogue hotspot to select it. Click Top Bar -&amp;gt; Windows -&amp;gt; Selected in order to open its properties.&lt;br /&gt;
&lt;br /&gt;
From here, click the arrow to expand the start_dialogue.xml object, and click the arrow to expand Script Params.&lt;br /&gt;
&lt;br /&gt;
On the line where it says Dialogue, double click in the box next to it, where it says Default text. Change the text here to the name you set for the dialogue (Chat With Villagers, in the example at the beginning of this tutorial, or whatever you chose to name it).&lt;br /&gt;
&lt;br /&gt;
Now make sure to move this trigger and resize it to the shape you want. When the player walks inside this trigger, the dialogue will start. Note that it will only do this once, so you must hit the L key to reset the level if you want to trigger the dialogue again.&lt;br /&gt;
&lt;br /&gt;
Other properties in the Script params:&lt;br /&gt;
&lt;br /&gt;
If you want to have to click to activate the dialogue, instead of just having to walk inside the hotspot, then uncheck Automatic.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t want to see the big green dialogue bubble while playing the game, uncheck Visible in game.&lt;br /&gt;
&lt;br /&gt;
==Camera work and character positions==&lt;br /&gt;
&lt;br /&gt;
While editing the dialogue, there&#039;s a camera object that you can move around in the scene. You might not see that camera at first, cause it spawns on top of the dialogue hotspot, and might be embedded in the ground. Don&#039;t be afraid to move any of those boxes around. It doesn&#039;t matter where you place the dialogue hotspot, so feel free to move it up and out of the way, so you can edit the per-line objects.&lt;br /&gt;
&lt;br /&gt;
To set up the camera for a given line of dialogue, click on the corresponding say line, then select the camera and position it where you want it. There is a preview window that lets you line up your shot perfectly. You can move and resize that window.&lt;br /&gt;
&lt;br /&gt;
You can also move characters to different positions for each line, make them look around, etc.&lt;br /&gt;
&lt;br /&gt;
The camera and character positions can be changed for each line of dialogue, so make sure you set everything up perfectly for each line. Just click on each different line and move their boxes around.&lt;br /&gt;
&lt;br /&gt;
==Making it good==&lt;br /&gt;
&lt;br /&gt;
Don&#039;t be afraid to mess around with the objects in the Dialogue Editor, or even to change, copy, paste the code around. Also make sure to open the existing game&#039;s levels in the editor to check out what other hidden features show up in dialogues.&lt;br /&gt;
&lt;br /&gt;
For dialogue work in general, there&#039;s also a bunch of tutorials on the internet and YouTube about cinema, camera work, and photography. All of these topics can give you useful information that will apply to making dialogues in games. I suggest you check out (google!) topics like -&lt;br /&gt;
&lt;br /&gt;
    The rule of thirds&lt;br /&gt;
    180 degree rule&lt;br /&gt;
    30 degree rule&lt;br /&gt;
    Over the shoulder shot&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This list of techniques goes on forever, so I suggest getting lost on google for a while, watching videos, etc.&lt;br /&gt;
&lt;br /&gt;
A popular YouTube channel on this topic is &amp;quot;each frame a painting&amp;quot;. Check that out too.&lt;/div&gt;</summary>
		<author><name>Xagor-the-ninja</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Portal:Overgrowth&amp;diff=5509</id>
		<title>Portal:Overgrowth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Portal:Overgrowth&amp;diff=5509"/>
		<updated>2018-01-14T05:37:07Z</updated>

		<summary type="html">&lt;p&gt;Xagor-the-ninja: /* Level Editing */ - Rearranged List &amp;amp; Added link to dialogue page&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 developed by Wolfire Games, an independent game development company. Overgrowth is the spiritual successor to [[Lugaru]], an earlier game also developed by Wolfire. Development of Overgrowth was officially announced on September 17th, 2008, and version 1.0 was officially released on October 16th, 2017. The game is currently purchasable via [http://www.wolfire.com/overgrowth/preorder direct order], through [https://www.humblebundle.com/store/overgrowth Humble Bundle], and [http://store.steampowered.com/app/25000/Overgrowth/ Steam].&lt;br /&gt;
&lt;br /&gt;
Overgrowth&#039;s Gameplay emphasizes fluid, fast-paced, 3rd-person perspective armed and unarmed melee combat, 3D-platforming, and stealthy infiltration. 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 two campaigns - a remastering of Lugaru in the Phoenix engine, and its successor, the new Overgrowth campaign, as well as a collection of maps (many of which are populated by enemies) which the player is able to explore, fight through, and even modify if they are so inclined. There are three additional gameplay modules, one called &amp;quot;Arena&amp;quot;, in which the player is pitted against procedurally generated NPC enemies in gladiatorial matches, and &amp;quot;Versus,&amp;quot; a two-player local competitive mode in which you can fight your friends, or enemies! There are also numerous player-made characters, weapons, maps, campaigns, and gameplay modifications available through the [https://steamcommunity.com/app/25000/workshop/ Steam Workshop], and a community-made tool called the [http://forums.wolfire.com/viewtopic.php?f=13&amp;amp;t=14201 SUMlauncher].&lt;br /&gt;
&lt;br /&gt;
The story of Overgrowth features a continuation of [[Turner]]&#039;s journey, 1 year after the events of [[Lugaru]]. In addition to anthropomorphic rabbits and wolves, the Overgrowth Universe now includes cats, dogs, and rats (see article: [[Races]]), all of whom appear in the main campaign.&lt;br /&gt;
&lt;br /&gt;
== Playing and Configuring Overgrowth ==&lt;br /&gt;
* [[Getting Started]]&lt;br /&gt;
* [[Control Reference]]&lt;br /&gt;
* [[Configuring Overgrowth]]&lt;br /&gt;
* [[Overgrowth Alpha FAQ| Overgrowth Alpha FAQ]]&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;
* [[Lore]]&lt;br /&gt;
&lt;br /&gt;
== Phoenix Engine Documentation ==&lt;br /&gt;
&lt;br /&gt;
Here we aim to provide comprehensive technical documentation about all features relevant to modding and level editing.&lt;br /&gt;
&lt;br /&gt;
=== Level Editing ===&lt;br /&gt;
* [[Editor Interface]]&lt;br /&gt;
* [[Creating a new Mod]]&lt;br /&gt;
* [[Overgrowth Levels | Setting Up a Level - XML Files]]&lt;br /&gt;
** [[Custom Terrain | Choosing or Creating Terrain]]&lt;br /&gt;
** [[Characters]]&lt;br /&gt;
** [[Dialogue]]&lt;br /&gt;
** [[Checkpoints]]&lt;br /&gt;
** [[Hotspots]]&lt;br /&gt;
** [[Shader And Weather Effects]]&lt;br /&gt;
*** [[Rain Weather Effects]]&lt;br /&gt;
** [[LevelScripts]]&lt;br /&gt;
** [[Scripting]]&lt;br /&gt;
** [[Script Parameters]]&lt;br /&gt;
&lt;br /&gt;
=== Asset Creation ===&lt;br /&gt;
* [[3D Objects]]&lt;br /&gt;
* [[Character Models]]&lt;br /&gt;
* [[Making New Models &amp;amp; Textures]]&lt;br /&gt;
* [[Particle Effects]]&lt;br /&gt;
* [[Custom Decals]]&lt;br /&gt;
* [[Custom Weapons]]&lt;br /&gt;
&lt;br /&gt;
=== Tutorials ===&lt;br /&gt;
* [[Making a Pitch Black Level]]&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
* [[Common Script External Code]]&lt;br /&gt;
* [[Hotspot Scripting]]&lt;br /&gt;
** [[Level Script External Code|Hotspot Script External Code]]&lt;br /&gt;
* [[LevelScripts]]&lt;br /&gt;
** [[Level Script External Code]]&lt;br /&gt;
* [[Characters]]&lt;br /&gt;
** [[Character Script External Code]]&lt;br /&gt;
* [[Editor Camera]]&lt;br /&gt;
** [[Editor Camera Script External Code]]&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;br /&gt;
* [[Alpha List]]&lt;br /&gt;
* [[Overgrowth tests]] {{stub}}&lt;br /&gt;
* [[Post Processing Effects]]&lt;/div&gt;</summary>
		<author><name>Xagor-the-ninja</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Dialogue&amp;diff=5508</id>
		<title>Dialogue</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Dialogue&amp;diff=5508"/>
		<updated>2018-01-14T05:34:15Z</updated>

		<summary type="html">&lt;p&gt;Xagor-the-ninja: Added Dialogue instruction page - source: Kavika @ https://steamcommunity.com/app/25000/discussions/0/1456202492183524181/&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;**Please note that this page is under construction**&lt;br /&gt;
&lt;br /&gt;
Creating and editing a dialogue:&lt;br /&gt;
&lt;br /&gt;
To begin, open up a level in the editor, or create a new one. Spawn some characters, and make sure they&#039;re all on the same team so they don&#039;t attack each other.&lt;br /&gt;
&lt;br /&gt;
Then click Top Bar -&amp;gt; Dialogue -&amp;gt; New Dialogue. Your cursor should now have a plus. Click somewhere in the level to spawn the dialogue hotspot.&lt;br /&gt;
&lt;br /&gt;
Double click on the new dialogue hotspot to select it, and click Top Bar -&amp;gt; Dialogue -&amp;gt; Edit Selected. Now you&#039;re in the dialogue editor.&lt;br /&gt;
&lt;br /&gt;
Naming the dialogue:&lt;br /&gt;
&lt;br /&gt;
Make sure you change the name from #name &amp;quot;Unnamed&amp;quot; to something more specific to that conversation. Like #name &amp;quot;Chat With Villagers&amp;quot; or something. Remember this name, cause you&#039;re going to use it later.&lt;br /&gt;
&lt;br /&gt;
Adding participants to the dialogue:&lt;br /&gt;
&lt;br /&gt;
Next, change the #participants 1 value from 1, to the number of characters in the conversation. Make sure you include the player, even if they aren&#039;t going to talk. Otherwise the character can run around during the dialogue, and it can get confusing.&lt;br /&gt;
&lt;br /&gt;
After that, double click on the small numbered box above the dialogue hotspot. Then hold Alt while you click on a character&#039;s spawn box. This makes a line between the two, and binds that character to that dialogue. You have to do this for all characters who will talk, and the player.&lt;br /&gt;
&lt;br /&gt;
Adding lines to the dialogue:&lt;br /&gt;
&lt;br /&gt;
Now to customize the dialogue. Where it says say 1 &amp;quot;Name&amp;quot; &amp;quot;Type your dialogue here.&amp;quot;, change the name and the text. Something like say 1 &amp;quot;Fritz&amp;quot; &amp;quot;Just going for a jaunt in the park&amp;quot;. The number at the beginning refers to the participant number (the numbered box) that is linked to the character who is speaking.&lt;br /&gt;
&lt;br /&gt;
You can add more say lines. Remember to set the right participant number and the right name for each. They can even change names in the middle of the conversation, for example if they&#039;ve just been introduced to you. You could start by calling them &amp;quot;Green Rabbit&amp;quot;, and later change them to &amp;quot;Jonathan&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
You can preview what your dialogue does at any time by clicking Dialogue Editor -&amp;gt; Menu Bar -&amp;gt; Edit -&amp;gt; Preview.&lt;br /&gt;
&lt;br /&gt;
Triggering the dialogue:&lt;br /&gt;
&lt;br /&gt;
To start the dialogue, the character needs to walk to somewhere in the level. To make that work, you need a Start Dialogue hotspot. There are other ways to trigger a dialogue using the new checkpoints system, but that&#039;s far more advanced, so let&#039;s just start with this.&lt;br /&gt;
&lt;br /&gt;
Click Top Bar -&amp;gt; Load -&amp;gt; and type Start Dialogue. Click that item, and click in the level to spawn it.&lt;br /&gt;
&lt;br /&gt;
Then double click on the new Start Dialogue hotspot to select it. Click Top Bar -&amp;gt; Windows -&amp;gt; Selected in order to open its properties.&lt;br /&gt;
&lt;br /&gt;
From here, click the arrow to expand the start_dialogue.xml object, and click the arrow to expand Script Params.&lt;br /&gt;
&lt;br /&gt;
On the line where it says Dialogue, double click in the box next to it, where it says Default text. Change the text here to the name you set for the dialogue (Chat With Villagers, in the example at the beginning of this tutorial, or whatever you chose to name it).&lt;br /&gt;
&lt;br /&gt;
Now make sure to move this trigger and resize it to the shape you want. When the player walks inside this trigger, the dialogue will start. Note that it will only do this once, so you must hit the L key to reset the level if you want to trigger the dialogue again.&lt;br /&gt;
&lt;br /&gt;
Other properties in the Script params:&lt;br /&gt;
&lt;br /&gt;
If you want to have to click to activate the dialogue, instead of just having to walk inside the hotspot, then uncheck Automatic.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t want to see the big green dialogue bubble while playing the game, uncheck Visible in game.&lt;br /&gt;
&lt;br /&gt;
Camera work and character positions:&lt;br /&gt;
&lt;br /&gt;
While editing the dialogue, there&#039;s a camera object that you can move around in the scene. You might not see that camera at first, cause it spawns on top of the dialogue hotspot, and might be embedded in the ground. Don&#039;t be afraid to move any of those boxes around. It doesn&#039;t matter where you place the dialogue hotspot, so feel free to move it up and out of the way, so you can edit the per-line objects.&lt;br /&gt;
&lt;br /&gt;
To set up the camera for a given line of dialogue, click on the corresponding say line, then select the camera and position it where you want it. There is a preview window that lets you line up your shot perfectly. You can move and resize that window.&lt;br /&gt;
&lt;br /&gt;
You can also move characters to different positions for each line, make them look around, etc.&lt;br /&gt;
&lt;br /&gt;
The camera and character positions can be changed for each line of dialogue, so make sure you set everything up perfectly for each line. Just click on each different line and move their boxes around.&lt;br /&gt;
&lt;br /&gt;
Making it good:&lt;br /&gt;
&lt;br /&gt;
Don&#039;t be afraid to mess around with the objects in the Dialogue Editor, or even to change, copy, paste the code around. Also make sure to open the existing game&#039;s levels in the editor to check out what other hidden features show up in dialogues.&lt;br /&gt;
&lt;br /&gt;
For dialogue work in general, there&#039;s also a bunch of tutorials on the internet and YouTube about cinema, camera work, and photography. All of these topics can give you useful information that will apply to making dialogues in games. I suggest you check out (google!) topics like -&lt;br /&gt;
&lt;br /&gt;
    The rule of thirds&lt;br /&gt;
    180 degree rule&lt;br /&gt;
    30 degree rule&lt;br /&gt;
    Over the shoulder shot&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This list of techniques goes on forever, so I suggest getting lost on google for a while, watching videos, etc.&lt;br /&gt;
&lt;br /&gt;
A popular YouTube channel on this topic is &amp;quot;each frame a painting&amp;quot;. Check that out too.&lt;/div&gt;</summary>
		<author><name>Xagor-the-ninja</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Editor_Interface&amp;diff=5507</id>
		<title>Editor Interface</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Editor_Interface&amp;diff=5507"/>
		<updated>2018-01-14T05:28:53Z</updated>

		<summary type="html">&lt;p&gt;Xagor-the-ninja: /* Dialogue menu */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Modding]]&lt;br /&gt;
[[Category: Overgrowth]]&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
[[Image:Editor-ui.png|right|thumb|caption|The editor user interface]]&lt;br /&gt;
This page details all the interface elements and actions in the Overgrowth level editor.&lt;br /&gt;
&lt;br /&gt;
It can be accessed by creating a new level (File -&amp;gt; New), or by pressing the F1 button while in an existing level.&lt;br /&gt;
&lt;br /&gt;
If the editor is active while playing a level, you can open up the editor window again by hitting Escape.&lt;br /&gt;
&lt;br /&gt;
You can deactivate the editor by hitting F1 a second time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note that while the editor is active, no story mode progress will be saved, and no story levels can be unlocked.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Camera Movement ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Control !! Behavior&lt;br /&gt;
|-&lt;br /&gt;
! W&lt;br /&gt;
| Moves camera forward&lt;br /&gt;
|-&lt;br /&gt;
! S&lt;br /&gt;
| Moves camera backward&lt;br /&gt;
|-&lt;br /&gt;
! A&lt;br /&gt;
| Moves camera left&lt;br /&gt;
|-&lt;br /&gt;
! D&lt;br /&gt;
| Moves camera right&lt;br /&gt;
|-&lt;br /&gt;
! Shift + W&lt;br /&gt;
| Moves camera up&lt;br /&gt;
|-&lt;br /&gt;
! Shift + S&lt;br /&gt;
| Moves camera down&lt;br /&gt;
|-&lt;br /&gt;
! Left click and drag&lt;br /&gt;
| Rotates the camera&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Object Selection ==&lt;br /&gt;
&lt;br /&gt;
Here are the different ways you can select objects.&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. A box around the object indicates that it is selected.&lt;br /&gt;
|-&lt;br /&gt;
! Toggle-select objects&lt;br /&gt;
| shift + double-left-click on objects || Toggles selection of clicked on object. Preserves 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 add to selection&lt;br /&gt;
| shift + left-click + right-click + drag, or shift + left-click + &#039;b&#039; + drag || Adds all objects whose centers lie within the drawn box to the selection. Preserves existing selection.&lt;br /&gt;
|-&lt;br /&gt;
! Select decal or object that is under another decal&lt;br /&gt;
| mouse wheel up/down || When you have 2 or more objects or decals on top of each other, you can select at least 1 decal or object, put your mouse cursor on top of the one you want to select, then use the scroll wheel to switch your selection between the objects.&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;
[[Image:Editor-selection-debug-info.png|right|thumb|caption|Debug window]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note: &#039;&#039;&#039; If the Debug window is open (Top Bar -&amp;gt; Windows -&amp;gt; Debug Window), then when you select an object some useful information will appear. It shows you what xml file the object is created from, its unique object id, and what type of object it is.&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 to half-meter increments.&lt;br /&gt;
* Hold alt to clone and transform the selected objects, leaving the original objects behind.&lt;br /&gt;
* Left-click transforms objects on all axis. Right-click transforms on the two axis that are perpendicular to the side of the bounding box you click on. Holding shift and right click locks the transformation to the axis parallel to the bounding box face you click on.&lt;br /&gt;
* Groups are transformed around the group center. Ungrouped objects, even if multiple are selected and transformed at once, are transformed around their own individual centers.&lt;br /&gt;
&lt;br /&gt;
=== Translation ===&lt;br /&gt;
&lt;br /&gt;
Hover mouse over central region of a bounding box&#039; face, or 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 box/angle&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;
Hover mouse near bounding box corners, or 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;
=== 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;
=== Rotation ===&lt;br /&gt;
&lt;br /&gt;
Hover mouse near bounding box edges but away from the corners, or 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;
== Debug Window ==&lt;br /&gt;
[[Image:Editor-selection-debug-info.png|right|thumb|caption|Debug window]]&lt;br /&gt;
Just below the top bar menu, on the left side, is a space for debug information.&lt;br /&gt;
&lt;br /&gt;
This window is only visible if you have the Debug Window enabled (Top Bar -&amp;gt; Windows -&amp;gt; Debug Window).&lt;br /&gt;
&lt;br /&gt;
It will tell you information about the selected object, checkpoint progress (if checkpoints are enabled in this level), and a warning if the nav mesh needs to be updated.&lt;br /&gt;
&lt;br /&gt;
== Editor menu ==&lt;br /&gt;
The bar across the top of the window is the editor menu. Many editor functions can be found here, but some functions can only be reached via hotkeys for now.&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;
=== File menu ===&lt;br /&gt;
Contains file operations for loading and saving levels.&lt;br /&gt;
&lt;br /&gt;
[[Image:Editor-file-menu.png|right|thumb|caption|The editor &amp;quot;file&amp;quot; menu]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Button !! Hotkey !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! New Level&lt;br /&gt;
| - || Opens a new empty level in the editor.&lt;br /&gt;
|-&lt;br /&gt;
! Open Level...&lt;br /&gt;
| - || Opens a file browser where you can pick what level to load (starts in Data/Levels directory).&lt;br /&gt;
|-&lt;br /&gt;
! Open Local Level...&lt;br /&gt;
| - || Opens a file browser where you can pick what level to load (starts in last used directory).&lt;br /&gt;
|-&lt;br /&gt;
! Open Recent&lt;br /&gt;
| - || Re-open one of the most recently opened levels in the editor.&lt;br /&gt;
|-&lt;br /&gt;
! Open Campaign Level&lt;br /&gt;
| - || Open one of the levels from the main Overgrowth story mode.&lt;br /&gt;
|-&lt;br /&gt;
! Save Level&lt;br /&gt;
| cmd+s || Overwrites the currently opened level file with any changes you made.&lt;br /&gt;
|-&lt;br /&gt;
! Save As...&lt;br /&gt;
| - || Opens a file browser where you can pick a new or existing file to save the level to.&lt;br /&gt;
|-&lt;br /&gt;
! Back to main menu&lt;br /&gt;
| - || Leave the editor and return to the main menu.&lt;br /&gt;
|-&lt;br /&gt;
! Quit&lt;br /&gt;
| alt+f4 || Quit the game.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Edit menu ===&lt;br /&gt;
Contains basic editing functions. Also contains properties for the level.&lt;br /&gt;
&lt;br /&gt;
[[Image:Editor-edit-menu.png|right|thumb|caption|The editor &amp;quot;edit&amp;quot; menu]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Button !! Hotkey !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Undo&lt;br /&gt;
| cmd+z || Undo the most recent action.&lt;br /&gt;
|-&lt;br /&gt;
! Redo&lt;br /&gt;
| cmd+shift+z || Redo the most recent action.&lt;br /&gt;
|-&lt;br /&gt;
! Cut&lt;br /&gt;
| cmd+x || Puts the selection into the clipboard and removes the selected objects.&lt;br /&gt;
|-&lt;br /&gt;
! Copy&lt;br /&gt;
| cmd+c || Puts the selection into the clipboard.&lt;br /&gt;
|-&lt;br /&gt;
! Paste&lt;br /&gt;
| cmd+v || Pastes the clipboard on the cursor position.&lt;br /&gt;
|-&lt;br /&gt;
! Select All&lt;br /&gt;
| cmd+a || Select all of the objects in the level.&lt;br /&gt;
|-&lt;br /&gt;
! Deselect All&lt;br /&gt;
| q || Clear the current selection.&lt;br /&gt;
|-&lt;br /&gt;
! Reload All Prefabs&lt;br /&gt;
| - || Force a reload of all prefab objects in the level.&lt;br /&gt;
|-&lt;br /&gt;
! Set Level Params...&lt;br /&gt;
| - || Set global level parameters (sun settings, sky, fog, HDR, etc).&lt;br /&gt;
|-&lt;br /&gt;
! Set Level Script...&lt;br /&gt;
| - || Select what script to use for this level.&lt;br /&gt;
|-&lt;br /&gt;
! Set Sky Texture...&lt;br /&gt;
| - || Opens a file browser where you can pick what sky texture to use.&lt;br /&gt;
|-&lt;br /&gt;
! Edit static meshes&lt;br /&gt;
| cmd+1 || Toggle ability to select non-moving objects (rocks, etc).&lt;br /&gt;
|-&lt;br /&gt;
! Edit decals&lt;br /&gt;
| cmd+2 || Toggle ability to select decals.&lt;br /&gt;
|-&lt;br /&gt;
! Edit gameplay objects&lt;br /&gt;
| cmd+3 || Toggle ability to select characters, hotspots, etc.&lt;br /&gt;
|-&lt;br /&gt;
! Edit lighting&lt;br /&gt;
| - || Toggle ability to select lights.&lt;br /&gt;
|-&lt;br /&gt;
! Play level&lt;br /&gt;
| 8 || Enter play mode.&lt;br /&gt;
|-&lt;br /&gt;
! Media mode&lt;br /&gt;
| - || Enter a disembodied camera mode, for taking screenshots and videos.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Selected menu ===&lt;br /&gt;
Contains operations for working with the current selected objects.&lt;br /&gt;
&lt;br /&gt;
[[Image:Editor-selected-menu.png|right|thumb|caption|The editor &amp;quot;selected&amp;quot; menu]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Button !! Hotkey !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Go To Selected&lt;br /&gt;
| f || Move the camera to frame the selected objects.&lt;br /&gt;
|-&lt;br /&gt;
! Delete&lt;br /&gt;
| backspace || Delete the selected objects from the level.&lt;br /&gt;
|-&lt;br /&gt;
! Group&lt;br /&gt;
| cmd+g || Merge the selected objects into a group.&lt;br /&gt;
|-&lt;br /&gt;
! Ungroup&lt;br /&gt;
| cmd+shift+g || Break up all groups that are selected.&lt;br /&gt;
|-&lt;br /&gt;
! Set Selection Script Params...&lt;br /&gt;
| - || Open up the selected object window, and expand the &amp;quot;Script Params&amp;quot; section for the selected objects.&lt;br /&gt;
|-&lt;br /&gt;
! Save Selection...&lt;br /&gt;
| cmd+shift+s || Open up the file browser to save the selection as an object template.&lt;br /&gt;
Object templates can be loaded like any other object. Script params, transform, and connections are saved.&lt;br /&gt;
If you save over a template, it won&#039;t be updated in any level it is placed in.&lt;br /&gt;
|-&lt;br /&gt;
! Prefab Save&lt;br /&gt;
| - || Save any changes to the selected prefab to a file, or create a new prefab file from the selection.&lt;br /&gt;
Object prefabs can be loaded like any other object. Script params, transform, and connections are saved.&lt;br /&gt;
If you save over a prefab, it will automatically be updated in all levels it is placed in.&lt;br /&gt;
|-&lt;br /&gt;
! Prefab Save As...&lt;br /&gt;
| - || Open a file browser to save the selection as a new prefab file.&lt;br /&gt;
Object prefabs can be loaded like any other object. Script params, transform, and connections are saved.&lt;br /&gt;
If you save over a prefab, it will automatically be updated in all levels it is placed in.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Load menu ===&lt;br /&gt;
Contains operations for loading and spawning objects into the level.&lt;br /&gt;
&lt;br /&gt;
[[Image:Editor-load-menu.png|right|thumb|caption|The editor &amp;quot;load&amp;quot; menu]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Button !! Hotkey !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Load item...&lt;br /&gt;
| - || Open a file browser to pick an item to spawn in. After loading, click in the level to spawn the object.&lt;br /&gt;
|-&lt;br /&gt;
! Open recent...&lt;br /&gt;
| - || Pick an item you&#039;ve recently spawned to spawn another instance. After loading, click in the level to spawn the object.&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;Rest of menu&amp;gt;&lt;br /&gt;
| - || Search or click on an item from a list to spawn in. After loading, click in the level to spawn the object.&lt;br /&gt;
Hover over an item to see a thumbnail preview of the item.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Lighting menu ===&lt;br /&gt;
Tools for editing global illumination.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note: Use of this menu is deprecated. We recommend you use sun lighting, and Dynamic Light objects (in Top Bar -&amp;gt; Load) instead.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Button !! Hotkey !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Calculate GI first pass&lt;br /&gt;
| - || Calculates (or re-calculates) first pass for light probes to give a quick preview of lighting.&lt;br /&gt;
|-&lt;br /&gt;
! Calculate GI second pass&lt;br /&gt;
| - || Calculates second pass for light probes to give a better result (takes longer).&lt;br /&gt;
|-&lt;br /&gt;
! Probe lighting enabled&lt;br /&gt;
| - || Enable probe lighting.&lt;br /&gt;
|-&lt;br /&gt;
! Show probes through walls&lt;br /&gt;
| - || Toggle rendering of light probe previews through walls.&lt;br /&gt;
|-&lt;br /&gt;
! Show tet mesh&lt;br /&gt;
| - || Toggle rendering of tetrahedral mesh lines (generated by light probes) to see how they are connected.&lt;br /&gt;
|-&lt;br /&gt;
! Show probes&lt;br /&gt;
| - || Toggle rendering of light probe previews.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Nav Mesh menu ===&lt;br /&gt;
Tools for nav mesh generation, loading, saving and viewing.&lt;br /&gt;
&lt;br /&gt;
[[Image:Editor-navmesh-menu.png|right|thumb|caption|The editor &amp;quot;nav mesh&amp;quot; menu]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Button !! Hotkey !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Create&lt;br /&gt;
| - || Generates a new navigation mesh.&lt;br /&gt;
|-&lt;br /&gt;
! Save&lt;br /&gt;
| - || Save the current nav mesh to disk.&lt;br /&gt;
|-&lt;br /&gt;
! Load&lt;br /&gt;
| - || Load a previously saved nav mesh from disk.&lt;br /&gt;
|-&lt;br /&gt;
! View mesh&lt;br /&gt;
| - || Toggle preview render of the nav mesh.&lt;br /&gt;
|-&lt;br /&gt;
! View collision&lt;br /&gt;
| - || Toggle preview render of the collision mesh the nav mesh is based on.&lt;br /&gt;
|-&lt;br /&gt;
! View hints&lt;br /&gt;
| - || Toggle preview render of navmesh_hint objects (which are collision that is only visible to the nav mesh generator).&lt;br /&gt;
|-&lt;br /&gt;
! View region&lt;br /&gt;
| - || Toggle preview render of navmesh_region objects (which restricts mesh generation to within its volume).&lt;br /&gt;
|-&lt;br /&gt;
! View jump nodes&lt;br /&gt;
| - || Toggle preview render of navmesh_connection objects (jump nodes).&lt;br /&gt;
|-&lt;br /&gt;
! Cell Size&lt;br /&gt;
| - || Change the width of cells in the nav mesh&lt;br /&gt;
smaller: handles smaller gaps, slower to build.&lt;br /&gt;
|-&lt;br /&gt;
! Cell Height&lt;br /&gt;
| - || Change the height of cells in the nav mesh&lt;br /&gt;
smaller: finer control on ramps, slower to build.&lt;br /&gt;
|-&lt;br /&gt;
! Agent Height&lt;br /&gt;
| - || Change the height of fake player used to create nav mesh&lt;br /&gt;
smaller: handles lower overhangs, more likely to be unreachable by real characters.&lt;br /&gt;
|-&lt;br /&gt;
! Agent Radius&lt;br /&gt;
| - || Change the width of fake player used to create nav mesh&lt;br /&gt;
smaller: handles smaller gaps, more likely to be unreachable by real characters.&lt;br /&gt;
|-&lt;br /&gt;
! Agent Max Climb&lt;br /&gt;
| - || Change the max height of blocks that fake player will climb to create nav mesh&lt;br /&gt;
too high: real characters can&#039;t climb it.&lt;br /&gt;
|-&lt;br /&gt;
! Agent Max Slope&lt;br /&gt;
| - || Change the max angle of ramps that fake player will walk up to create nav mesh&lt;br /&gt;
too high: real characters will go up steep hills.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Dialogue menu ===&lt;br /&gt;
Tools for [[dialogue]] editing.&lt;br /&gt;
&lt;br /&gt;
[[Image:Editor-dialogue-menu.png|right|thumb|caption|The editor &amp;quot;dialogue&amp;quot; menu]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Button !! Hotkey !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Edit Selected&lt;br /&gt;
| - || Start editing the selected dialogue (make sure you select it first!).&lt;br /&gt;
|-&lt;br /&gt;
! Load Dialogue&lt;br /&gt;
| - || Load a previously saved dialogue text file.&lt;br /&gt;
|-&lt;br /&gt;
! New Dialogue&lt;br /&gt;
| - || Create a new dialogue object (click this, then click to place it in the level).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Windows menu ===&lt;br /&gt;
Launch various editor windows, color picker, and debug windows.&lt;br /&gt;
&lt;br /&gt;
[[Image:Editor-windows-menu.png|right|thumb|caption|The editor &amp;quot;windows&amp;quot; menu]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Button !! Hotkey !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Scenegraph&lt;br /&gt;
| y || Open level properties, and a searchable list of items in the level.&lt;br /&gt;
Hint: Click items in the list to select/deselect them, and hit F to view the selected items.&lt;br /&gt;
|-&lt;br /&gt;
! Selected&lt;br /&gt;
| u || Open the properties for the selected objects.&lt;br /&gt;
|-&lt;br /&gt;
! Single Selected&lt;br /&gt;
| i || Open the properties for a single selected object. This menu doesn&#039;t require you to drill down to edit properties.&lt;br /&gt;
|-&lt;br /&gt;
! ColorPicker&lt;br /&gt;
| cmd+p || Open the Color Picker to let you tint objects. http://wiki.wolfire.com/index.php?title=Editor_Interface#Color_Picker&lt;br /&gt;
|-&lt;br /&gt;
! Collision Paint&lt;br /&gt;
| - || Open the Collision Paint menu to let you edit physics properties on objects or individual surfaces.&lt;br /&gt;
|-&lt;br /&gt;
! Performance&lt;br /&gt;
| - || Open a window to monitor performance, and view a list of loaded file assets/loaded textures, for debugging.&lt;br /&gt;
|-&lt;br /&gt;
! Save&lt;br /&gt;
| - || Open a window to view data in the save file, for debugging.&lt;br /&gt;
|-&lt;br /&gt;
! State&lt;br /&gt;
| - || Open a window to view a hierarchy of loaded script contexts, for debugging.&lt;br /&gt;
|-&lt;br /&gt;
! Sound&lt;br /&gt;
| - || Open a window to view a list of loaded sounds, for debugging.&lt;br /&gt;
|-&lt;br /&gt;
! Debug Window&lt;br /&gt;
| - || Open a window to view debug text (shows various game and editor state).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Functions Without Buttons ==&lt;br /&gt;
Some functions are only reachable via hotkeys, here are a list of those.&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;
! 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;
! [[#Spawn_Dead|Spawn Dead]]&lt;br /&gt;
| Cmd+K or Ctrl+K (with character spawn selected) || Makes selected characters spawn dead. It will spawn at the point it went into ragdoll mode (which may cause it to spawn &amp;quot;dead&amp;quot; while standing up). If you want to update the pose for the dead body then move the body, select the spawn point, and hit the hotkey again to save its new position.&lt;br /&gt;
|-&lt;br /&gt;
! [[#Spawn_Alive|Spawn Alive]]&lt;br /&gt;
| K (with character spawn selected) || Makes selected characters spawn alive.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Parameters ==&lt;br /&gt;
Every object as well as the level itself has several parameters. The most basic ones that all objects have are &#039;&#039;&#039;Name&#039;&#039;&#039;, &#039;&#039;&#039;Translation&#039;&#039;&#039;, &#039;&#039;&#039;Scale&#039;&#039;&#039; and &#039;&#039;&#039;Rotation&#039;&#039;&#039;. Other parameters you might find on an object are color tints and [[Script Parameters]].&lt;br /&gt;
&lt;br /&gt;
There are several ways to edit these parameters for an object. The fastest and easiest way to do it for a single object is by using the &#039;&#039;&#039;Single Selected&#039;&#039;&#039; window (press I to open it), which shows all of the parameters for the most recently selected object.&lt;br /&gt;
&lt;br /&gt;
If you want to view or edit the parameters of several specific objects you can use the [[#Selected Window|Selected Window]].&lt;br /&gt;
&lt;br /&gt;
To view and edit parameters for all the objects in the level, as well as the parameters for the level itself, use the [[#Scenegraph Window|Scenegraph Window]].&lt;br /&gt;
&lt;br /&gt;
== Selected Window ==&lt;br /&gt;
[[Image:Editor-selection-windows.png|right|thumb|caption|Selected Window (object parameters)]]&lt;br /&gt;
&lt;br /&gt;
The Selected Window (or parameter editor) lets you change different parameters depending on which objects you have selected.&lt;br /&gt;
&lt;br /&gt;
You can bring up the parameter editor for an object (or set of objects) by selecting them and pressing the U key, or clicking Top Bar -&amp;gt; Windows -&amp;gt; Selected.&lt;br /&gt;
&lt;br /&gt;
Here is a description of what each parameter does:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Parameter !! Description&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
| Give an object a custom name, so you can find it in the scenegraph window (see below), or let a custom script find those objects so they can do special things to them.&lt;br /&gt;
|-&lt;br /&gt;
! Transform&lt;br /&gt;
| Adjust the position, rotation, and scale of the objects manually. There is also a button to reset the rotation (which is useful when creating object prefabs).&lt;br /&gt;
|-&lt;br /&gt;
! Color Palette&lt;br /&gt;
| Tint objects, or make them super bright. If the character provides a mutli-part color palette, set different colors on different parts.&lt;br /&gt;
|-&lt;br /&gt;
! Script Params&lt;br /&gt;
| Custom parameters used by scripts. Each different object type can define their own script params. See [[Script Parameters]] page for descriptions of all parameters.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scenegraph Window ==&lt;br /&gt;
[[Image:Editor-scenegraph-window.png|right|thumb|caption|Scenegraph Window (level parameters)]]&lt;br /&gt;
&lt;br /&gt;
The Scenegraph Window (or parameter editor) lets you change global level parameters, as well as find objects in the level.&lt;br /&gt;
&lt;br /&gt;
Open up the Scenegraph for the current level by pressing the Y key, or clicking Top Bar -&amp;gt; Windows -&amp;gt; Scenegraph. Let&#039;s go through each part of the Scenegraph window from top to bottom.&lt;br /&gt;
&lt;br /&gt;
=== Level ===&lt;br /&gt;
If you expand the &#039;&#039;&#039;Level&#039;&#039;&#039; entry at the very top of the window you will find some parameters that can be changed:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Parameter !! Description&lt;br /&gt;
|-&lt;br /&gt;
! Loading Screen Image&lt;br /&gt;
| A path to an image that&#039;s shown while loading the level&lt;br /&gt;
|-&lt;br /&gt;
! Sun Position&lt;br /&gt;
| The position of the sun in the sky&lt;br /&gt;
|-&lt;br /&gt;
! Sun Color&lt;br /&gt;
| Tints the color of the sun, useful for sunrises and sunsets&lt;br /&gt;
|-&lt;br /&gt;
! Sun Intensity&lt;br /&gt;
| Controls how dark the shadows are&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For a description of the level script parameters, see the [[Script Parameters]] page.&lt;br /&gt;
&lt;br /&gt;
=== Search field ===&lt;br /&gt;
Below the &#039;&#039;&#039;Level&#039;&#039;&#039; entry at the very top there is a search field. Write in this field to search for objects in the level. This searches in many of the objects&#039; fields. You can for instance search for something written in the &#039;&#039;&#039;Name&#039;&#039;&#039; parameter of an object, object IDs, object paths, types and more.&lt;br /&gt;
&lt;br /&gt;
=== Flat ===&lt;br /&gt;
The &#039;&#039;&#039;Flat&#039;&#039;&#039; checkbox controls how the Scenegraph list is displayed.&lt;br /&gt;
&lt;br /&gt;
If it&#039;s not checked you can expand groups to see the relations between objects in the graph.&lt;br /&gt;
&lt;br /&gt;
If it&#039;s checked you can no longer see group relationships, but you can instead expand each individual object to change any parameters associated with it.&lt;br /&gt;
&lt;br /&gt;
=== Named Only ===&lt;br /&gt;
If this is checked the Scenegraph list with only display objects that have been named. You can name an object by selecting it, bringing up the &#039;&#039;&#039;Single Selected&#039;&#039;&#039; window by pressing I, and then writing something in the &#039;&#039;&#039;Name&#039;&#039;&#039; field.&lt;br /&gt;
&lt;br /&gt;
== Color Picker ==&lt;br /&gt;
[[Image:Editor-new-color-picker.png|right|thumb|caption|A crete block with its color altered by the color picker.]]&lt;br /&gt;
The Color Picker is used to tint the color of selected objects.&lt;br /&gt;
&lt;br /&gt;
It is opened by pressing cmd+p, or Top Bar -&amp;gt; Windows -&amp;gt; ColorPicker.&lt;br /&gt;
&lt;br /&gt;
The color picker consists of a color-gradient box, a rainbow slider, the RGB values, and an overbrightness slider. Increasing overbrightness makes the color brighter, and makes it glow in the dark.&lt;br /&gt;
&lt;br /&gt;
For characters, the color picker will let you set the color of different parts of the character. This is only available if the character was built to support a multi-color palette (not all of them do).&lt;br /&gt;
&lt;br /&gt;
== Sun Editor ==&lt;br /&gt;
[[Image:Sun_editor.jpg|right|thumb|caption|The sun editor]]&lt;br /&gt;
&lt;br /&gt;
To edit the sun, find it in the sky and double-click it. Now you can click and drag on the circle to change the intensity of the sun, click and drag on the dot to change the color and click and drag on the sun itself to move it around the sky.&lt;br /&gt;
&lt;br /&gt;
If you can&#039;t see the sun, its intensity might be too low (yes, the higher the intensity the less visible the sun is). To decrease its intensity via a numeric value to make it show up, or change any other of its settings via numeric values, use the [[#Scenegraph Window|Scenegraph window]].&lt;br /&gt;
&lt;br /&gt;
== Dialogue Editor ==&lt;br /&gt;
&lt;br /&gt;
The [[Dialogue Editor]] is used to create scenes with different camera angles, text and poses. It is commonly used to give context and progress the story in a level.&lt;br /&gt;
&lt;br /&gt;
This is a big enough subject to warrant its own article, which can be found [[Dialogue Editor|here]].&lt;br /&gt;
&lt;br /&gt;
== Spawn Corpse ==&lt;br /&gt;
Sometimes you want to have a dead character in your level. The obvious solution would be to export a new model of a dead character and place it in the level. However, that&#039;s a lot of work, and the character wouldn&#039;t be dynamic, and it would take a lot of work to make changes to it.&lt;br /&gt;
&lt;br /&gt;
Luckily there is a system in the engine for making any character spawn as a corpse. Here are instructions for how to use that system:&lt;br /&gt;
&lt;br /&gt;
[[Image:spawn_corpse.jpg|right|thumb|caption|Making a corpse]]&lt;br /&gt;
# Spawn the character you want to spawn as a corpse.&lt;br /&gt;
# Select its spawn box and press cmd+K to make it spawn as a corpse, which will kill it. At this point the corpse will spawn standing up when you restart the level with L, we&#039;ll fix that in the following steps.&lt;br /&gt;
# Enter play mode by pressing 8, go close to the corpse and hold right click to drag it around until you&#039;re satisfied with the pose.&lt;br /&gt;
# Now exit play mode by pressing escape, select the character&#039;s spawn box and press cmd+K again to update the pose of the corpse.&lt;br /&gt;
# Press L to restart the level and verify that it worked.&lt;br /&gt;
&lt;br /&gt;
If you want to make a corpse to spawn alive again, select its spawn point and press K.&lt;/div&gt;</summary>
		<author><name>Xagor-the-ninja</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Control_Reference&amp;diff=4907</id>
		<title>Control Reference</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Control_Reference&amp;diff=4907"/>
		<updated>2017-10-24T17:15:28Z</updated>

		<summary type="html">&lt;p&gt;Xagor-the-ninja: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Player Controls=&lt;br /&gt;
&lt;br /&gt;
Below are control references for all of the actions and maneuvers available while controlling a Player Character within the game.&lt;br /&gt;
&lt;br /&gt;
For controls relating to object placement and modification within the editor, see the [[Editor_Interface|editor interface]] page.&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;
! Look&lt;br /&gt;
| Mouse || Point the mouse to control camera angles.&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. Use directional keys to aim jump direction. Hold longer to jump higher. &lt;br /&gt;
|-&lt;br /&gt;
! Wall Jump &lt;br /&gt;
| Jump against vertical surface + Space on contact || Player jumps up and away from the wall - useful to gain altitude for climbing, or to quickly move away from a wall.&lt;br /&gt;
|-&lt;br /&gt;
! Wall Somersault &lt;br /&gt;
| Jump against vertical surface + Shift on contact || Player somersaults away from the wall. If space is held during the somersault, the player will travel upwards, at the same velocity as if they had wall-jumped. If space is not held during the somersault, the player will travel downwards.&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. While grabbing a ledge, using the A and D keys will shimmy along the ledge, and even around contiguous corners at the same height. Using W will cause the character to pull himself up the ledge, and releasing RMB allows the character to drop back to the ground. &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 while looking down || Drops weapon. Note: Character must be on the ground to drop weapons or items, and dropping applies to contents of both hands.&lt;br /&gt;
|-&lt;br /&gt;
! Sheathe/Unsheathe a Weapon/Item&lt;br /&gt;
| Press or hold  E || Sheathes or draws items or weapons. Press E to sheathe/unsheathe one item, hold E to sheathe/unsheathe two items. Note: Only one-handed weapons can be sheathed.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attack and Defense==&lt;br /&gt;
&lt;br /&gt;
Note: A live and hostile enemy around one meter or less away from you is required in order to conduct most attacks. Some attacks can be done on fallen opponents when active threats are no longer imminent.&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. The attack used depends on whether or not the character is in motion, the direction of that motion, and the distance between the character and the enemy. 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. You can throw weapons while somersaulting over an enemy, as well; accuracy is decreased in this case, so use with caution!&lt;br /&gt;
|-&lt;br /&gt;
! Slash/Stab &lt;br /&gt;
| (While holding weapon) Left mouse button || Context sensitive, like unarmed attacks. Makes the player attack with the weapon held in their main hand.&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 will 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 (Unarmed)&lt;br /&gt;
| Hold right mouse button while unarmed (behind unaware enemy) || Choke holds are possible if an enemy has not yet detected your presence. From a choke hold you can render the enemy unconscious if you are unarmed, or are holding a staff. This works on rats, rabbits, and cats.&lt;br /&gt;
|-&lt;br /&gt;
! Hostage Taking (Armed)&lt;br /&gt;
| Hold right mouse button while armed (behind unaware enemy) || This works like choke holds, but allows you to take an enemy hostage if you are armed with a lethal weapon - you can walk them a short distance at blade-point, or you can cut their throat. Enemies held this way can be used to block projectiles. This works on rats, rabbits, and cats.&lt;br /&gt;
|-&lt;br /&gt;
! Throat Cut&lt;br /&gt;
| (While holding enemy hostage, armed) Press Left mouse button || Quickly cuts the throat of enemy in choke hold. Kills them instantly. This works on rats, rabbits, and cats.&lt;br /&gt;
|-&lt;br /&gt;
! Leg Cannon, aka Rabbit Kick &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;
! Leg Sweep &lt;br /&gt;
| (While crouching) Left mouse button || Makes the player sweep the feet of you enemies, knocking them to the ground.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Editor/Debug 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;
! Activate Editor Mode&lt;br /&gt;
| F1 || Enables level editor. Press again to exit.&lt;br /&gt;
|-&lt;br /&gt;
! Take control of character with editor running in background&lt;br /&gt;
| 8 || Allows you to travel through the level as a playable character, while the editor continues to operate in the background.&lt;br /&gt;
|-&lt;br /&gt;
! Restore characters&lt;br /&gt;
| X || Restores all characters on the map 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 || Restarts the current level from the beginning. &lt;br /&gt;
|-&lt;br /&gt;
! Change character&lt;br /&gt;
| 1-7 || Changes the playable character into one of seven possible characters. 1 cycles through rabbit guard, bandit, and turner models, 2 cycles through civilian rabbit models, 3 cycles through cat models, 4 cycles through rat models, 5 cycles through wolves, 6 through dogs, and the seventh is Rabbot 2.0.&lt;br /&gt;
|-&lt;br /&gt;
! Active ragdoll&lt;br /&gt;
| Z || Puts player character into ragdoll mode. These ragdolls are the world famous Active ragdolls, which try to protect themselves from nearby objects. This effect will remain as long as the button is held.&lt;br /&gt;
|-&lt;br /&gt;
! Pain ragdoll&lt;br /&gt;
| N || Makes the player fall to the ground in agony, until you let go of the button.&lt;br /&gt;
|-&lt;br /&gt;
! Floppy ragdoll&lt;br /&gt;
| M || Makes the player fall to the ground, limp, until the button is released.&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;
| ` || Freezes the game scene. This is useful for posing characters for item placement. &#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 and knocks back nearby NPC&#039;s with a death ray.&lt;br /&gt;
|-&lt;br /&gt;
! Experimental Key&lt;br /&gt;
| B || Makes you invisible.&lt;br /&gt;
|}&lt;br /&gt;
==Using a Controller==&lt;br /&gt;
Overgrowth does currently support the use of controllers; for instructions on how to set this up and change the controller configuration, visit http://wiki.wolfire.com/index.php/Configuring_Overgrowth&lt;br /&gt;
&amp;lt;br&amp;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>Xagor-the-ninja</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Custom_Terrain&amp;diff=4906</id>
		<title>Custom Terrain</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Custom_Terrain&amp;diff=4906"/>
		<updated>2017-10-23T19:39:52Z</updated>

		<summary type="html">&lt;p&gt;Xagor-the-ninja: Added TODO&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
Tutorials on how to create and import your custom terrain into Overgrowth.&lt;br /&gt;
Here is the most up to date tutorial (Video tutorial) (Sep 29, 2011)&lt;br /&gt;
* [http://forums.wolfire.com/viewtopic.php?f=13&amp;amp;t=12568#p141577 Level terrain tutorial: how to make a custom terrain in L3DT]&lt;br /&gt;
&lt;br /&gt;
And here are out dated, but still usable tutorials&lt;br /&gt;
&lt;br /&gt;
* The two tutorials cover two entirely different approaches.&lt;br /&gt;
* [[How to make your own Terrains for OG - Crash Course]]&lt;br /&gt;
* [http://forums.wolfire.com/viewtopic.php?f=13&amp;amp;t=5457 Custom Terrain Tutorial]&lt;br /&gt;
&lt;br /&gt;
You can find the cached and simplified model of the terrain in your user documents wolfire/overgrowth/data/textures/terrain/levelname/&lt;br /&gt;
&lt;br /&gt;
Level XML Reference:&lt;br /&gt;
&lt;br /&gt;
* ExtraAO tag takes a value from 0 to 1, with anything above 0 adding darker and more subtle AO.&lt;br /&gt;
example: &amp;lt;ExtraAO&amp;gt;0.6&amp;lt;/ExtraAO&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* ModelOverride tag specifies a path to a model to use instead of the one generated from the heightmap,&lt;br /&gt;
example: &amp;lt;ModelOverride&amp;gt;Data/Models/cave_test.obj&amp;lt;/ModelOverride&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Moved WIP tutorial to discussion.&lt;br /&gt;
&lt;br /&gt;
TODO - recommend and describe how to pull and use existing heightmaps in a given level, also point to good tutorial on how to make own. One does exist on here somewhere.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Overgrowth]]&lt;/div&gt;</summary>
		<author><name>Xagor-the-ninja</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Portal:Overgrowth&amp;diff=4905</id>
		<title>Portal:Overgrowth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Portal:Overgrowth&amp;diff=4905"/>
		<updated>2017-10-23T19:36:20Z</updated>

		<summary type="html">&lt;p&gt;Xagor-the-ninja: &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 developed by Wolfire Games, an independent game development company. Overgrowth is the spiritual successor to [[Lugaru]], an earlier game also developed by Wolfire. Development of Overgrowth was officially announced on September 17th, 2008, and version 1.0 was officially released on October 16th, 2017. The game is currently purchasable via [http://www.wolfire.com/overgrowth/preorder direct order], through [https://www.humblebundle.com/store/overgrowth Humble Bundle], and [http://store.steampowered.com/app/25000/Overgrowth/ Steam].&lt;br /&gt;
&lt;br /&gt;
Overgrowth&#039;s Gameplay emphasizes fluid, fast-paced, 3rd-person perspective armed and unarmed melee combat, 3D-platforming, and stealthy infiltration. 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 two campaigns - a remastering of Lugaru in the Phoenix engine, and its successor, the new Overgrowth campaign, as well as a collection of maps (many of which are populated by enemies) which the player is able to explore, fight through, and even modify if they are so inclined. There are three additional gameplay modules, one called &amp;quot;Arena&amp;quot;, in which the player is pitted against procedurally generated NPC enemies in gladiatorial matches, 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, and &amp;quot;Versus,&amp;quot; a two-player local competitive mode in which you can fight your friends, or enemies! There are also numerous player-made characters, weapons, maps, campaigns, and gameplay modifications available through the [https://steamcommunity.com/app/25000/workshop/ Steam Workshop], and a community-made tool called the [http://forums.wolfire.com/viewtopic.php?f=13&amp;amp;t=14201 SUMlauncher].&lt;br /&gt;
&lt;br /&gt;
The story of Overgrowth features a continuation of [[Turner]]&#039;s journey, a couple of years after the events of [[Lugaru]]. In addition to anthropomorphic rabbits and wolves, the Overgrowth Universe now includes cats, dogs, and rats (see article: [[Races]]), all of whom appear in the main campaign.&lt;br /&gt;
&lt;br /&gt;
== Playing and Configuring Overgrowth ==&lt;br /&gt;
* [[Getting_Started | Ordering and Installing Overgrowth]]&lt;br /&gt;
* [[Control Reference]]&lt;br /&gt;
* [[Configuring Overgrowth]]&lt;br /&gt;
* [[Overgrowth Alpha FAQ| Overgrowth Alpha FAQ]]&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;
* [[Lore]]&lt;br /&gt;
&lt;br /&gt;
== Phoenix Engine Documentation ==&lt;br /&gt;
&lt;br /&gt;
Here we aim to provide comprehensive technical documentation about all features relevant to modding and level editing, and how to use them.&lt;br /&gt;
&lt;br /&gt;
=== Level Editing ===&lt;br /&gt;
* [[Editor Interface]]&lt;br /&gt;
** [[Creating a new Mod]]&lt;br /&gt;
** [[Overgrowth Levels | Setting Up a Level - XML Files]]&lt;br /&gt;
*** [[Custom Terrain | Choosing or Creating Terrain]]&lt;br /&gt;
*** [[Checkpoints]]&lt;br /&gt;
*** [[Hotspots]]&lt;br /&gt;
*** [[Shader And Weather Effects]]&lt;br /&gt;
*** [[LevelScripts]]&lt;br /&gt;
*** [[Scripting]]&lt;br /&gt;
&lt;br /&gt;
=== Asset Creation ===&lt;br /&gt;
* [[3D Objects]]&lt;br /&gt;
* [[Character Models]]&lt;br /&gt;
** [[Making New Models &amp;amp; Textures]]&lt;br /&gt;
* [[Particle Effects]]&lt;br /&gt;
* [[Custom Decals]]&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;br /&gt;
* [[Alpha List]]&lt;br /&gt;
* [[Overgrowth tests]] {{stub}}&lt;br /&gt;
* [[Post Processing Effects]]&lt;/div&gt;</summary>
		<author><name>Xagor-the-ninja</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Creating_a_new_Mod&amp;diff=4904</id>
		<title>Creating a new Mod</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Creating_a_new_Mod&amp;diff=4904"/>
		<updated>2017-10-23T19:32:45Z</updated>

		<summary type="html">&lt;p&gt;Xagor-the-ninja: Rearranged things to match when you&amp;#039;d need them&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Folder structure ==&lt;br /&gt;
&lt;br /&gt;
Overgrowth has a powerful and simple system to allow the creation of mods by both &amp;quot;overshadowing&amp;quot; existing files, and by creating new files.&lt;br /&gt;
&lt;br /&gt;
Mods that are installed via the Steam workshop end up in &amp;lt;code&amp;gt;../Steam/steamapps/workshop/content/25000/&amp;lt;/code&amp;gt;. Each folder in there has a number assigned to it, so it can be hard to see which folder belongs to which mod. All other mods, such as manually installed ones, those from SUM Launcher and those you make yourself live in the &amp;lt;code&amp;gt;../Overgrowth/Data/Mods/&amp;lt;/code&amp;gt; folder. There, each mod folder has a readable name.&lt;br /&gt;
&lt;br /&gt;
The folder for a mod must contain at least a mod.xml file. Other data may be present as well, such as scripts, shaders, models, textures or levels. All these folders are contained in a Data folder inside the mod&#039;s folder, resulting in the following structure&lt;br /&gt;
&lt;br /&gt;
    Overgrowth/Data/Mods/&lt;br /&gt;
    └── my_mod/&lt;br /&gt;
        ├── mod.xml&lt;br /&gt;
        └── Data/&lt;br /&gt;
            ├── Scripts/&lt;br /&gt;
            ├── Shaders/&lt;br /&gt;
            ├── Models/&lt;br /&gt;
            ├── Textures/&lt;br /&gt;
            └── Levels/&lt;br /&gt;
&lt;br /&gt;
The folder called my_mod in the tree structure above is what is compressed into a zip file and distributed when a mod is released. You can also release the mod on Steam Workshop, which is a different process that you can read about [[#Steam_Workshop|a bit further down]].&lt;br /&gt;
&lt;br /&gt;
== The mod.xml file ==&lt;br /&gt;
&lt;br /&gt;
The mod.xml file contains the mod&#039;s meta data. The game uses this file to understand how to use the mod with the game. XML files can be written and modified using programs like Notepad++ and Sublime Text. Here is a complete example:&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;? xml version=&amp;quot;1.0&amp;quot; ?&amp;gt;&lt;br /&gt;
    &amp;lt;Mod&amp;gt;&lt;br /&gt;
        &amp;lt;!-- The ID is necessary and should never change between versions of the same mod --&amp;gt;&lt;br /&gt;
        &amp;lt;Id&amp;gt;unique-name&amp;lt;/Id&amp;gt; &lt;br /&gt;
        &amp;lt;!-- The human readable name is presented in UI&#039;s --&amp;gt;&lt;br /&gt;
        &amp;lt;Name&amp;gt;Human Readable Name&amp;lt;/Name&amp;gt; &lt;br /&gt;
        &amp;lt;!-- Version number, can have any formatting you wish. --&amp;gt;&lt;br /&gt;
        &amp;lt;Version&amp;gt;1.2.5&amp;lt;/Version&amp;gt;&lt;br /&gt;
        &amp;lt;SupportedVersion&amp;gt;b4&amp;lt;/SupportedVersion&amp;gt;&lt;br /&gt;
        &amp;lt;ModDependency&amp;gt;&lt;br /&gt;
            &amp;lt;Id&amp;gt;other-mod2&amp;lt;/Id&amp;gt;&lt;br /&gt;
            &amp;lt;Version&amp;gt;1.0.0&amp;lt;/Version&amp;gt; &lt;br /&gt;
        &amp;lt;/ModDependency&amp;gt;&lt;br /&gt;
    &amp;lt;/Mod&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can find all available tags and their uses under the [[#mod.xml_tags|mod.xml_tags]] heading below.&lt;br /&gt;
&lt;br /&gt;
== mod.xml tags ==&lt;br /&gt;
There are quite a few tags that can be used in the mod.xml file to set up your mod. Here we go through all of those tags.&lt;br /&gt;
&lt;br /&gt;
=== Id ===&lt;br /&gt;
&lt;br /&gt;
The unique ID for this mod that is not allowed to conflict with any other existing mod. One suggestion is to keep it the same as the folder name for the mod. The ID is not shown to the user, but it is used for instance when another mod wants to use this mod as a dependency. ID tag text must consist of letters and dashes only, with no uppercase.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;Id&amp;gt;my-mod&amp;lt;/Id&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Name ===&lt;br /&gt;
&lt;br /&gt;
The name of the mod, shown in the mod menu.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;Name&amp;gt;My Mod&amp;lt;/Name&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Category ===&lt;br /&gt;
&lt;br /&gt;
TODO: Verify that this is correct.&lt;br /&gt;
&lt;br /&gt;
Required for a valid mod, but does not seem to have any effect.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;Category&amp;gt;Campaign&amp;lt;/Category&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Author ===&lt;br /&gt;
&lt;br /&gt;
Is shown in the user interface to tell the user who made the mod.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;Author&amp;gt;John Doe&amp;lt;/Author&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Description ===&lt;br /&gt;
&lt;br /&gt;
Is shown in the user interface to tell the user what this mod does.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;Description&amp;gt;This is my really cool mod that adds some excellent functionality&amp;lt;/Description&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Version ===&lt;br /&gt;
&lt;br /&gt;
The version of the mod. It is both shown in the user interface, and is used by other mods that depend on this mod to make sure that the user has the right version of your mod installed. Does not need to follow any specific pattern.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;Version&amp;gt;1.0.0&amp;lt;/Version&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Thumbnail ===&lt;br /&gt;
&lt;br /&gt;
The path to an image to show in the user interface for your mod when the user is browsing their installed mods. Make sure you include the supplied image in the mod folder.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;Thumbnail&amp;gt;Data/Images/my-mod/thumb.jpg&amp;lt;/Thumbnail&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== PreviewImage ===&lt;br /&gt;
&lt;br /&gt;
This image is used in Steam Workshop to represent the mod in search results, when browsing mods and on the mod&#039;s page.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;PreviewImage&amp;gt;Data/Images/my-mod/preview-image.jpg&amp;lt;/PreviewImage&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tag ===&lt;br /&gt;
&lt;br /&gt;
Once the mod is uploaded to Steam Workshop, you can search for the tags to find the mod. You can have as many tags as you want.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;lt;Tag&amp;gt;Campaign&amp;lt;/Tag&amp;gt;&lt;br /&gt;
 &amp;lt;Tag&amp;gt;Parkour&amp;lt;/Tag&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== SupportedVersion ===&lt;br /&gt;
&lt;br /&gt;
Which update of the game this mod can be used in. Can be something like &amp;lt;code&amp;gt;b4&amp;lt;/code&amp;gt;, or &amp;lt;code&amp;gt;*&amp;lt;/code&amp;gt; to indicate that it can be used with any version. Using &amp;lt;code&amp;gt;*&amp;lt;/code&amp;gt; is useful for mods that don&#039;t rely on the game code as much, such as assets, levels and so on.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;SupportedVersion&amp;gt;b4&amp;lt;/SupportedVersion&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== LevelHookFile ===&lt;br /&gt;
&lt;br /&gt;
Specifies a path to a script file. Functions in this script are run for every level in the game when the mod is active. Every mod can add their own level hook script. [[LevelScripts#Per-mod_Level_Script|Read this]] for more information.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;LevelHookFile&amp;gt;Scripts/my_mod/level_script.as&amp;lt;/LevelHookFile&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== MenuItem ===&lt;br /&gt;
Adds a campaign button to the Play menu which runs a script. The script type is a [[Scriptable Menu]].&lt;br /&gt;
&lt;br /&gt;
TODO: The current example does not work. Is this feature functional?&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;MenuItem title=&amp;quot;My Menu&amp;quot; category=&amp;quot;My Category&amp;quot; thumbnail=&amp;quot;Data/Images/my_mod/my_item.png&amp;quot; path=&amp;quot;Data/Scripts/my_menu_script.as&amp;quot;/&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Campaign ===&lt;br /&gt;
&lt;br /&gt;
Describes a set of levels that belong together.&lt;br /&gt;
&lt;br /&gt;
Has a few attributes that describe the campaign:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Attribute !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
! title&lt;br /&gt;
| The name of the campaign, shown in the menu.&lt;br /&gt;
|-&lt;br /&gt;
! type&lt;br /&gt;
| TODO: Write description&lt;br /&gt;
TODO: What can this be set to? A limited set? Whatever you want?&lt;br /&gt;
|-&lt;br /&gt;
! is_linear&lt;br /&gt;
| Sets if you need to finish the first level to unlock access to the second and so on.&lt;br /&gt;
|-&lt;br /&gt;
! thumbnail&lt;br /&gt;
| The path to the image to use for the campaign in the play menu.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Inside the campaign tag there are two or more &amp;quot;Level&amp;quot; tags in the desired order that make up the campaign. For more information about what is included in the &amp;quot;Level&amp;quot; tag, see the &amp;quot;Level&amp;quot; heading just below.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
    &amp;lt;Campaign title=&amp;quot;My Campaign&amp;quot;&lt;br /&gt;
              type=&amp;quot;general&amp;quot;&lt;br /&gt;
              is_linear=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;Level title=&amp;quot;Intro&amp;quot; &lt;br /&gt;
               thumbnail=&amp;quot;Images/MyMod/intro_thumb.jpg&amp;quot;&amp;gt;&lt;br /&gt;
               MyMod/intro.xml&lt;br /&gt;
        &amp;lt;/Level&amp;gt;&lt;br /&gt;
        &amp;lt;Level title=&amp;quot;Big Challenge&amp;quot; &lt;br /&gt;
               thumbnail=&amp;quot;Images/MyMod/challenge_thumb.jpg&amp;quot;&amp;gt;&lt;br /&gt;
               MyMod/challenge.xml&lt;br /&gt;
        &amp;lt;/Level&amp;gt;&lt;br /&gt;
        &amp;lt;Level title=&amp;quot;Ending&amp;quot; &lt;br /&gt;
               thumbnail=&amp;quot;Images/MyMod/end_cutscene_thumb.jpg&amp;quot;&amp;gt;&lt;br /&gt;
               MyMod/end_cutscene.xml&lt;br /&gt;
        &amp;lt;/Level&amp;gt;&lt;br /&gt;
    &amp;lt;/Campaign&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level ===&lt;br /&gt;
&lt;br /&gt;
Can be placed in the root &amp;quot;Mod&amp;quot; tag to make the specified levels show up under the play menu in the game. You can also place them in a &amp;quot;Campaign&amp;quot; tag to put them into a campaign, for more information on that, see the &amp;quot;Campaign&amp;quot; tag above.&lt;br /&gt;
&lt;br /&gt;
Each level has two attributes, and between the start and end tags you write the path to the level. The root for the path is in the /Data/Levels/ folder, so leave everything up to the Levels folder out of the path, and make sure the level is stored inside the &amp;lt;code&amp;gt;../Overgrowth/Data/Mods/my_mod/Data/Levels/&amp;lt;/code&amp;gt; folder.&lt;br /&gt;
&lt;br /&gt;
Attributes:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Attribute !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
! title&lt;br /&gt;
| The name of the level, shown in the menu.&lt;br /&gt;
|-&lt;br /&gt;
! thumbnail&lt;br /&gt;
| The path to the image to use for the level in the play menu. This attribute is not required.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;Level title=&amp;quot;My Level&amp;quot; thumbnail=&amp;quot;Images/MyMod/my_level_thumb.jpg&amp;quot;&amp;gt;MyMod/my_level.xml&amp;lt;/Level&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== NeedsRestart ===&lt;br /&gt;
&lt;br /&gt;
This tag is used to determine if the game should let the user know that they need to restart the game in order for the mod to function properly.&lt;br /&gt;
&lt;br /&gt;
Can be &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
TODO: For what types of mods is this useful?&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;NeedsRestart&amp;gt;false&amp;lt;/NeedsRestart&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== ModDependency ===&lt;br /&gt;
&lt;br /&gt;
Here is a list of other mods that this mod depends on to work. Has two tags for each mod:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tag !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
! Id&lt;br /&gt;
| The unique ID for the other mod.&lt;br /&gt;
|-&lt;br /&gt;
! Version&lt;br /&gt;
| The version of the other mod that this mod requires. Set to &amp;lt;code&amp;gt;*&amp;lt;/code&amp;gt; to accept any version of the other mod.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
    &amp;lt;ModDependency&amp;gt;&lt;br /&gt;
        &amp;lt;Id&amp;gt;other-mod&amp;lt;/Id&amp;gt;&lt;br /&gt;
        &amp;lt;Version&amp;gt;1.0.0&amp;lt;/Version&amp;gt; &lt;br /&gt;
    &amp;lt;/ModDependency&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== OverloadFile ===&lt;br /&gt;
&lt;br /&gt;
TODO: Write description&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;OverloadFile&amp;gt;TODO: Write example&amp;lt;/OverloadFile&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Item ===&lt;br /&gt;
&lt;br /&gt;
Allows you to add entries to the &amp;quot;Load Item&amp;quot; list in the editor. This is useful if the mod adds weapons, characters, static objects, decals and similar things.&lt;br /&gt;
&lt;br /&gt;
Has a few attributes for each entry:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Attribute !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
! category&lt;br /&gt;
| Name of the sub-menu to add the item to. If the sub-menu does not exist it will automatically be created.&lt;br /&gt;
|-&lt;br /&gt;
! title&lt;br /&gt;
| Name of the item to display in the list.&lt;br /&gt;
|-&lt;br /&gt;
! path&lt;br /&gt;
| Path to the object file for this item.&lt;br /&gt;
|-&lt;br /&gt;
! thumbnail&lt;br /&gt;
| Path to image to use as a preview image for this item.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
    &amp;lt;Item category=&amp;quot;My Mod&amp;quot;&lt;br /&gt;
          title=&amp;quot;My item&amp;quot;&lt;br /&gt;
          path=&amp;quot;Data/Items/MyItem.xml&amp;quot;&lt;br /&gt;
          thumbnail=&amp;quot;Data/UI/spawner/MyItem.png&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Advanced mod menu ==&lt;br /&gt;
&lt;br /&gt;
[[File:Advanced_mod_menu.jpg|200px|thumb|right|The advanced mod menu]]&lt;br /&gt;
&lt;br /&gt;
To help modders validate their mods and upload them to the Steam Workshop there is a tool called the &amp;quot;Advanced mod menu&amp;quot;. Access it by going to the main menu, then in the top menu bar, click &amp;lt;code&amp;gt;Windows -&amp;gt; Mods&amp;lt;/code&amp;gt;. This brings up a simpler version of the mod menu. To activate the advanced mod menu, click &amp;lt;code&amp;gt;Menu -&amp;gt; Advanced&amp;lt;/code&amp;gt;. Make sure to increase the size of the window to see all the new information in the window.&lt;br /&gt;
&lt;br /&gt;
This shows all the available information for the selected mod.&lt;br /&gt;
&lt;br /&gt;
== Steam Workshop ==&lt;br /&gt;
&lt;br /&gt;
[[File:Steamworks_upload.jpg|200px|thumb|right|The Steamworks New Upload menu]]&lt;br /&gt;
&lt;br /&gt;
To release a mod on Steam Workshop, first create your mod and make sure it works as intended. Then open up the [[#Advanced_mod_menu|advanced mod menu]], make sure the &amp;quot;Valid&amp;quot; item says &amp;quot;Yes&amp;quot;, press &amp;quot;Upload To Steamworks...&amp;quot; and follow the instructions at the bottom.&lt;br /&gt;
&lt;br /&gt;
If it says something about needing to accept an agreement when you&#039;ve uploaded a mod, go to http://steamcommunity.com/sharedfiles/workshoplegalagreement, log in, read through and accept the agreement if you do.&lt;br /&gt;
&lt;br /&gt;
Any mod that has just been uploaded will be private. And before you make it public you should brush up the mod&#039;s page a bit. It&#039;s a good idea to add a video, some screenshots, a description that tells the user what makes the mod interesting, how to use it and so on.&lt;br /&gt;
&lt;br /&gt;
If the mod requires some other mod to work, make sure to specify that using the &amp;quot;Add/Remove Required Items&amp;quot; in the &amp;quot;Owner Controls&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Updating a Mod on Steam Workshop ===&lt;br /&gt;
&lt;br /&gt;
TODO: What is the process for updating an already uploaded mod on Steam Workshop?&lt;/div&gt;</summary>
		<author><name>Xagor-the-ninja</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Creating_a_new_Mod&amp;diff=4903</id>
		<title>Creating a new Mod</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Creating_a_new_Mod&amp;diff=4903"/>
		<updated>2017-10-23T19:28:36Z</updated>

		<summary type="html">&lt;p&gt;Xagor-the-ninja: /* Folder structure */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Folder structure ==&lt;br /&gt;
&lt;br /&gt;
Overgrowth has a powerful and simple system to allow the creation of mods by both &amp;quot;overshadowing&amp;quot; existing files, and by creating new files.&lt;br /&gt;
&lt;br /&gt;
Mods that are installed via the Steam workshop end up in &amp;lt;code&amp;gt;../Steam/steamapps/workshop/content/25000/&amp;lt;/code&amp;gt;. Each folder in there has a number assigned to it, so it can be hard to see which folder belongs to which mod. All other mods, such as manually installed ones, those from SUM Launcher and those you make yourself live in the &amp;lt;code&amp;gt;../Overgrowth/Data/Mods/&amp;lt;/code&amp;gt; folder. There, each mod folder has a readable name.&lt;br /&gt;
&lt;br /&gt;
The folder for a mod must contain at least a mod.xml file. Other data may be present as well, such as scripts, shaders, models, textures or levels. All these folders are contained in a Data folder inside the mod&#039;s folder, resulting in the following structure&lt;br /&gt;
&lt;br /&gt;
    Overgrowth/Data/Mods/&lt;br /&gt;
    └── my_mod/&lt;br /&gt;
        ├── mod.xml&lt;br /&gt;
        └── Data/&lt;br /&gt;
            ├── Scripts/&lt;br /&gt;
            ├── Shaders/&lt;br /&gt;
            ├── Models/&lt;br /&gt;
            ├── Textures/&lt;br /&gt;
            └── Levels/&lt;br /&gt;
&lt;br /&gt;
The folder called my_mod in the tree structure above is what is compressed into a zip file and distributed when a mod is released. You can also release the mod on Steam Workshop, which is a different process that you can read about [[#Steam_Workshop|a bit further down]].&lt;br /&gt;
&lt;br /&gt;
== The mod.xml file ==&lt;br /&gt;
&lt;br /&gt;
The mod.xml file contains the mod&#039;s meta data. The game uses this file to understand how to use the mod with the game. XML files can be written and modified using programs like Notepad++ and Sublime Text. Here is a complete example:&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;? xml version=&amp;quot;1.0&amp;quot; ?&amp;gt;&lt;br /&gt;
    &amp;lt;Mod&amp;gt;&lt;br /&gt;
        &amp;lt;!-- The ID is necessary and should never change between versions of the same mod --&amp;gt;&lt;br /&gt;
        &amp;lt;Id&amp;gt;unique-name&amp;lt;/Id&amp;gt; &lt;br /&gt;
        &amp;lt;!-- The human readable name is presented in UI&#039;s --&amp;gt;&lt;br /&gt;
        &amp;lt;Name&amp;gt;Human Readable Name&amp;lt;/Name&amp;gt; &lt;br /&gt;
        &amp;lt;!-- Version number, can have any formatting you wish. --&amp;gt;&lt;br /&gt;
        &amp;lt;Version&amp;gt;1.2.5&amp;lt;/Version&amp;gt;&lt;br /&gt;
        &amp;lt;SupportedVersion&amp;gt;b4&amp;lt;/SupportedVersion&amp;gt;&lt;br /&gt;
        &amp;lt;ModDependency&amp;gt;&lt;br /&gt;
            &amp;lt;Id&amp;gt;other-mod2&amp;lt;/Id&amp;gt;&lt;br /&gt;
            &amp;lt;Version&amp;gt;1.0.0&amp;lt;/Version&amp;gt; &lt;br /&gt;
        &amp;lt;/ModDependency&amp;gt;&lt;br /&gt;
    &amp;lt;/Mod&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can find all available tags and their uses under the [[#mod.xml_tags|mod.xml_tags]] heading below.&lt;br /&gt;
&lt;br /&gt;
== Advanced mod menu ==&lt;br /&gt;
&lt;br /&gt;
[[File:Advanced_mod_menu.jpg|200px|thumb|right|The advanced mod menu]]&lt;br /&gt;
&lt;br /&gt;
To help modders validate their mods and upload them to the Steam Workshop there is a tool called the &amp;quot;Advanced mod menu&amp;quot;. Access it by going to the main menu, then in the top menu bar, click &amp;lt;code&amp;gt;Windows -&amp;gt; Mods&amp;lt;/code&amp;gt;. This brings up a simpler version of the mod menu. To activate the advanced mod menu, click &amp;lt;code&amp;gt;Menu -&amp;gt; Advanced&amp;lt;/code&amp;gt;. Make sure to increase the size of the window to see all the new information in the window.&lt;br /&gt;
&lt;br /&gt;
This shows all the available information for the selected mod.&lt;br /&gt;
&lt;br /&gt;
== Steam Workshop ==&lt;br /&gt;
&lt;br /&gt;
[[File:Steamworks_upload.jpg|200px|thumb|right|The Steamworks New Upload menu]]&lt;br /&gt;
&lt;br /&gt;
To release a mod on Steam Workshop, first create your mod and make sure it works as intended. Then open up the [[#Advanced_mod_menu|advanced mod menu]], make sure the &amp;quot;Valid&amp;quot; item says &amp;quot;Yes&amp;quot;, press &amp;quot;Upload To Steamworks...&amp;quot; and follow the instructions at the bottom.&lt;br /&gt;
&lt;br /&gt;
If it says something about needing to accept an agreement when you&#039;ve uploaded a mod, go to http://steamcommunity.com/sharedfiles/workshoplegalagreement, log in, read through and accept the agreement if you do.&lt;br /&gt;
&lt;br /&gt;
Any mod that has just been uploaded will be private. And before you make it public you should brush up the mod&#039;s page a bit. It&#039;s a good idea to add a video, some screenshots, a description that tells the user what makes the mod interesting, how to use it and so on.&lt;br /&gt;
&lt;br /&gt;
If the mod requires some other mod to work, make sure to specify that using the &amp;quot;Add/Remove Required Items&amp;quot; in the &amp;quot;Owner Controls&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Updating a Mod on Steam Workshop ===&lt;br /&gt;
&lt;br /&gt;
TODO: What is the process for updating an already uploaded mod on Steam Workshop?&lt;br /&gt;
&lt;br /&gt;
== mod.xml tags ==&lt;br /&gt;
There are quite a few tags that can be used in the mod.xml file to set up your mod. Here we go through all of those tags.&lt;br /&gt;
&lt;br /&gt;
=== Id ===&lt;br /&gt;
&lt;br /&gt;
The unique ID for this mod that is not allowed to conflict with any other existing mod. One suggestion is to keep it the same as the folder name for the mod. The ID is not shown to the user, but it is used for instance when another mod wants to use this mod as a dependency. ID tag text must consist of letters and dashes only, with no uppercase.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;Id&amp;gt;my-mod&amp;lt;/Id&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Name ===&lt;br /&gt;
&lt;br /&gt;
The name of the mod, shown in the mod menu.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;Name&amp;gt;My Mod&amp;lt;/Name&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Category ===&lt;br /&gt;
&lt;br /&gt;
TODO: Verify that this is correct.&lt;br /&gt;
&lt;br /&gt;
Required for a valid mod, but does not seem to have any effect.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;Category&amp;gt;Campaign&amp;lt;/Category&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Author ===&lt;br /&gt;
&lt;br /&gt;
Is shown in the user interface to tell the user who made the mod.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;Author&amp;gt;John Doe&amp;lt;/Author&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Description ===&lt;br /&gt;
&lt;br /&gt;
Is shown in the user interface to tell the user what this mod does.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;Description&amp;gt;This is my really cool mod that adds some excellent functionality&amp;lt;/Description&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Version ===&lt;br /&gt;
&lt;br /&gt;
The version of the mod. It is both shown in the user interface, and is used by other mods that depend on this mod to make sure that the user has the right version of your mod installed. Does not need to follow any specific pattern.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;Version&amp;gt;1.0.0&amp;lt;/Version&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Thumbnail ===&lt;br /&gt;
&lt;br /&gt;
The path to an image to show in the user interface for your mod when the user is browsing their installed mods. Make sure you include the supplied image in the mod folder.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;Thumbnail&amp;gt;Data/Images/my-mod/thumb.jpg&amp;lt;/Thumbnail&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== PreviewImage ===&lt;br /&gt;
&lt;br /&gt;
This image is used in Steam Workshop to represent the mod in search results, when browsing mods and on the mod&#039;s page.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;PreviewImage&amp;gt;Data/Images/my-mod/preview-image.jpg&amp;lt;/PreviewImage&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tag ===&lt;br /&gt;
&lt;br /&gt;
Once the mod is uploaded to Steam Workshop, you can search for the tags to find the mod. You can have as many tags as you want.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;lt;Tag&amp;gt;Campaign&amp;lt;/Tag&amp;gt;&lt;br /&gt;
 &amp;lt;Tag&amp;gt;Parkour&amp;lt;/Tag&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== SupportedVersion ===&lt;br /&gt;
&lt;br /&gt;
Which update of the game this mod can be used in. Can be something like &amp;lt;code&amp;gt;b4&amp;lt;/code&amp;gt;, or &amp;lt;code&amp;gt;*&amp;lt;/code&amp;gt; to indicate that it can be used with any version. Using &amp;lt;code&amp;gt;*&amp;lt;/code&amp;gt; is useful for mods that don&#039;t rely on the game code as much, such as assets, levels and so on.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;SupportedVersion&amp;gt;b4&amp;lt;/SupportedVersion&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== LevelHookFile ===&lt;br /&gt;
&lt;br /&gt;
Specifies a path to a script file. Functions in this script are run for every level in the game when the mod is active. Every mod can add their own level hook script. [[LevelScripts#Per-mod_Level_Script|Read this]] for more information.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;LevelHookFile&amp;gt;Scripts/my_mod/level_script.as&amp;lt;/LevelHookFile&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== MenuItem ===&lt;br /&gt;
Adds a campaign button to the Play menu which runs a script. The script type is a [[Scriptable Menu]].&lt;br /&gt;
&lt;br /&gt;
TODO: The current example does not work. Is this feature functional?&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;MenuItem title=&amp;quot;My Menu&amp;quot; category=&amp;quot;My Category&amp;quot; thumbnail=&amp;quot;Data/Images/my_mod/my_item.png&amp;quot; path=&amp;quot;Data/Scripts/my_menu_script.as&amp;quot;/&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Campaign ===&lt;br /&gt;
&lt;br /&gt;
Describes a set of levels that belong together.&lt;br /&gt;
&lt;br /&gt;
Has a few attributes that describe the campaign:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Attribute !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
! title&lt;br /&gt;
| The name of the campaign, shown in the menu.&lt;br /&gt;
|-&lt;br /&gt;
! type&lt;br /&gt;
| TODO: Write description&lt;br /&gt;
TODO: What can this be set to? A limited set? Whatever you want?&lt;br /&gt;
|-&lt;br /&gt;
! is_linear&lt;br /&gt;
| Sets if you need to finish the first level to unlock access to the second and so on.&lt;br /&gt;
|-&lt;br /&gt;
! thumbnail&lt;br /&gt;
| The path to the image to use for the campaign in the play menu.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Inside the campaign tag there are two or more &amp;quot;Level&amp;quot; tags in the desired order that make up the campaign. For more information about what is included in the &amp;quot;Level&amp;quot; tag, see the &amp;quot;Level&amp;quot; heading just below.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
    &amp;lt;Campaign title=&amp;quot;My Campaign&amp;quot;&lt;br /&gt;
              type=&amp;quot;general&amp;quot;&lt;br /&gt;
              is_linear=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;Level title=&amp;quot;Intro&amp;quot; &lt;br /&gt;
               thumbnail=&amp;quot;Images/MyMod/intro_thumb.jpg&amp;quot;&amp;gt;&lt;br /&gt;
               MyMod/intro.xml&lt;br /&gt;
        &amp;lt;/Level&amp;gt;&lt;br /&gt;
        &amp;lt;Level title=&amp;quot;Big Challenge&amp;quot; &lt;br /&gt;
               thumbnail=&amp;quot;Images/MyMod/challenge_thumb.jpg&amp;quot;&amp;gt;&lt;br /&gt;
               MyMod/challenge.xml&lt;br /&gt;
        &amp;lt;/Level&amp;gt;&lt;br /&gt;
        &amp;lt;Level title=&amp;quot;Ending&amp;quot; &lt;br /&gt;
               thumbnail=&amp;quot;Images/MyMod/end_cutscene_thumb.jpg&amp;quot;&amp;gt;&lt;br /&gt;
               MyMod/end_cutscene.xml&lt;br /&gt;
        &amp;lt;/Level&amp;gt;&lt;br /&gt;
    &amp;lt;/Campaign&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level ===&lt;br /&gt;
&lt;br /&gt;
Can be placed in the root &amp;quot;Mod&amp;quot; tag to make the specified levels show up under the play menu in the game. You can also place them in a &amp;quot;Campaign&amp;quot; tag to put them into a campaign, for more information on that, see the &amp;quot;Campaign&amp;quot; tag above.&lt;br /&gt;
&lt;br /&gt;
Each level has two attributes, and between the start and end tags you write the path to the level. The root for the path is in the /Data/Levels/ folder, so leave everything up to the Levels folder out of the path, and make sure the level is stored inside the &amp;lt;code&amp;gt;../Overgrowth/Data/Mods/my_mod/Data/Levels/&amp;lt;/code&amp;gt; folder.&lt;br /&gt;
&lt;br /&gt;
Attributes:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Attribute !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
! title&lt;br /&gt;
| The name of the level, shown in the menu.&lt;br /&gt;
|-&lt;br /&gt;
! thumbnail&lt;br /&gt;
| The path to the image to use for the level in the play menu. This attribute is not required.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;Level title=&amp;quot;My Level&amp;quot; thumbnail=&amp;quot;Images/MyMod/my_level_thumb.jpg&amp;quot;&amp;gt;MyMod/my_level.xml&amp;lt;/Level&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== NeedsRestart ===&lt;br /&gt;
&lt;br /&gt;
This tag is used to determine if the game should let the user know that they need to restart the game in order for the mod to function properly.&lt;br /&gt;
&lt;br /&gt;
Can be &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
TODO: For what types of mods is this useful?&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;NeedsRestart&amp;gt;false&amp;lt;/NeedsRestart&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== ModDependency ===&lt;br /&gt;
&lt;br /&gt;
Here is a list of other mods that this mod depends on to work. Has two tags for each mod:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tag !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
! Id&lt;br /&gt;
| The unique ID for the other mod.&lt;br /&gt;
|-&lt;br /&gt;
! Version&lt;br /&gt;
| The version of the other mod that this mod requires. Set to &amp;lt;code&amp;gt;*&amp;lt;/code&amp;gt; to accept any version of the other mod.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
    &amp;lt;ModDependency&amp;gt;&lt;br /&gt;
        &amp;lt;Id&amp;gt;other-mod&amp;lt;/Id&amp;gt;&lt;br /&gt;
        &amp;lt;Version&amp;gt;1.0.0&amp;lt;/Version&amp;gt; &lt;br /&gt;
    &amp;lt;/ModDependency&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== OverloadFile ===&lt;br /&gt;
&lt;br /&gt;
TODO: Write description&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;OverloadFile&amp;gt;TODO: Write example&amp;lt;/OverloadFile&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Item ===&lt;br /&gt;
&lt;br /&gt;
Allows you to add entries to the &amp;quot;Load Item&amp;quot; list in the editor. This is useful if the mod adds weapons, characters, static objects, decals and similar things.&lt;br /&gt;
&lt;br /&gt;
Has a few attributes for each entry:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Attribute !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
! category&lt;br /&gt;
| Name of the sub-menu to add the item to. If the sub-menu does not exist it will automatically be created.&lt;br /&gt;
|-&lt;br /&gt;
! title&lt;br /&gt;
| Name of the item to display in the list.&lt;br /&gt;
|-&lt;br /&gt;
! path&lt;br /&gt;
| Path to the object file for this item.&lt;br /&gt;
|-&lt;br /&gt;
! thumbnail&lt;br /&gt;
| Path to image to use as a preview image for this item.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
    &amp;lt;Item category=&amp;quot;My Mod&amp;quot;&lt;br /&gt;
          title=&amp;quot;My item&amp;quot;&lt;br /&gt;
          path=&amp;quot;Data/Items/MyItem.xml&amp;quot;&lt;br /&gt;
          thumbnail=&amp;quot;Data/UI/spawner/MyItem.png&amp;quot; /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xagor-the-ninja</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Creating_a_new_Mod&amp;diff=4902</id>
		<title>Creating a new Mod</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Creating_a_new_Mod&amp;diff=4902"/>
		<updated>2017-10-23T19:27:37Z</updated>

		<summary type="html">&lt;p&gt;Xagor-the-ninja: /* Folder structure */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Folder structure ==&lt;br /&gt;
&lt;br /&gt;
Overgrowth has a powerful and simple system to allow the creation of mods by both &amp;quot;overshadowing&amp;quot; existing files, and by creating new files.&lt;br /&gt;
&lt;br /&gt;
Mods that are installed via the Steam workshop end up in &amp;lt;code&amp;gt;../Steam/steamapps/workshop/content/25000/&amp;lt;/code&amp;gt;. Each folder in there has a number assigned to it, so it can be hard to see which folder belongs to which mod. All other mods, such as manually installed ones, those from SUM Launcher and those you make yourself live in the &amp;lt;code&amp;gt;../Overgrowth/Data/Mods/&amp;lt;/code&amp;gt; folder. There each mod folder has a readable name.&lt;br /&gt;
&lt;br /&gt;
The folder for a mod must contain at least a mod.xml file. Other data may be present as well, such as scripts, shaders, models, textures or levels. All these folders are contained in a Data folder inside the mod&#039;s folder, resulting in the following structure&lt;br /&gt;
&lt;br /&gt;
    Overgrowth/Data/Mods/&lt;br /&gt;
    └── my_mod/&lt;br /&gt;
        ├── mod.xml&lt;br /&gt;
        └── Data/&lt;br /&gt;
            ├── Scripts/&lt;br /&gt;
            ├── Shaders/&lt;br /&gt;
            ├── Models/&lt;br /&gt;
            ├── Textures/&lt;br /&gt;
            └── Levels/&lt;br /&gt;
&lt;br /&gt;
The folder called my_mod in the tree structure above is what is compressed into a zip file and distributed when a mod is released. You can also release the mod on Steam Workshop, which is a different process that you can read about [[#Steam_Workshop|a bit further down]].&lt;br /&gt;
&lt;br /&gt;
== The mod.xml file ==&lt;br /&gt;
&lt;br /&gt;
The mod.xml file contains the mod&#039;s meta data. The game uses this file to understand how to use the mod with the game. XML files can be written and modified using programs like Notepad++ and Sublime Text. Here is a complete example:&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;? xml version=&amp;quot;1.0&amp;quot; ?&amp;gt;&lt;br /&gt;
    &amp;lt;Mod&amp;gt;&lt;br /&gt;
        &amp;lt;!-- The ID is necessary and should never change between versions of the same mod --&amp;gt;&lt;br /&gt;
        &amp;lt;Id&amp;gt;unique-name&amp;lt;/Id&amp;gt; &lt;br /&gt;
        &amp;lt;!-- The human readable name is presented in UI&#039;s --&amp;gt;&lt;br /&gt;
        &amp;lt;Name&amp;gt;Human Readable Name&amp;lt;/Name&amp;gt; &lt;br /&gt;
        &amp;lt;!-- Version number, can have any formatting you wish. --&amp;gt;&lt;br /&gt;
        &amp;lt;Version&amp;gt;1.2.5&amp;lt;/Version&amp;gt;&lt;br /&gt;
        &amp;lt;SupportedVersion&amp;gt;b4&amp;lt;/SupportedVersion&amp;gt;&lt;br /&gt;
        &amp;lt;ModDependency&amp;gt;&lt;br /&gt;
            &amp;lt;Id&amp;gt;other-mod2&amp;lt;/Id&amp;gt;&lt;br /&gt;
            &amp;lt;Version&amp;gt;1.0.0&amp;lt;/Version&amp;gt; &lt;br /&gt;
        &amp;lt;/ModDependency&amp;gt;&lt;br /&gt;
    &amp;lt;/Mod&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can find all available tags and their uses under the [[#mod.xml_tags|mod.xml_tags]] heading below.&lt;br /&gt;
&lt;br /&gt;
== Advanced mod menu ==&lt;br /&gt;
&lt;br /&gt;
[[File:Advanced_mod_menu.jpg|200px|thumb|right|The advanced mod menu]]&lt;br /&gt;
&lt;br /&gt;
To help modders validate their mods and upload them to the Steam Workshop there is a tool called the &amp;quot;Advanced mod menu&amp;quot;. Access it by going to the main menu, then in the top menu bar, click &amp;lt;code&amp;gt;Windows -&amp;gt; Mods&amp;lt;/code&amp;gt;. This brings up a simpler version of the mod menu. To activate the advanced mod menu, click &amp;lt;code&amp;gt;Menu -&amp;gt; Advanced&amp;lt;/code&amp;gt;. Make sure to increase the size of the window to see all the new information in the window.&lt;br /&gt;
&lt;br /&gt;
This shows all the available information for the selected mod.&lt;br /&gt;
&lt;br /&gt;
== Steam Workshop ==&lt;br /&gt;
&lt;br /&gt;
[[File:Steamworks_upload.jpg|200px|thumb|right|The Steamworks New Upload menu]]&lt;br /&gt;
&lt;br /&gt;
To release a mod on Steam Workshop, first create your mod and make sure it works as intended. Then open up the [[#Advanced_mod_menu|advanced mod menu]], make sure the &amp;quot;Valid&amp;quot; item says &amp;quot;Yes&amp;quot;, press &amp;quot;Upload To Steamworks...&amp;quot; and follow the instructions at the bottom.&lt;br /&gt;
&lt;br /&gt;
If it says something about needing to accept an agreement when you&#039;ve uploaded a mod, go to http://steamcommunity.com/sharedfiles/workshoplegalagreement, log in, read through and accept the agreement if you do.&lt;br /&gt;
&lt;br /&gt;
Any mod that has just been uploaded will be private. And before you make it public you should brush up the mod&#039;s page a bit. It&#039;s a good idea to add a video, some screenshots, a description that tells the user what makes the mod interesting, how to use it and so on.&lt;br /&gt;
&lt;br /&gt;
If the mod requires some other mod to work, make sure to specify that using the &amp;quot;Add/Remove Required Items&amp;quot; in the &amp;quot;Owner Controls&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Updating a Mod on Steam Workshop ===&lt;br /&gt;
&lt;br /&gt;
TODO: What is the process for updating an already uploaded mod on Steam Workshop?&lt;br /&gt;
&lt;br /&gt;
== mod.xml tags ==&lt;br /&gt;
There are quite a few tags that can be used in the mod.xml file to set up your mod. Here we go through all of those tags.&lt;br /&gt;
&lt;br /&gt;
=== Id ===&lt;br /&gt;
&lt;br /&gt;
The unique ID for this mod that is not allowed to conflict with any other existing mod. One suggestion is to keep it the same as the folder name for the mod. The ID is not shown to the user, but it is used for instance when another mod wants to use this mod as a dependency. ID tag text must consist of letters and dashes only, with no uppercase.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;Id&amp;gt;my-mod&amp;lt;/Id&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Name ===&lt;br /&gt;
&lt;br /&gt;
The name of the mod, shown in the mod menu.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;Name&amp;gt;My Mod&amp;lt;/Name&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Category ===&lt;br /&gt;
&lt;br /&gt;
TODO: Verify that this is correct.&lt;br /&gt;
&lt;br /&gt;
Required for a valid mod, but does not seem to have any effect.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;Category&amp;gt;Campaign&amp;lt;/Category&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Author ===&lt;br /&gt;
&lt;br /&gt;
Is shown in the user interface to tell the user who made the mod.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;Author&amp;gt;John Doe&amp;lt;/Author&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Description ===&lt;br /&gt;
&lt;br /&gt;
Is shown in the user interface to tell the user what this mod does.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;Description&amp;gt;This is my really cool mod that adds some excellent functionality&amp;lt;/Description&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Version ===&lt;br /&gt;
&lt;br /&gt;
The version of the mod. It is both shown in the user interface, and is used by other mods that depend on this mod to make sure that the user has the right version of your mod installed. Does not need to follow any specific pattern.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;Version&amp;gt;1.0.0&amp;lt;/Version&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Thumbnail ===&lt;br /&gt;
&lt;br /&gt;
The path to an image to show in the user interface for your mod when the user is browsing their installed mods. Make sure you include the supplied image in the mod folder.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;Thumbnail&amp;gt;Data/Images/my-mod/thumb.jpg&amp;lt;/Thumbnail&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== PreviewImage ===&lt;br /&gt;
&lt;br /&gt;
This image is used in Steam Workshop to represent the mod in search results, when browsing mods and on the mod&#039;s page.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;PreviewImage&amp;gt;Data/Images/my-mod/preview-image.jpg&amp;lt;/PreviewImage&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tag ===&lt;br /&gt;
&lt;br /&gt;
Once the mod is uploaded to Steam Workshop, you can search for the tags to find the mod. You can have as many tags as you want.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;lt;Tag&amp;gt;Campaign&amp;lt;/Tag&amp;gt;&lt;br /&gt;
 &amp;lt;Tag&amp;gt;Parkour&amp;lt;/Tag&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== SupportedVersion ===&lt;br /&gt;
&lt;br /&gt;
Which update of the game this mod can be used in. Can be something like &amp;lt;code&amp;gt;b4&amp;lt;/code&amp;gt;, or &amp;lt;code&amp;gt;*&amp;lt;/code&amp;gt; to indicate that it can be used with any version. Using &amp;lt;code&amp;gt;*&amp;lt;/code&amp;gt; is useful for mods that don&#039;t rely on the game code as much, such as assets, levels and so on.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;SupportedVersion&amp;gt;b4&amp;lt;/SupportedVersion&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== LevelHookFile ===&lt;br /&gt;
&lt;br /&gt;
Specifies a path to a script file. Functions in this script are run for every level in the game when the mod is active. Every mod can add their own level hook script. [[LevelScripts#Per-mod_Level_Script|Read this]] for more information.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;LevelHookFile&amp;gt;Scripts/my_mod/level_script.as&amp;lt;/LevelHookFile&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== MenuItem ===&lt;br /&gt;
Adds a campaign button to the Play menu which runs a script. The script type is a [[Scriptable Menu]].&lt;br /&gt;
&lt;br /&gt;
TODO: The current example does not work. Is this feature functional?&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;MenuItem title=&amp;quot;My Menu&amp;quot; category=&amp;quot;My Category&amp;quot; thumbnail=&amp;quot;Data/Images/my_mod/my_item.png&amp;quot; path=&amp;quot;Data/Scripts/my_menu_script.as&amp;quot;/&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Campaign ===&lt;br /&gt;
&lt;br /&gt;
Describes a set of levels that belong together.&lt;br /&gt;
&lt;br /&gt;
Has a few attributes that describe the campaign:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Attribute !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
! title&lt;br /&gt;
| The name of the campaign, shown in the menu.&lt;br /&gt;
|-&lt;br /&gt;
! type&lt;br /&gt;
| TODO: Write description&lt;br /&gt;
TODO: What can this be set to? A limited set? Whatever you want?&lt;br /&gt;
|-&lt;br /&gt;
! is_linear&lt;br /&gt;
| Sets if you need to finish the first level to unlock access to the second and so on.&lt;br /&gt;
|-&lt;br /&gt;
! thumbnail&lt;br /&gt;
| The path to the image to use for the campaign in the play menu.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Inside the campaign tag there are two or more &amp;quot;Level&amp;quot; tags in the desired order that make up the campaign. For more information about what is included in the &amp;quot;Level&amp;quot; tag, see the &amp;quot;Level&amp;quot; heading just below.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
    &amp;lt;Campaign title=&amp;quot;My Campaign&amp;quot;&lt;br /&gt;
              type=&amp;quot;general&amp;quot;&lt;br /&gt;
              is_linear=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;Level title=&amp;quot;Intro&amp;quot; &lt;br /&gt;
               thumbnail=&amp;quot;Images/MyMod/intro_thumb.jpg&amp;quot;&amp;gt;&lt;br /&gt;
               MyMod/intro.xml&lt;br /&gt;
        &amp;lt;/Level&amp;gt;&lt;br /&gt;
        &amp;lt;Level title=&amp;quot;Big Challenge&amp;quot; &lt;br /&gt;
               thumbnail=&amp;quot;Images/MyMod/challenge_thumb.jpg&amp;quot;&amp;gt;&lt;br /&gt;
               MyMod/challenge.xml&lt;br /&gt;
        &amp;lt;/Level&amp;gt;&lt;br /&gt;
        &amp;lt;Level title=&amp;quot;Ending&amp;quot; &lt;br /&gt;
               thumbnail=&amp;quot;Images/MyMod/end_cutscene_thumb.jpg&amp;quot;&amp;gt;&lt;br /&gt;
               MyMod/end_cutscene.xml&lt;br /&gt;
        &amp;lt;/Level&amp;gt;&lt;br /&gt;
    &amp;lt;/Campaign&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level ===&lt;br /&gt;
&lt;br /&gt;
Can be placed in the root &amp;quot;Mod&amp;quot; tag to make the specified levels show up under the play menu in the game. You can also place them in a &amp;quot;Campaign&amp;quot; tag to put them into a campaign, for more information on that, see the &amp;quot;Campaign&amp;quot; tag above.&lt;br /&gt;
&lt;br /&gt;
Each level has two attributes, and between the start and end tags you write the path to the level. The root for the path is in the /Data/Levels/ folder, so leave everything up to the Levels folder out of the path, and make sure the level is stored inside the &amp;lt;code&amp;gt;../Overgrowth/Data/Mods/my_mod/Data/Levels/&amp;lt;/code&amp;gt; folder.&lt;br /&gt;
&lt;br /&gt;
Attributes:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Attribute !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
! title&lt;br /&gt;
| The name of the level, shown in the menu.&lt;br /&gt;
|-&lt;br /&gt;
! thumbnail&lt;br /&gt;
| The path to the image to use for the level in the play menu. This attribute is not required.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;Level title=&amp;quot;My Level&amp;quot; thumbnail=&amp;quot;Images/MyMod/my_level_thumb.jpg&amp;quot;&amp;gt;MyMod/my_level.xml&amp;lt;/Level&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== NeedsRestart ===&lt;br /&gt;
&lt;br /&gt;
This tag is used to determine if the game should let the user know that they need to restart the game in order for the mod to function properly.&lt;br /&gt;
&lt;br /&gt;
Can be &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
TODO: For what types of mods is this useful?&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;NeedsRestart&amp;gt;false&amp;lt;/NeedsRestart&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== ModDependency ===&lt;br /&gt;
&lt;br /&gt;
Here is a list of other mods that this mod depends on to work. Has two tags for each mod:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tag !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
! Id&lt;br /&gt;
| The unique ID for the other mod.&lt;br /&gt;
|-&lt;br /&gt;
! Version&lt;br /&gt;
| The version of the other mod that this mod requires. Set to &amp;lt;code&amp;gt;*&amp;lt;/code&amp;gt; to accept any version of the other mod.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
    &amp;lt;ModDependency&amp;gt;&lt;br /&gt;
        &amp;lt;Id&amp;gt;other-mod&amp;lt;/Id&amp;gt;&lt;br /&gt;
        &amp;lt;Version&amp;gt;1.0.0&amp;lt;/Version&amp;gt; &lt;br /&gt;
    &amp;lt;/ModDependency&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== OverloadFile ===&lt;br /&gt;
&lt;br /&gt;
TODO: Write description&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;OverloadFile&amp;gt;TODO: Write example&amp;lt;/OverloadFile&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Item ===&lt;br /&gt;
&lt;br /&gt;
Allows you to add entries to the &amp;quot;Load Item&amp;quot; list in the editor. This is useful if the mod adds weapons, characters, static objects, decals and similar things.&lt;br /&gt;
&lt;br /&gt;
Has a few attributes for each entry:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Attribute !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
! category&lt;br /&gt;
| Name of the sub-menu to add the item to. If the sub-menu does not exist it will automatically be created.&lt;br /&gt;
|-&lt;br /&gt;
! title&lt;br /&gt;
| Name of the item to display in the list.&lt;br /&gt;
|-&lt;br /&gt;
! path&lt;br /&gt;
| Path to the object file for this item.&lt;br /&gt;
|-&lt;br /&gt;
! thumbnail&lt;br /&gt;
| Path to image to use as a preview image for this item.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
    &amp;lt;Item category=&amp;quot;My Mod&amp;quot;&lt;br /&gt;
          title=&amp;quot;My item&amp;quot;&lt;br /&gt;
          path=&amp;quot;Data/Items/MyItem.xml&amp;quot;&lt;br /&gt;
          thumbnail=&amp;quot;Data/UI/spawner/MyItem.png&amp;quot; /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xagor-the-ninja</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Creating_a_new_Mod&amp;diff=4901</id>
		<title>Creating a new Mod</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Creating_a_new_Mod&amp;diff=4901"/>
		<updated>2017-10-23T19:27:01Z</updated>

		<summary type="html">&lt;p&gt;Xagor-the-ninja: /* Folder structure */ Grammar/clarity/sentence structure improvements&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Folder structure ==&lt;br /&gt;
&lt;br /&gt;
Overgrowth has a powerful and simple system to allow modders to create mods by both &amp;quot;overshadowing&amp;quot; existing files, and by creating new files.&lt;br /&gt;
&lt;br /&gt;
Mods that are installed via the Steam workshop end up in &amp;lt;code&amp;gt;../Steam/steamapps/workshop/content/25000/&amp;lt;/code&amp;gt;. Each folder in there has a number assigned to it, so it can be hard to see which folder belongs to which mod. All other mods, such as manually installed ones, those from SUM Launcher and those you make yourself live in the &amp;lt;code&amp;gt;../Overgrowth/Data/Mods/&amp;lt;/code&amp;gt; folder. There each mod folder has a readable name.&lt;br /&gt;
&lt;br /&gt;
The folder for a mod must contain at least a mod.xml file. Other data may be present as well, such as scripts, shaders, models, textures or levels. All these folders are contained in a Data folder inside the mod&#039;s folder, resulting in the following structure&lt;br /&gt;
&lt;br /&gt;
    Overgrowth/Data/Mods/&lt;br /&gt;
    └── my_mod/&lt;br /&gt;
        ├── mod.xml&lt;br /&gt;
        └── Data/&lt;br /&gt;
            ├── Scripts/&lt;br /&gt;
            ├── Shaders/&lt;br /&gt;
            ├── Models/&lt;br /&gt;
            ├── Textures/&lt;br /&gt;
            └── Levels/&lt;br /&gt;
&lt;br /&gt;
The folder called my_mod in the tree structure above is what is compressed into a zip file and distributed when a mod is released. You can also release the mod on Steam Workshop, which is a different process that you can read about [[#Steam_Workshop|a bit further down]].&lt;br /&gt;
&lt;br /&gt;
== The mod.xml file ==&lt;br /&gt;
&lt;br /&gt;
The mod.xml file contains the mod&#039;s meta data. The game uses this file to understand how to use the mod with the game. XML files can be written and modified using programs like Notepad++ and Sublime Text. Here is a complete example:&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;? xml version=&amp;quot;1.0&amp;quot; ?&amp;gt;&lt;br /&gt;
    &amp;lt;Mod&amp;gt;&lt;br /&gt;
        &amp;lt;!-- The ID is necessary and should never change between versions of the same mod --&amp;gt;&lt;br /&gt;
        &amp;lt;Id&amp;gt;unique-name&amp;lt;/Id&amp;gt; &lt;br /&gt;
        &amp;lt;!-- The human readable name is presented in UI&#039;s --&amp;gt;&lt;br /&gt;
        &amp;lt;Name&amp;gt;Human Readable Name&amp;lt;/Name&amp;gt; &lt;br /&gt;
        &amp;lt;!-- Version number, can have any formatting you wish. --&amp;gt;&lt;br /&gt;
        &amp;lt;Version&amp;gt;1.2.5&amp;lt;/Version&amp;gt;&lt;br /&gt;
        &amp;lt;SupportedVersion&amp;gt;b4&amp;lt;/SupportedVersion&amp;gt;&lt;br /&gt;
        &amp;lt;ModDependency&amp;gt;&lt;br /&gt;
            &amp;lt;Id&amp;gt;other-mod2&amp;lt;/Id&amp;gt;&lt;br /&gt;
            &amp;lt;Version&amp;gt;1.0.0&amp;lt;/Version&amp;gt; &lt;br /&gt;
        &amp;lt;/ModDependency&amp;gt;&lt;br /&gt;
    &amp;lt;/Mod&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can find all available tags and their uses under the [[#mod.xml_tags|mod.xml_tags]] heading below.&lt;br /&gt;
&lt;br /&gt;
== Advanced mod menu ==&lt;br /&gt;
&lt;br /&gt;
[[File:Advanced_mod_menu.jpg|200px|thumb|right|The advanced mod menu]]&lt;br /&gt;
&lt;br /&gt;
To help modders validate their mods and upload them to the Steam Workshop there is a tool called the &amp;quot;Advanced mod menu&amp;quot;. Access it by going to the main menu, then in the top menu bar, click &amp;lt;code&amp;gt;Windows -&amp;gt; Mods&amp;lt;/code&amp;gt;. This brings up a simpler version of the mod menu. To activate the advanced mod menu, click &amp;lt;code&amp;gt;Menu -&amp;gt; Advanced&amp;lt;/code&amp;gt;. Make sure to increase the size of the window to see all the new information in the window.&lt;br /&gt;
&lt;br /&gt;
This shows all the available information for the selected mod.&lt;br /&gt;
&lt;br /&gt;
== Steam Workshop ==&lt;br /&gt;
&lt;br /&gt;
[[File:Steamworks_upload.jpg|200px|thumb|right|The Steamworks New Upload menu]]&lt;br /&gt;
&lt;br /&gt;
To release a mod on Steam Workshop, first create your mod and make sure it works as intended. Then open up the [[#Advanced_mod_menu|advanced mod menu]], make sure the &amp;quot;Valid&amp;quot; item says &amp;quot;Yes&amp;quot;, press &amp;quot;Upload To Steamworks...&amp;quot; and follow the instructions at the bottom.&lt;br /&gt;
&lt;br /&gt;
If it says something about needing to accept an agreement when you&#039;ve uploaded a mod, go to http://steamcommunity.com/sharedfiles/workshoplegalagreement, log in, read through and accept the agreement if you do.&lt;br /&gt;
&lt;br /&gt;
Any mod that has just been uploaded will be private. And before you make it public you should brush up the mod&#039;s page a bit. It&#039;s a good idea to add a video, some screenshots, a description that tells the user what makes the mod interesting, how to use it and so on.&lt;br /&gt;
&lt;br /&gt;
If the mod requires some other mod to work, make sure to specify that using the &amp;quot;Add/Remove Required Items&amp;quot; in the &amp;quot;Owner Controls&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Updating a Mod on Steam Workshop ===&lt;br /&gt;
&lt;br /&gt;
TODO: What is the process for updating an already uploaded mod on Steam Workshop?&lt;br /&gt;
&lt;br /&gt;
== mod.xml tags ==&lt;br /&gt;
There are quite a few tags that can be used in the mod.xml file to set up your mod. Here we go through all of those tags.&lt;br /&gt;
&lt;br /&gt;
=== Id ===&lt;br /&gt;
&lt;br /&gt;
The unique ID for this mod that is not allowed to conflict with any other existing mod. One suggestion is to keep it the same as the folder name for the mod. The ID is not shown to the user, but it is used for instance when another mod wants to use this mod as a dependency. ID tag text must consist of letters and dashes only, with no uppercase.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;Id&amp;gt;my-mod&amp;lt;/Id&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Name ===&lt;br /&gt;
&lt;br /&gt;
The name of the mod, shown in the mod menu.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;Name&amp;gt;My Mod&amp;lt;/Name&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Category ===&lt;br /&gt;
&lt;br /&gt;
TODO: Verify that this is correct.&lt;br /&gt;
&lt;br /&gt;
Required for a valid mod, but does not seem to have any effect.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;Category&amp;gt;Campaign&amp;lt;/Category&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Author ===&lt;br /&gt;
&lt;br /&gt;
Is shown in the user interface to tell the user who made the mod.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;Author&amp;gt;John Doe&amp;lt;/Author&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Description ===&lt;br /&gt;
&lt;br /&gt;
Is shown in the user interface to tell the user what this mod does.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;Description&amp;gt;This is my really cool mod that adds some excellent functionality&amp;lt;/Description&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Version ===&lt;br /&gt;
&lt;br /&gt;
The version of the mod. It is both shown in the user interface, and is used by other mods that depend on this mod to make sure that the user has the right version of your mod installed. Does not need to follow any specific pattern.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;Version&amp;gt;1.0.0&amp;lt;/Version&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Thumbnail ===&lt;br /&gt;
&lt;br /&gt;
The path to an image to show in the user interface for your mod when the user is browsing their installed mods. Make sure you include the supplied image in the mod folder.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;Thumbnail&amp;gt;Data/Images/my-mod/thumb.jpg&amp;lt;/Thumbnail&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== PreviewImage ===&lt;br /&gt;
&lt;br /&gt;
This image is used in Steam Workshop to represent the mod in search results, when browsing mods and on the mod&#039;s page.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;PreviewImage&amp;gt;Data/Images/my-mod/preview-image.jpg&amp;lt;/PreviewImage&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tag ===&lt;br /&gt;
&lt;br /&gt;
Once the mod is uploaded to Steam Workshop, you can search for the tags to find the mod. You can have as many tags as you want.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;lt;Tag&amp;gt;Campaign&amp;lt;/Tag&amp;gt;&lt;br /&gt;
 &amp;lt;Tag&amp;gt;Parkour&amp;lt;/Tag&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== SupportedVersion ===&lt;br /&gt;
&lt;br /&gt;
Which update of the game this mod can be used in. Can be something like &amp;lt;code&amp;gt;b4&amp;lt;/code&amp;gt;, or &amp;lt;code&amp;gt;*&amp;lt;/code&amp;gt; to indicate that it can be used with any version. Using &amp;lt;code&amp;gt;*&amp;lt;/code&amp;gt; is useful for mods that don&#039;t rely on the game code as much, such as assets, levels and so on.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;SupportedVersion&amp;gt;b4&amp;lt;/SupportedVersion&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== LevelHookFile ===&lt;br /&gt;
&lt;br /&gt;
Specifies a path to a script file. Functions in this script are run for every level in the game when the mod is active. Every mod can add their own level hook script. [[LevelScripts#Per-mod_Level_Script|Read this]] for more information.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;LevelHookFile&amp;gt;Scripts/my_mod/level_script.as&amp;lt;/LevelHookFile&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== MenuItem ===&lt;br /&gt;
Adds a campaign button to the Play menu which runs a script. The script type is a [[Scriptable Menu]].&lt;br /&gt;
&lt;br /&gt;
TODO: The current example does not work. Is this feature functional?&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;MenuItem title=&amp;quot;My Menu&amp;quot; category=&amp;quot;My Category&amp;quot; thumbnail=&amp;quot;Data/Images/my_mod/my_item.png&amp;quot; path=&amp;quot;Data/Scripts/my_menu_script.as&amp;quot;/&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Campaign ===&lt;br /&gt;
&lt;br /&gt;
Describes a set of levels that belong together.&lt;br /&gt;
&lt;br /&gt;
Has a few attributes that describe the campaign:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Attribute !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
! title&lt;br /&gt;
| The name of the campaign, shown in the menu.&lt;br /&gt;
|-&lt;br /&gt;
! type&lt;br /&gt;
| TODO: Write description&lt;br /&gt;
TODO: What can this be set to? A limited set? Whatever you want?&lt;br /&gt;
|-&lt;br /&gt;
! is_linear&lt;br /&gt;
| Sets if you need to finish the first level to unlock access to the second and so on.&lt;br /&gt;
|-&lt;br /&gt;
! thumbnail&lt;br /&gt;
| The path to the image to use for the campaign in the play menu.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Inside the campaign tag there are two or more &amp;quot;Level&amp;quot; tags in the desired order that make up the campaign. For more information about what is included in the &amp;quot;Level&amp;quot; tag, see the &amp;quot;Level&amp;quot; heading just below.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
    &amp;lt;Campaign title=&amp;quot;My Campaign&amp;quot;&lt;br /&gt;
              type=&amp;quot;general&amp;quot;&lt;br /&gt;
              is_linear=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;Level title=&amp;quot;Intro&amp;quot; &lt;br /&gt;
               thumbnail=&amp;quot;Images/MyMod/intro_thumb.jpg&amp;quot;&amp;gt;&lt;br /&gt;
               MyMod/intro.xml&lt;br /&gt;
        &amp;lt;/Level&amp;gt;&lt;br /&gt;
        &amp;lt;Level title=&amp;quot;Big Challenge&amp;quot; &lt;br /&gt;
               thumbnail=&amp;quot;Images/MyMod/challenge_thumb.jpg&amp;quot;&amp;gt;&lt;br /&gt;
               MyMod/challenge.xml&lt;br /&gt;
        &amp;lt;/Level&amp;gt;&lt;br /&gt;
        &amp;lt;Level title=&amp;quot;Ending&amp;quot; &lt;br /&gt;
               thumbnail=&amp;quot;Images/MyMod/end_cutscene_thumb.jpg&amp;quot;&amp;gt;&lt;br /&gt;
               MyMod/end_cutscene.xml&lt;br /&gt;
        &amp;lt;/Level&amp;gt;&lt;br /&gt;
    &amp;lt;/Campaign&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level ===&lt;br /&gt;
&lt;br /&gt;
Can be placed in the root &amp;quot;Mod&amp;quot; tag to make the specified levels show up under the play menu in the game. You can also place them in a &amp;quot;Campaign&amp;quot; tag to put them into a campaign, for more information on that, see the &amp;quot;Campaign&amp;quot; tag above.&lt;br /&gt;
&lt;br /&gt;
Each level has two attributes, and between the start and end tags you write the path to the level. The root for the path is in the /Data/Levels/ folder, so leave everything up to the Levels folder out of the path, and make sure the level is stored inside the &amp;lt;code&amp;gt;../Overgrowth/Data/Mods/my_mod/Data/Levels/&amp;lt;/code&amp;gt; folder.&lt;br /&gt;
&lt;br /&gt;
Attributes:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Attribute !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
! title&lt;br /&gt;
| The name of the level, shown in the menu.&lt;br /&gt;
|-&lt;br /&gt;
! thumbnail&lt;br /&gt;
| The path to the image to use for the level in the play menu. This attribute is not required.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;Level title=&amp;quot;My Level&amp;quot; thumbnail=&amp;quot;Images/MyMod/my_level_thumb.jpg&amp;quot;&amp;gt;MyMod/my_level.xml&amp;lt;/Level&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== NeedsRestart ===&lt;br /&gt;
&lt;br /&gt;
This tag is used to determine if the game should let the user know that they need to restart the game in order for the mod to function properly.&lt;br /&gt;
&lt;br /&gt;
Can be &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
TODO: For what types of mods is this useful?&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;NeedsRestart&amp;gt;false&amp;lt;/NeedsRestart&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== ModDependency ===&lt;br /&gt;
&lt;br /&gt;
Here is a list of other mods that this mod depends on to work. Has two tags for each mod:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tag !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
! Id&lt;br /&gt;
| The unique ID for the other mod.&lt;br /&gt;
|-&lt;br /&gt;
! Version&lt;br /&gt;
| The version of the other mod that this mod requires. Set to &amp;lt;code&amp;gt;*&amp;lt;/code&amp;gt; to accept any version of the other mod.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
    &amp;lt;ModDependency&amp;gt;&lt;br /&gt;
        &amp;lt;Id&amp;gt;other-mod&amp;lt;/Id&amp;gt;&lt;br /&gt;
        &amp;lt;Version&amp;gt;1.0.0&amp;lt;/Version&amp;gt; &lt;br /&gt;
    &amp;lt;/ModDependency&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== OverloadFile ===&lt;br /&gt;
&lt;br /&gt;
TODO: Write description&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;OverloadFile&amp;gt;TODO: Write example&amp;lt;/OverloadFile&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Item ===&lt;br /&gt;
&lt;br /&gt;
Allows you to add entries to the &amp;quot;Load Item&amp;quot; list in the editor. This is useful if the mod adds weapons, characters, static objects, decals and similar things.&lt;br /&gt;
&lt;br /&gt;
Has a few attributes for each entry:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Attribute !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
! category&lt;br /&gt;
| Name of the sub-menu to add the item to. If the sub-menu does not exist it will automatically be created.&lt;br /&gt;
|-&lt;br /&gt;
! title&lt;br /&gt;
| Name of the item to display in the list.&lt;br /&gt;
|-&lt;br /&gt;
! path&lt;br /&gt;
| Path to the object file for this item.&lt;br /&gt;
|-&lt;br /&gt;
! thumbnail&lt;br /&gt;
| Path to image to use as a preview image for this item.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
    &amp;lt;Item category=&amp;quot;My Mod&amp;quot;&lt;br /&gt;
          title=&amp;quot;My item&amp;quot;&lt;br /&gt;
          path=&amp;quot;Data/Items/MyItem.xml&amp;quot;&lt;br /&gt;
          thumbnail=&amp;quot;Data/UI/spawner/MyItem.png&amp;quot; /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xagor-the-ninja</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Getting_Started&amp;diff=4900</id>
		<title>Getting Started</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Getting_Started&amp;diff=4900"/>
		<updated>2017-10-23T19:23:46Z</updated>

		<summary type="html">&lt;p&gt;Xagor-the-ninja: /* Reporting Issues */ Typo correction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Ordering Overgrowth==&lt;br /&gt;
&lt;br /&gt;
After ordering Overgrowth on [http://store.steampowered.com/app/25000/Overgrowth/ Steam], through [https://www.humblebundle.com/store/overgrowth Humble Bundle], or through [http://www.wolfire.com/overgrowth/preorder Wolfire] directly, you can access it on Mac OS, Windows, or Linux, with or without DRM. Further, after purchase, you gain access Overgrowth&#039;s [http://forums.wolfire.com/viewforum.php?f=13 Secret Preorder Forums] (aka SPF). In order to read and post to the SPF, you will need to [http://forums.wolfire.com/ucp.php?mode=register create] or log into a [http://forums.wolfire.com/ Wolfire forum] account. Then, following the link given in your order confirmation email, type your forum account nickname to get access to the SPF.&lt;br /&gt;
&lt;br /&gt;
Steam users can follow this [http://forums.wolfire.com/viewtopic.php?f=13&amp;amp;t=16422 guide] for getting access to the SPF.&lt;br /&gt;
&lt;br /&gt;
The SPF is a place where the Overgrowth community can gather to discuss all aspects of the game with others who have purchased the game, as well as ask questions to the Wolfire team. Wolfire also has a dedicated [https://discordapp.com/invite/wCntgVQ Discord server]. Join in the conversation!&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. You can click &amp;quot;play&amp;quot; to get started on one of the game&#039;s default campaigns. You can click &amp;quot;mods&amp;quot; to enable or disable various game modes, levels, and modifications. Most settings for Overgrowth can be changed within the game&#039;s &amp;quot;Settings&amp;quot; menu; to change other settings or configure controller support, see [[Configuring Overgrowth]].&lt;br /&gt;
&lt;br /&gt;
For help controlling your character and learning basic combat commands, 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 visit the Steam workshop, download and install the files manually from the SPF, or use the community created tool, the [http://blog.wolfire.com/2013/04/Introducing-SUMLauncher-3 SUMLauncher].&lt;br /&gt;
&lt;br /&gt;
==Reporting Issues==&lt;br /&gt;
&lt;br /&gt;
If you encounter any errors, bugs, or other problems while installing or running Overgrowth, you can file a report to the Wolfire team via email at [mailto:bugs@wolfire.com bugs@wolfire.com], so they can be made aware of the issue, and work to find a solution for it.&lt;br /&gt;
&lt;br /&gt;
Your email should contain the following:&lt;br /&gt;
* The Overgrowth 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;
* Helpful Attachments (screenshots, videos, 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;
If you have difficulties or issues regarding recovering an already purchased game license, or are having issues purchasing the game, you can contact a representative of Wolfire at [mailto:contact@wolfire.com contact@wolfire.com]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Overgrowth]]&lt;/div&gt;</summary>
		<author><name>Xagor-the-ninja</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Getting_Started&amp;diff=4899</id>
		<title>Getting Started</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Getting_Started&amp;diff=4899"/>
		<updated>2017-10-23T19:18:39Z</updated>

		<summary type="html">&lt;p&gt;Xagor-the-ninja: /* Ordering Overgrowth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Ordering Overgrowth==&lt;br /&gt;
&lt;br /&gt;
After ordering Overgrowth on [http://store.steampowered.com/app/25000/Overgrowth/ Steam], through [https://www.humblebundle.com/store/overgrowth Humble Bundle], or through [http://www.wolfire.com/overgrowth/preorder Wolfire] directly, you can access it on Mac OS, Windows, or Linux, with or without DRM. Further, after purchase, you gain access Overgrowth&#039;s [http://forums.wolfire.com/viewforum.php?f=13 Secret Preorder Forums] (aka SPF). In order to read and post to the SPF, you will need to [http://forums.wolfire.com/ucp.php?mode=register create] or log into a [http://forums.wolfire.com/ Wolfire forum] account. Then, following the link given in your order confirmation email, type your forum account nickname to get access to the SPF.&lt;br /&gt;
&lt;br /&gt;
Steam users can follow this [http://forums.wolfire.com/viewtopic.php?f=13&amp;amp;t=16422 guide] for getting access to the SPF.&lt;br /&gt;
&lt;br /&gt;
The SPF is a place where the Overgrowth community can gather to discuss all aspects of the game with others who have purchased the game, as well as ask questions to the Wolfire team. Wolfire also has a dedicated [https://discordapp.com/invite/wCntgVQ Discord server]. Join in the conversation!&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. You can click &amp;quot;play&amp;quot; to get started on one of the game&#039;s default campaigns. You can click &amp;quot;mods&amp;quot; to enable or disable various game modes, levels, and modifications. Most settings for Overgrowth can be changed within the game&#039;s &amp;quot;Settings&amp;quot; menu; to change other settings or configure controller support, see [[Configuring Overgrowth]].&lt;br /&gt;
&lt;br /&gt;
For help controlling your character and learning basic combat commands, 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 visit the Steam workshop, download and install the files manually from the SPF, or use the community created tool, the [http://blog.wolfire.com/2013/04/Introducing-SUMLauncher-3 SUMLauncher].&lt;br /&gt;
&lt;br /&gt;
==Reporting Issues==&lt;br /&gt;
&lt;br /&gt;
If you encounter any errors, bugs, or other problems while installing or running Overgrowth, you can file a report to the Wolfire time via email at [mailto:bugs@wolfire.com bugs@wolfire.com], so they can be made aware of the issue, and work to find a solution for it.&lt;br /&gt;
&lt;br /&gt;
Your email should contain the following:&lt;br /&gt;
* The Overgrowth 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;
* Helpful Attachments (screenshots, videos, 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;
If you have difficulties or issues regarding recovering an already purchased game license, or are having issues purchasing the game, you can contact a representative of Wolfire at [mailto:contact@wolfire.com contact@wolfire.com]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Overgrowth]]&lt;/div&gt;</summary>
		<author><name>Xagor-the-ninja</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Getting_Started&amp;diff=4898</id>
		<title>Getting Started</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Getting_Started&amp;diff=4898"/>
		<updated>2017-10-23T19:14:12Z</updated>

		<summary type="html">&lt;p&gt;Xagor-the-ninja: /* Running Overgrowth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Ordering Overgrowth==&lt;br /&gt;
&lt;br /&gt;
After ordering Overgrowth on [http://store.steampowered.com/app/25000/Overgrowth/ Steam], through [https://www.humblebundle.com/store/overgrowth Humble Bundle], or through [http://www.wolfire.com/overgrowth/preorder Wolfire] directly, you can access it on all platfoms, with or without DRM. Further, after purchase, you gain access Overgrowth&#039;s [http://forums.wolfire.com/viewforum.php?f=13 Secret Preorder Forums] (referred to as SPF). In order to read and post to the SPF, you will need to [http://forums.wolfire.com/ucp.php?mode=register create] or log into a [http://forums.wolfire.com/ Wolfire forum] account. Then, following the link given in your pre-order email, type your forum account nickname to get access to the SPF.&lt;br /&gt;
&lt;br /&gt;
Steam users can follow this [http://forums.wolfire.com/viewtopic.php?f=13&amp;amp;t=16422 guide] for getting access to the SPF.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The SPF is a place where the Overgrowth community can gather to discuss all aspects of the game with others who have purchased the game, as well as ask questions to the Wolfire team. Wolfire also has a dedicated [https://discordapp.com/invite/wCntgVQ Discord server]. Join in the conversation!&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. You can click &amp;quot;play&amp;quot; to get started on one of the game&#039;s default campaigns. You can click &amp;quot;mods&amp;quot; to enable or disable various game modes, levels, and modifications. Most settings for Overgrowth can be changed within the game&#039;s &amp;quot;Settings&amp;quot; menu; to change other settings or configure controller support, see [[Configuring Overgrowth]].&lt;br /&gt;
&lt;br /&gt;
For help controlling your character and learning basic combat commands, 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 visit the Steam workshop, download and install the files manually from the SPF, or use the community created tool, the [http://blog.wolfire.com/2013/04/Introducing-SUMLauncher-3 SUMLauncher].&lt;br /&gt;
&lt;br /&gt;
==Reporting Issues==&lt;br /&gt;
&lt;br /&gt;
If you encounter any errors, bugs, or other problems while installing or running Overgrowth, you can file a report to the Wolfire time via email at [mailto:bugs@wolfire.com bugs@wolfire.com], so they can be made aware of the issue, and work to find a solution for it.&lt;br /&gt;
&lt;br /&gt;
Your email should contain the following:&lt;br /&gt;
* The Overgrowth 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;
* Helpful Attachments (screenshots, videos, 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;
If you have difficulties or issues regarding recovering an already purchased game license, or are having issues purchasing the game, you can contact a representative of Wolfire at [mailto:contact@wolfire.com contact@wolfire.com]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Overgrowth]]&lt;/div&gt;</summary>
		<author><name>Xagor-the-ninja</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Getting_Started&amp;diff=4897</id>
		<title>Getting Started</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Getting_Started&amp;diff=4897"/>
		<updated>2017-10-23T18:32:52Z</updated>

		<summary type="html">&lt;p&gt;Xagor-the-ninja: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Ordering Overgrowth==&lt;br /&gt;
&lt;br /&gt;
After ordering Overgrowth on [http://store.steampowered.com/app/25000/Overgrowth/ Steam], through [https://www.humblebundle.com/store/overgrowth Humble Bundle], or through [http://www.wolfire.com/overgrowth/preorder Wolfire] directly, you can access it on all platfoms, with or without DRM. Further, after purchase, you gain access Overgrowth&#039;s [http://forums.wolfire.com/viewforum.php?f=13 Secret Preorder Forums] (referred to as SPF). In order to read and post to the SPF, you will need to [http://forums.wolfire.com/ucp.php?mode=register create] or log into a [http://forums.wolfire.com/ Wolfire forum] account. Then, following the link given in your pre-order email, type your forum account nickname to get access to the SPF.&lt;br /&gt;
&lt;br /&gt;
Steam users can follow this [http://forums.wolfire.com/viewtopic.php?f=13&amp;amp;t=16422 guide] for getting access to the SPF.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The SPF is a place where the Overgrowth community can gather to discuss all aspects of the game with others who have purchased the game, as well as ask questions to the Wolfire team. Wolfire also has a dedicated [https://discordapp.com/invite/wCntgVQ Discord server]. Join in the conversation!&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. Most settings for Overgrowth can be changed within the game&#039;s &amp;quot;Settings&amp;quot; menu; to change other settings, see [[Configuring Overgrowth]].&lt;br /&gt;
&lt;br /&gt;
For help controlling your character and learning basic combat commands, 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 visit the Steam workshop, download and install the files manually from the SPF, or use the community created tool, the [http://blog.wolfire.com/2013/04/Introducing-SUMLauncher-3 SUMLauncher].&lt;br /&gt;
&lt;br /&gt;
==Reporting Issues==&lt;br /&gt;
&lt;br /&gt;
If you encounter any errors, bugs, or other problems while installing or running Overgrowth, you can file a report to the Wolfire time via email at [mailto:bugs@wolfire.com bugs@wolfire.com], so they can be made aware of the issue, and work to find a solution for it.&lt;br /&gt;
&lt;br /&gt;
Your email should contain the following:&lt;br /&gt;
* The Overgrowth 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;
* Helpful Attachments (screenshots, videos, 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;
If you have difficulties or issues regarding recovering an already purchased game license, or are having issues purchasing the game, you can contact a representative of Wolfire at [mailto:contact@wolfire.com contact@wolfire.com]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Overgrowth]]&lt;/div&gt;</summary>
		<author><name>Xagor-the-ninja</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Getting_Started&amp;diff=4896</id>
		<title>Getting Started</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Getting_Started&amp;diff=4896"/>
		<updated>2017-10-23T18:23:05Z</updated>

		<summary type="html">&lt;p&gt;Xagor-the-ninja: /* Ordering Overgrowth */ Fixed typos and formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Ordering Overgrowth==&lt;br /&gt;
&lt;br /&gt;
After ordering Overgrowth on [http://store.steampowered.com/app/25000/Overgrowth/ Steam], through [https://www.humblebundle.com/store/overgrowth Humble Bundle], or through [http://www.wolfire.com/overgrowth/preorder Wolfire] directly, you can access it on all platfoms, with or without DRM. Further, after purchase, you gain access Overgrowth&#039;s [http://forums.wolfire.com/viewforum.php?f=13 Secret Preorder Forums] (referred to as SPF). In order to read and post to the SPF, you will need to [http://forums.wolfire.com/ucp.php?mode=register create] or log into a [http://forums.wolfire.com/ Wolfire forum] account. Then, following the link given in your pre-order email, type your forum account nickname to get access to the SPF.&lt;br /&gt;
&lt;br /&gt;
Steam users can follow this [http://forums.wolfire.com/viewtopic.php?f=13&amp;amp;t=16422 guide] for getting access to the SPF.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The SPF is a place where the Overgrowth community can gather to discuss all aspects of the game with others who have purchased the game, as well as ask questions to the Wolfire team. Wolfire also has a dedicated [https://discordapp.com/invite/wCntgVQ Discord server]. Join in the conversation!&lt;br /&gt;
&lt;br /&gt;
==Downloading Overgrowth==&lt;br /&gt;
&lt;br /&gt;
After purchasing Overgrowth and linking a forum account, access to the [http://forums.wolfire.com/viewforum.php?f=13 Secret Preorder Forum] becomes available. &lt;br /&gt;
&lt;br /&gt;
On the SPF, 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. Most settings for Overgrowth can be changed within the game&#039;s &amp;quot;Settings&amp;quot; menu; to change other settings, see [[Configuring Overgrowth]].&lt;br /&gt;
&lt;br /&gt;
For help controlling your character and learning basic combat commands, 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 visit the Steam workshop, download and install the files manually from the SPF, or use the community created tool, the [http://blog.wolfire.com/2013/04/Introducing-SUMLauncher-3 SUMLauncher].&lt;br /&gt;
&lt;br /&gt;
==Reporting Issues==&lt;br /&gt;
&lt;br /&gt;
If you encounter any errors, bugs, or other problems while installing or running Overgrowth, you can file a report to the Wolfire time via email at [mailto:bugs@wolfire.com bugs@wolfire.com], so they can be made aware of the issue, and work to find a solution for it.&lt;br /&gt;
&lt;br /&gt;
Your email should contain the following:&lt;br /&gt;
* The Overgrowth 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;
* Helpful Attachments (screenshots, videos, 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;
If you have difficulties or issues regarding recovering an already purchased game license, or are having issues purchasing the game, you can contact a representative of Wolfire at [mailto:contact@wolfire.com contact@wolfire.com]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Overgrowth]]&lt;/div&gt;</summary>
		<author><name>Xagor-the-ninja</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Portal:Overgrowth&amp;diff=4895</id>
		<title>Portal:Overgrowth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Portal:Overgrowth&amp;diff=4895"/>
		<updated>2017-10-23T18:19:43Z</updated>

		<summary type="html">&lt;p&gt;Xagor-the-ninja: Restructuring navigation menu again :)&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 developed by Wolfire Games, an independent game development company. Overgrowth is the spiritual successor to [[Lugaru]], an earlier game also developed by Wolfire. Development of Overgrowth was officially announced on September 17th, 2008, and version 1.0 was officially released on October 16th, 2017. The game is currently purchasable via [http://www.wolfire.com/overgrowth/preorder direct order], through [https://www.humblebundle.com/store/overgrowth Humble Bundle], and [http://store.steampowered.com/app/25000/Overgrowth/ Steam].&lt;br /&gt;
&lt;br /&gt;
Overgrowth&#039;s Gameplay emphasizes fluid, fast-paced, 3rd-person perspective armed and unarmed melee combat, 3D-platforming, and stealthy infiltration. 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 two campaigns - a remastering of Lugaru in the Phoenix engine, and its successor, the new Overgrowth campaign, as well as a collection of maps (many of which are populated by enemies) which the player is able to explore, fight through, and even modify if they are so inclined. There are three additional gameplay modules, one called &amp;quot;Arena&amp;quot;, in which the player is pitted against procedurally generated NPC enemies in gladiatorial matches, 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, and &amp;quot;Versus,&amp;quot; a two-player local competitive mode in which you can fight your friends, or enemies! There are also numerous player-made characters, weapons, maps, campaigns, and gameplay modifications available through the [https://steamcommunity.com/app/25000/workshop/ Steam Workshop], and a community-made tool called the [http://forums.wolfire.com/viewtopic.php?f=13&amp;amp;t=14201 SUMlauncher].&lt;br /&gt;
&lt;br /&gt;
The story of Overgrowth features a continuation of [[Turner]]&#039;s journey, a couple of years after the events of [[Lugaru]]. In addition to anthropomorphic rabbits and wolves, the Overgrowth Universe now includes cats, dogs, and rats (see article: [[Races]]), all of whom appear in the main campaign.&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;
* [[Lore]]&lt;br /&gt;
&lt;br /&gt;
== Playing and Configuring Overgrowth ==&lt;br /&gt;
* [[Getting_Started | Ordering and Installing Overgrowth]]&lt;br /&gt;
* [[Control Reference]]&lt;br /&gt;
* [[Configuring Overgrowth]]&lt;br /&gt;
* [[Overgrowth Alpha FAQ| Overgrowth Alpha FAQ]]&lt;br /&gt;
&lt;br /&gt;
== Phoenix Engine Documentation ==&lt;br /&gt;
&lt;br /&gt;
Here we aim to provide comprehensive technical documentation about all features relevant to modding and level editing, and how to use them.&lt;br /&gt;
&lt;br /&gt;
=== Level Editing ===&lt;br /&gt;
* [[Editor Interface]]&lt;br /&gt;
** [[Creating a new Mod]]&lt;br /&gt;
** [[Overgrowth Levels | Setting Up a Level - XML Files]]&lt;br /&gt;
*** [[Custom Terrain | Choosing or Creating Terrain]]&lt;br /&gt;
*** [[Checkpoints]]&lt;br /&gt;
*** [[Hotspots]]&lt;br /&gt;
*** [[Shader And Weather Effects]]&lt;br /&gt;
*** [[LevelScripts]]&lt;br /&gt;
*** [[Scripting]]&lt;br /&gt;
&lt;br /&gt;
=== Asset Creation ===&lt;br /&gt;
* [[3D Objects]]&lt;br /&gt;
* [[Character Models]]&lt;br /&gt;
** [[Making New Models &amp;amp; Textures]]&lt;br /&gt;
* [[Particle Effects]]&lt;br /&gt;
* [[Custom Decals]]&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;br /&gt;
* [[Alpha List]]&lt;br /&gt;
* [[Overgrowth tests]] {{stub}}&lt;br /&gt;
* [[Post Processing Effects]]&lt;/div&gt;</summary>
		<author><name>Xagor-the-ninja</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Portal:Overgrowth&amp;diff=4894</id>
		<title>Portal:Overgrowth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Portal:Overgrowth&amp;diff=4894"/>
		<updated>2017-10-23T18:01:23Z</updated>

		<summary type="html">&lt;p&gt;Xagor-the-ninja: Modifying nav menus more with a heirarchy&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 developed by Wolfire Games, an independent game development company. Overgrowth is the spiritual successor to [[Lugaru]], an earlier game also developed by Wolfire. Development of Overgrowth was officially announced on September 17th, 2008, and version 1.0 was officially released on October 16th, 2017. The game is currently purchasable via [http://www.wolfire.com/overgrowth/preorder direct order], through [https://www.humblebundle.com/store/overgrowth Humble Bundle], and [http://store.steampowered.com/app/25000/Overgrowth/ Steam].&lt;br /&gt;
&lt;br /&gt;
Overgrowth&#039;s Gameplay emphasizes fluid, fast-paced, 3rd-person perspective armed and unarmed melee combat, 3D-platforming, and stealthy infiltration. 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 two campaigns - a remastering of Lugaru in the Phoenix engine, and its successor, the new Overgrowth campaign, as well as a collection of maps (many of which are populated by enemies) which the player is able to explore, fight through, and even modify if they are so inclined. There are three additional gameplay modules, one called &amp;quot;Arena&amp;quot;, in which the player is pitted against procedurally generated NPC enemies in gladiatorial matches, 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, and &amp;quot;Versus,&amp;quot; a two-player local competitive mode in which you can fight your friends, or enemies! There are also numerous player-made characters, weapons, maps, campaigns, and gameplay modifications available through the [https://steamcommunity.com/app/25000/workshop/ Steam Workshop], and a community-made tool called the [http://forums.wolfire.com/viewtopic.php?f=13&amp;amp;t=14201 SUMlauncher].&lt;br /&gt;
&lt;br /&gt;
The story of Overgrowth features a continuation of [[Turner]]&#039;s journey, a couple of years after the events of [[Lugaru]]. In addition to anthropomorphic rabbits and wolves, the Overgrowth Universe now includes cats, dogs, and rats (see article: [[Races]]), all of whom appear in the main campaign.&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;
* [[Lore]]&lt;br /&gt;
&lt;br /&gt;
== Playing and Configuring Overgrowth ==&lt;br /&gt;
* [[Getting_Started | Ordering and Installing Overgrowth]]&lt;br /&gt;
* [[Control Reference]]&lt;br /&gt;
* [[Configuring Overgrowth]]&lt;br /&gt;
* [[Overgrowth Alpha FAQ| Overgrowth Alpha FAQ]]&lt;br /&gt;
&lt;br /&gt;
== Phoenix Engine Documentation ==&lt;br /&gt;
&lt;br /&gt;
Here we aim to provide comprehensive technical documentation about all features relevant to modding and level editing, and how to use them.&lt;br /&gt;
&lt;br /&gt;
=== Level Editing ===&lt;br /&gt;
* [[Editor Interface]]&lt;br /&gt;
** [[Creating a new Mod]]&lt;br /&gt;
** [[Overgrowth Levels]]&lt;br /&gt;
*** [[Checkpoints]]&lt;br /&gt;
*** [[Hotspots]]&lt;br /&gt;
*** [[Shader And Weather Effects]]&lt;br /&gt;
*** [[LevelScripts]]&lt;br /&gt;
*** [[Scripting]]&lt;br /&gt;
&lt;br /&gt;
=== Asset Creation ===&lt;br /&gt;
* [[3D Objects]]&lt;br /&gt;
* [[Character Models]]&lt;br /&gt;
** [[Making New Models &amp;amp; Textures]]&lt;br /&gt;
* [[Particle Effects]]&lt;br /&gt;
* [[Custom Decals]]&lt;br /&gt;
* [[Custom Terrain]]&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;br /&gt;
* [[Alpha List]]&lt;br /&gt;
* [[Overgrowth tests]] {{stub}}&lt;br /&gt;
* [[Post Processing Effects]]&lt;/div&gt;</summary>
		<author><name>Xagor-the-ninja</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Portal:Overgrowth&amp;diff=4893</id>
		<title>Portal:Overgrowth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Portal:Overgrowth&amp;diff=4893"/>
		<updated>2017-10-23T16:27:00Z</updated>

		<summary type="html">&lt;p&gt;Xagor-the-ninja: /* Playing and Configuring Overgrowth */ Re-ordered links&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 developed by Wolfire Games, an independent game development company. Overgrowth is the spiritual successor to [[Lugaru]], an earlier game also developed by Wolfire. Development of Overgrowth was officially announced on September 17th, 2008, and version 1.0 was officially released on October 16th, 2017. The game is currently purchasable via [http://www.wolfire.com/overgrowth/preorder direct order], through [https://www.humblebundle.com/store/overgrowth Humble Bundle], and [http://store.steampowered.com/app/25000/Overgrowth/ Steam].&lt;br /&gt;
&lt;br /&gt;
Overgrowth&#039;s Gameplay emphasizes fluid, fast-paced, 3rd-person perspective armed and unarmed melee combat, 3D-platforming, and stealthy infiltration. 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 two campaigns - a remastering of Lugaru in the Phoenix engine, and its successor, the new Overgrowth campaign, as well as a collection of maps (many of which are populated by enemies) which the player is able to explore, fight through, and even modify if they are so inclined. There are three additional gameplay modules, one called &amp;quot;Arena&amp;quot;, in which the player is pitted against procedurally generated NPC enemies in gladiatorial matches, 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, and &amp;quot;Versus,&amp;quot; a two-player local competitive mode in which you can fight your friends, or enemies! There are also numerous player-made characters, weapons, maps, campaigns, and gameplay modifications available through the [https://steamcommunity.com/app/25000/workshop/ Steam Workshop], and a community-made tool called the [http://forums.wolfire.com/viewtopic.php?f=13&amp;amp;t=14201 SUMlauncher].&lt;br /&gt;
&lt;br /&gt;
The story of Overgrowth features a continuation of [[Turner]]&#039;s journey, a couple of years after the events of [[Lugaru]]. In addition to anthropomorphic rabbits and wolves, the Overgrowth Universe now includes cats, dogs, and rats (see article: [[Races]]), all of whom appear in the main campaign.&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;
* [[Lore]]&lt;br /&gt;
&lt;br /&gt;
== Playing and Configuring Overgrowth ==&lt;br /&gt;
* [[Getting_Started | Ordering and Installing Overgrowth]]&lt;br /&gt;
* [[Control Reference]]&lt;br /&gt;
* [[Configuring Overgrowth]]&lt;br /&gt;
* [[Overgrowth Alpha FAQ| Overgrowth Alpha FAQ]]&lt;br /&gt;
&lt;br /&gt;
== Phoenix Engine Documentation ==&lt;br /&gt;
&lt;br /&gt;
Here we aim to provide comprehensive technical documentation about all features relevant to modding and level editing, and how to use them.&lt;br /&gt;
&lt;br /&gt;
=== Level Editing ===&lt;br /&gt;
* [[Editor Interface]]&lt;br /&gt;
** [[Creating a new Mod]]&lt;br /&gt;
** [[Overgrowth Levels]]&lt;br /&gt;
* [[Shader And Weather Effects]]&lt;br /&gt;
&lt;br /&gt;
=== Asset Creation ===&lt;br /&gt;
* [[3D Objects]]&lt;br /&gt;
* [[Character Models]]&lt;br /&gt;
** [[Making New Models &amp;amp; Textures]]&lt;br /&gt;
* [[Particle Effects]]&lt;br /&gt;
* [[Custom Decals]]&lt;br /&gt;
* [[Custom Terrain]]&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
* [[Scripting]]&lt;br /&gt;
* [[LevelScripts]]&lt;br /&gt;
** [[Hotspots]]&lt;br /&gt;
* [[Post Processing Effects]]&lt;br /&gt;
&lt;br /&gt;
==Modding Tutorials==&lt;br /&gt;
* [[Checkpoints]]&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;br /&gt;
* [[Alpha List]]&lt;br /&gt;
* [[Overgrowth tests]] {{stub}}&lt;/div&gt;</summary>
		<author><name>Xagor-the-ninja</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Portal:Overgrowth&amp;diff=4892</id>
		<title>Portal:Overgrowth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Portal:Overgrowth&amp;diff=4892"/>
		<updated>2017-10-23T16:25:34Z</updated>

		<summary type="html">&lt;p&gt;Xagor-the-ninja: /* Playing and Configuring Overgrowth */ Changed heading/link name to better reflect what&amp;#039;s on the page&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 developed by Wolfire Games, an independent game development company. Overgrowth is the spiritual successor to [[Lugaru]], an earlier game also developed by Wolfire. Development of Overgrowth was officially announced on September 17th, 2008, and version 1.0 was officially released on October 16th, 2017. The game is currently purchasable via [http://www.wolfire.com/overgrowth/preorder direct order], through [https://www.humblebundle.com/store/overgrowth Humble Bundle], and [http://store.steampowered.com/app/25000/Overgrowth/ Steam].&lt;br /&gt;
&lt;br /&gt;
Overgrowth&#039;s Gameplay emphasizes fluid, fast-paced, 3rd-person perspective armed and unarmed melee combat, 3D-platforming, and stealthy infiltration. 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 two campaigns - a remastering of Lugaru in the Phoenix engine, and its successor, the new Overgrowth campaign, as well as a collection of maps (many of which are populated by enemies) which the player is able to explore, fight through, and even modify if they are so inclined. There are three additional gameplay modules, one called &amp;quot;Arena&amp;quot;, in which the player is pitted against procedurally generated NPC enemies in gladiatorial matches, 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, and &amp;quot;Versus,&amp;quot; a two-player local competitive mode in which you can fight your friends, or enemies! There are also numerous player-made characters, weapons, maps, campaigns, and gameplay modifications available through the [https://steamcommunity.com/app/25000/workshop/ Steam Workshop], and a community-made tool called the [http://forums.wolfire.com/viewtopic.php?f=13&amp;amp;t=14201 SUMlauncher].&lt;br /&gt;
&lt;br /&gt;
The story of Overgrowth features a continuation of [[Turner]]&#039;s journey, a couple of years after the events of [[Lugaru]]. In addition to anthropomorphic rabbits and wolves, the Overgrowth Universe now includes cats, dogs, and rats (see article: [[Races]]), all of whom appear in the main campaign.&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;
* [[Lore]]&lt;br /&gt;
&lt;br /&gt;
== Playing and Configuring Overgrowth ==&lt;br /&gt;
* [[Control Reference]]&lt;br /&gt;
* [[Getting_Started | Ordering and Installing Overgrowth]]&lt;br /&gt;
* [[Configuring Overgrowth]]&lt;br /&gt;
* [[Overgrowth Alpha FAQ| Overgrowth Alpha FAQ]]&lt;br /&gt;
&lt;br /&gt;
== Phoenix Engine Documentation ==&lt;br /&gt;
&lt;br /&gt;
Here we aim to provide comprehensive technical documentation about all features relevant to modding and level editing, and how to use them.&lt;br /&gt;
&lt;br /&gt;
=== Level Editing ===&lt;br /&gt;
* [[Editor Interface]]&lt;br /&gt;
** [[Creating a new Mod]]&lt;br /&gt;
** [[Overgrowth Levels]]&lt;br /&gt;
* [[Shader And Weather Effects]]&lt;br /&gt;
&lt;br /&gt;
=== Asset Creation ===&lt;br /&gt;
* [[3D Objects]]&lt;br /&gt;
* [[Character Models]]&lt;br /&gt;
** [[Making New Models &amp;amp; Textures]]&lt;br /&gt;
* [[Particle Effects]]&lt;br /&gt;
* [[Custom Decals]]&lt;br /&gt;
* [[Custom Terrain]]&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
* [[Scripting]]&lt;br /&gt;
* [[LevelScripts]]&lt;br /&gt;
** [[Hotspots]]&lt;br /&gt;
* [[Post Processing Effects]]&lt;br /&gt;
&lt;br /&gt;
==Modding Tutorials==&lt;br /&gt;
* [[Checkpoints]]&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;br /&gt;
* [[Alpha List]]&lt;br /&gt;
* [[Overgrowth tests]] {{stub}}&lt;/div&gt;</summary>
		<author><name>Xagor-the-ninja</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Portal:Overgrowth&amp;diff=4891</id>
		<title>Portal:Overgrowth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Portal:Overgrowth&amp;diff=4891"/>
		<updated>2017-10-23T16:23:08Z</updated>

		<summary type="html">&lt;p&gt;Xagor-the-ninja: /* Getting Started */  Renamed section title so it&amp;#039;s more clear what it&amp;#039;s about and what is found there&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 developed by Wolfire Games, an independent game development company. Overgrowth is the spiritual successor to [[Lugaru]], an earlier game also developed by Wolfire. Development of Overgrowth was officially announced on September 17th, 2008, and version 1.0 was officially released on October 16th, 2017. The game is currently purchasable via [http://www.wolfire.com/overgrowth/preorder direct order], through [https://www.humblebundle.com/store/overgrowth Humble Bundle], and [http://store.steampowered.com/app/25000/Overgrowth/ Steam].&lt;br /&gt;
&lt;br /&gt;
Overgrowth&#039;s Gameplay emphasizes fluid, fast-paced, 3rd-person perspective armed and unarmed melee combat, 3D-platforming, and stealthy infiltration. 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 two campaigns - a remastering of Lugaru in the Phoenix engine, and its successor, the new Overgrowth campaign, as well as a collection of maps (many of which are populated by enemies) which the player is able to explore, fight through, and even modify if they are so inclined. There are three additional gameplay modules, one called &amp;quot;Arena&amp;quot;, in which the player is pitted against procedurally generated NPC enemies in gladiatorial matches, 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, and &amp;quot;Versus,&amp;quot; a two-player local competitive mode in which you can fight your friends, or enemies! There are also numerous player-made characters, weapons, maps, campaigns, and gameplay modifications available through the [https://steamcommunity.com/app/25000/workshop/ Steam Workshop], and a community-made tool called the [http://forums.wolfire.com/viewtopic.php?f=13&amp;amp;t=14201 SUMlauncher].&lt;br /&gt;
&lt;br /&gt;
The story of Overgrowth features a continuation of [[Turner]]&#039;s journey, a couple of years after the events of [[Lugaru]]. In addition to anthropomorphic rabbits and wolves, the Overgrowth Universe now includes cats, dogs, and rats (see article: [[Races]]), all of whom appear in the main campaign.&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;
* [[Lore]]&lt;br /&gt;
&lt;br /&gt;
== Playing and Configuring Overgrowth ==&lt;br /&gt;
* [[Control Reference]]&lt;br /&gt;
* [[Getting_Started | First Steps]]&lt;br /&gt;
* [[Configuring Overgrowth]]&lt;br /&gt;
* [[Overgrowth Alpha FAQ| Overgrowth Alpha FAQ]]&lt;br /&gt;
&lt;br /&gt;
== Phoenix Engine Documentation ==&lt;br /&gt;
&lt;br /&gt;
Here we aim to provide comprehensive technical documentation about all features relevant to modding and level editing, and how to use them.&lt;br /&gt;
&lt;br /&gt;
=== Level Editing ===&lt;br /&gt;
* [[Editor Interface]]&lt;br /&gt;
** [[Creating a new Mod]]&lt;br /&gt;
** [[Overgrowth Levels]]&lt;br /&gt;
* [[Shader And Weather Effects]]&lt;br /&gt;
&lt;br /&gt;
=== Asset Creation ===&lt;br /&gt;
* [[3D Objects]]&lt;br /&gt;
* [[Character Models]]&lt;br /&gt;
** [[Making New Models &amp;amp; Textures]]&lt;br /&gt;
* [[Particle Effects]]&lt;br /&gt;
* [[Custom Decals]]&lt;br /&gt;
* [[Custom Terrain]]&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
* [[Scripting]]&lt;br /&gt;
* [[LevelScripts]]&lt;br /&gt;
** [[Hotspots]]&lt;br /&gt;
* [[Post Processing Effects]]&lt;br /&gt;
&lt;br /&gt;
==Modding Tutorials==&lt;br /&gt;
* [[Checkpoints]]&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;br /&gt;
* [[Alpha List]]&lt;br /&gt;
* [[Overgrowth tests]] {{stub}}&lt;/div&gt;</summary>
		<author><name>Xagor-the-ninja</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Portal:Overgrowth&amp;diff=4890</id>
		<title>Portal:Overgrowth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Portal:Overgrowth&amp;diff=4890"/>
		<updated>2017-10-23T16:01:57Z</updated>

		<summary type="html">&lt;p&gt;Xagor-the-ninja: /* Phoenix Engine Documentation */ Updated a heading to represent some changes to structure&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 developed by Wolfire Games, an independent game development company. Overgrowth is the spiritual successor to [[Lugaru]], an earlier game also developed by Wolfire. Development of Overgrowth was officially announced on September 17th, 2008, and version 1.0 was officially released on October 16th, 2017. The game is currently purchasable via [http://www.wolfire.com/overgrowth/preorder direct order], through [https://www.humblebundle.com/store/overgrowth Humble Bundle], and [http://store.steampowered.com/app/25000/Overgrowth/ Steam].&lt;br /&gt;
&lt;br /&gt;
Overgrowth&#039;s Gameplay emphasizes fluid, fast-paced, 3rd-person perspective armed and unarmed melee combat, 3D-platforming, and stealthy infiltration. 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 two campaigns - a remastering of Lugaru in the Phoenix engine, and its successor, the new Overgrowth campaign, as well as a collection of maps (many of which are populated by enemies) which the player is able to explore, fight through, and even modify if they are so inclined. There are three additional gameplay modules, one called &amp;quot;Arena&amp;quot;, in which the player is pitted against procedurally generated NPC enemies in gladiatorial matches, 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, and &amp;quot;Versus,&amp;quot; a two-player local competitive mode in which you can fight your friends, or enemies! There are also numerous player-made characters, weapons, maps, campaigns, and gameplay modifications available through the [https://steamcommunity.com/app/25000/workshop/ Steam Workshop], and a community-made tool called the [http://forums.wolfire.com/viewtopic.php?f=13&amp;amp;t=14201 SUMlauncher].&lt;br /&gt;
&lt;br /&gt;
The story of Overgrowth features a continuation of [[Turner]]&#039;s journey, a couple of years after the events of [[Lugaru]]. In addition to anthropomorphic rabbits and wolves, the Overgrowth Universe now includes cats, dogs, and rats (see article: [[Races]]), all of whom appear in the main campaign.&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;
* [[Lore]]&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
* [[Control Reference]]&lt;br /&gt;
* [[Getting_Started | First Steps]]&lt;br /&gt;
* [[Configuring Overgrowth]]&lt;br /&gt;
&lt;br /&gt;
* [[Overgrowth Alpha FAQ| Overgrowth Alpha FAQ]]&lt;br /&gt;
&lt;br /&gt;
== Phoenix Engine Documentation ==&lt;br /&gt;
&lt;br /&gt;
Here we aim to provide comprehensive technical documentation about all features relevant to modding and level editing, and how to use them.&lt;br /&gt;
&lt;br /&gt;
=== Level Editing ===&lt;br /&gt;
* [[Editor Interface]]&lt;br /&gt;
** [[Creating a new Mod]]&lt;br /&gt;
** [[Overgrowth Levels]]&lt;br /&gt;
* [[Shader And Weather Effects]]&lt;br /&gt;
&lt;br /&gt;
=== Asset Creation ===&lt;br /&gt;
* [[3D Objects]]&lt;br /&gt;
* [[Character Models]]&lt;br /&gt;
** [[Making New Models &amp;amp; Textures]]&lt;br /&gt;
* [[Particle Effects]]&lt;br /&gt;
* [[Custom Decals]]&lt;br /&gt;
* [[Custom Terrain]]&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
* [[Scripting]]&lt;br /&gt;
* [[LevelScripts]]&lt;br /&gt;
** [[Hotspots]]&lt;br /&gt;
* [[Post Processing Effects]]&lt;br /&gt;
&lt;br /&gt;
==Modding Tutorials==&lt;br /&gt;
* [[Checkpoints]]&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;br /&gt;
* [[Alpha List]]&lt;br /&gt;
* [[Overgrowth tests]] {{stub}}&lt;/div&gt;</summary>
		<author><name>Xagor-the-ninja</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Portal:Overgrowth&amp;diff=4889</id>
		<title>Portal:Overgrowth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Portal:Overgrowth&amp;diff=4889"/>
		<updated>2017-10-23T16:00:43Z</updated>

		<summary type="html">&lt;p&gt;Xagor-the-ninja: /* Getting Started */ - noted that FAQ is regarding OG Alpha, is almost entirely out of date or pointless, and I think redundant to the &amp;quot;Getting Started&amp;quot; sectionn&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 developed by Wolfire Games, an independent game development company. Overgrowth is the spiritual successor to [[Lugaru]], an earlier game also developed by Wolfire. Development of Overgrowth was officially announced on September 17th, 2008, and version 1.0 was officially released on October 16th, 2017. The game is currently purchasable via [http://www.wolfire.com/overgrowth/preorder direct order], through [https://www.humblebundle.com/store/overgrowth Humble Bundle], and [http://store.steampowered.com/app/25000/Overgrowth/ Steam].&lt;br /&gt;
&lt;br /&gt;
Overgrowth&#039;s Gameplay emphasizes fluid, fast-paced, 3rd-person perspective armed and unarmed melee combat, 3D-platforming, and stealthy infiltration. 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 two campaigns - a remastering of Lugaru in the Phoenix engine, and its successor, the new Overgrowth campaign, as well as a collection of maps (many of which are populated by enemies) which the player is able to explore, fight through, and even modify if they are so inclined. There are three additional gameplay modules, one called &amp;quot;Arena&amp;quot;, in which the player is pitted against procedurally generated NPC enemies in gladiatorial matches, 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, and &amp;quot;Versus,&amp;quot; a two-player local competitive mode in which you can fight your friends, or enemies! There are also numerous player-made characters, weapons, maps, campaigns, and gameplay modifications available through the [https://steamcommunity.com/app/25000/workshop/ Steam Workshop], and a community-made tool called the [http://forums.wolfire.com/viewtopic.php?f=13&amp;amp;t=14201 SUMlauncher].&lt;br /&gt;
&lt;br /&gt;
The story of Overgrowth features a continuation of [[Turner]]&#039;s journey, a couple of years after the events of [[Lugaru]]. In addition to anthropomorphic rabbits and wolves, the Overgrowth Universe now includes cats, dogs, and rats (see article: [[Races]]), all of whom appear in the main campaign.&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;
* [[Lore]]&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
* [[Control Reference]]&lt;br /&gt;
* [[Getting_Started | First Steps]]&lt;br /&gt;
* [[Configuring Overgrowth]]&lt;br /&gt;
&lt;br /&gt;
* [[Overgrowth Alpha FAQ| Overgrowth Alpha FAQ]]&lt;br /&gt;
&lt;br /&gt;
== Phoenix Engine Documentation ==&lt;br /&gt;
&lt;br /&gt;
Here we aim to provide comprehensive technical documentation about all features relevant to modding and level editing. If you&#039;re looking for tutorials, see the &#039;&#039;Modding Tutorials&#039;&#039; heading below.&lt;br /&gt;
&lt;br /&gt;
=== Level Editing ===&lt;br /&gt;
* [[Editor Interface]]&lt;br /&gt;
** [[Creating a new Mod]]&lt;br /&gt;
** [[Overgrowth Levels]]&lt;br /&gt;
* [[Shader And Weather Effects]]&lt;br /&gt;
&lt;br /&gt;
=== Asset Creation ===&lt;br /&gt;
* [[3D Objects]]&lt;br /&gt;
* [[Character Models]]&lt;br /&gt;
** [[Making New Models &amp;amp; Textures]]&lt;br /&gt;
* [[Particle Effects]]&lt;br /&gt;
* [[Custom Decals]]&lt;br /&gt;
* [[Custom Terrain]]&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
* [[Scripting]]&lt;br /&gt;
* [[LevelScripts]]&lt;br /&gt;
** [[Hotspots]]&lt;br /&gt;
* [[Post Processing Effects]]&lt;br /&gt;
&lt;br /&gt;
==Modding Tutorials==&lt;br /&gt;
* [[Checkpoints]]&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;br /&gt;
* [[Alpha List]]&lt;br /&gt;
* [[Overgrowth tests]] {{stub}}&lt;/div&gt;</summary>
		<author><name>Xagor-the-ninja</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Portal:Overgrowth&amp;diff=4888</id>
		<title>Portal:Overgrowth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Portal:Overgrowth&amp;diff=4888"/>
		<updated>2017-10-23T15:56:28Z</updated>

		<summary type="html">&lt;p&gt;Xagor-the-ninja: Restructured link menu a bit more&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 developed by Wolfire Games, an independent game development company. Overgrowth is the spiritual successor to [[Lugaru]], an earlier game also developed by Wolfire. Development of Overgrowth was officially announced on September 17th, 2008, and version 1.0 was officially released on October 16th, 2017. The game is currently purchasable via [http://www.wolfire.com/overgrowth/preorder direct order], through [https://www.humblebundle.com/store/overgrowth Humble Bundle], and [http://store.steampowered.com/app/25000/Overgrowth/ Steam].&lt;br /&gt;
&lt;br /&gt;
Overgrowth&#039;s Gameplay emphasizes fluid, fast-paced, 3rd-person perspective armed and unarmed melee combat, 3D-platforming, and stealthy infiltration. 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 two campaigns - a remastering of Lugaru in the Phoenix engine, and its successor, the new Overgrowth campaign, as well as a collection of maps (many of which are populated by enemies) which the player is able to explore, fight through, and even modify if they are so inclined. There are three additional gameplay modules, one called &amp;quot;Arena&amp;quot;, in which the player is pitted against procedurally generated NPC enemies in gladiatorial matches, 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, and &amp;quot;Versus,&amp;quot; a two-player local competitive mode in which you can fight your friends, or enemies! There are also numerous player-made characters, weapons, maps, campaigns, and gameplay modifications available through the [https://steamcommunity.com/app/25000/workshop/ Steam Workshop], and a community-made tool called the [http://forums.wolfire.com/viewtopic.php?f=13&amp;amp;t=14201 SUMlauncher].&lt;br /&gt;
&lt;br /&gt;
The story of Overgrowth features a continuation of [[Turner]]&#039;s journey, a couple of years after the events of [[Lugaru]]. In addition to anthropomorphic rabbits and wolves, the Overgrowth Universe now includes cats, dogs, and rats (see article: [[Races]]), all of whom appear in the main campaign.&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;
* [[Lore]]&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
* [[Control Reference]]&lt;br /&gt;
* [[Getting_Started | First Steps]]&lt;br /&gt;
* [[Configuring Overgrowth]]&lt;br /&gt;
&lt;br /&gt;
* [[Overgrowth Alpha FAQ| Overgrowth FAQ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Phoenix Engine Documentation ==&lt;br /&gt;
&lt;br /&gt;
Here we aim to provide comprehensive technical documentation about all features relevant to modding and level editing. If you&#039;re looking for tutorials, see the &#039;&#039;Modding Tutorials&#039;&#039; heading below.&lt;br /&gt;
&lt;br /&gt;
=== Level Editing ===&lt;br /&gt;
* [[Editor Interface]]&lt;br /&gt;
** [[Creating a new Mod]]&lt;br /&gt;
** [[Overgrowth Levels]]&lt;br /&gt;
* [[Shader And Weather Effects]]&lt;br /&gt;
&lt;br /&gt;
=== Asset Creation ===&lt;br /&gt;
* [[3D Objects]]&lt;br /&gt;
* [[Character Models]]&lt;br /&gt;
** [[Making New Models &amp;amp; Textures]]&lt;br /&gt;
* [[Particle Effects]]&lt;br /&gt;
* [[Custom Decals]]&lt;br /&gt;
* [[Custom Terrain]]&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
* [[Scripting]]&lt;br /&gt;
* [[LevelScripts]]&lt;br /&gt;
** [[Hotspots]]&lt;br /&gt;
* [[Post Processing Effects]]&lt;br /&gt;
&lt;br /&gt;
==Modding Tutorials==&lt;br /&gt;
* [[Checkpoints]]&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;br /&gt;
* [[Alpha List]]&lt;br /&gt;
* [[Overgrowth tests]] {{stub}}&lt;/div&gt;</summary>
		<author><name>Xagor-the-ninja</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Portal:Overgrowth&amp;diff=4887</id>
		<title>Portal:Overgrowth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Portal:Overgrowth&amp;diff=4887"/>
		<updated>2017-10-23T15:53:08Z</updated>

		<summary type="html">&lt;p&gt;Xagor-the-ninja: Restructured link menu a bit&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 developed by Wolfire Games, an independent game development company. Overgrowth is the spiritual successor to [[Lugaru]], an earlier game also developed by Wolfire. Development of Overgrowth was officially announced on September 17th, 2008, and version 1.0 was officially released on October 16th, 2017. The game is currently purchasable via [http://www.wolfire.com/overgrowth/preorder direct order], through [https://www.humblebundle.com/store/overgrowth Humble Bundle], and [http://store.steampowered.com/app/25000/Overgrowth/ Steam].&lt;br /&gt;
&lt;br /&gt;
Overgrowth&#039;s Gameplay emphasizes fluid, fast-paced, 3rd-person perspective armed and unarmed melee combat, 3D-platforming, and stealthy infiltration. 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 two campaigns - a remastering of Lugaru in the Phoenix engine, and its successor, the new Overgrowth campaign, as well as a collection of maps (many of which are populated by enemies) which the player is able to explore, fight through, and even modify if they are so inclined. There are three additional gameplay modules, one called &amp;quot;Arena&amp;quot;, in which the player is pitted against procedurally generated NPC enemies in gladiatorial matches, 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, and &amp;quot;Versus,&amp;quot; a two-player local competitive mode in which you can fight your friends, or enemies! There are also numerous player-made characters, weapons, maps, campaigns, and gameplay modifications available through the [https://steamcommunity.com/app/25000/workshop/ Steam Workshop], and a community-made tool called the [http://forums.wolfire.com/viewtopic.php?f=13&amp;amp;t=14201 SUMlauncher].&lt;br /&gt;
&lt;br /&gt;
The story of Overgrowth features a continuation of [[Turner]]&#039;s journey, a couple of years after the events of [[Lugaru]]. In addition to anthropomorphic rabbits and wolves, the Overgrowth Universe now includes cats, dogs, and rats (see article: [[Races]]), all of whom appear in the main campaign.&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;
* [[Lore]]&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
* [[Control Reference]]&lt;br /&gt;
* [[Getting_Started | First Steps]]&lt;br /&gt;
* [[Configuring Overgrowth]]&lt;br /&gt;
&lt;br /&gt;
* [[Overgrowth Alpha FAQ| Overgrowth FAQ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Phoenix Engine Documentation ==&lt;br /&gt;
&lt;br /&gt;
Here we aim to provide comprehensive technical documentation about all features relevant to modding and level editing. If you&#039;re looking for tutorials, see the &#039;&#039;Modding Tutorials&#039;&#039; heading below.&lt;br /&gt;
&lt;br /&gt;
=== Level Editing ===&lt;br /&gt;
* [[Editor Interface]]&lt;br /&gt;
** [[Creating a new Mod]]&lt;br /&gt;
** [[Overgrowth Levels]]&lt;br /&gt;
* [[Shader And Weather Effects]]&lt;br /&gt;
&lt;br /&gt;
=== Asset Creation ===&lt;br /&gt;
* [[3D Objects]]&lt;br /&gt;
* [[Character Models]]&lt;br /&gt;
** [[Making New Models &amp;amp; Textures]]&lt;br /&gt;
* [[Particle Effects]]&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
* [[Scripting]]&lt;br /&gt;
** [[Hotspots]]&lt;br /&gt;
* [[Post Processing Effects]]&lt;br /&gt;
&lt;br /&gt;
==Modding Tutorials==&lt;br /&gt;
* [[Custom Decals]]&lt;br /&gt;
* [[Custom Terrain]]&lt;br /&gt;
* [[LevelScripts]]&lt;br /&gt;
* [[Checkpoints]]&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;br /&gt;
* [[Alpha List]]&lt;br /&gt;
* [[Overgrowth tests]] {{stub}}&lt;/div&gt;</summary>
		<author><name>Xagor-the-ninja</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Portal:Overgrowth&amp;diff=4886</id>
		<title>Portal:Overgrowth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Portal:Overgrowth&amp;diff=4886"/>
		<updated>2017-10-23T15:51:16Z</updated>

		<summary type="html">&lt;p&gt;Xagor-the-ninja: De-linked empty page&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 developed by Wolfire Games, an independent game development company. Overgrowth is the spiritual successor to [[Lugaru]], an earlier game also developed by Wolfire. Development of Overgrowth was officially announced on September 17th, 2008, and version 1.0 was officially released on October 16th, 2017. The game is currently purchasable via [http://www.wolfire.com/overgrowth/preorder direct order], through [https://www.humblebundle.com/store/overgrowth Humble Bundle], and [http://store.steampowered.com/app/25000/Overgrowth/ Steam].&lt;br /&gt;
&lt;br /&gt;
Overgrowth&#039;s Gameplay emphasizes fluid, fast-paced, 3rd-person perspective armed and unarmed melee combat, 3D-platforming, and stealthy infiltration. 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 two campaigns - a remastering of Lugaru in the Phoenix engine, and its successor, the new Overgrowth campaign, as well as a collection of maps (many of which are populated by enemies) which the player is able to explore, fight through, and even modify if they are so inclined. There are three additional gameplay modules, one called &amp;quot;Arena&amp;quot;, in which the player is pitted against procedurally generated NPC enemies in gladiatorial matches, 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, and &amp;quot;Versus,&amp;quot; a two-player local competitive mode in which you can fight your friends, or enemies! There are also numerous player-made characters, weapons, maps, campaigns, and gameplay modifications available through the [https://steamcommunity.com/app/25000/workshop/ Steam Workshop], and a community-made tool called the [http://forums.wolfire.com/viewtopic.php?f=13&amp;amp;t=14201 SUMlauncher].&lt;br /&gt;
&lt;br /&gt;
The story of Overgrowth features a continuation of [[Turner]]&#039;s journey, a couple of years after the events of [[Lugaru]]. In addition to anthropomorphic rabbits and wolves, the Overgrowth Universe now includes cats, dogs, and rats (see article: [[Races]]), all of whom appear in the main campaign.&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;
* [[Lore]]&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
* [[Control Reference]]&lt;br /&gt;
* [[Getting_Started | First Steps]]&lt;br /&gt;
* [[Configuring Overgrowth]]&lt;br /&gt;
&lt;br /&gt;
* [[Overgrowth Alpha FAQ| Overgrowth FAQ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Phoenix Engine Documentation ==&lt;br /&gt;
&lt;br /&gt;
Here we aim to provide comprehensive technical documentation about all features relevant to modding and level editing. If you&#039;re looking for tutorials, see the &#039;&#039;Modding Tutorials&#039;&#039; heading below.&lt;br /&gt;
&lt;br /&gt;
=== Level Editing ===&lt;br /&gt;
* [[Editor Interface]]&lt;br /&gt;
* [[Overgrowth Levels]]&lt;br /&gt;
* [[Shader And Weather Effects]]&lt;br /&gt;
&lt;br /&gt;
=== Asset Creation ===&lt;br /&gt;
* [[3D Objects]]&lt;br /&gt;
* [[Character Models]]&lt;br /&gt;
* [[Particle Effects]]&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
* [[Creating a new Mod]]&lt;br /&gt;
* [[Scripting]]&lt;br /&gt;
** [[Hotspots]]&lt;br /&gt;
* [[Post Processing Effects]]&lt;br /&gt;
&lt;br /&gt;
==Modding Tutorials==&lt;br /&gt;
* [[Making New Models &amp;amp; Textures]]&lt;br /&gt;
* [[Custom Decals]]&lt;br /&gt;
* [[Custom Terrain]]&lt;br /&gt;
* [[LevelScripts]]&lt;br /&gt;
* [[Checkpoints]]&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;br /&gt;
* [[Alpha List]]&lt;br /&gt;
* [[Overgrowth tests]] {{stub}}&lt;/div&gt;</summary>
		<author><name>Xagor-the-ninja</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Portal:Overgrowth&amp;diff=4825</id>
		<title>Portal:Overgrowth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Portal:Overgrowth&amp;diff=4825"/>
		<updated>2017-10-21T17:01:55Z</updated>

		<summary type="html">&lt;p&gt;Xagor-the-ninja: &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 developed by Wolfire Games, an independent game development company. Overgrowth is the spiritual successor to [[Lugaru]], an earlier game also developed by Wolfire. Development of Overgrowth was officially announced on September 17th, 2008, and version 1.0 was officially released on October 16th, 2017. The game is currently purchasable via [http://www.wolfire.com/overgrowth/preorder direct order], through [https://www.humblebundle.com/store/overgrowth Humble Bundle], and [http://store.steampowered.com/app/25000/Overgrowth/ Steam].&lt;br /&gt;
&lt;br /&gt;
Overgrowth&#039;s Gameplay emphasizes fluid, fast-paced, 3rd-person perspective armed and unarmed melee combat, 3D-platforming, and stealthy infiltration. 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 two campaigns - a remastering of Lugaru in the Phoenix engine, and its successor, the new Overgrowth campaign, as well as a collection of maps (many of which are populated by enemies) which the player is able to explore, fight through, and even modify if they are so inclined. There are three additional gameplay modules, one called &amp;quot;Arena&amp;quot;, in which the player is pitted against procedurally generated NPC enemies in gladiatorial matches, 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, and &amp;quot;Versus,&amp;quot; a two-player local competitive mode in which you can fight your friends, or enemies! There are also numerous player-made characters, weapons, maps, campaigns, and gameplay modifications available through the [https://steamcommunity.com/app/25000/workshop/ Steam Workshop], and a community-made tool called the [http://forums.wolfire.com/viewtopic.php?f=13&amp;amp;t=14201 SUMlauncher].&lt;br /&gt;
&lt;br /&gt;
The story of Overgrowth features a continuation of [[Turner]]&#039;s journey, a couple of years after the events of [[Lugaru]]. In addition to anthropomorphic rabbits and wolves, the Overgrowth Universe now includes cats, dogs, and rats (see article: [[Races]]), all of whom appear in the main campaign.&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;
* [[Lore]]&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
* [[Control Reference]]&lt;br /&gt;
* [[Getting_Started | First Steps]]&lt;br /&gt;
* [[Configuring Overgrowth]]&lt;br /&gt;
&lt;br /&gt;
* [[Overgrowth Alpha FAQ| Overgrowth FAQ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Phoenix Engine Documentation ==&lt;br /&gt;
&lt;br /&gt;
Here we aim to provide comprehensive technical documentation about all features relevant to modding and level editing. If you&#039;re looking for tutorials, see the &#039;&#039;Modding Tutorials&#039;&#039; heading below.&lt;br /&gt;
&lt;br /&gt;
=== Level Editing ===&lt;br /&gt;
* [[Editor Interface]]&lt;br /&gt;
* [[Overgrowth Levels]]&lt;br /&gt;
* [[Shader And Weather Effects]]&lt;br /&gt;
&lt;br /&gt;
=== Asset Creation ===&lt;br /&gt;
* [[3D Objects]]&lt;br /&gt;
* [[Character Models]]&lt;br /&gt;
* [[Particle Effects]]&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
* [[Creating a new Mod]]&lt;br /&gt;
* [[Scripting]]&lt;br /&gt;
** [[Hotspots]]&lt;br /&gt;
* [[Post Processing Effects]]&lt;br /&gt;
&lt;br /&gt;
==Modding Tutorials==&lt;br /&gt;
* [[My First Mod]]&lt;br /&gt;
* [[Making New Models &amp;amp; Textures]]&lt;br /&gt;
* [[Custom Decals]]&lt;br /&gt;
* [[Custom Terrain]]&lt;br /&gt;
* [[LevelScripts]]&lt;br /&gt;
* [[Checkpoints]]&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;br /&gt;
* [[Alpha List]]&lt;br /&gt;
* [[Overgrowth tests]] {{stub}}&lt;/div&gt;</summary>
		<author><name>Xagor-the-ninja</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Cats&amp;diff=4824</id>
		<title>Cats</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Cats&amp;diff=4824"/>
		<updated>2017-10-21T11:06:03Z</updated>

		<summary type="html">&lt;p&gt;Xagor-the-ninja: /* Politics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Cat.jpg|thumb|Concept art of a cat.]]&lt;br /&gt;
&lt;br /&gt;
Many cats are self-styled rulers who command over hired &amp;quot;muscle&amp;quot; and slaves. Their kin make up their dukes, who command forces made up mostly of dogs. The closest bodyguards are dogs raised from pups, and they are completely loyal to their cat masters.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
A description of major events in Cat history.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
This section will describe Cat cultural practices and common beliefs.&lt;br /&gt;
&lt;br /&gt;
==Politics==&lt;br /&gt;
&lt;br /&gt;
Cats are a very noble, and self obsessed race. This attitude is carried by most cats on an individual level, as well as in the structure and nature of their governments, organizations, family structures, and the execution of their political relations. Cat nations can be found widely spread over most areas, with each hold using a distinctive color pattern to vainly distinguish itself from neighboring holds. These color schemes are not merely a pretty selection of colors, but rather, their design and coloration symbolically represent the characteristics and values held by the cats who live under that banner, and it serves as a pledge for, broadly, how they will interact with their neighbors, and what they will do to sustain the nobility of the feline race. &lt;br /&gt;
&lt;br /&gt;
The leaders of cat holds are typically elected, following a trial of charisma and cunning, and the leaders of other cat-lead organizations tend to be selected for similar reasons. A cat&#039;s appearance, strength of character, wit, and force of personality are often considered representative of their value and ability; as such, leaders are expected to have all of these traits. During a selection process whereby a leader is to be chosen from a pool of qualified cats, there is typically an organized event featuring a combination of pageantry and presentation, oration, and debate among the candidates, comparatively - and often competitively - showcasing their charisma and mental acuity. If no adequate candidate is deemed fit, then the entire process is repeated until one is found. This process tends to be quite lengthy - often lasting for months at a time, and with the election process being conducted every 13 moon cycles (about two years). Election as a leader over others is a significant honor for an individual, and gives a great boon to the position of their family within their society. &lt;br /&gt;
&lt;br /&gt;
Minor political disputes and disagreements are commonly resolved using similar methods to the aforementioned selection process, with a series of public presentations, orations, and debate, and sometimes even the use of puzzles to demonstrate intellect, until public opinion, or cats of higher position declare their support and agreement with a victor. What might start as a minor dispute may also escalate quickly, however, as even the lowliest of cats can possess an immense sense of self-pride can easily lead them to arrogance or overconfidence, and places them at high risk of offending another. If a cat feels personally attacked - their public image or honor sullied - it may elevate to a physical confrontation, where fighting ability decides the victor. Cats of wealthy houses sometimes use surrogates or champions to fight in their stead, as well; this, of course, does not truly resolve issues for long, as overly-proud rivals, and their families, do not soon forget or forgive a slight.&lt;br /&gt;
&lt;br /&gt;
==Military==&lt;br /&gt;
&lt;br /&gt;
===Warfare===&lt;br /&gt;
&lt;br /&gt;
Cats are very noble species, who do not often like to get their hands dirty. This character trait affects their traditional fighting style, making them inclined towards armed combat, specifically preferring the use of fencing swords and tapered knives. This greatly improves their medium to close ranged combat effectiveness over unarmed opponents, but places them at a great disadvantage when without armament, as they are so reliant upon it. Cats&#039; traditional fighting style with the sword would be very similar to that of a fencer or trained swordsman, preferring skill and precision in the use of their weapons, over brute strength. This fighting style is perfectly captured by the concept art seen in the top right hand side of the page.&lt;br /&gt;
&lt;br /&gt;
===Famous battles===&lt;br /&gt;
&lt;br /&gt;
During the Mannow War, the Cat general Ansandi was nearly assassinated by [[Lore#Fendalin_the_Defender|Fendalin]], a member of the Suteran.&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
&lt;br /&gt;
The cats have a strong religious attachment towards their religious deity, the Sphinx.&lt;br /&gt;
&lt;br /&gt;
==Notable Cats==&lt;br /&gt;
&lt;br /&gt;
*[[Alshain De Carbonel]]&lt;br /&gt;
*[[Lore#Fendalin_the_Defender|Ansandi]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Cats]]&lt;br /&gt;
[[Category:Overgrowth]]&lt;/div&gt;</summary>
		<author><name>Xagor-the-ninja</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Cats&amp;diff=4823</id>
		<title>Cats</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Cats&amp;diff=4823"/>
		<updated>2017-10-21T04:12:48Z</updated>

		<summary type="html">&lt;p&gt;Xagor-the-ninja: /* Politics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Cat.jpg|thumb|Concept art of a cat.]]&lt;br /&gt;
&lt;br /&gt;
Many cats are self-styled rulers who command over hired &amp;quot;muscle&amp;quot; and slaves. Their kin make up their dukes, who command forces made up mostly of dogs. The closest bodyguards are dogs raised from pups, and they are completely loyal to their cat masters.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
A description of major events in Cat history.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
This section will describe Cat cultural practices and common beliefs.&lt;br /&gt;
&lt;br /&gt;
==Politics==&lt;br /&gt;
&lt;br /&gt;
Cats are a very noble, and self obsessed race. This attitude is carried by most cats on an individual level, as well as in the structure and nature of their governments, organizations, family structures, and the execution of their political relations. Cat nations can be found widely spread over most areas, with each hold using a distinctive color pattern to vainly distinguish itself from neighboring holds. These color schemes are not merely a pretty selection of colors, but rather, their design and coloration symbolically represent the characteristics and values held by the cats who live under that banner, and it serves as a pledge for, broadly, how they will interact with their neighbors, and what they will do to sustain the nobility of the feline race. &lt;br /&gt;
&lt;br /&gt;
The leaders of cat holds are typically elected, following a trial of charisma and cunning, and the leaders of other cat-lead organizations tend to be selected for similar reasons. A cat&#039;s appearance, strength of character, wit, and force of personality are often considered representative of their value and ability; as such, leaders are expected to have all of these traits. During a selection process whereby a leader is to be chosen from a pool of qualified cats, there is typically an organized event featuring a combination of pageantry and presentation, oration, and debate among the candidates, comparatively - and often competitively - showcasing their charisma and mental acuity. If no adequate candidate is deemed fit, then the entire process is repeated until one is found. This process tends to be quite lengthy - often lasting for months at a time, and with the election process being conducted every 13 moon cycles (about two years). Election as a leader over others is a significant honor for an individual, and gives a great boon to the position of their family within their society. &lt;br /&gt;
&lt;br /&gt;
Minor political disputes and disagreements are commonly resolved using similar methods to the aforementioned selection process, with a series of public presentations, orations, and debate, and sometimes even the use of puzzles to demonstrate intellect, until public opinion, or cats of higher position declare their support for a victor. What might start as a minor dispute may also escalate quickly, however, as even the lowliest of cats can possess an immense sense of self-pride that may easily lead them to arrogance or overconfidence, and places at high risk of offending another. If a cat feels personally attacked - their public image or honor sullied, it may elevate to a physical confrontation, where fighting ability decides the victor. Cats of wealthy houses may use surrogates to fight in their stead, as well; this, of course, does not truly resolve issues for long, as overly-proud rivals do not soon forget or forgive a slight.&lt;br /&gt;
&lt;br /&gt;
==Military==&lt;br /&gt;
&lt;br /&gt;
===Warfare===&lt;br /&gt;
&lt;br /&gt;
Cats are very noble species, who do not often like to get their hands dirty. This character trait affects their traditional fighting style, making them inclined towards armed combat, specifically preferring the use of fencing swords and tapered knives. This greatly improves their medium to close ranged combat effectiveness over unarmed opponents, but places them at a great disadvantage when without armament, as they are so reliant upon it. Cats&#039; traditional fighting style with the sword would be very similar to that of a fencer or trained swordsman, preferring skill and precision in the use of their weapons, over brute strength. This fighting style is perfectly captured by the concept art seen in the top right hand side of the page.&lt;br /&gt;
&lt;br /&gt;
===Famous battles===&lt;br /&gt;
&lt;br /&gt;
During the Mannow War, the Cat general Ansandi was nearly assassinated by [[Lore#Fendalin_the_Defender|Fendalin]], a member of the Suteran.&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
&lt;br /&gt;
The cats have a strong religious attachment towards their religious deity, the Sphinx.&lt;br /&gt;
&lt;br /&gt;
==Notable Cats==&lt;br /&gt;
&lt;br /&gt;
*[[Alshain De Carbonel]]&lt;br /&gt;
*[[Lore#Fendalin_the_Defender|Ansandi]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Cats]]&lt;br /&gt;
[[Category:Overgrowth]]&lt;/div&gt;</summary>
		<author><name>Xagor-the-ninja</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Cats&amp;diff=4822</id>
		<title>Cats</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Cats&amp;diff=4822"/>
		<updated>2017-10-21T04:08:05Z</updated>

		<summary type="html">&lt;p&gt;Xagor-the-ninja: /* Politics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Cat.jpg|thumb|Concept art of a cat.]]&lt;br /&gt;
&lt;br /&gt;
Many cats are self-styled rulers who command over hired &amp;quot;muscle&amp;quot; and slaves. Their kin make up their dukes, who command forces made up mostly of dogs. The closest bodyguards are dogs raised from pups, and they are completely loyal to their cat masters.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
A description of major events in Cat history.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
This section will describe Cat cultural practices and common beliefs.&lt;br /&gt;
&lt;br /&gt;
==Politics==&lt;br /&gt;
&lt;br /&gt;
Cats are a very noble, and self obsessed race. This attitude is carried by most cats on an individual level, as well as in the structure and nature of their governments, organizations, family structures, and the execution of their political relations. Cat nations can be found widely spread over most areas, with each hold using a distinctive color pattern to vainly distinguish itself from neighboring holds. These color schemes are not merely a pretty selection of colors, but rather, their design and coloration symbolically represent the characteristics and values held by the cats who live under that banner, and it serves as a pledge for, broadly, how they will interact with their neighbors, and what they will do to sustain the nobility of the feline race. &lt;br /&gt;
&lt;br /&gt;
The leaders of cat holds are typically elected, following a trial of charisma and cunning, and the leaders of other cat-lead organizations tend to be selected for similar reasons. A cat&#039;s appearance, strength of character, wit, and force of personality are often considered representative of their value and ability; as such, leaders are expected to have all of these traits. During a selection process whereby a leader is to be chosen from a pool of qualified cats, there is typically an organized event featuring a combination of pageantry and presentation, oration, and debate among the candidates, comparatively - and often competitively - showcasing their charisma and mental acuity. If no adequate candidate is deemed fit, then the entire process is repeated until one is found. This process tends to be quite lengthy - often lasting for months at a time, and with the election process being conducted every 13 moon cycles (about two years), making the election of a leader a very large portion of a cats life, possibly the cause of their profound vanity.&lt;br /&gt;
&lt;br /&gt;
Minor political disputes and disagreements are commonly resolved using similar methods to the aforementioned selection process, with a series of public presentations, orations, and debate, and sometimes even the use of puzzles to demonstrate intellect, until public opinion, or cats of higher position declare their support for a victor. What might start as a minor dispute may also escalate quickly, however, as even the lowliest of cats can possess an immense sense of self-pride that may easily lead them to arrogance or overconfidence, and places at high risk of offending another. If a cat feels personally attacked - their public image or honor sullied, it may elevate to a physical confrontation, where fighting ability decides the victor. Cats of wealthy houses may use surrogates to fight in their stead, as well; this, of course, does not truly resolve issues for long, as overly-proud rivals do not soon forget or forgive a slight.&lt;br /&gt;
&lt;br /&gt;
==Military==&lt;br /&gt;
&lt;br /&gt;
===Warfare===&lt;br /&gt;
&lt;br /&gt;
Cats are very noble species, who do not often like to get their hands dirty. This character trait affects their traditional fighting style, making them inclined towards armed combat, specifically preferring the use of fencing swords and tapered knives. This greatly improves their medium to close ranged combat effectiveness over unarmed opponents, but places them at a great disadvantage when without armament, as they are so reliant upon it. Cats&#039; traditional fighting style with the sword would be very similar to that of a fencer or trained swordsman, preferring skill and precision in the use of their weapons, over brute strength. This fighting style is perfectly captured by the concept art seen in the top right hand side of the page.&lt;br /&gt;
&lt;br /&gt;
===Famous battles===&lt;br /&gt;
&lt;br /&gt;
During the Mannow War, the Cat general Ansandi was nearly assassinated by [[Lore#Fendalin_the_Defender|Fendalin]], a member of the Suteran.&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
&lt;br /&gt;
The cats have a strong religious attachment towards their religious deity, the Sphinx.&lt;br /&gt;
&lt;br /&gt;
==Notable Cats==&lt;br /&gt;
&lt;br /&gt;
*[[Alshain De Carbonel]]&lt;br /&gt;
*[[Lore#Fendalin_the_Defender|Ansandi]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Cats]]&lt;br /&gt;
[[Category:Overgrowth]]&lt;/div&gt;</summary>
		<author><name>Xagor-the-ninja</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Cats&amp;diff=4821</id>
		<title>Cats</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Cats&amp;diff=4821"/>
		<updated>2017-10-21T03:32:53Z</updated>

		<summary type="html">&lt;p&gt;Xagor-the-ninja: /* Politics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Cat.jpg|thumb|Concept art of a cat.]]&lt;br /&gt;
&lt;br /&gt;
Many cats are self-styled rulers who command over hired &amp;quot;muscle&amp;quot; and slaves. Their kin make up their dukes, who command forces made up mostly of dogs. The closest bodyguards are dogs raised from pups, and they are completely loyal to their cat masters.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
A description of major events in Cat history.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
This section will describe Cat cultural practices and common beliefs.&lt;br /&gt;
&lt;br /&gt;
==Politics==&lt;br /&gt;
&lt;br /&gt;
Cats are a very noble and self obsessed race. This attitude is carried throughout Cat governments, organizations, family structures, and political relations. Cat nations can be found widely spread over most areas, with each hold using a distinctive color pattern to vainly distinguish itself from neighboring holds. These colour schemes are not merely a pretty selection of colors, but rather, they symbolically represent the characteristics and values held by the cats who live under that banner, and it serves as a pledge for how they will interact with their neighbors, and what they will do to sustain the nobility of the feline race. &lt;br /&gt;
&lt;br /&gt;
The leaders of these holds are elected though a trial of appeal and cunning. As a cats vanity occupies such a large portion of their life it is only expected their leader would be the most stunning, well presented and beautiful of them all. This stunning individual is chosen from the presented through a series of trials including the presentation of their best wares and the cat attending a civil conversation with the &amp;quot;judges&amp;quot; to determine his or hers social skills. Once a cat is selected passing through both the presentation and social selection they are moved to the next stage of the selection process analysing their sharpness of mind. This process is conducted through a series of riddles which are determined by the rest of the hold determining for sure whether this individual is the sharpest of them all, thus deeming him fit for the leader position. If the suitor is not deemed fit then the entire process is repeated until one is found. As you can see the entire process is very long often lasting for months at a time, and with the election process being conducted every 13 moons (two years) making the election of a leader a very large portion of a cats life, possibly the cause of their profound vanity.&lt;br /&gt;
&lt;br /&gt;
Political disputes are commonly solved using similar methods to the election process with a series of presentation, social and smartness confrontations until the victor is found. However these political disputes can sometimes elevate to a physical confrontation where the cats unique military ability comes into its own.&lt;br /&gt;
&lt;br /&gt;
==Military==&lt;br /&gt;
&lt;br /&gt;
===Warfare===&lt;br /&gt;
&lt;br /&gt;
Cats are very noble species, who do not often like to get their hands dirty. This character trait affects their traditional fighting style, making them inclined towards armed combat, specifically preferring the use of fencing swords and tapered knives. This greatly improves their medium to close ranged combat effectiveness over unarmed opponents, but places them at a great disadvantage when without armament, as they are so reliant upon it. Cats&#039; traditional fighting style with the sword would be very similar to that of a fencer or trained swordsman, preferring skill and precision in the use of their weapons, over brute strength. This fighting style is perfectly captured by the concept art seen in the top right hand side of the page.&lt;br /&gt;
&lt;br /&gt;
===Famous battles===&lt;br /&gt;
&lt;br /&gt;
During the Mannow War, the Cat general Ansandi was nearly assassinated by [[Lore#Fendalin_the_Defender|Fendalin]], a member of the Suteran.&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
&lt;br /&gt;
The cats have a strong religious attachment towards their religious deity, the Sphinx.&lt;br /&gt;
&lt;br /&gt;
==Notable Cats==&lt;br /&gt;
&lt;br /&gt;
*[[Alshain De Carbonel]]&lt;br /&gt;
*[[Lore#Fendalin_the_Defender|Ansandi]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Cats]]&lt;br /&gt;
[[Category:Overgrowth]]&lt;/div&gt;</summary>
		<author><name>Xagor-the-ninja</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Getting_Started&amp;diff=4820</id>
		<title>Getting Started</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Getting_Started&amp;diff=4820"/>
		<updated>2017-10-21T03:18:54Z</updated>

		<summary type="html">&lt;p&gt;Xagor-the-ninja: /* Reporting Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Ordering Overgrowth==&lt;br /&gt;
&lt;br /&gt;
After ordering Overgrowth on [http://store.steampowered.com/app/25000/Overgrowth/ Steam], through [https://www.humblebundle.com/store/overgrowth Humble Bundle], or through [http://www.wolfire.com/overgrowth/preorder Wolfire]directly, you can access it on all platfoms, with or without DRM. Further, after purchase, you gain access Overgrowth&#039;s [http://forums.wolfire.com/viewforum.php?f=13 Secret Preorder Forums] (referred to as SPF). In order to read and post to the SPF, you will need to [http://forums.wolfire.com/ucp.php?mode=register register create] or log into a [http://forums.wolfire.com/ Wolfire forum] account. Then, following the link given in your pre-order email, and type your forum account nickname to get access to the SPF.&lt;br /&gt;
&lt;br /&gt;
Steam users can follow this [http://forums.wolfire.com/viewtopic.php?f=13&amp;amp;t=16422 guide] for getting access to the SPF.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The SPF is a place where the Overgrowth community can gather to discuss all aspects of the game with others who have purchased the game, as well as ask questions to the Wolfire team. Wolfire also has a dedicated [https://discordapp.com/invite/wCntgVQ Discord server]. Join in the conversation!&lt;br /&gt;
&lt;br /&gt;
==Downloading Overgrowth==&lt;br /&gt;
&lt;br /&gt;
After purchasing Overgrowth and linking a forum account, access to the [http://forums.wolfire.com/viewforum.php?f=13 Secret Preorder Forum] becomes available. &lt;br /&gt;
&lt;br /&gt;
On the SPF, 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. Most settings for Overgrowth can be changed within the game&#039;s &amp;quot;Settings&amp;quot; menu; to change other settings, see [[Configuring Overgrowth]].&lt;br /&gt;
&lt;br /&gt;
For help controlling your character and learning basic combat commands, 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 visit the Steam workshop, download and install the files manually from the SPF, or use the community created tool, the [http://blog.wolfire.com/2013/04/Introducing-SUMLauncher-3 SUMLauncher].&lt;br /&gt;
&lt;br /&gt;
==Reporting Issues==&lt;br /&gt;
&lt;br /&gt;
If you encounter any errors, bugs, or other problems while installing or running Overgrowth, you can file a report to the Wolfire time via email at [mailto:bugs@wolfire.com bugs@wolfire.com], so they can be made aware of the issue, and work to find a solution for it.&lt;br /&gt;
&lt;br /&gt;
Your email should contain the following:&lt;br /&gt;
* The Overgrowth 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;
* Helpful Attachments (screenshots, videos, 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;
If you have difficulties or issues regarding recovering an already purchased game license, or are having issues purchasing the game, you can contact a representative of Wolfire at [mailto:contact@wolfire.com contact@wolfire.com]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Overgrowth]]&lt;/div&gt;</summary>
		<author><name>Xagor-the-ninja</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Getting_Started&amp;diff=4819</id>
		<title>Getting Started</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Getting_Started&amp;diff=4819"/>
		<updated>2017-10-21T03:13:12Z</updated>

		<summary type="html">&lt;p&gt;Xagor-the-ninja: /* Ordering Overgrowth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Ordering Overgrowth==&lt;br /&gt;
&lt;br /&gt;
After ordering Overgrowth on [http://store.steampowered.com/app/25000/Overgrowth/ Steam], through [https://www.humblebundle.com/store/overgrowth Humble Bundle], or through [http://www.wolfire.com/overgrowth/preorder Wolfire]directly, you can access it on all platfoms, with or without DRM. Further, after purchase, you gain access Overgrowth&#039;s [http://forums.wolfire.com/viewforum.php?f=13 Secret Preorder Forums] (referred to as SPF). In order to read and post to the SPF, you will need to [http://forums.wolfire.com/ucp.php?mode=register register create] or log into a [http://forums.wolfire.com/ Wolfire forum] account. Then, following the link given in your pre-order email, and type your forum account nickname to get access to the SPF.&lt;br /&gt;
&lt;br /&gt;
Steam users can follow this [http://forums.wolfire.com/viewtopic.php?f=13&amp;amp;t=16422 guide] for getting access to the SPF.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The SPF is a place where the Overgrowth community can gather to discuss all aspects of the game with others who have purchased the game, as well as ask questions to the Wolfire team. Wolfire also has a dedicated [https://discordapp.com/invite/wCntgVQ Discord server]. Join in the conversation!&lt;br /&gt;
&lt;br /&gt;
==Downloading Overgrowth==&lt;br /&gt;
&lt;br /&gt;
After purchasing Overgrowth and linking a forum account, access to the [http://forums.wolfire.com/viewforum.php?f=13 Secret Preorder Forum] becomes available. &lt;br /&gt;
&lt;br /&gt;
On the SPF, 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. Most settings for Overgrowth can be changed within the game&#039;s &amp;quot;Settings&amp;quot; menu; to change other settings, see [[Configuring Overgrowth]].&lt;br /&gt;
&lt;br /&gt;
For help controlling your character and learning basic combat commands, 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 visit the Steam workshop, download and install the files manually from the SPF, or use the community created tool, the [http://blog.wolfire.com/2013/04/Introducing-SUMLauncher-3 SUMLauncher].&lt;br /&gt;
&lt;br /&gt;
==Reporting Bugs==&lt;br /&gt;
&lt;br /&gt;
In order to help develop patches, fixes, and improvements, 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 Overgrowth 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;
* Helpful Attachments (screenshots, videos, 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>Xagor-the-ninja</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Editor_Interface&amp;diff=4818</id>
		<title>Editor Interface</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Editor_Interface&amp;diff=4818"/>
		<updated>2017-10-21T02:57:01Z</updated>

		<summary type="html">&lt;p&gt;Xagor-the-ninja: /* Web browser */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Modding]]&lt;br /&gt;
[[Category: Overgrowth]]&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
[[Image:editor_interface.png|right|thumb|caption|The editor user interface]]&lt;br /&gt;
This page details all the interface elements and actions in the Overgrowth level editor. It can be accessed by pressing the Editor button on the main menu, selecting one of the levels and then pressing escape when in the game.&lt;br /&gt;
&lt;br /&gt;
== Camera Movement ==&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;
== Ribbon User Interface ==&lt;br /&gt;
[[Image:ribbon_interface.png|right|thumb|caption|The tabs of the ribbon user interface]]&lt;br /&gt;
The horizontal bar across the top of the window is called the ribbon. Many editor functions can be found here, but some functions can only be reached via hotkeys for now.&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;
=== Home ===&lt;br /&gt;
Contains the most common tools.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Button !! Hotkey !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Rabbot&lt;br /&gt;
| 8 || Enter play mode.&lt;br /&gt;
|-&lt;br /&gt;
! Paste&lt;br /&gt;
| cmd+v || Pastes the clipboard on the cursor position.&lt;br /&gt;
|-&lt;br /&gt;
! Cut&lt;br /&gt;
| cmd+x || Puts the selection into the clipboard and removes the selected objects.&lt;br /&gt;
|-&lt;br /&gt;
! Copy&lt;br /&gt;
| cmd+c || Puts the selection into the clipboard.&lt;br /&gt;
|-&lt;br /&gt;
! Undo&lt;br /&gt;
| cmd+z || Undo the most recent action.&lt;br /&gt;
|-&lt;br /&gt;
! Redo&lt;br /&gt;
| cmd+shift+z || Redo the most recent action.&lt;br /&gt;
|-&lt;br /&gt;
! Load Item&lt;br /&gt;
| cmd+l || Opens the [[#Item_Browser|item browser]].&lt;br /&gt;
|-&lt;br /&gt;
! Save Item&lt;br /&gt;
| cmd+shift+s || Opens a save dialog to [[#Save_Selected_Objects|save selected objects]].&lt;br /&gt;
|-&lt;br /&gt;
! Load Level&lt;br /&gt;
| - || Opens a file browser where you can pick what level to load.&lt;br /&gt;
|-&lt;br /&gt;
! Save Level&lt;br /&gt;
| cmd+s || Overwrites the current level with any changes.&lt;br /&gt;
|-&lt;br /&gt;
! New Level&lt;br /&gt;
| - || Opens the nothing.xml level, which is an empty level by default.&lt;br /&gt;
|-&lt;br /&gt;
! Parameters&lt;br /&gt;
| - || Opens the parameter editor for the loaded level.&lt;br /&gt;
|-&lt;br /&gt;
! Group&lt;br /&gt;
| cmd+g || Groups the selected objects.&lt;br /&gt;
|-&lt;br /&gt;
! Ungroup&lt;br /&gt;
| cmd+shift+g || Ungroups any selected groups.&lt;br /&gt;
|-&lt;br /&gt;
! Rigging tool&lt;br /&gt;
| - || -&lt;br /&gt;
|-&lt;br /&gt;
! Delete&lt;br /&gt;
| delete || Removes any selected objects.&lt;br /&gt;
|-&lt;br /&gt;
! Exit&lt;br /&gt;
| alt+f4 || Closes the application.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Edit ===&lt;br /&gt;
Contains tools more directly related to level editing.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Button !! Hotkey !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Calculate shadows&lt;br /&gt;
| - || Starts baking shadows.&lt;br /&gt;
|-&lt;br /&gt;
! Calculate GI 2nd pass&lt;br /&gt;
| - || Renders second pass of light probes.&lt;br /&gt;
|-&lt;br /&gt;
! Update global illumination&lt;br /&gt;
| - || Re-renders all light probes in the level.&lt;br /&gt;
|-&lt;br /&gt;
! Edit static meshes&lt;br /&gt;
| cmd+1 || Toggle ability to select objects.&lt;br /&gt;
|-&lt;br /&gt;
! Edit gameplay objects&lt;br /&gt;
| cmd+3 || Toggle ability to select hotspots.&lt;br /&gt;
|-&lt;br /&gt;
! Edit decals&lt;br /&gt;
| cmd+2 || Toggle ability to select decals.&lt;br /&gt;
|-&lt;br /&gt;
! Edit lighting&lt;br /&gt;
| - || Toggle ability to select lights.&lt;br /&gt;
|-&lt;br /&gt;
! Set Level Script&lt;br /&gt;
| - || Select what script to use for this level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding ===&lt;br /&gt;
Tools for nav mesh generation, loading, saving and viewing.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Button !! Hotkey !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Create Nav Mesh&lt;br /&gt;
| - || Generates a new navigation mesh.&lt;br /&gt;
|-&lt;br /&gt;
! Load Nav Mesh&lt;br /&gt;
| - || Load a previously saved nav mesh from disk.&lt;br /&gt;
|-&lt;br /&gt;
! Save Nav Mesh&lt;br /&gt;
| - || Save the current nav mesh to disk.&lt;br /&gt;
|-&lt;br /&gt;
! View Hints&lt;br /&gt;
| - || Render navmesh_hint objects.&lt;br /&gt;
|-&lt;br /&gt;
! View Nav Mesh&lt;br /&gt;
| - || Render the nav mesh.&lt;br /&gt;
|-&lt;br /&gt;
! View Region&lt;br /&gt;
| - || Render navmesh_region objects.&lt;br /&gt;
|-&lt;br /&gt;
! View Nav-Collision Mesh&lt;br /&gt;
| - || Render the model the nav mesh is generated on.&lt;br /&gt;
|-&lt;br /&gt;
! View Jump Nodes&lt;br /&gt;
| - || Render navmesh_connection objects.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Dialogue ===&lt;br /&gt;
Tools for dialogue editing.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Button !! Hotkey !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Edit Selected&lt;br /&gt;
| - || Start editing the selected dialogue.&lt;br /&gt;
|-&lt;br /&gt;
! Load Pose&lt;br /&gt;
| - || Load a pose to use in the scene.&lt;br /&gt;
|-&lt;br /&gt;
! Stop Editing&lt;br /&gt;
| - || Stop editing the dialogue that is being edited.&lt;br /&gt;
|-&lt;br /&gt;
! Preview Dialogue&lt;br /&gt;
| - || Test-play the dialogue.&lt;br /&gt;
|-&lt;br /&gt;
! Save Dialogue&lt;br /&gt;
| - || Save the active dialogue to disk.&lt;br /&gt;
|-&lt;br /&gt;
! Toggle Recording&lt;br /&gt;
| - || Allows for placing the camera and actors.&lt;br /&gt;
|-&lt;br /&gt;
! Load Dialogue&lt;br /&gt;
| - || Load a previously saved dialogue.&lt;br /&gt;
|-&lt;br /&gt;
! New Dialogue&lt;br /&gt;
| - || Create a new dialogue.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Lighting ===&lt;br /&gt;
Tools for editing global illumination.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Button !! Hotkey !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Bake second pass&lt;br /&gt;
| - || Renders second pass for light probes to give a better result.&lt;br /&gt;
|-&lt;br /&gt;
! Show probes&lt;br /&gt;
| - || Render light probes.&lt;br /&gt;
|-&lt;br /&gt;
! Rebake first pass&lt;br /&gt;
| - || Re-render all light probes in the level.&lt;br /&gt;
|-&lt;br /&gt;
! Show probes through walls&lt;br /&gt;
| - || Render light probes through walls.&lt;br /&gt;
|-&lt;br /&gt;
! Show tet mesh&lt;br /&gt;
| - || Render tetrahedral mesh generated by light probes to see how they are connected.&lt;br /&gt;
|-&lt;br /&gt;
! Probe lighting enabled&lt;br /&gt;
| - || Enable probe lighting.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Functions Without Buttons ==&lt;br /&gt;
Some functions are only reachable via hotkeys, here are a list of those.&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;
! 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|Parameter Editor]]&lt;br /&gt;
| U (with object selected) || Opens the parameter editor to modify parameters of the selected object.&lt;br /&gt;
|-&lt;br /&gt;
! Palette Editor &lt;br /&gt;
| Cmd+P (with character selected) || Brings up a dialog to modify colors of different parts of the character.&lt;br /&gt;
|-&lt;br /&gt;
! [[#Color_Picker|Color Picker]]&lt;br /&gt;
| Cmd+P (with object that is not a character selected) || Brings up a dialog that can be used to tint the color of any selected objects.&lt;br /&gt;
|-&lt;br /&gt;
! [[#Spawn_Dead|Spawn Dead]]&lt;br /&gt;
| Cmd+K or Ctrl+K (with character spawn selected) || Makes selected characters spawn dead. It will spawn at the point it went into ragdoll mode (which may cause it to spawn &amp;quot;dead&amp;quot; while standing up). If you want to update the pose for the dead body then move the body, select the spawn point, and hit the hotkey again to save its new position.&lt;br /&gt;
|-&lt;br /&gt;
! [[#Spawn_Alive|Spawn Alive]]&lt;br /&gt;
| K (with character spawn selected) || Makes selected characters spawn alive.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Parameter Editor ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Object_parameter_editor.png|right|thumb|caption|Object parameter editor]]&lt;br /&gt;
&lt;br /&gt;
You can bring up the parameter editor for an object by selecting it and pressing U, or for the level itself by clicking the &amp;quot;Parameters&amp;quot; button in the home tab of the ribbon. It allows you to change different parameters depending on what object you have selected. For instance if you use it on a regular static object you can precisely adjust its position, scale and rotation. If you use it on a character you can adjust a large number of parameters, including its field of view.&lt;br /&gt;
&lt;br /&gt;
Note: You can visualize the field of view of a character by going to ../Overgrowth/Data/Scripts and opening up aschar.as and changing the row saying &amp;quot;const bool _draw_stealth_debug = false;&amp;quot; to &amp;quot;const bool _draw_stealth_debug = true;&amp;quot;. Then open up enemycontrol.as and change the line saying &amp;quot;float fov_opac_mult = 0.0;&amp;quot; to &amp;quot;float fov_opac_mult = 1.0;&amp;quot;. Save both files and tab back into the game and you should see a visualization of every character&#039;s field of view.&lt;br /&gt;
&lt;br /&gt;
=== Level Parameters ===&lt;br /&gt;
&lt;br /&gt;
Open up the parameter editor for the current level by clicking the the &amp;quot;Parameters&amp;quot; button in the home tab of the ribbon. Here is a description of what each parameter does.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Parameter !! Description&lt;br /&gt;
|-&lt;br /&gt;
! Achievements&lt;br /&gt;
| Decide which challenges you can complete on the level, they appear on the level end screen.&lt;br /&gt;
|-&lt;br /&gt;
! Fog amount&lt;br /&gt;
| Sets the thicknoess of the atmosphere and thus how far you can see.&lt;br /&gt;
|-&lt;br /&gt;
! HDR Black point&lt;br /&gt;
| Sets what brightness should be regarded as black.&lt;br /&gt;
|-&lt;br /&gt;
! HDR Bloom multiplier&lt;br /&gt;
| Decides how much light pixels bleed.&lt;br /&gt;
|-&lt;br /&gt;
! HDR White point&lt;br /&gt;
| Sets what brightness should be regarded as white.&lt;br /&gt;
|-&lt;br /&gt;
! Level Boundaries&lt;br /&gt;
| If this is checked characters will be pushed back into the level when they try to go past a certain point.&lt;br /&gt;
|-&lt;br /&gt;
! Objectives&lt;br /&gt;
| Set the goal of the level.&lt;br /&gt;
|-&lt;br /&gt;
! Sky Brightness&lt;br /&gt;
| Adjust how bright the sky should be.&lt;br /&gt;
|-&lt;br /&gt;
! Sky Rotation&lt;br /&gt;
| Move the sky around.&lt;br /&gt;
|-&lt;br /&gt;
! Sky Tint&lt;br /&gt;
| Makes the sky have a specified color.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Object Selection ==&lt;br /&gt;
&lt;br /&gt;
Here are the different ways you can select objects.&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. A box around the object indicates that it is selected.&lt;br /&gt;
|-&lt;br /&gt;
! Toggle-select objects&lt;br /&gt;
| shift + double-left-click on objects || Toggles selection of clicked on object. Preserves 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 add to selection&lt;br /&gt;
| shift + left-click + right-click + drag, or shift + left-click + &#039;b&#039; + drag || Adds all objects whose centers lie within the drawn box to the selection. Preserves existing selection.&lt;br /&gt;
|-&lt;br /&gt;
! Select decal or object that is under another decal&lt;br /&gt;
| mouse wheel up/down || When you have 2 or more objects or decals on top of each other, you can select at least 1 decal or object, put your mouse cursor on top of the one you want to select, then use the scroll wheel to switch your selection between the objects.&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;
[[Image:Info.jpg|right|thumb|caption|Object information]]&lt;br /&gt;
&lt;br /&gt;
When you select an object some useful information will appear on the left hand side. It&#039;ll show you what xml file it is created from, its unique object ID and what type of object it is.&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 to half-meter increments.&lt;br /&gt;
* Hold alt to clone and transform the selected objects, leaving the original objects behind.&lt;br /&gt;
* Left-click transforms objects on all axis. Right-click transforms on the two axis that are perpendicular to the side of the bounding box you click on. Holding shift and right click locks the transformation to the axis parallel to the bounding box face you click on.&lt;br /&gt;
* Groups are transformed around the group center. Ungrouped objects, even if multiple are selected and transformed at once, are transformed around their own individual centers.&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 box/angle&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;
=== 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;
=== 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;
== Warnings ==&lt;br /&gt;
Just below the ribbon on the left side is a space for warnings. These warnings will tell you if the nav mesh, ambient occlusion or baked shadows needs to be updated.&lt;br /&gt;
&lt;br /&gt;
== Item Browser ==&lt;br /&gt;
[[Image:item_browser.png|right|thumb|caption|The item browser]]&lt;br /&gt;
The item browser is used to browse for items that can be spawned in the levels. It is brought up by pressing the &#039;&#039;Load Item&#039;&#039; button under the &#039;&#039;Home&#039;&#039; tab. To spawn an item, click it and then click in the world to create the item on that location.&lt;br /&gt;
&lt;br /&gt;
This list does not necessarily contain all the objects that can be spawned as all objects need to be manually added to the list. A file browser can be brought up by pressing the folder icon just under the tabs at the top. That file browser can be used to try loading any xml file, which is useful if you&#039;re trying to load a custom object that has not been added to the item browser for instance. The types of items that can be spawned are objects (static models), characters, weapons, hotspots, decals and spawn points.&lt;br /&gt;
&lt;br /&gt;
Along the top of the window there are tabs for different categories of items. In the bottom right there is a slider to change the size of the thumbnail images as well as a grip that can be clicked and dragged to resize the window. A search field that searches in the currently open tab is located under the tabs to the right.&lt;br /&gt;
&lt;br /&gt;
Hovering your mouse cursor over a thumbnail image causes a heart icon to appear on the thumbnail. If that heart icon is pressed the object is added as a favorite. To sort out any object that is not a favorite from the view, press the heart button right under the tabs at the top of the window. The favorites do not persist between closing and opening the item browser.&lt;br /&gt;
&lt;br /&gt;
== Color Picker ==&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;
&lt;br /&gt;
The Color Picker is used to tint the color of selected objects. It is opened by pressing CTRL+P (For Mac users: Command+P). 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. Increasing overbrightness makes the color brighter.&lt;br /&gt;
&lt;br /&gt;
== Save Selected Objects ==&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;
== Sun Editor ==&lt;br /&gt;
&lt;br /&gt;
To edit the sun, find it in the sky and double-click it. Now you can click and drag on the circle to change the intensity of the sun, click and drag on the dot to change the color and click and drag on the sun itself to move it around the sky.&lt;br /&gt;
&lt;br /&gt;
== Dialogue Editor ==&lt;br /&gt;
The dialogue editor is used to create scenes with different camera angles, text and poses. It is commonly used to give context and progress the story in a level.&lt;br /&gt;
&lt;br /&gt;
=== Getting Started ===&lt;br /&gt;
&lt;br /&gt;
==== Write the dialogue ====&lt;br /&gt;
Create a text file in your mods Dialogues folder (../Overgrowth/Data/Dialogues) and write the dialogue in it like this.&lt;br /&gt;
&lt;br /&gt;
 #name &amp;quot;Mirage&amp;quot;&lt;br /&gt;
 #participants 1&lt;br /&gt;
 say 1 &amp;quot;Thorn&amp;quot; &amp;quot;You there!&amp;quot;&lt;br /&gt;
 say 1 &amp;quot;Thorn&amp;quot; &amp;quot;Do you have any..[wait 0.4] water?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;&#039;#name &amp;quot;Mirage&amp;quot;&#039;&#039;&#039; is the name of the scene. This is given to a dialogue hotspot on so it knows which dialogue to activate.&lt;br /&gt;
* The &#039;&#039;&#039;#participants 1&#039;&#039;&#039; is how many characters there are in the scene. The numbered boxes above the dialogue object are connected to spawn points to decide which character is which in this scene.&lt;br /&gt;
* &#039;&#039;&#039;say&#039;&#039;&#039; at the beginning of a line is used to make someone say something.&lt;br /&gt;
* The &#039;&#039;&#039;1&#039;&#039;&#039; is the ID of the participant that should say the dialogue, this decides who moves their mouth when the dialogue appears.&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Thorn&amp;quot;&#039;&#039;&#039; is which name should appear for the dialogue&lt;br /&gt;
* The text within the quotes at the end of the line is the dialogue itself.&lt;br /&gt;
* The &#039;&#039;&#039;[wait 0.4]&#039;&#039;&#039; will make the dialogue text pause for 0.4 seconds before continuing to display the next text.&lt;br /&gt;
&lt;br /&gt;
Save and close the file.&lt;br /&gt;
&lt;br /&gt;
==== Set up the scene ====&lt;br /&gt;
Open up your level in the game, go to the &#039;&#039;&#039;Dialogue&#039;&#039;&#039; tab in the ribbon and click &#039;&#039;&#039;Load Dialogue&#039;&#039;&#039;. Select the dialogue file you created and click in your level to spawn it there.&lt;br /&gt;
&lt;br /&gt;
There is a small box above the dialogue object that you just created. Select this object and alt-click on a character to tell the game that the participant with ID 1 is that character.&lt;br /&gt;
&lt;br /&gt;
Select the box and press &#039;&#039;&#039;Edit Selected&#039;&#039;&#039;, bringing up the text of the dialogue on the screen. Use the arrow up and down keys to select what line in the scene you want to edit. Now press &#039;&#039;&#039;Toggle Recording&#039;&#039;&#039;, which creates a few more useful objects in our scene:&lt;br /&gt;
&lt;br /&gt;
* Camera (with accompanying preview window)&lt;br /&gt;
* Torso control&lt;br /&gt;
* Head control&lt;br /&gt;
* Eye control&lt;br /&gt;
&lt;br /&gt;
Move the camera to choose where the camera will be when the dialogue reaches the selected line, scale it to zoom in or out. Move the torso, head and eye controls to choose where the character&#039;s torso, head and eye should be pointing at that point. You need to scale up the torso and head controls for them to have any effect.&lt;br /&gt;
&lt;br /&gt;
Press &#039;&#039;&#039;Load Pose&#039;&#039;&#039; and find the files with names that start with &#039;&#039;&#039;r_dialogue&#039;&#039;&#039;, find one that you think might fit and load it to make the character take that pose when the scene loads.&lt;br /&gt;
&lt;br /&gt;
Press &#039;&#039;&#039;Preview Dialogue&#039;&#039;&#039; to test the scene. When you&#039;re happy, click &#039;&#039;&#039;Toggle Recording&#039;&#039;&#039; again to turn it off and press &#039;&#039;&#039;Save Dialogue&#039;&#039;&#039; to save your changes to the scene.&lt;br /&gt;
&lt;br /&gt;
==== Trigger the scene ====&lt;br /&gt;
Now we have the scene set up, but we don&#039;t have anything that triggers it yet. We can use a dialogue hotspot to make that happen. So go to the &#039;&#039;&#039;Home&#039;&#039;&#039; tab and press &#039;&#039;&#039;Load Item&#039;&#039;&#039;, go to the &#039;&#039;&#039;Hotspots&#039;&#039;&#039; tab, click the &#039;&#039;&#039;Start Dialogue&#039;&#039;&#039; hotspot and click on the ground in your level. This should spawn a wireframe cube with a green sign icon in.&lt;br /&gt;
&lt;br /&gt;
The dialogue will trigger when the player enters this hotspot, so place it where it will trigger when you want it to. Just make sure the player spawn is not inside of the hotspot, as that won&#039;t work when the level is restarted.&lt;br /&gt;
&lt;br /&gt;
Press &#039;&#039;&#039;U&#039;&#039;&#039; with the hotspot selected and change the &#039;&#039;&#039;Dialogue&#039;&#039;&#039; property to be the same as the &#039;&#039;&#039;#name&#039;&#039;&#039; setting in the dialogue you want to trigger. If you&#039;ve followed this example, that would be &#039;&#039;&#039;Mirage&#039;&#039;&#039;. If you don&#039;t want the dialogue to automatically trigger when you enter the hotspot, uncheck the &amp;quot;Automatic&amp;quot; checkbox.&lt;br /&gt;
&lt;br /&gt;
Now save your level, start playing, enter the hotspot, and the dialogue should trigger!&lt;br /&gt;
&lt;br /&gt;
== Spawn Corpse ==&lt;br /&gt;
To make a character spawn as a corpse, select it and press ctrl/cmd + K to turn on corpse mode. The character will now be a corpse when it spawns. If you want to place the corpse in a specific location or position, you can drag the corpse to where and how you want it, then hit ctrl/cmd + K with the spawn box selected a second time to save its resting position as its new corpse spawn location/position.&lt;br /&gt;
&lt;br /&gt;
If you want to make a character spawn normally instead of as a corpse, select its spawn point, and press K.&lt;/div&gt;</summary>
		<author><name>Xagor-the-ninja</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Editor_Interface&amp;diff=4817</id>
		<title>Editor Interface</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Editor_Interface&amp;diff=4817"/>
		<updated>2017-10-21T02:14:32Z</updated>

		<summary type="html">&lt;p&gt;Xagor-the-ninja: /* Spawn Corpse */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Modding]]&lt;br /&gt;
[[Category: Overgrowth]]&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
[[Image:editor_interface.png|right|thumb|caption|The editor user interface]]&lt;br /&gt;
This page details all the interface elements and actions in the Overgrowth level editor. It can be accessed by pressing the Editor button on the main menu, selecting one of the levels and then pressing escape when in the game.&lt;br /&gt;
&lt;br /&gt;
== Camera Movement ==&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;
== Ribbon User Interface ==&lt;br /&gt;
[[Image:ribbon_interface.png|right|thumb|caption|The tabs of the ribbon user interface]]&lt;br /&gt;
The horizontal bar across the top of the window is called the ribbon. Many editor functions can be found here, but some functions can only be reached via hotkeys for now.&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;
=== Home ===&lt;br /&gt;
Contains the most common tools.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Button !! Hotkey !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Rabbot&lt;br /&gt;
| 8 || Enter play mode.&lt;br /&gt;
|-&lt;br /&gt;
! Paste&lt;br /&gt;
| cmd+v || Pastes the clipboard on the cursor position.&lt;br /&gt;
|-&lt;br /&gt;
! Cut&lt;br /&gt;
| cmd+x || Puts the selection into the clipboard and removes the selected objects.&lt;br /&gt;
|-&lt;br /&gt;
! Copy&lt;br /&gt;
| cmd+c || Puts the selection into the clipboard.&lt;br /&gt;
|-&lt;br /&gt;
! Undo&lt;br /&gt;
| cmd+z || Undo the most recent action.&lt;br /&gt;
|-&lt;br /&gt;
! Redo&lt;br /&gt;
| cmd+shift+z || Redo the most recent action.&lt;br /&gt;
|-&lt;br /&gt;
! Load Item&lt;br /&gt;
| cmd+l || Opens the [[#Item_Browser|item browser]].&lt;br /&gt;
|-&lt;br /&gt;
! Save Item&lt;br /&gt;
| cmd+shift+s || Opens a save dialog to [[#Save_Selected_Objects|save selected objects]].&lt;br /&gt;
|-&lt;br /&gt;
! Load Level&lt;br /&gt;
| - || Opens a file browser where you can pick what level to load.&lt;br /&gt;
|-&lt;br /&gt;
! Save Level&lt;br /&gt;
| cmd+s || Overwrites the current level with any changes.&lt;br /&gt;
|-&lt;br /&gt;
! New Level&lt;br /&gt;
| - || Opens the nothing.xml level, which is an empty level by default.&lt;br /&gt;
|-&lt;br /&gt;
! Parameters&lt;br /&gt;
| - || Opens the parameter editor for the loaded level.&lt;br /&gt;
|-&lt;br /&gt;
! Group&lt;br /&gt;
| cmd+g || Groups the selected objects.&lt;br /&gt;
|-&lt;br /&gt;
! Ungroup&lt;br /&gt;
| cmd+shift+g || Ungroups any selected groups.&lt;br /&gt;
|-&lt;br /&gt;
! Rigging tool&lt;br /&gt;
| - || -&lt;br /&gt;
|-&lt;br /&gt;
! Delete&lt;br /&gt;
| delete || Removes any selected objects.&lt;br /&gt;
|-&lt;br /&gt;
! Exit&lt;br /&gt;
| alt+f4 || Closes the application.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Edit ===&lt;br /&gt;
Contains tools more directly related to level editing.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Button !! Hotkey !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Calculate shadows&lt;br /&gt;
| - || Starts baking shadows.&lt;br /&gt;
|-&lt;br /&gt;
! Calculate GI 2nd pass&lt;br /&gt;
| - || Renders second pass of light probes.&lt;br /&gt;
|-&lt;br /&gt;
! Update global illumination&lt;br /&gt;
| - || Re-renders all light probes in the level.&lt;br /&gt;
|-&lt;br /&gt;
! Edit static meshes&lt;br /&gt;
| cmd+1 || Toggle ability to select objects.&lt;br /&gt;
|-&lt;br /&gt;
! Edit gameplay objects&lt;br /&gt;
| cmd+3 || Toggle ability to select hotspots.&lt;br /&gt;
|-&lt;br /&gt;
! Edit decals&lt;br /&gt;
| cmd+2 || Toggle ability to select decals.&lt;br /&gt;
|-&lt;br /&gt;
! Edit lighting&lt;br /&gt;
| - || Toggle ability to select lights.&lt;br /&gt;
|-&lt;br /&gt;
! Set Level Script&lt;br /&gt;
| - || Select what script to use for this level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding ===&lt;br /&gt;
Tools for nav mesh generation, loading, saving and viewing.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Button !! Hotkey !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Create Nav Mesh&lt;br /&gt;
| - || Generates a new navigation mesh.&lt;br /&gt;
|-&lt;br /&gt;
! Load Nav Mesh&lt;br /&gt;
| - || Load a previously saved nav mesh from disk.&lt;br /&gt;
|-&lt;br /&gt;
! Save Nav Mesh&lt;br /&gt;
| - || Save the current nav mesh to disk.&lt;br /&gt;
|-&lt;br /&gt;
! View Hints&lt;br /&gt;
| - || Render navmesh_hint objects.&lt;br /&gt;
|-&lt;br /&gt;
! View Nav Mesh&lt;br /&gt;
| - || Render the nav mesh.&lt;br /&gt;
|-&lt;br /&gt;
! View Region&lt;br /&gt;
| - || Render navmesh_region objects.&lt;br /&gt;
|-&lt;br /&gt;
! View Nav-Collision Mesh&lt;br /&gt;
| - || Render the model the nav mesh is generated on.&lt;br /&gt;
|-&lt;br /&gt;
! View Jump Nodes&lt;br /&gt;
| - || Render navmesh_connection objects.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Dialogue ===&lt;br /&gt;
Tools for dialogue editing.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Button !! Hotkey !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Edit Selected&lt;br /&gt;
| - || Start editing the selected dialogue.&lt;br /&gt;
|-&lt;br /&gt;
! Load Pose&lt;br /&gt;
| - || Load a pose to use in the scene.&lt;br /&gt;
|-&lt;br /&gt;
! Stop Editing&lt;br /&gt;
| - || Stop editing the dialogue that is being edited.&lt;br /&gt;
|-&lt;br /&gt;
! Preview Dialogue&lt;br /&gt;
| - || Test-play the dialogue.&lt;br /&gt;
|-&lt;br /&gt;
! Save Dialogue&lt;br /&gt;
| - || Save the active dialogue to disk.&lt;br /&gt;
|-&lt;br /&gt;
! Toggle Recording&lt;br /&gt;
| - || Allows for placing the camera and actors.&lt;br /&gt;
|-&lt;br /&gt;
! Load Dialogue&lt;br /&gt;
| - || Load a previously saved dialogue.&lt;br /&gt;
|-&lt;br /&gt;
! New Dialogue&lt;br /&gt;
| - || Create a new dialogue.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Lighting ===&lt;br /&gt;
Tools for editing global illumination.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Button !! Hotkey !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Bake second pass&lt;br /&gt;
| - || Renders second pass for light probes to give a better result.&lt;br /&gt;
|-&lt;br /&gt;
! Show probes&lt;br /&gt;
| - || Render light probes.&lt;br /&gt;
|-&lt;br /&gt;
! Rebake first pass&lt;br /&gt;
| - || Re-render all light probes in the level.&lt;br /&gt;
|-&lt;br /&gt;
! Show probes through walls&lt;br /&gt;
| - || Render light probes through walls.&lt;br /&gt;
|-&lt;br /&gt;
! Show tet mesh&lt;br /&gt;
| - || Render tetrahedral mesh generated by light probes to see how they are connected.&lt;br /&gt;
|-&lt;br /&gt;
! Probe lighting enabled&lt;br /&gt;
| - || Enable probe lighting.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Functions Without Buttons ==&lt;br /&gt;
Some functions are only reachable via hotkeys, here are a list of those.&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;
! 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|Parameter Editor]]&lt;br /&gt;
| U (with object selected) || Opens the parameter editor to modify parameters of the selected object.&lt;br /&gt;
|-&lt;br /&gt;
! Palette Editor &lt;br /&gt;
| Cmd+P (with character selected) || Brings up a dialog to modify colors of different parts of the character.&lt;br /&gt;
|-&lt;br /&gt;
! [[#Color_Picker|Color Picker]]&lt;br /&gt;
| Cmd+P (with object that is not a character selected) || Brings up a dialog that can be used to tint the color of any selected objects.&lt;br /&gt;
|-&lt;br /&gt;
! [[#Spawn_Dead|Spawn Dead]]&lt;br /&gt;
| Cmd+K or Ctrl+K (with character spawn selected) || Makes selected characters spawn dead. It will spawn at the point it went into ragdoll mode (which may cause it to spawn &amp;quot;dead&amp;quot; while standing up). If you want to update the pose for the dead body then move the body, select the spawn point, and hit the hotkey again to save its new position.&lt;br /&gt;
|-&lt;br /&gt;
! [[#Spawn_Alive|Spawn Alive]]&lt;br /&gt;
| K (with character spawn selected) || Makes selected characters spawn alive.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Parameter Editor ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Object_parameter_editor.png|right|thumb|caption|Object parameter editor]]&lt;br /&gt;
&lt;br /&gt;
You can bring up the parameter editor for an object by selecting it and pressing U, or for the level itself by clicking the &amp;quot;Parameters&amp;quot; button in the home tab of the ribbon. It allows you to change different parameters depending on what object you have selected. For instance if you use it on a regular static object you can precisely adjust its position, scale and rotation. If you use it on a character you can adjust a large number of parameters, including its field of view.&lt;br /&gt;
&lt;br /&gt;
Note: You can visualize the field of view of a character by going to ../Overgrowth/Data/Scripts and opening up aschar.as and changing the row saying &amp;quot;const bool _draw_stealth_debug = false;&amp;quot; to &amp;quot;const bool _draw_stealth_debug = true;&amp;quot;. Then open up enemycontrol.as and change the line saying &amp;quot;float fov_opac_mult = 0.0;&amp;quot; to &amp;quot;float fov_opac_mult = 1.0;&amp;quot;. Save both files and tab back into the game and you should see a visualization of every character&#039;s field of view.&lt;br /&gt;
&lt;br /&gt;
=== Level Parameters ===&lt;br /&gt;
&lt;br /&gt;
Open up the parameter editor for the current level by clicking the the &amp;quot;Parameters&amp;quot; button in the home tab of the ribbon. Here is a description of what each parameter does.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Parameter !! Description&lt;br /&gt;
|-&lt;br /&gt;
! Achievements&lt;br /&gt;
| Decide which challenges you can complete on the level, they appear on the level end screen.&lt;br /&gt;
|-&lt;br /&gt;
! Fog amount&lt;br /&gt;
| Sets the thicknoess of the atmosphere and thus how far you can see.&lt;br /&gt;
|-&lt;br /&gt;
! HDR Black point&lt;br /&gt;
| Sets what brightness should be regarded as black.&lt;br /&gt;
|-&lt;br /&gt;
! HDR Bloom multiplier&lt;br /&gt;
| Decides how much light pixels bleed.&lt;br /&gt;
|-&lt;br /&gt;
! HDR White point&lt;br /&gt;
| Sets what brightness should be regarded as white.&lt;br /&gt;
|-&lt;br /&gt;
! Level Boundaries&lt;br /&gt;
| If this is checked characters will be pushed back into the level when they try to go past a certain point.&lt;br /&gt;
|-&lt;br /&gt;
! Objectives&lt;br /&gt;
| Set the goal of the level.&lt;br /&gt;
|-&lt;br /&gt;
! Sky Brightness&lt;br /&gt;
| Adjust how bright the sky should be.&lt;br /&gt;
|-&lt;br /&gt;
! Sky Rotation&lt;br /&gt;
| Move the sky around.&lt;br /&gt;
|-&lt;br /&gt;
! Sky Tint&lt;br /&gt;
| Makes the sky have a specified color.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Object Selection ==&lt;br /&gt;
&lt;br /&gt;
Here are the different ways you can select objects.&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. A box around the object indicates that it is selected.&lt;br /&gt;
|-&lt;br /&gt;
! Toggle-select objects&lt;br /&gt;
| shift + double-left-click on objects || Toggles selection of clicked on object. Preserves 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 add to selection&lt;br /&gt;
| shift + left-click + right-click + drag, or shift + left-click + &#039;b&#039; + drag || Adds all objects whose centers lie within the drawn box to the selection. Preserves existing selection.&lt;br /&gt;
|-&lt;br /&gt;
! Select decal or object that is under another decal&lt;br /&gt;
| mouse wheel up/down || When you have 2 or more objects or decals on top of each other, you can select at least 1 decal or object, put your mouse cursor on top of the one you want to select, then use the scroll wheel to switch your selection between the objects.&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;
[[Image:Info.jpg|right|thumb|caption|Object information]]&lt;br /&gt;
&lt;br /&gt;
When you select an object some useful information will appear on the left hand side. It&#039;ll show you what xml file it is created from, its unique object ID and what type of object it is.&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 to half-meter increments.&lt;br /&gt;
* Hold alt to clone and transform the selected objects, leaving the original objects behind.&lt;br /&gt;
* Left-click transforms objects on all axis. Right-click transforms on the two axis that are perpendicular to the side of the bounding box you click on. Holding shift and right click locks the transformation to the axis parallel to the bounding box face you click on.&lt;br /&gt;
* Groups are transformed around the group center. Ungrouped objects, even if multiple are selected and transformed at once, are transformed around their own individual centers.&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 box/angle&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;
=== 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;
=== 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;
== Warnings ==&lt;br /&gt;
Just below the ribbon on the left side is a space for warnings. These warnings will tell you if the nav mesh, ambient occlusion or baked shadows needs to be updated.&lt;br /&gt;
&lt;br /&gt;
== Item Browser ==&lt;br /&gt;
[[Image:item_browser.png|right|thumb|caption|The item browser]]&lt;br /&gt;
The item browser is used to browse for items that can be spawned in the levels. It is brought up by pressing the &#039;&#039;Load Item&#039;&#039; button under the &#039;&#039;Home&#039;&#039; tab. To spawn an item, click it and then click in the world to create the item on that location.&lt;br /&gt;
&lt;br /&gt;
This list does not necessarily contain all the objects that can be spawned as all objects need to be manually added to the list. A file browser can be brought up by pressing the folder icon just under the tabs at the top. That file browser can be used to try loading any xml file, which is useful if you&#039;re trying to load a custom object that has not been added to the item browser for instance. The types of items that can be spawned are objects (static models), characters, weapons, hotspots, decals and spawn points.&lt;br /&gt;
&lt;br /&gt;
Along the top of the window there are tabs for different categories of items. In the bottom right there is a slider to change the size of the thumbnail images as well as a grip that can be clicked and dragged to resize the window. A search field that searches in the currently open tab is located under the tabs to the right.&lt;br /&gt;
&lt;br /&gt;
Hovering your mouse cursor over a thumbnail image causes a heart icon to appear on the thumbnail. If that heart icon is pressed the object is added as a favorite. To sort out any object that is not a favorite from the view, press the heart button right under the tabs at the top of the window. The favorites do not persist between closing and opening the item browser.&lt;br /&gt;
&lt;br /&gt;
== Color Picker ==&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;
&lt;br /&gt;
The Color Picker is used to tint the color of selected objects. It is opened by pressing CTRL+P (For Mac users: Command+P). 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. Increasing overbrightness makes the color brighter.&lt;br /&gt;
&lt;br /&gt;
== Save Selected Objects ==&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;
== Sun Editor ==&lt;br /&gt;
&lt;br /&gt;
To edit the sun, find it in the sky and double-click it. Now you can click and drag on the circle to change the intensity of the sun, click and drag on the dot to change the color and click and drag on the sun itself to move it around the sky.&lt;br /&gt;
&lt;br /&gt;
== Dialogue Editor ==&lt;br /&gt;
The dialogue editor is used to create scenes with different camera angles, text and poses. It is commonly used to give context and progress the story in a level.&lt;br /&gt;
&lt;br /&gt;
=== Getting Started ===&lt;br /&gt;
&lt;br /&gt;
==== Write the dialogue ====&lt;br /&gt;
Create a text file in your mods Dialogues folder (../Overgrowth/Data/Dialogues) and write the dialogue in it like this.&lt;br /&gt;
&lt;br /&gt;
 #name &amp;quot;Mirage&amp;quot;&lt;br /&gt;
 #participants 1&lt;br /&gt;
 say 1 &amp;quot;Thorn&amp;quot; &amp;quot;You there!&amp;quot;&lt;br /&gt;
 say 1 &amp;quot;Thorn&amp;quot; &amp;quot;Do you have any..[wait 0.4] water?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;&#039;#name &amp;quot;Mirage&amp;quot;&#039;&#039;&#039; is the name of the scene. This is given to a dialogue hotspot on so it knows which dialogue to activate.&lt;br /&gt;
* The &#039;&#039;&#039;#participants 1&#039;&#039;&#039; is how many characters there are in the scene. The numbered boxes above the dialogue object are connected to spawn points to decide which character is which in this scene.&lt;br /&gt;
* &#039;&#039;&#039;say&#039;&#039;&#039; at the beginning of a line is used to make someone say something.&lt;br /&gt;
* The &#039;&#039;&#039;1&#039;&#039;&#039; is the ID of the participant that should say the dialogue, this decides who moves their mouth when the dialogue appears.&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Thorn&amp;quot;&#039;&#039;&#039; is which name should appear for the dialogue&lt;br /&gt;
* The text within the quotes at the end of the line is the dialogue itself.&lt;br /&gt;
* The &#039;&#039;&#039;[wait 0.4]&#039;&#039;&#039; will make the dialogue text pause for 0.4 seconds before continuing to display the next text.&lt;br /&gt;
&lt;br /&gt;
Save and close the file.&lt;br /&gt;
&lt;br /&gt;
==== Set up the scene ====&lt;br /&gt;
Open up your level in the game, go to the &#039;&#039;&#039;Dialogue&#039;&#039;&#039; tab in the ribbon and click &#039;&#039;&#039;Load Dialogue&#039;&#039;&#039;. Select the dialogue file you created and click in your level to spawn it there.&lt;br /&gt;
&lt;br /&gt;
There is a small box above the dialogue object that you just created. Select this object and alt-click on a character to tell the game that the participant with ID 1 is that character.&lt;br /&gt;
&lt;br /&gt;
Select the box and press &#039;&#039;&#039;Edit Selected&#039;&#039;&#039;, bringing up the text of the dialogue on the screen. Use the arrow up and down keys to select what line in the scene you want to edit. Now press &#039;&#039;&#039;Toggle Recording&#039;&#039;&#039;, which creates a few more useful objects in our scene:&lt;br /&gt;
&lt;br /&gt;
* Camera (with accompanying preview window)&lt;br /&gt;
* Torso control&lt;br /&gt;
* Head control&lt;br /&gt;
* Eye control&lt;br /&gt;
&lt;br /&gt;
Move the camera to choose where the camera will be when the dialogue reaches the selected line, scale it to zoom in or out. Move the torso, head and eye controls to choose where the character&#039;s torso, head and eye should be pointing at that point. You need to scale up the torso and head controls for them to have any effect.&lt;br /&gt;
&lt;br /&gt;
Press &#039;&#039;&#039;Load Pose&#039;&#039;&#039; and find the files with names that start with &#039;&#039;&#039;r_dialogue&#039;&#039;&#039;, find one that you think might fit and load it to make the character take that pose when the scene loads.&lt;br /&gt;
&lt;br /&gt;
Press &#039;&#039;&#039;Preview Dialogue&#039;&#039;&#039; to test the scene. When you&#039;re happy, click &#039;&#039;&#039;Toggle Recording&#039;&#039;&#039; again to turn it off and press &#039;&#039;&#039;Save Dialogue&#039;&#039;&#039; to save your changes to the scene.&lt;br /&gt;
&lt;br /&gt;
==== Trigger the scene ====&lt;br /&gt;
Now we have the scene set up, but we don&#039;t have anything that triggers it yet. We can use a dialogue hotspot to make that happen. So go to the &#039;&#039;&#039;Home&#039;&#039;&#039; tab and press &#039;&#039;&#039;Load Item&#039;&#039;&#039;, go to the &#039;&#039;&#039;Hotspots&#039;&#039;&#039; tab, click the &#039;&#039;&#039;Start Dialogue&#039;&#039;&#039; hotspot and click on the ground in your level. This should spawn a wireframe cube with a green sign icon in.&lt;br /&gt;
&lt;br /&gt;
The dialogue will trigger when the player enters this hotspot, so place it where it will trigger when you want it to. Just make sure the player spawn is not inside of the hotspot, as that won&#039;t work when the level is restarted.&lt;br /&gt;
&lt;br /&gt;
Press &#039;&#039;&#039;U&#039;&#039;&#039; with the hotspot selected and change the &#039;&#039;&#039;Dialogue&#039;&#039;&#039; property to be the same as the &#039;&#039;&#039;#name&#039;&#039;&#039; setting in the dialogue you want to trigger. If you&#039;ve followed this example, that would be &#039;&#039;&#039;Mirage&#039;&#039;&#039;. If you don&#039;t want the dialogue to automatically trigger when you enter the hotspot, uncheck the &amp;quot;Automatic&amp;quot; checkbox.&lt;br /&gt;
&lt;br /&gt;
Now save your level, start playing, enter the hotspot, and the dialogue should trigger!&lt;br /&gt;
&lt;br /&gt;
== Spawn Corpse ==&lt;br /&gt;
To make a character spawn as a corpse, select it and press ctrl/cmd + K to turn on corpse mode. The character will now be a corpse when it spawns. If you want to place the corpse in a specific location or position, you can drag the corpse to where and how you want it, then hit ctrl/cmd + K with the spawn box selected a second time to save its resting position as its new corpse spawn location/position.&lt;br /&gt;
&lt;br /&gt;
If you want to make a character spawn normally instead of as a corpse, select its spawn point, and press K.&lt;br /&gt;
&lt;br /&gt;
== Web browser ==&lt;br /&gt;
[[Image:web_browser.png|right|thumb|caption|Web browser in Phoenix.]]&lt;br /&gt;
&lt;br /&gt;
There is a web browser that can be brought up by pressing f1.&lt;/div&gt;</summary>
		<author><name>Xagor-the-ninja</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Editor_Interface&amp;diff=4816</id>
		<title>Editor Interface</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Editor_Interface&amp;diff=4816"/>
		<updated>2017-10-21T01:57:38Z</updated>

		<summary type="html">&lt;p&gt;Xagor-the-ninja: /* Object Selection */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Modding]]&lt;br /&gt;
[[Category: Overgrowth]]&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
[[Image:editor_interface.png|right|thumb|caption|The editor user interface]]&lt;br /&gt;
This page details all the interface elements and actions in the Overgrowth level editor. It can be accessed by pressing the Editor button on the main menu, selecting one of the levels and then pressing escape when in the game.&lt;br /&gt;
&lt;br /&gt;
== Camera Movement ==&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;
== Ribbon User Interface ==&lt;br /&gt;
[[Image:ribbon_interface.png|right|thumb|caption|The tabs of the ribbon user interface]]&lt;br /&gt;
The horizontal bar across the top of the window is called the ribbon. Many editor functions can be found here, but some functions can only be reached via hotkeys for now.&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;
=== Home ===&lt;br /&gt;
Contains the most common tools.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Button !! Hotkey !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Rabbot&lt;br /&gt;
| 8 || Enter play mode.&lt;br /&gt;
|-&lt;br /&gt;
! Paste&lt;br /&gt;
| cmd+v || Pastes the clipboard on the cursor position.&lt;br /&gt;
|-&lt;br /&gt;
! Cut&lt;br /&gt;
| cmd+x || Puts the selection into the clipboard and removes the selected objects.&lt;br /&gt;
|-&lt;br /&gt;
! Copy&lt;br /&gt;
| cmd+c || Puts the selection into the clipboard.&lt;br /&gt;
|-&lt;br /&gt;
! Undo&lt;br /&gt;
| cmd+z || Undo the most recent action.&lt;br /&gt;
|-&lt;br /&gt;
! Redo&lt;br /&gt;
| cmd+shift+z || Redo the most recent action.&lt;br /&gt;
|-&lt;br /&gt;
! Load Item&lt;br /&gt;
| cmd+l || Opens the [[#Item_Browser|item browser]].&lt;br /&gt;
|-&lt;br /&gt;
! Save Item&lt;br /&gt;
| cmd+shift+s || Opens a save dialog to [[#Save_Selected_Objects|save selected objects]].&lt;br /&gt;
|-&lt;br /&gt;
! Load Level&lt;br /&gt;
| - || Opens a file browser where you can pick what level to load.&lt;br /&gt;
|-&lt;br /&gt;
! Save Level&lt;br /&gt;
| cmd+s || Overwrites the current level with any changes.&lt;br /&gt;
|-&lt;br /&gt;
! New Level&lt;br /&gt;
| - || Opens the nothing.xml level, which is an empty level by default.&lt;br /&gt;
|-&lt;br /&gt;
! Parameters&lt;br /&gt;
| - || Opens the parameter editor for the loaded level.&lt;br /&gt;
|-&lt;br /&gt;
! Group&lt;br /&gt;
| cmd+g || Groups the selected objects.&lt;br /&gt;
|-&lt;br /&gt;
! Ungroup&lt;br /&gt;
| cmd+shift+g || Ungroups any selected groups.&lt;br /&gt;
|-&lt;br /&gt;
! Rigging tool&lt;br /&gt;
| - || -&lt;br /&gt;
|-&lt;br /&gt;
! Delete&lt;br /&gt;
| delete || Removes any selected objects.&lt;br /&gt;
|-&lt;br /&gt;
! Exit&lt;br /&gt;
| alt+f4 || Closes the application.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Edit ===&lt;br /&gt;
Contains tools more directly related to level editing.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Button !! Hotkey !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Calculate shadows&lt;br /&gt;
| - || Starts baking shadows.&lt;br /&gt;
|-&lt;br /&gt;
! Calculate GI 2nd pass&lt;br /&gt;
| - || Renders second pass of light probes.&lt;br /&gt;
|-&lt;br /&gt;
! Update global illumination&lt;br /&gt;
| - || Re-renders all light probes in the level.&lt;br /&gt;
|-&lt;br /&gt;
! Edit static meshes&lt;br /&gt;
| cmd+1 || Toggle ability to select objects.&lt;br /&gt;
|-&lt;br /&gt;
! Edit gameplay objects&lt;br /&gt;
| cmd+3 || Toggle ability to select hotspots.&lt;br /&gt;
|-&lt;br /&gt;
! Edit decals&lt;br /&gt;
| cmd+2 || Toggle ability to select decals.&lt;br /&gt;
|-&lt;br /&gt;
! Edit lighting&lt;br /&gt;
| - || Toggle ability to select lights.&lt;br /&gt;
|-&lt;br /&gt;
! Set Level Script&lt;br /&gt;
| - || Select what script to use for this level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding ===&lt;br /&gt;
Tools for nav mesh generation, loading, saving and viewing.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Button !! Hotkey !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Create Nav Mesh&lt;br /&gt;
| - || Generates a new navigation mesh.&lt;br /&gt;
|-&lt;br /&gt;
! Load Nav Mesh&lt;br /&gt;
| - || Load a previously saved nav mesh from disk.&lt;br /&gt;
|-&lt;br /&gt;
! Save Nav Mesh&lt;br /&gt;
| - || Save the current nav mesh to disk.&lt;br /&gt;
|-&lt;br /&gt;
! View Hints&lt;br /&gt;
| - || Render navmesh_hint objects.&lt;br /&gt;
|-&lt;br /&gt;
! View Nav Mesh&lt;br /&gt;
| - || Render the nav mesh.&lt;br /&gt;
|-&lt;br /&gt;
! View Region&lt;br /&gt;
| - || Render navmesh_region objects.&lt;br /&gt;
|-&lt;br /&gt;
! View Nav-Collision Mesh&lt;br /&gt;
| - || Render the model the nav mesh is generated on.&lt;br /&gt;
|-&lt;br /&gt;
! View Jump Nodes&lt;br /&gt;
| - || Render navmesh_connection objects.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Dialogue ===&lt;br /&gt;
Tools for dialogue editing.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Button !! Hotkey !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Edit Selected&lt;br /&gt;
| - || Start editing the selected dialogue.&lt;br /&gt;
|-&lt;br /&gt;
! Load Pose&lt;br /&gt;
| - || Load a pose to use in the scene.&lt;br /&gt;
|-&lt;br /&gt;
! Stop Editing&lt;br /&gt;
| - || Stop editing the dialogue that is being edited.&lt;br /&gt;
|-&lt;br /&gt;
! Preview Dialogue&lt;br /&gt;
| - || Test-play the dialogue.&lt;br /&gt;
|-&lt;br /&gt;
! Save Dialogue&lt;br /&gt;
| - || Save the active dialogue to disk.&lt;br /&gt;
|-&lt;br /&gt;
! Toggle Recording&lt;br /&gt;
| - || Allows for placing the camera and actors.&lt;br /&gt;
|-&lt;br /&gt;
! Load Dialogue&lt;br /&gt;
| - || Load a previously saved dialogue.&lt;br /&gt;
|-&lt;br /&gt;
! New Dialogue&lt;br /&gt;
| - || Create a new dialogue.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Lighting ===&lt;br /&gt;
Tools for editing global illumination.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Button !! Hotkey !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Bake second pass&lt;br /&gt;
| - || Renders second pass for light probes to give a better result.&lt;br /&gt;
|-&lt;br /&gt;
! Show probes&lt;br /&gt;
| - || Render light probes.&lt;br /&gt;
|-&lt;br /&gt;
! Rebake first pass&lt;br /&gt;
| - || Re-render all light probes in the level.&lt;br /&gt;
|-&lt;br /&gt;
! Show probes through walls&lt;br /&gt;
| - || Render light probes through walls.&lt;br /&gt;
|-&lt;br /&gt;
! Show tet mesh&lt;br /&gt;
| - || Render tetrahedral mesh generated by light probes to see how they are connected.&lt;br /&gt;
|-&lt;br /&gt;
! Probe lighting enabled&lt;br /&gt;
| - || Enable probe lighting.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Functions Without Buttons ==&lt;br /&gt;
Some functions are only reachable via hotkeys, here are a list of those.&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;
! 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|Parameter Editor]]&lt;br /&gt;
| U (with object selected) || Opens the parameter editor to modify parameters of the selected object.&lt;br /&gt;
|-&lt;br /&gt;
! Palette Editor &lt;br /&gt;
| Cmd+P (with character selected) || Brings up a dialog to modify colors of different parts of the character.&lt;br /&gt;
|-&lt;br /&gt;
! [[#Color_Picker|Color Picker]]&lt;br /&gt;
| Cmd+P (with object that is not a character selected) || Brings up a dialog that can be used to tint the color of any selected objects.&lt;br /&gt;
|-&lt;br /&gt;
! [[#Spawn_Dead|Spawn Dead]]&lt;br /&gt;
| Cmd+K or Ctrl+K (with character spawn selected) || Makes selected characters spawn dead. It will spawn at the point it went into ragdoll mode (which may cause it to spawn &amp;quot;dead&amp;quot; while standing up). If you want to update the pose for the dead body then move the body, select the spawn point, and hit the hotkey again to save its new position.&lt;br /&gt;
|-&lt;br /&gt;
! [[#Spawn_Alive|Spawn Alive]]&lt;br /&gt;
| K (with character spawn selected) || Makes selected characters spawn alive.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Parameter Editor ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Object_parameter_editor.png|right|thumb|caption|Object parameter editor]]&lt;br /&gt;
&lt;br /&gt;
You can bring up the parameter editor for an object by selecting it and pressing U, or for the level itself by clicking the &amp;quot;Parameters&amp;quot; button in the home tab of the ribbon. It allows you to change different parameters depending on what object you have selected. For instance if you use it on a regular static object you can precisely adjust its position, scale and rotation. If you use it on a character you can adjust a large number of parameters, including its field of view.&lt;br /&gt;
&lt;br /&gt;
Note: You can visualize the field of view of a character by going to ../Overgrowth/Data/Scripts and opening up aschar.as and changing the row saying &amp;quot;const bool _draw_stealth_debug = false;&amp;quot; to &amp;quot;const bool _draw_stealth_debug = true;&amp;quot;. Then open up enemycontrol.as and change the line saying &amp;quot;float fov_opac_mult = 0.0;&amp;quot; to &amp;quot;float fov_opac_mult = 1.0;&amp;quot;. Save both files and tab back into the game and you should see a visualization of every character&#039;s field of view.&lt;br /&gt;
&lt;br /&gt;
=== Level Parameters ===&lt;br /&gt;
&lt;br /&gt;
Open up the parameter editor for the current level by clicking the the &amp;quot;Parameters&amp;quot; button in the home tab of the ribbon. Here is a description of what each parameter does.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Parameter !! Description&lt;br /&gt;
|-&lt;br /&gt;
! Achievements&lt;br /&gt;
| Decide which challenges you can complete on the level, they appear on the level end screen.&lt;br /&gt;
|-&lt;br /&gt;
! Fog amount&lt;br /&gt;
| Sets the thicknoess of the atmosphere and thus how far you can see.&lt;br /&gt;
|-&lt;br /&gt;
! HDR Black point&lt;br /&gt;
| Sets what brightness should be regarded as black.&lt;br /&gt;
|-&lt;br /&gt;
! HDR Bloom multiplier&lt;br /&gt;
| Decides how much light pixels bleed.&lt;br /&gt;
|-&lt;br /&gt;
! HDR White point&lt;br /&gt;
| Sets what brightness should be regarded as white.&lt;br /&gt;
|-&lt;br /&gt;
! Level Boundaries&lt;br /&gt;
| If this is checked characters will be pushed back into the level when they try to go past a certain point.&lt;br /&gt;
|-&lt;br /&gt;
! Objectives&lt;br /&gt;
| Set the goal of the level.&lt;br /&gt;
|-&lt;br /&gt;
! Sky Brightness&lt;br /&gt;
| Adjust how bright the sky should be.&lt;br /&gt;
|-&lt;br /&gt;
! Sky Rotation&lt;br /&gt;
| Move the sky around.&lt;br /&gt;
|-&lt;br /&gt;
! Sky Tint&lt;br /&gt;
| Makes the sky have a specified color.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Object Selection ==&lt;br /&gt;
&lt;br /&gt;
Here are the different ways you can select objects.&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. A box around the object indicates that it is selected.&lt;br /&gt;
|-&lt;br /&gt;
! Toggle-select objects&lt;br /&gt;
| shift + double-left-click on objects || Toggles selection of clicked on object. Preserves 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 add to selection&lt;br /&gt;
| shift + left-click + right-click + drag, or shift + left-click + &#039;b&#039; + drag || Adds all objects whose centers lie within the drawn box to the selection. Preserves existing selection.&lt;br /&gt;
|-&lt;br /&gt;
! Select decal or object that is under another decal&lt;br /&gt;
| mouse wheel up/down || When you have 2 or more objects or decals on top of each other, you can select at least 1 decal or object, put your mouse cursor on top of the one you want to select, then use the scroll wheel to switch your selection between the objects.&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;
[[Image:Info.jpg|right|thumb|caption|Object information]]&lt;br /&gt;
&lt;br /&gt;
When you select an object some useful information will appear on the left hand side. It&#039;ll show you what xml file it is created from, its unique object ID and what type of object it is.&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 to half-meter increments.&lt;br /&gt;
* Hold alt to clone and transform the selected objects, leaving the original objects behind.&lt;br /&gt;
* Left-click transforms objects on all axis. Right-click transforms on the two axis that are perpendicular to the side of the bounding box you click on. Holding shift and right click locks the transformation to the axis parallel to the bounding box face you click on.&lt;br /&gt;
* Groups are transformed around the group center. Ungrouped objects, even if multiple are selected and transformed at once, are transformed around their own individual centers.&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 box/angle&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;
=== 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;
=== 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;
== Warnings ==&lt;br /&gt;
Just below the ribbon on the left side is a space for warnings. These warnings will tell you if the nav mesh, ambient occlusion or baked shadows needs to be updated.&lt;br /&gt;
&lt;br /&gt;
== Item Browser ==&lt;br /&gt;
[[Image:item_browser.png|right|thumb|caption|The item browser]]&lt;br /&gt;
The item browser is used to browse for items that can be spawned in the levels. It is brought up by pressing the &#039;&#039;Load Item&#039;&#039; button under the &#039;&#039;Home&#039;&#039; tab. To spawn an item, click it and then click in the world to create the item on that location.&lt;br /&gt;
&lt;br /&gt;
This list does not necessarily contain all the objects that can be spawned as all objects need to be manually added to the list. A file browser can be brought up by pressing the folder icon just under the tabs at the top. That file browser can be used to try loading any xml file, which is useful if you&#039;re trying to load a custom object that has not been added to the item browser for instance. The types of items that can be spawned are objects (static models), characters, weapons, hotspots, decals and spawn points.&lt;br /&gt;
&lt;br /&gt;
Along the top of the window there are tabs for different categories of items. In the bottom right there is a slider to change the size of the thumbnail images as well as a grip that can be clicked and dragged to resize the window. A search field that searches in the currently open tab is located under the tabs to the right.&lt;br /&gt;
&lt;br /&gt;
Hovering your mouse cursor over a thumbnail image causes a heart icon to appear on the thumbnail. If that heart icon is pressed the object is added as a favorite. To sort out any object that is not a favorite from the view, press the heart button right under the tabs at the top of the window. The favorites do not persist between closing and opening the item browser.&lt;br /&gt;
&lt;br /&gt;
== Color Picker ==&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;
&lt;br /&gt;
The Color Picker is used to tint the color of selected objects. It is opened by pressing CTRL+P (For Mac users: Command+P). 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. Increasing overbrightness makes the color brighter.&lt;br /&gt;
&lt;br /&gt;
== Save Selected Objects ==&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;
== Sun Editor ==&lt;br /&gt;
&lt;br /&gt;
To edit the sun, find it in the sky and double-click it. Now you can click and drag on the circle to change the intensity of the sun, click and drag on the dot to change the color and click and drag on the sun itself to move it around the sky.&lt;br /&gt;
&lt;br /&gt;
== Dialogue Editor ==&lt;br /&gt;
The dialogue editor is used to create scenes with different camera angles, text and poses. It is commonly used to give context and progress the story in a level.&lt;br /&gt;
&lt;br /&gt;
=== Getting Started ===&lt;br /&gt;
&lt;br /&gt;
==== Write the dialogue ====&lt;br /&gt;
Create a text file in your mods Dialogues folder (../Overgrowth/Data/Dialogues) and write the dialogue in it like this.&lt;br /&gt;
&lt;br /&gt;
 #name &amp;quot;Mirage&amp;quot;&lt;br /&gt;
 #participants 1&lt;br /&gt;
 say 1 &amp;quot;Thorn&amp;quot; &amp;quot;You there!&amp;quot;&lt;br /&gt;
 say 1 &amp;quot;Thorn&amp;quot; &amp;quot;Do you have any..[wait 0.4] water?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;&#039;#name &amp;quot;Mirage&amp;quot;&#039;&#039;&#039; is the name of the scene. This is given to a dialogue hotspot on so it knows which dialogue to activate.&lt;br /&gt;
* The &#039;&#039;&#039;#participants 1&#039;&#039;&#039; is how many characters there are in the scene. The numbered boxes above the dialogue object are connected to spawn points to decide which character is which in this scene.&lt;br /&gt;
* &#039;&#039;&#039;say&#039;&#039;&#039; at the beginning of a line is used to make someone say something.&lt;br /&gt;
* The &#039;&#039;&#039;1&#039;&#039;&#039; is the ID of the participant that should say the dialogue, this decides who moves their mouth when the dialogue appears.&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Thorn&amp;quot;&#039;&#039;&#039; is which name should appear for the dialogue&lt;br /&gt;
* The text within the quotes at the end of the line is the dialogue itself.&lt;br /&gt;
* The &#039;&#039;&#039;[wait 0.4]&#039;&#039;&#039; will make the dialogue text pause for 0.4 seconds before continuing to display the next text.&lt;br /&gt;
&lt;br /&gt;
Save and close the file.&lt;br /&gt;
&lt;br /&gt;
==== Set up the scene ====&lt;br /&gt;
Open up your level in the game, go to the &#039;&#039;&#039;Dialogue&#039;&#039;&#039; tab in the ribbon and click &#039;&#039;&#039;Load Dialogue&#039;&#039;&#039;. Select the dialogue file you created and click in your level to spawn it there.&lt;br /&gt;
&lt;br /&gt;
There is a small box above the dialogue object that you just created. Select this object and alt-click on a character to tell the game that the participant with ID 1 is that character.&lt;br /&gt;
&lt;br /&gt;
Select the box and press &#039;&#039;&#039;Edit Selected&#039;&#039;&#039;, bringing up the text of the dialogue on the screen. Use the arrow up and down keys to select what line in the scene you want to edit. Now press &#039;&#039;&#039;Toggle Recording&#039;&#039;&#039;, which creates a few more useful objects in our scene:&lt;br /&gt;
&lt;br /&gt;
* Camera (with accompanying preview window)&lt;br /&gt;
* Torso control&lt;br /&gt;
* Head control&lt;br /&gt;
* Eye control&lt;br /&gt;
&lt;br /&gt;
Move the camera to choose where the camera will be when the dialogue reaches the selected line, scale it to zoom in or out. Move the torso, head and eye controls to choose where the character&#039;s torso, head and eye should be pointing at that point. You need to scale up the torso and head controls for them to have any effect.&lt;br /&gt;
&lt;br /&gt;
Press &#039;&#039;&#039;Load Pose&#039;&#039;&#039; and find the files with names that start with &#039;&#039;&#039;r_dialogue&#039;&#039;&#039;, find one that you think might fit and load it to make the character take that pose when the scene loads.&lt;br /&gt;
&lt;br /&gt;
Press &#039;&#039;&#039;Preview Dialogue&#039;&#039;&#039; to test the scene. When you&#039;re happy, click &#039;&#039;&#039;Toggle Recording&#039;&#039;&#039; again to turn it off and press &#039;&#039;&#039;Save Dialogue&#039;&#039;&#039; to save your changes to the scene.&lt;br /&gt;
&lt;br /&gt;
==== Trigger the scene ====&lt;br /&gt;
Now we have the scene set up, but we don&#039;t have anything that triggers it yet. We can use a dialogue hotspot to make that happen. So go to the &#039;&#039;&#039;Home&#039;&#039;&#039; tab and press &#039;&#039;&#039;Load Item&#039;&#039;&#039;, go to the &#039;&#039;&#039;Hotspots&#039;&#039;&#039; tab, click the &#039;&#039;&#039;Start Dialogue&#039;&#039;&#039; hotspot and click on the ground in your level. This should spawn a wireframe cube with a green sign icon in.&lt;br /&gt;
&lt;br /&gt;
The dialogue will trigger when the player enters this hotspot, so place it where it will trigger when you want it to. Just make sure the player spawn is not inside of the hotspot, as that won&#039;t work when the level is restarted.&lt;br /&gt;
&lt;br /&gt;
Press &#039;&#039;&#039;U&#039;&#039;&#039; with the hotspot selected and change the &#039;&#039;&#039;Dialogue&#039;&#039;&#039; property to be the same as the &#039;&#039;&#039;#name&#039;&#039;&#039; setting in the dialogue you want to trigger. If you&#039;ve followed this example, that would be &#039;&#039;&#039;Mirage&#039;&#039;&#039;. If you don&#039;t want the dialogue to automatically trigger when you enter the hotspot, uncheck the &amp;quot;Automatic&amp;quot; checkbox.&lt;br /&gt;
&lt;br /&gt;
Now save your level, start playing, enter the hotspot, and the dialogue should trigger!&lt;br /&gt;
&lt;br /&gt;
== Spawn Corpse ==&lt;br /&gt;
To make a character spawn as a corpse, select it and press ctrl+K (or cmd+K) to turn on corpse mode. Its spawn box will turn red and the character will now be a corpse when it spawns.&lt;br /&gt;
If you want to place the corpse in a specific location, drag the corpse to where you want it, then hit ctrl + K to save its resting position as its new corpse spawn position.&lt;br /&gt;
&lt;br /&gt;
If you want to make a character spawn normally instead of as a corpse, select its spawn point, and press K.&lt;br /&gt;
&lt;br /&gt;
== Web browser ==&lt;br /&gt;
[[Image:web_browser.png|right|thumb|caption|Web browser in Phoenix.]]&lt;br /&gt;
&lt;br /&gt;
There is a web browser that can be brought up by pressing f1.&lt;/div&gt;</summary>
		<author><name>Xagor-the-ninja</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Portal:Overgrowth&amp;diff=4815</id>
		<title>Portal:Overgrowth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Portal:Overgrowth&amp;diff=4815"/>
		<updated>2017-10-21T01:46:48Z</updated>

		<summary type="html">&lt;p&gt;Xagor-the-ninja: /* Level Editing */&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 developed by Wolfire Games, an independent game development company. Overgrowth is the spiritual successor to [[Lugaru]], an earlier game also developed by Wolfire. Development of Overgrowth was officially announced on September 17th, 2008, and version 1.0 was officially released on October 16th, 2017. The game is currently purchasable via [http://www.wolfire.com/overgrowth/preorder direct order], through [https://www.humblebundle.com/store/overgrowth Humble Bundle], and [http://store.steampowered.com/app/25000/Overgrowth/ Steam].&lt;br /&gt;
&lt;br /&gt;
Overgrowth&#039;s Gameplay emphasizes fluid, fast-paced, 3rd-person perspective armed and unarmed melee combat, 3D-platforming, and stealthy infiltration. 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 two campaigns - a remastering of Lugaru in the Phoenix engine, and its successor, the new Overgrowth campaign, as well as a collection of maps (many of which are populated by enemies) which the player is able to explore, fight through, and even modify if they are so inclined. There are three additional gameplay modules, one called &amp;quot;Arena&amp;quot;, in which the player is pitted against procedurally generated NPC enemies in gladiatorial matches, 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, and &amp;quot;Versus,&amp;quot; a two-player local competitive mode in which you can fight your friends, or enemies! There are also numerous player-made characters, weapons, maps, campaigns, and gameplay modifications available through the [https://steamcommunity.com/app/25000/workshop/ Steam Workshop], and a community-made tool called the [http://forums.wolfire.com/viewtopic.php?f=13&amp;amp;t=14201 SUMlauncher].&lt;br /&gt;
&lt;br /&gt;
The story of Overgrowth features a continuation of [[Turner]]&#039;s journey, a couple of years after the events of [[Lugaru]]. In addition to anthropomorphic rabbits and wolves, the Overgrowth Universe now includes cats, dogs, and rats (see article: [[Races]]), all of whom appear in the main campaign.&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;
* [[Lore]]&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
* [[Control Reference]]&lt;br /&gt;
* [[Getting_Started | First Steps]]&lt;br /&gt;
* [[Configuring Overgrowth]]&lt;br /&gt;
&lt;br /&gt;
* [[Overgrowth Alpha FAQ| Overgrowth FAQ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Phoenix Engine Documentation ==&lt;br /&gt;
&lt;br /&gt;
Here we aim to provide comprehensive technical documentation about all features relevant to modding and level editing. If you&#039;re looking for tutorials, see the &#039;&#039;Modding Tutorials&#039;&#039; heading below.&lt;br /&gt;
&lt;br /&gt;
=== Level Editing ===&lt;br /&gt;
* [[Editor Interface]]&lt;br /&gt;
* [[Overgrowth Levels]]&lt;br /&gt;
* [[Shader And Weather Effects]]&lt;br /&gt;
&lt;br /&gt;
=== Asset Creation ===&lt;br /&gt;
* [[3D Objects]]&lt;br /&gt;
* [[Character Models]]&lt;br /&gt;
* [[Particle Effects]]&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
* [[Creating a new Mod]]&lt;br /&gt;
* [[Scripting]]&lt;br /&gt;
** [[Hotspots]]&lt;br /&gt;
* [[Post Processing Effects]]&lt;br /&gt;
&lt;br /&gt;
==Modding Tutorials==&lt;br /&gt;
* [[My First Mod]]&lt;br /&gt;
* [[Making New Models &amp;amp; Textures]]&lt;br /&gt;
* [[Custom Decals]]&lt;br /&gt;
* [[Custom Terrain]]&lt;br /&gt;
* [[LevelScripts]]&lt;br /&gt;
* [[Checkpoints]]&lt;br /&gt;
&lt;br /&gt;
==Alpha Testing==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&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;br /&gt;
* [[Alpha List]]&lt;br /&gt;
* [[Overgrowth tests]] {{stub}}&lt;/div&gt;</summary>
		<author><name>Xagor-the-ninja</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Portal:Overgrowth&amp;diff=4814</id>
		<title>Portal:Overgrowth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Portal:Overgrowth&amp;diff=4814"/>
		<updated>2017-10-21T01:39:39Z</updated>

		<summary type="html">&lt;p&gt;Xagor-the-ninja: &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 developed by Wolfire Games, an independent game development company. Overgrowth is the spiritual successor to [[Lugaru]], an earlier game also developed by Wolfire. Development of Overgrowth was officially announced on September 17th, 2008, and version 1.0 was officially released on October 16th, 2017. The game is currently purchasable via [http://www.wolfire.com/overgrowth/preorder direct order], through [https://www.humblebundle.com/store/overgrowth Humble Bundle], and [http://store.steampowered.com/app/25000/Overgrowth/ Steam].&lt;br /&gt;
&lt;br /&gt;
Overgrowth&#039;s Gameplay emphasizes fluid, fast-paced, 3rd-person perspective armed and unarmed melee combat, 3D-platforming, and stealthy infiltration. 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 two campaigns - a remastering of Lugaru in the Phoenix engine, and its successor, the new Overgrowth campaign, as well as a collection of maps (many of which are populated by enemies) which the player is able to explore, fight through, and even modify if they are so inclined. There are three additional gameplay modules, one called &amp;quot;Arena&amp;quot;, in which the player is pitted against procedurally generated NPC enemies in gladiatorial matches, 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, and &amp;quot;Versus,&amp;quot; a two-player local competitive mode in which you can fight your friends, or enemies! There are also numerous player-made characters, weapons, maps, campaigns, and gameplay modifications available through the [https://steamcommunity.com/app/25000/workshop/ Steam Workshop], and a community-made tool called the [http://forums.wolfire.com/viewtopic.php?f=13&amp;amp;t=14201 SUMlauncher].&lt;br /&gt;
&lt;br /&gt;
The story of Overgrowth features a continuation of [[Turner]]&#039;s journey, a couple of years after the events of [[Lugaru]]. In addition to anthropomorphic rabbits and wolves, the Overgrowth Universe now includes cats, dogs, and rats (see article: [[Races]]), all of whom appear in the main campaign.&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;
* [[Lore]]&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
* [[Control Reference]]&lt;br /&gt;
* [[Getting_Started | First Steps]]&lt;br /&gt;
* [[Configuring Overgrowth]]&lt;br /&gt;
&lt;br /&gt;
* [[Overgrowth Alpha FAQ| Overgrowth FAQ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Phoenix Engine Documentation ==&lt;br /&gt;
&lt;br /&gt;
Here we aim to provide comprehensive technical documentation about all features relevant to modding and level editing. If you&#039;re looking for tutorials, see the &#039;&#039;Modding Tutorials&#039;&#039; heading below.&lt;br /&gt;
&lt;br /&gt;
=== Level Editing ===&lt;br /&gt;
* [[Editor Interface]]&lt;br /&gt;
* [[Static Characters]]&lt;br /&gt;
* [[Overgrowth Levels]]&lt;br /&gt;
* [[Shader And Weather Effects]]&lt;br /&gt;
&lt;br /&gt;
=== Asset Creation ===&lt;br /&gt;
* [[3D Objects]]&lt;br /&gt;
* [[Character Models]]&lt;br /&gt;
* [[Particle Effects]]&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
* [[Creating a new Mod]]&lt;br /&gt;
* [[Scripting]]&lt;br /&gt;
** [[Hotspots]]&lt;br /&gt;
* [[Post Processing Effects]]&lt;br /&gt;
&lt;br /&gt;
==Modding Tutorials==&lt;br /&gt;
* [[My First Mod]]&lt;br /&gt;
* [[Making New Models &amp;amp; Textures]]&lt;br /&gt;
* [[Custom Decals]]&lt;br /&gt;
* [[Custom Terrain]]&lt;br /&gt;
* [[LevelScripts]]&lt;br /&gt;
* [[Checkpoints]]&lt;br /&gt;
&lt;br /&gt;
==Alpha Testing==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&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;br /&gt;
* [[Alpha List]]&lt;br /&gt;
* [[Overgrowth tests]] {{stub}}&lt;/div&gt;</summary>
		<author><name>Xagor-the-ninja</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Portal:Overgrowth&amp;diff=4813</id>
		<title>Portal:Overgrowth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Portal:Overgrowth&amp;diff=4813"/>
		<updated>2017-10-21T01:21:45Z</updated>

		<summary type="html">&lt;p&gt;Xagor-the-ninja: &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 developed by Wolfire Games, an independent game development company. Overgrowth is the spiritual successor to [[Lugaru]], an earlier game also developed by Wolfire. Development of Overgrowth was officially announced on September 17th, 2008, and version 1.0 was officially released on October 16th, 2017. The game is currently purchasable via [http://www.wolfire.com/overgrowth/preorder direct order], through [https://www.humblebundle.com/store/overgrowth Humble Bundle], and [http://store.steampowered.com/app/25000/Overgrowth/ Steam].&lt;br /&gt;
&lt;br /&gt;
Overgrowth&#039;s Gameplay emphasizes fluid, fast-paced, 3rd-person perspective armed and unarmed melee combat, 3D-platforming, and stealthy infiltration. 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 two campaigns - a remastering of Lugaru in the Phoenix engine, and its successor, the new Overgrowth campaign, as well as a collection of maps (many of which are populated by enemies) which the player is able to explore, fight through, and even modify if they are so inclined. There are three additional gameplay modules, one called &amp;quot;Arena&amp;quot;, in which the player is pitted against procedurally generated NPC enemies in gladiatorial matches, 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, and &amp;quot;Versus,&amp;quot; a two-player local competitive mode in which you can fight your friends, or enemies! There are also numerous player-made characters, weapons, maps, campaigns, and gameplay modifications available through the [[https://steamcommunity.com/app/25000/workshop/ Steam Workshop]], and a community-made tool called the [[http://forums.wolfire.com/viewtopic.php?f=13&amp;amp;t=14201 SUMlauncher]].&lt;br /&gt;
&lt;br /&gt;
The story of Overgrowth features a continuation of [[Turner]]&#039;s journey, a couple of years after the events of [[Lugaru]]. In addition to anthropomorphic rabbits and wolves, the Overgrowth Universe now includes cats, dogs, and rats (see article: [[Races]]), all of whom appear in the main campaign.&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;
* [[Lore]]&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
* [[Control Reference]]&lt;br /&gt;
* [[Getting_Started | First Steps]]&lt;br /&gt;
* [[Configuring Overgrowth]]&lt;br /&gt;
&lt;br /&gt;
* [[Overgrowth Alpha FAQ| Overgrowth FAQ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Phoenix Engine Documentation ==&lt;br /&gt;
&lt;br /&gt;
Here we aim to provide comprehensive technical documentation about all features relevant to modding and level editing. If you&#039;re looking for tutorials, see the &#039;&#039;Modding Tutorials&#039;&#039; heading below.&lt;br /&gt;
&lt;br /&gt;
=== Level Editing ===&lt;br /&gt;
* [[Editor Interface]]&lt;br /&gt;
* [[Static Characters]]&lt;br /&gt;
* [[Overgrowth Levels]]&lt;br /&gt;
* [[Shader And Weather Effects]]&lt;br /&gt;
&lt;br /&gt;
=== Asset Creation ===&lt;br /&gt;
* [[3D Objects]]&lt;br /&gt;
* [[Character Models]]&lt;br /&gt;
* [[Particle Effects]]&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
* [[Creating a new Mod]]&lt;br /&gt;
* [[Scripting]]&lt;br /&gt;
** [[Hotspots]]&lt;br /&gt;
* [[Post Processing Effects]]&lt;br /&gt;
&lt;br /&gt;
==Modding Tutorials==&lt;br /&gt;
* [[My First Mod]]&lt;br /&gt;
* [[Making New Models &amp;amp; Textures]]&lt;br /&gt;
* [[Custom Decals]]&lt;br /&gt;
* [[Custom Terrain]]&lt;br /&gt;
* [[LevelScripts]]&lt;br /&gt;
* [[Checkpoints]]&lt;br /&gt;
&lt;br /&gt;
==Alpha Testing==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&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;br /&gt;
* [[Alpha List]]&lt;br /&gt;
* [[Overgrowth tests]] {{stub}}&lt;/div&gt;</summary>
		<author><name>Xagor-the-ninja</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Portal:Overgrowth&amp;diff=4812</id>
		<title>Portal:Overgrowth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Portal:Overgrowth&amp;diff=4812"/>
		<updated>2017-10-21T01:18:17Z</updated>

		<summary type="html">&lt;p&gt;Xagor-the-ninja: &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 developed by Wolfire Games, an independent game development company. Overgrowth is the spiritual successor to [[Lugaru]], an earlier game also developed by Wolfire. Development of Overgrowth was officially announced on September 17th, 2008, and version 1.0 was officially released on October 16th, 2017. The game is currently purchasable via [http://www.wolfire.com/overgrowth/preorder direct order], through [https://www.humblebundle.com/store/overgrowth Humble Bundle], and [http://store.steampowered.com/app/25000/Overgrowth/ Steam].&lt;br /&gt;
&lt;br /&gt;
Overgrowth&#039;s Gameplay emphasizes fluid, fast-paced, 3rd-person perspective armed and unarmed melee combat, 3D-platforming, and stealthy infiltration. 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 two campaigns - a remastering of Lugaru in the Phoenix engine, and its successor, the new Overgrowth campaign, as well as a collection of maps (many of which are populated by enemies) which the player is able to explore, and even modify if they are so inclined. There are three additional gameplay modules, one called &amp;quot;Arena&amp;quot;, in which the player is pitted against procedurally generated NPC enemies in gladiatorial matches, 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, and &amp;quot;Versus,&amp;quot; a two-player local competitive mode in which you can fight your friends (or enemies). There are also numerous player-made characters, weapons, maps, campaigns, and gameplay modifications available through the Steam Workshop, and a community-made tool called the [[http://forums.wolfire.com/viewtopic.php?f=13&amp;amp;t=14201 SUMlauncher]].&lt;br /&gt;
&lt;br /&gt;
The story of Overgrowth features a continuation of [[Turner]]&#039;s journey, a couple of years after the events of [[Lugaru]]. In addition to anthropomorphic rabbits and wolves, the Overgrowth Universe now includes cats, dogs, and rats (see article: [[Races]]), all of whom appear in the main campaign.&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;
* [[Lore]]&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
* [[Control Reference]]&lt;br /&gt;
* [[Getting_Started | First Steps]]&lt;br /&gt;
* [[Configuring Overgrowth]]&lt;br /&gt;
&lt;br /&gt;
* [[Overgrowth Alpha FAQ| Overgrowth FAQ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Phoenix Engine Documentation ==&lt;br /&gt;
&lt;br /&gt;
Here we aim to provide comprehensive technical documentation about all features relevant to modding and level editing. If you&#039;re looking for tutorials, see the &#039;&#039;Modding Tutorials&#039;&#039; heading below.&lt;br /&gt;
&lt;br /&gt;
=== Level Editing ===&lt;br /&gt;
* [[Editor Interface]]&lt;br /&gt;
* [[Static Characters]]&lt;br /&gt;
* [[Overgrowth Levels]]&lt;br /&gt;
* [[Shader And Weather Effects]]&lt;br /&gt;
&lt;br /&gt;
=== Asset Creation ===&lt;br /&gt;
* [[3D Objects]]&lt;br /&gt;
* [[Character Models]]&lt;br /&gt;
* [[Particle Effects]]&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
* [[Creating a new Mod]]&lt;br /&gt;
* [[Scripting]]&lt;br /&gt;
** [[Hotspots]]&lt;br /&gt;
* [[Post Processing Effects]]&lt;br /&gt;
&lt;br /&gt;
==Modding Tutorials==&lt;br /&gt;
* [[My First Mod]]&lt;br /&gt;
* [[Making New Models &amp;amp; Textures]]&lt;br /&gt;
* [[Custom Decals]]&lt;br /&gt;
* [[Custom Terrain]]&lt;br /&gt;
* [[LevelScripts]]&lt;br /&gt;
* [[Checkpoints]]&lt;br /&gt;
&lt;br /&gt;
==Alpha Testing==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&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;br /&gt;
* [[Alpha List]]&lt;br /&gt;
* [[Overgrowth tests]] {{stub}}&lt;/div&gt;</summary>
		<author><name>Xagor-the-ninja</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Portal:Overgrowth&amp;diff=4811</id>
		<title>Portal:Overgrowth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Portal:Overgrowth&amp;diff=4811"/>
		<updated>2017-10-21T01:07:30Z</updated>

		<summary type="html">&lt;p&gt;Xagor-the-ninja: &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 developed by Wolfire Games, an independent game development company. Overgrowth is the spiritual successor to [[Lugaru]], an earlier game also developed by Wolfire. Development of Overgrowth was officially announced on September 17th, 2008, and version 1.0 was officially released on October 16th, 2017. The game is currently purchasable via [http://www.wolfire.com/overgrowth/preorder preorder], Humble Bundle, and Steam.&lt;br /&gt;
&lt;br /&gt;
Overgrowth&#039;s Gameplay emphasizes fluid, fast-paced, 3rd-person perspective armed and unarmed melee combat, 3D-platforming, and stealthy infiltration. 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 two campaigns - a remastering of Lugaru in the Phoenix engine, and its successor, the new Overgrowth campaign, as well as a collection of maps (many of which are populated by enemies) which the player is able to explore, and even modify if they are so inclined. There are three additional gameplay modules, one called &amp;quot;Arena&amp;quot;, in which the player is pitted against procedurally generated NPC enemies in gladiatorial matches, 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, and &amp;quot;Versus,&amp;quot; a two-player local competitive mode in which you can fight your friends (or enemies). There are also numerous player-made characters, weapons, maps, campaigns, and gameplay modifications available through the Steam Workshop, and a community-made tool called the [[http://forums.wolfire.com/viewtopic.php?f=13&amp;amp;t=14201 SUMlauncher]].&lt;br /&gt;
&lt;br /&gt;
The story of Overgrowth features a continuation of [[Turner]]&#039;s journey, a couple of years after the events of [[Lugaru]]. In addition to anthropomorphic rabbits and wolves, the Overgrowth Universe now includes cats, dogs, and rats (see article: [[Races]]), all of whom appear in the main campaign.&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;
* [[Lore]]&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
* [[Control Reference]]&lt;br /&gt;
* [[Getting_Started | First Steps]]&lt;br /&gt;
* [[Configuring Overgrowth]]&lt;br /&gt;
&lt;br /&gt;
* [[Overgrowth Alpha FAQ| Overgrowth FAQ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Phoenix Engine Documentation ==&lt;br /&gt;
&lt;br /&gt;
Here we aim to provide comprehensive technical documentation about all features relevant to modding and level editing. If you&#039;re looking for tutorials, see the &#039;&#039;Modding Tutorials&#039;&#039; heading below.&lt;br /&gt;
&lt;br /&gt;
=== Level Editing ===&lt;br /&gt;
* [[Editor Interface]]&lt;br /&gt;
* [[Static Characters]]&lt;br /&gt;
* [[Overgrowth Levels]]&lt;br /&gt;
* [[Shader And Weather Effects]]&lt;br /&gt;
&lt;br /&gt;
=== Asset Creation ===&lt;br /&gt;
* [[3D Objects]]&lt;br /&gt;
* [[Character Models]]&lt;br /&gt;
* [[Particle Effects]]&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
* [[Creating a new Mod]]&lt;br /&gt;
* [[Scripting]]&lt;br /&gt;
** [[Hotspots]]&lt;br /&gt;
* [[Post Processing Effects]]&lt;br /&gt;
&lt;br /&gt;
==Modding Tutorials==&lt;br /&gt;
* [[My First Mod]]&lt;br /&gt;
* [[Making New Models &amp;amp; Textures]]&lt;br /&gt;
* [[Custom Decals]]&lt;br /&gt;
* [[Custom Terrain]]&lt;br /&gt;
* [[LevelScripts]]&lt;br /&gt;
* [[Checkpoints]]&lt;br /&gt;
&lt;br /&gt;
==Alpha Testing==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&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;br /&gt;
* [[Alpha List]]&lt;br /&gt;
* [[Overgrowth tests]] {{stub}}&lt;/div&gt;</summary>
		<author><name>Xagor-the-ninja</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Getting_Started&amp;diff=4810</id>
		<title>Getting Started</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Getting_Started&amp;diff=4810"/>
		<updated>2017-10-20T18:30:20Z</updated>

		<summary type="html">&lt;p&gt;Xagor-the-ninja: /* Running Overgrowth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Ordering Overgrowth==&lt;br /&gt;
&lt;br /&gt;
After ordering Overgrowth on Steam, through Humble Bundle, or through Wolfire directly, you can access the [http://forums.wolfire.com/viewforum.php?f=13 Secret Preorder Forums] (referred to as SPF). In order to read and post to the SPF, you will need to log into your Wolfire forum account. If you don&#039;t have one already, you can [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;
&lt;br /&gt;
The SPF is also a place where the Overgrowth community can gather to discuss all aspects of the game with others who have purchased the game, as well as ask questions to the Wolfire team. Wolfire also has a dedicated Discord server. Participate and join us in the conversation!&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 purchasing Overgrowth and linking a forum account, access to the [http://forums.wolfire.com/viewforum.php?f=13 Secret Preorder Forum] becomes available. &lt;br /&gt;
&lt;br /&gt;
On the SPF, 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. Most settings for Overgrowth can be changed within the game&#039;s &amp;quot;Settings&amp;quot; menu; to change other settings, see [[Configuring Overgrowth]].&lt;br /&gt;
&lt;br /&gt;
For help controlling your character and learning basic combat commands, 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 visit the Steam workshop, download and install the files manually from the SPF, or use the community created tool, the [http://blog.wolfire.com/2013/04/Introducing-SUMLauncher-3 SUMLauncher].&lt;br /&gt;
&lt;br /&gt;
==Reporting Bugs==&lt;br /&gt;
&lt;br /&gt;
In order to help develop patches, fixes, and improvements, 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 Overgrowth 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;
* Helpful Attachments (screenshots, videos, 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>Xagor-the-ninja</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Getting_Started&amp;diff=4809</id>
		<title>Getting Started</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Getting_Started&amp;diff=4809"/>
		<updated>2017-10-20T04:27:56Z</updated>

		<summary type="html">&lt;p&gt;Xagor-the-ninja: /* Ordering Overgrowth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Ordering Overgrowth==&lt;br /&gt;
&lt;br /&gt;
After ordering Overgrowth on Steam, through Humble Bundle, or through Wolfire directly, you can access the [http://forums.wolfire.com/viewforum.php?f=13 Secret Preorder Forums] (referred to as SPF). In order to read and post to the SPF, you will need to log into your Wolfire forum account. If you don&#039;t have one already, you can [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;
&lt;br /&gt;
The SPF is also a place where the Overgrowth community can gather to discuss all aspects of the game with others who have purchased the game, as well as ask questions to the Wolfire team. Wolfire also has a dedicated Discord server. Participate and join us in the conversation!&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 purchasing Overgrowth and linking a forum account, access to the [http://forums.wolfire.com/viewforum.php?f=13 Secret Preorder Forum] becomes available. &lt;br /&gt;
&lt;br /&gt;
On the SPF, 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;
In order to help develop patches, fixes, and improvements, 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 Overgrowth 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;
* Helpful Attachments (screenshots, videos, 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>Xagor-the-ninja</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Getting_Started&amp;diff=4808</id>
		<title>Getting Started</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Getting_Started&amp;diff=4808"/>
		<updated>2017-10-20T03:58:46Z</updated>

		<summary type="html">&lt;p&gt;Xagor-the-ninja: /* Ordering Overgrowth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Ordering Overgrowth==&lt;br /&gt;
&lt;br /&gt;
After ordering Overgrowth on Steam, through Humble Bundle, or through Wolfire directly, you can access the [http://forums.wolfire.com/viewforum.php?f=13 Secret Preorder Forums] (referred to as SPF). In order to read and post to the SPF, you will need to log into your Wolfire forum account. If you don&#039;t have one already, you can [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;
&lt;br /&gt;
The SPF is also a place where the Overgrowth community can discuss all aspects of the game with others who have purchased the game, as well as ask questions to the Wolfire team. Participate and join us in the conversation!&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;
Wolfire also has a dedicated Discord server&lt;br /&gt;
&lt;br /&gt;
==Downloading Overgrowth==&lt;br /&gt;
&lt;br /&gt;
After purchasing Overgrowth and linking a forum account, access to the [http://forums.wolfire.com/viewforum.php?f=13 Secret Preorder Forum] becomes available. &lt;br /&gt;
&lt;br /&gt;
On the SPF, 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;
In order to help develop patches, fixes, and improvements, 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 Overgrowth 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;
* Helpful Attachments (screenshots, videos, 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>Xagor-the-ninja</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Getting_Started&amp;diff=4807</id>
		<title>Getting Started</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Getting_Started&amp;diff=4807"/>
		<updated>2017-10-20T03:56:41Z</updated>

		<summary type="html">&lt;p&gt;Xagor-the-ninja: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Ordering Overgrowth==&lt;br /&gt;
&lt;br /&gt;
After ordering Overgrowth on Steam, through Humble Bundle, or , you can access the [http://forums.wolfire.com/viewforum.php?f=13 Secret Preorder Forums] (referred to as SPF). In order to read and post to the SPF, you will need to log into your Wolfire forum account. If you don&#039;t have one already, you can [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;
&lt;br /&gt;
The SPF is also a place where the Overgrowth community can discuss all aspects of the game with others who have purchased the game, as well as ask questions to the Wolfire team. Participate and join us in the conversation!&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 purchasing Overgrowth and linking a forum account, access to the [http://forums.wolfire.com/viewforum.php?f=13 Secret Preorder Forum] becomes available. &lt;br /&gt;
&lt;br /&gt;
On the SPF, 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;
In order to help develop patches, fixes, and improvements, 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 Overgrowth 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;
* Helpful Attachments (screenshots, videos, 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>Xagor-the-ninja</name></author>
	</entry>
</feed>