https://wiki.wolfire.com/api.php?action=feedcontributions&user=Last&feedformat=atomWolfire Games Wiki - User contributions [en]2024-03-29T00:25:08ZUser contributionsMediaWiki 1.30.0https://wiki.wolfire.com/index.php?title=Alpha_List&diff=4185Alpha List2014-02-09T14:30:02Z<p>Last: </p>
<hr />
<div>This is a list of all the released Alphas and their features, bugs, quirks, and qualities. This is to serve as a timeline to show Overgrowth's development, help expose bugs and errors in each version, and help explain how to use the new content and their purpose.<br />
<br />
=January 2014=<br />
*[http://blog.wolfire.com/2014/01/Overgrowth-a205-video-changelog Alpha 205]<br />
=December 2013=<br />
*[http://blog.wolfire.com/2013/12/Overgrowth-a204-video-changelog Alpha 204]<br />
=November 2013=<br />
*[http://blog.wolfire.com/2013/11/Overgrowth-a203-video-changelog Alpha 203]<br />
*[http://blog.wolfire.com/2013/11/Overgrowth-a202-video-changelog Alpha 202]<br />
=September 2013=<br />
*[http://blog.wolfire.com/2013/09/Overgrowth-a201-video-changelog Alpha 201]<br />
=July 2013=<br />
*[http://blog.wolfire.com/2013/07/Overgrowth-a200-video-changelog Alpha 200] <br />
=June 2013=<br />
*[http://blog.wolfire.com/2013/06/Overgrowth-a199-video-changelog Alpha 199]<br />
=March 2013=<br />
*[http://blog.wolfire.com/2013/03/Overgrowth-a198-video-changelog Alpha 198]<br />
=February 2013=<br />
*[http://blog.wolfire.com/2013/02/Overgrowth-a197-video-changelog Alpha 197]<br />
=January 2013=<br />
*[http://blog.wolfire.com/2013/01/Overgrowth-a196-changelog Alpha 196]<br />
*[http://blog.wolfire.com/2013/01/Overgrowth-a195-changelog Alpha 195]<br />
=December 2012=<br />
*[http://blog.wolfire.com/2012/12/Overgrowth-a194-video-changelog Alpha 194]<br />
=October 2012=<br />
*[http://blog.wolfire.com/2012/10/Overgrowth-a193-video-changelog Alpha 193]<br />
=September 2012=<br />
*[http://blog.wolfire.com/2012/09/Overgrowth-a192-video-changelog Alpha 192]<br />
=August 2012=<br />
*[http://blog.wolfire.com/2012/08/Overgrowth-a191-video-changelog Alpha 191]<br />
*[http://blog.wolfire.com/2012/08/Overgrowth-a190-video-changelog Alpha 190]<br />
*[http://blog.wolfire.com/2012/08/Overgrowth-a189-changelog Alpha 189]<br />
=July 2012=<br />
*[http://blog.wolfire.com/2012/07/Overgrowth-a188-video-changelog Alpha 198]<br />
*[http://blog.wolfire.com/2012/07/Overgrowth-a187-video-changelog Alpha 187]<br />
*[http://blog.wolfire.com/2012/07/Overgrowth-a186-video-changelog Alpha 186]<br />
*[http://blog.wolfire.com/2012/07/Overgrowth-a185-video-changelog Alpha 185]<br />
*[http://blog.wolfire.com/2012/07/Overgrowth-a184-changelog Alpha 184]<br />
=June 2012=<br />
*[http://blog.wolfire.com/2012/06/Overgrowth-a183-video-changelog Alpha 183]<br />
*[http://blog.wolfire.com/2012/06/Overgrowth-a182-changelog Alpha 182]<br />
*[http://blog.wolfire.com/2012/06/Overgrowth-a181-changelog Alpha 181]<br />
=May 2012=<br />
*[http://blog.wolfire.com/2012/05/Overgrowth-a180-video-changelog Alpha 180]<br />
*[http://blog.wolfire.com/2012/05/Overgrowth-a179-changelog Alpha 179]<br />
*[http://blog.wolfire.com/2012/05/Overgrowth-a178-video-changelog Alpha 178]<br />
=April 2012=<br />
*[http://blog.wolfire.com/2012/04/Overgrowth-a177-video-changelog Alpha 177]<br />
*[http://blog.wolfire.com/2012/04/Overgrowth-a176-video-changelog Alpha 176]<br />
*[http://blog.wolfire.com/2012/04/Overgrowth-a175-video-changelog Alpha 175]<br />
*[http://blog.wolfire.com/2012/04/Overgrowth-a174-video-changelog Alpha 174]<br />
=March 2012=<br />
*[http://blog.wolfire.com/2012/03/Overgrowth-a173-video-changelog Alpha 173]<br />
* Alpha 172<br />
*[http://blog.wolfire.com/2012/03/Overgrowth-a171-video-changelog Alpha 171]<br />
=February 2012=<br />
*[http://blog.wolfire.com/2012/02/Overgrowth-a170-video-changelog Alpha 170]<br />
*[http://blog.wolfire.com/2012/02/Overgrowth-a169-video-changelog Alpha 169]<br />
*[http://blog.wolfire.com/2012/02/Overgrowth-a168-video-changelog Alpha 168]<br />
=January 2012=<br />
*[http://blog.wolfire.com/2012/01/Overgrowth-a167-video-changelog Alpha 167]<br />
*[http://blog.wolfire.com/2012/01/Overgrowth-a166-video-changelog Alpha 166]<br />
*[http://blog.wolfire.com/2012/01/Overgrowth-a165-video-changelog Alpha 165]<br />
*[http://blog.wolfire.com/2012/01/Overgrowth-a164-video-changelog Alpha 164]<br />
*[http://blog.wolfire.com/2012/01/Overgrowth-a163-video-changelog Alpha 163]<br />
=December 2011=<br />
*[http://blog.wolfire.com/2011/12/Overgrowth-a162-video-changelog Alpha 162]<br />
*[http://blog.wolfire.com/2011/12/Overgrowth-a161-video-changelog Alpha 161]<br />
*[http://blog.wolfire.com/2011/12/Overgrowth-a160-video-changelog Alpha 160]<br />
=November 2011=<br />
*[http://blog.wolfire.com/2011/11/Overgrowth-a159-video-changelog Alpha 159]<br />
*[http://blog.wolfire.com/2011/11/Overgrowth-a158-video-changelog Alpha 158]<br />
*[http://blog.wolfire.com/2011/11/Overgrowth-a157-video-changelog Alpha 157]<br />
*[http://blog.wolfire.com/2011/11/Overgrowth-a156-video-changelog Alpha 156]<br />
=October 2011=<br />
*[http://blog.wolfire.com/2011/10/Overgrowth-a155-video-changelog Alpha 155]<br />
*[http://blog.wolfire.com/2011/10/Overgrowth-a154-video-changelog Alpha 154]<br />
*[http://blog.wolfire.com/2011/10/Overgrowth-a153-video-changelog Alpha 153]<br />
*[http://blog.wolfire.com/2011/10/Overgrowth-a152-video-changelog Alpha 152]<br />
*[http://blog.wolfire.com/2011/10/Overgrowth-a151-changelog Alpha 151]<br />
=September 2011=<br />
*[http://blog.wolfire.com/2011/09/Overgrowth-a150-video-changelog Alpha 150]<br />
*[http://blog.wolfire.com/2011/09/Overgrowth-a149-video-changelog Alpha 149]<br />
*[http://blog.wolfire.com/2011/09/Overgrowth-a148-changelog Alpha 148]<br />
*[http://blog.wolfire.com/2011/09/Overgrowth-a147-video-changelog Alpha 147]<br />
=August 2011=<br />
*[http://blog.wolfire.com/2011/08/Overgrowth-a146-video-changelog Alpha 146]<br />
*[http://blog.wolfire.com/2011/08/Overgrowth-a145-video-changelog Alpha 145]<br />
*[http://blog.wolfire.com/2011/08/Overgrowth-a144-video-changelog Alpha 144]<br />
*[http://blog.wolfire.com/2011/08/Overgrowth-a143-video-changelog Alpha 143]<br />
*[http://blog.wolfire.com/2011/08/Overgrowth-a142-changelog Alpha 142]<br />
=July 2011=<br />
*[http://blog.wolfire.com/2011/07/Overgrowth-a141-video-changelog Alpha 141]<br />
*[http://blog.wolfire.com/2011/07/Overgrowth-a140-video-changelog Alpha 140]<br />
*[http://blog.wolfire.com/2011/07/Overgrowth-a139-video-changelog Alpha 139]<br />
*[http://blog.wolfire.com/2011/07/Overgrowth-a138-video-changelog Alpha 138]<br />
=June 2011=<br />
*[http://blog.wolfire.com/2011/06/Overgrowth-a137-video-changelog Alpha 137]<br />
*[http://blog.wolfire.com/2011/06/Overgrowth-a136-changelog Alpha 136]<br />
*[http://blog.wolfire.com/2011/06/Overgrowth-a135-video-changelog Alpha 135]<br />
*[http://blog.wolfire.com/2011/06/Overgrowth-a134-video-changelog Alpha 134]<br />
=May 2011=<br />
*[http://blog.wolfire.com/2011/05/Overgrowth-a133-video-changelog Alpha 133]<br />
*[http://blog.wolfire.com/2011/05/Overgrowth-a132-video-changelog Alpha 132]<br />
*[http://blog.wolfire.com/2011/05/Overgrowth-a131-video-changelog Alpha 131]<br />
*[http://blog.wolfire.com/2011/05/Overgrowth-a130-video-changelog Alpha 130]<br />
*[http://blog.wolfire.com/2011/05/Overgrowth-a129-video-changelog Alpha 129]<br />
=April 2011=<br />
*[http://blog.wolfire.com/2011/04/Overgrowth-a128-video-changelog Alpha 128]<br />
*[http://blog.wolfire.com/2011/04/Overgrowth-a127-video-changelog Alpha 127]<br />
*[http://blog.wolfire.com/2011/04/Overgrowth-a126-video-changelog Alpha 126]<br />
*[http://blog.wolfire.com/2011/04/Overgrowth-a125-video-changelog Alpha 125]<br />
=March 2011=<br />
*[http://blog.wolfire.com/2011/03/Overgrowth-a124-video-changelog Alpha 124]<br />
*[http://blog.wolfire.com/2011/03/Overgrowth-a123-video-changelog Alpha 123]<br />
*[http://blog.wolfire.com/2011/03/Overgrowth-a122-video-changelog Alpha 122]<br />
*[http://blog.wolfire.com/2011/03/Overgrowth-Alpha-121 Alpha 121]<br />
*[http://blog.wolfire.com/2011/03/Overgrowth-Alpha-120 Alpha 120]<br />
=February 2011=<br />
*[http://blog.wolfire.com/2011/02/Overgrowth-Alpha-119-no-video-this-week Alpha 119]<br />
*[http://blog.wolfire.com/2011/02/Overgrowth-a118-video-changelog Alpha 118]<br />
*[http://blog.wolfire.com/2011/02/Overgrowth-a117-video-changelog Alpha 117]<br />
*[http://blog.wolfire.com/2011/02/Overgrowth-a116-video-changelog Alpha 116]<br />
=January 2011=<br />
*[http://blog.wolfire.com/2011/01/Overgrowth-a115-video-changelog Alpha 115]<br />
*[http://http://blog.wolfire.com/2011/01/Overgrowth-a114-video-changelog Alpha 114]<br />
*[http://blog.wolfire.com/2011/01/Overgrowth-a113-video-changelog Alpha 113]<br />
*[http://blog.wolfire.com/2011/01/New-Overgrowth-Alpha-Video Alpha 112]<br />
=December 2010=<br />
*[http://blog.wolfire.com/2010/12/Overgrowth-Alpha-Video-8 Alpha 111]<br />
* Alpha 110<br />
*[http://blog.wolfire.com/2010/12/Overgrowth-Alpha-Video-7 Alpha 109]<br />
*[http://blog.wolfire.com/2010/12/John-s-Alpha-Video Alpha 108]<br />
=November 2010=<br />
*[http://blog.wolfire.com/2010/11/Overgrowth-Alpha-Video-5 Alpha 107]<br />
*[http://blog.wolfire.com/2010/11/Overgrowth-Alpha-Video-4 Alpha 106]<br />
*[http://blog.wolfire.com/2010/11/Overgrowth-Alpha-Video-3 Alpha 105]<br />
*[http://blog.wolfire.com/2010/11/Overgrowth-Alpha-Video-2 Alpha 104]<br />
*[http://blog.wolfire.com/2010/11/Overgrowth-Weekly-Alpha-Video Alpha 103]<br />
=October 2010=<br />
*[http://http://blog.wolfire.com/2010/10/Overgrowth-Alpha-102 Alpha 102]<br />
*[http://blog.wolfire.com/2010/10/Overgrowth-Alpha-101 Alpha 101]<br />
*[http://blog.wolfire.com/2010/10/Overgrowth-Alpha-100 Alpha 100]<br />
*[http://blog.wolfire.com/2010/10/Overgrowth-Alpha-99 Alpha 99]<br />
=September 2010=<br />
*[http://blog.wolfire.com/2010/09/Overgrowth-Alpha-98 Alpha 98]<br />
*[http://blog.wolfire.com/2010/09/Overgrowth-Alpha-97 Alpha 97]<br />
*[http://blog.wolfire.com/2010/09/Overgrowth-Alpha-96 Alpha 96]<br />
*[http://blog.wolfire.com/2010/09/Overgrowth-Alpha-95 Alpha 95]<br />
=August 2010=<br />
*[http://blog.wolfire.com/2010/08/Overgrowth-Alpha-94 Alpha 94]<br />
*[http://blog.wolfire.com/2010/08/Overgrowth-Alpha-93 Alpha 93]<br />
*[http://blog.wolfire.com/2010/08/Overgrowth-Alpha-92 Alpha 92]<br />
*[http://blog.wolfire.com/2010/08/Overgrowth-Alpha-91 Alpha 91]<br />
*[http://blog.wolfire.com/2010/08/Overgrowth-Alpha-90 Alpha 90]<br />
=July 2010=<br />
*[http://blog.wolfire.com/2010/07/Overgrowth-Alpha-89 Alpha 89]<br />
*[http://blog.wolfire.com/2010/07/Overgrowth-Alpha-88 Alpha 88]<br />
*[http://blog.wolfire.com/2010/07/Overgrowth-Alpha-87 Alpha 87]<br />
*[http://blog.wolfire.com/2010/07/Overgrowth-Alpha-86 Alpha 86]<br />
=June 2010=<br />
*[http://blog.wolfire.com/2010/06/Overgrowth-Alpha-85 Alpha 85]<br />
*[http://blog.wolfire.com/2010/06/Overgrowth-Alpha-84 Alpha 84]<br />
*[http://blog.wolfire.com/2010/06/Overgrowth-Alpha-83 Alpha 83]<br />
*[http://blog.wolfire.com/2010/06/Overgrowth-Alpha-82 Alpha 82]<br />
*[http://blog.wolfire.com/2010/06/Overgrowth-Alpha-81 Alpha 81]<br />
=May 2010=<br />
*[http://blog.wolfire.com/2010/05/Overgrowth-Alpha-80 Alpha 80]<br />
*[http://blog.wolfire.com/2010/05/Overgrowth-Alpha-79 Alpha 79]<br />
*[http://blog.wolfire.com/2010/05/Overgrowth-Alpha-78 Alpha 78]<br />
<br />
[[Category: Overgrowth]]<br />
[[Category: SPF]]</div>Lasthttps://wiki.wolfire.com/index.php?title=Alpha_List&diff=4166Alpha List2013-12-27T19:22:50Z<p>Last: </p>
<hr />
<div>This is a list of all the released Alphas and their features, bugs, quirks, and qualities. This is to serve as a timeline to show Overgrowth's development, help expose bugs and errors in each version, and help explain how to use the new content and their purpose.<br />
<br />
<br />
=December 2013=<br />
*[http://blog.wolfire.com/2013/12/Overgrowth-a204-video-changelog Alpha 204]<br />
=November 2013=<br />
*[http://blog.wolfire.com/2013/11/Overgrowth-a203-video-changelog Alpha 203]<br />
*[http://blog.wolfire.com/2013/11/Overgrowth-a202-video-changelog Alpha 202]<br />
=September 2013=<br />
*[http://blog.wolfire.com/2013/09/Overgrowth-a201-video-changelog Alpha 201]<br />
=July 2013=<br />
*[http://blog.wolfire.com/2013/07/Overgrowth-a200-video-changelog Alpha 200] <br />
=June 2013=<br />
*[http://blog.wolfire.com/2013/06/Overgrowth-a199-video-changelog Alpha 199]<br />
=March 2013=<br />
*[http://blog.wolfire.com/2013/03/Overgrowth-a198-video-changelog Alpha 198]<br />
=February 2013=<br />
*[http://blog.wolfire.com/2013/02/Overgrowth-a197-video-changelog Alpha 197]<br />
=January 2013=<br />
*[http://blog.wolfire.com/2013/01/Overgrowth-a196-changelog Alpha 196]<br />
*[http://blog.wolfire.com/2013/01/Overgrowth-a195-changelog Alpha 195]<br />
=December 2012=<br />
*[http://blog.wolfire.com/2012/12/Overgrowth-a194-video-changelog Alpha 194]<br />
=October 2012=<br />
*[http://blog.wolfire.com/2012/10/Overgrowth-a193-video-changelog Alpha 193]<br />
=September 2012=<br />
*[http://blog.wolfire.com/2012/09/Overgrowth-a192-video-changelog Alpha 192]<br />
=August 2012=<br />
*[http://blog.wolfire.com/2012/08/Overgrowth-a191-video-changelog Alpha 191]<br />
*[http://blog.wolfire.com/2012/08/Overgrowth-a190-video-changelog Alpha 190]<br />
*[http://blog.wolfire.com/2012/08/Overgrowth-a189-changelog Alpha 189]<br />
=July 2012=<br />
*[http://blog.wolfire.com/2012/07/Overgrowth-a188-video-changelog Alpha 198]<br />
*[http://blog.wolfire.com/2012/07/Overgrowth-a187-video-changelog Alpha 187]<br />
*[http://blog.wolfire.com/2012/07/Overgrowth-a186-video-changelog Alpha 186]<br />
*[http://blog.wolfire.com/2012/07/Overgrowth-a185-video-changelog Alpha 185]<br />
*[http://blog.wolfire.com/2012/07/Overgrowth-a184-changelog Alpha 184]<br />
=June 2012=<br />
*[http://blog.wolfire.com/2012/06/Overgrowth-a183-video-changelog Alpha 183]<br />
*[http://blog.wolfire.com/2012/06/Overgrowth-a182-changelog Alpha 182]<br />
*[http://blog.wolfire.com/2012/06/Overgrowth-a181-changelog Alpha 181]<br />
=May 2012=<br />
*[http://blog.wolfire.com/2012/05/Overgrowth-a180-video-changelog Alpha 180]<br />
*[http://blog.wolfire.com/2012/05/Overgrowth-a179-changelog Alpha 179]<br />
*[http://blog.wolfire.com/2012/05/Overgrowth-a178-video-changelog Alpha 178]<br />
=April 2012=<br />
*[http://blog.wolfire.com/2012/04/Overgrowth-a177-video-changelog Alpha 177]<br />
*[http://blog.wolfire.com/2012/04/Overgrowth-a176-video-changelog Alpha 176]<br />
*[http://blog.wolfire.com/2012/04/Overgrowth-a175-video-changelog Alpha 175]<br />
*[http://blog.wolfire.com/2012/04/Overgrowth-a174-video-changelog Alpha 174]<br />
=March 2012=<br />
*[http://blog.wolfire.com/2012/03/Overgrowth-a173-video-changelog Alpha 173]<br />
* Alpha 172<br />
*[http://blog.wolfire.com/2012/03/Overgrowth-a171-video-changelog Alpha 171]<br />
=February 2012=<br />
*[http://blog.wolfire.com/2012/02/Overgrowth-a170-video-changelog Alpha 170]<br />
*[http://blog.wolfire.com/2012/02/Overgrowth-a169-video-changelog Alpha 169]<br />
*[http://blog.wolfire.com/2012/02/Overgrowth-a168-video-changelog Alpha 168]<br />
=January 2012=<br />
*[http://blog.wolfire.com/2012/01/Overgrowth-a167-video-changelog Alpha 167]<br />
*[http://blog.wolfire.com/2012/01/Overgrowth-a166-video-changelog Alpha 166]<br />
*[http://blog.wolfire.com/2012/01/Overgrowth-a165-video-changelog Alpha 165]<br />
*[http://blog.wolfire.com/2012/01/Overgrowth-a164-video-changelog Alpha 164]<br />
*[http://blog.wolfire.com/2012/01/Overgrowth-a163-video-changelog Alpha 163]<br />
=December 2011=<br />
*[http://blog.wolfire.com/2011/12/Overgrowth-a162-video-changelog Alpha 162]<br />
*[http://blog.wolfire.com/2011/12/Overgrowth-a161-video-changelog Alpha 161]<br />
*[http://blog.wolfire.com/2011/12/Overgrowth-a160-video-changelog Alpha 160]<br />
=November 2011=<br />
*[http://blog.wolfire.com/2011/11/Overgrowth-a159-video-changelog Alpha 159]<br />
*[http://blog.wolfire.com/2011/11/Overgrowth-a158-video-changelog Alpha 158]<br />
*[http://blog.wolfire.com/2011/11/Overgrowth-a157-video-changelog Alpha 157]<br />
*[http://blog.wolfire.com/2011/11/Overgrowth-a156-video-changelog Alpha 156]<br />
=October 2011=<br />
*[http://blog.wolfire.com/2011/10/Overgrowth-a155-video-changelog Alpha 155]<br />
*[http://blog.wolfire.com/2011/10/Overgrowth-a154-video-changelog Alpha 154]<br />
*[http://blog.wolfire.com/2011/10/Overgrowth-a153-video-changelog Alpha 153]<br />
*[http://blog.wolfire.com/2011/10/Overgrowth-a152-video-changelog Alpha 152]<br />
*[http://blog.wolfire.com/2011/10/Overgrowth-a151-changelog Alpha 151]<br />
=September 2011=<br />
*[http://blog.wolfire.com/2011/09/Overgrowth-a150-video-changelog Alpha 150]<br />
*[http://blog.wolfire.com/2011/09/Overgrowth-a149-video-changelog Alpha 149]<br />
*[http://blog.wolfire.com/2011/09/Overgrowth-a148-changelog Alpha 148]<br />
*[http://blog.wolfire.com/2011/09/Overgrowth-a147-video-changelog Alpha 147]<br />
=August 2011=<br />
*[http://blog.wolfire.com/2011/08/Overgrowth-a146-video-changelog Alpha 146]<br />
*[http://blog.wolfire.com/2011/08/Overgrowth-a145-video-changelog Alpha 145]<br />
*[http://blog.wolfire.com/2011/08/Overgrowth-a144-video-changelog Alpha 144]<br />
*[http://blog.wolfire.com/2011/08/Overgrowth-a143-video-changelog Alpha 143]<br />
*[http://blog.wolfire.com/2011/08/Overgrowth-a142-changelog Alpha 142]<br />
=July 2011=<br />
*[http://blog.wolfire.com/2011/07/Overgrowth-a141-video-changelog Alpha 141]<br />
*[http://blog.wolfire.com/2011/07/Overgrowth-a140-video-changelog Alpha 140]<br />
*[http://blog.wolfire.com/2011/07/Overgrowth-a139-video-changelog Alpha 139]<br />
*[http://blog.wolfire.com/2011/07/Overgrowth-a138-video-changelog Alpha 138]<br />
=June 2011=<br />
*[http://blog.wolfire.com/2011/06/Overgrowth-a137-video-changelog Alpha 137]<br />
*[http://blog.wolfire.com/2011/06/Overgrowth-a136-changelog Alpha 136]<br />
*[http://blog.wolfire.com/2011/06/Overgrowth-a135-video-changelog Alpha 135]<br />
*[http://blog.wolfire.com/2011/06/Overgrowth-a134-video-changelog Alpha 134]<br />
=May 2011=<br />
*[http://blog.wolfire.com/2011/05/Overgrowth-a133-video-changelog Alpha 133]<br />
*[http://blog.wolfire.com/2011/05/Overgrowth-a132-video-changelog Alpha 132]<br />
*[http://blog.wolfire.com/2011/05/Overgrowth-a131-video-changelog Alpha 131]<br />
*[http://blog.wolfire.com/2011/05/Overgrowth-a130-video-changelog Alpha 130]<br />
*[http://blog.wolfire.com/2011/05/Overgrowth-a129-video-changelog Alpha 129]<br />
=April 2011=<br />
*[http://blog.wolfire.com/2011/04/Overgrowth-a128-video-changelog Alpha 128]<br />
*[http://blog.wolfire.com/2011/04/Overgrowth-a127-video-changelog Alpha 127]<br />
*[http://blog.wolfire.com/2011/04/Overgrowth-a126-video-changelog Alpha 126]<br />
*[http://blog.wolfire.com/2011/04/Overgrowth-a125-video-changelog Alpha 125]<br />
=March 2011=<br />
*[http://blog.wolfire.com/2011/03/Overgrowth-a124-video-changelog Alpha 124]<br />
*[http://blog.wolfire.com/2011/03/Overgrowth-a123-video-changelog Alpha 123]<br />
*[http://blog.wolfire.com/2011/03/Overgrowth-a122-video-changelog Alpha 122]<br />
*[http://blog.wolfire.com/2011/03/Overgrowth-Alpha-121 Alpha 121]<br />
*[http://blog.wolfire.com/2011/03/Overgrowth-Alpha-120 Alpha 120]<br />
=February 2011=<br />
*[http://blog.wolfire.com/2011/02/Overgrowth-Alpha-119-no-video-this-week Alpha 119]<br />
*[http://blog.wolfire.com/2011/02/Overgrowth-a118-video-changelog Alpha 118]<br />
*[http://blog.wolfire.com/2011/02/Overgrowth-a117-video-changelog Alpha 117]<br />
*[http://blog.wolfire.com/2011/02/Overgrowth-a116-video-changelog Alpha 116]<br />
=January 2011=<br />
*[http://blog.wolfire.com/2011/01/Overgrowth-a115-video-changelog Alpha 115]<br />
*[http://http://blog.wolfire.com/2011/01/Overgrowth-a114-video-changelog Alpha 114]<br />
*[http://blog.wolfire.com/2011/01/Overgrowth-a113-video-changelog Alpha 113]<br />
*[http://blog.wolfire.com/2011/01/New-Overgrowth-Alpha-Video Alpha 112]<br />
=December 2010=<br />
*[http://blog.wolfire.com/2010/12/Overgrowth-Alpha-Video-8 Alpha 111]<br />
* Alpha 110<br />
*[http://blog.wolfire.com/2010/12/Overgrowth-Alpha-Video-7 Alpha 109]<br />
*[http://blog.wolfire.com/2010/12/John-s-Alpha-Video Alpha 108]<br />
=November 2010=<br />
*[http://blog.wolfire.com/2010/11/Overgrowth-Alpha-Video-5 Alpha 107]<br />
*[http://blog.wolfire.com/2010/11/Overgrowth-Alpha-Video-4 Alpha 106]<br />
*[http://blog.wolfire.com/2010/11/Overgrowth-Alpha-Video-3 Alpha 105]<br />
*[http://blog.wolfire.com/2010/11/Overgrowth-Alpha-Video-2 Alpha 104]<br />
*[http://blog.wolfire.com/2010/11/Overgrowth-Weekly-Alpha-Video Alpha 103]<br />
=October 2010=<br />
*[http://http://blog.wolfire.com/2010/10/Overgrowth-Alpha-102 Alpha 102]<br />
*[http://blog.wolfire.com/2010/10/Overgrowth-Alpha-101 Alpha 101]<br />
*[http://blog.wolfire.com/2010/10/Overgrowth-Alpha-100 Alpha 100]<br />
*[http://blog.wolfire.com/2010/10/Overgrowth-Alpha-99 Alpha 99]<br />
=September 2010=<br />
*[http://blog.wolfire.com/2010/09/Overgrowth-Alpha-98 Alpha 98]<br />
*[http://blog.wolfire.com/2010/09/Overgrowth-Alpha-97 Alpha 97]<br />
*[http://blog.wolfire.com/2010/09/Overgrowth-Alpha-96 Alpha 96]<br />
*[http://blog.wolfire.com/2010/09/Overgrowth-Alpha-95 Alpha 95]<br />
=August 2010=<br />
*[http://blog.wolfire.com/2010/08/Overgrowth-Alpha-94 Alpha 94]<br />
*[http://blog.wolfire.com/2010/08/Overgrowth-Alpha-93 Alpha 93]<br />
*[http://blog.wolfire.com/2010/08/Overgrowth-Alpha-92 Alpha 92]<br />
*[http://blog.wolfire.com/2010/08/Overgrowth-Alpha-91 Alpha 91]<br />
*[http://blog.wolfire.com/2010/08/Overgrowth-Alpha-90 Alpha 90]<br />
=July 2010=<br />
*[http://blog.wolfire.com/2010/07/Overgrowth-Alpha-89 Alpha 89]<br />
*[http://blog.wolfire.com/2010/07/Overgrowth-Alpha-88 Alpha 88]<br />
*[http://blog.wolfire.com/2010/07/Overgrowth-Alpha-87 Alpha 87]<br />
*[http://blog.wolfire.com/2010/07/Overgrowth-Alpha-86 Alpha 86]<br />
=June 2010=<br />
*[http://blog.wolfire.com/2010/06/Overgrowth-Alpha-85 Alpha 85]<br />
*[http://blog.wolfire.com/2010/06/Overgrowth-Alpha-84 Alpha 84]<br />
*[http://blog.wolfire.com/2010/06/Overgrowth-Alpha-83 Alpha 83]<br />
*[http://blog.wolfire.com/2010/06/Overgrowth-Alpha-82 Alpha 82]<br />
*[http://blog.wolfire.com/2010/06/Overgrowth-Alpha-81 Alpha 81]<br />
=May 2010=<br />
*[http://blog.wolfire.com/2010/05/Overgrowth-Alpha-80 Alpha 80]<br />
*[http://blog.wolfire.com/2010/05/Overgrowth-Alpha-79 Alpha 79]<br />
*[http://blog.wolfire.com/2010/05/Overgrowth-Alpha-78 Alpha 78]<br />
<br />
[[Category: Overgrowth]]<br />
[[Category: SPF]]</div>Lasthttps://wiki.wolfire.com/index.php?title=Alpha_Stages&diff=4111Alpha Stages2013-09-15T18:38:25Z<p>Last: </p>
<hr />
<div><center>Overgrowth is currently in alpha. <b>It is in alpha 201 as of September 14th, 2013. </b><p>The alpha is currently supporting Linux, Windows and Mac 10.6+. Currently, Mac 10.5 and below is not supported.</p><p>[http://wiki.wolfire.com/index.php/Alpha_List This] is the list of all the known alpha stages.</p><p>This page is in development.</p></center></div>Lasthttps://wiki.wolfire.com/index.php?title=Alpha_List&diff=4096Alpha List2013-07-15T16:00:52Z<p>Last: </p>
<hr />
<div>This is a list of all the released Alphas and their features, bugs, quirks, and qualities. This is to serve as a timeline to show Overgrowth's development, help expose bugs and errors in each version, and help explain how to use the new content and their purpose.<br />
<br />
=June 2013=<br />
*[http://blog.wolfire.com/2013/06/Overgrowth-a199-video-changelog Alpha 199]<br />
=March 2013=<br />
*[http://blog.wolfire.com/2013/03/Overgrowth-a198-video-changelog Alpha 198]<br />
=February 2013=<br />
*[http://blog.wolfire.com/2013/02/Overgrowth-a197-video-changelog Alpha 197]<br />
=January 2013=<br />
*[http://blog.wolfire.com/2013/01/Overgrowth-a196-changelog Alpha 196]<br />
*[http://blog.wolfire.com/2013/01/Overgrowth-a195-changelog Alpha 195]<br />
=December 2012=<br />
*[http://blog.wolfire.com/2012/12/Overgrowth-a194-video-changelog Alpha 194]<br />
=October 2012=<br />
*[http://blog.wolfire.com/2012/10/Overgrowth-a193-video-changelog Alpha 193]<br />
=September 2012=<br />
*[http://blog.wolfire.com/2012/09/Overgrowth-a192-video-changelog Alpha 192]<br />
=August 2012=<br />
*[http://blog.wolfire.com/2012/08/Overgrowth-a191-video-changelog Alpha 191]<br />
*[http://blog.wolfire.com/2012/08/Overgrowth-a190-video-changelog Alpha 190]<br />
*[http://blog.wolfire.com/2012/08/Overgrowth-a189-changelog Alpha 189]<br />
=July 2012=<br />
*[http://blog.wolfire.com/2012/07/Overgrowth-a188-video-changelog Alpha 198]<br />
*[http://blog.wolfire.com/2012/07/Overgrowth-a187-video-changelog Alpha 187]<br />
*[http://blog.wolfire.com/2012/07/Overgrowth-a186-video-changelog Alpha 186]<br />
*[http://blog.wolfire.com/2012/07/Overgrowth-a185-video-changelog Alpha 185]<br />
*[http://blog.wolfire.com/2012/07/Overgrowth-a184-changelog Alpha 184]<br />
=June 2012=<br />
*[http://blog.wolfire.com/2012/06/Overgrowth-a183-video-changelog Alpha 183]<br />
*[http://blog.wolfire.com/2012/06/Overgrowth-a182-changelog Alpha 182]<br />
*[http://blog.wolfire.com/2012/06/Overgrowth-a181-changelog Alpha 181]<br />
=May 2012=<br />
*[http://blog.wolfire.com/2012/05/Overgrowth-a180-video-changelog Alpha 180]<br />
*[http://blog.wolfire.com/2012/05/Overgrowth-a179-changelog Alpha 179]<br />
*[http://blog.wolfire.com/2012/05/Overgrowth-a178-video-changelog Alpha 178]<br />
=April 2012=<br />
*[http://blog.wolfire.com/2012/04/Overgrowth-a177-video-changelog Alpha 177]<br />
*[http://blog.wolfire.com/2012/04/Overgrowth-a176-video-changelog Alpha 176]<br />
*[http://blog.wolfire.com/2012/04/Overgrowth-a175-video-changelog Alpha 175]<br />
*[http://blog.wolfire.com/2012/04/Overgrowth-a174-video-changelog Alpha 174]<br />
=March 2012=<br />
*[http://blog.wolfire.com/2012/03/Overgrowth-a173-video-changelog Alpha 173]<br />
* Alpha 172<br />
*[http://blog.wolfire.com/2012/03/Overgrowth-a171-video-changelog Alpha 171]<br />
=February 2012=<br />
*[http://blog.wolfire.com/2012/02/Overgrowth-a170-video-changelog Alpha 170]<br />
*[http://blog.wolfire.com/2012/02/Overgrowth-a169-video-changelog Alpha 169]<br />
*[http://blog.wolfire.com/2012/02/Overgrowth-a168-video-changelog Alpha 168]<br />
=January 2012=<br />
*[http://blog.wolfire.com/2012/01/Overgrowth-a167-video-changelog Alpha 167]<br />
*[http://blog.wolfire.com/2012/01/Overgrowth-a166-video-changelog Alpha 166]<br />
*[http://blog.wolfire.com/2012/01/Overgrowth-a165-video-changelog Alpha 165]<br />
*[http://blog.wolfire.com/2012/01/Overgrowth-a164-video-changelog Alpha 164]<br />
*[http://blog.wolfire.com/2012/01/Overgrowth-a163-video-changelog Alpha 163]<br />
=December 2011=<br />
*[http://blog.wolfire.com/2011/12/Overgrowth-a162-video-changelog Alpha 162]<br />
*[http://blog.wolfire.com/2011/12/Overgrowth-a161-video-changelog Alpha 161]<br />
*[http://blog.wolfire.com/2011/12/Overgrowth-a160-video-changelog Alpha 160]<br />
=November 2011=<br />
*[http://blog.wolfire.com/2011/11/Overgrowth-a159-video-changelog Alpha 159]<br />
*[http://blog.wolfire.com/2011/11/Overgrowth-a158-video-changelog Alpha 158]<br />
*[http://blog.wolfire.com/2011/11/Overgrowth-a157-video-changelog Alpha 157]<br />
*[http://blog.wolfire.com/2011/11/Overgrowth-a156-video-changelog Alpha 156]<br />
=October 2011=<br />
*[http://blog.wolfire.com/2011/10/Overgrowth-a155-video-changelog Alpha 155]<br />
*[http://blog.wolfire.com/2011/10/Overgrowth-a154-video-changelog Alpha 154]<br />
*[http://blog.wolfire.com/2011/10/Overgrowth-a153-video-changelog Alpha 153]<br />
*[http://blog.wolfire.com/2011/10/Overgrowth-a152-video-changelog Alpha 152]<br />
*[http://blog.wolfire.com/2011/10/Overgrowth-a151-changelog Alpha 151]<br />
=September 2011=<br />
*[http://blog.wolfire.com/2011/09/Overgrowth-a150-video-changelog Alpha 150]<br />
*[http://blog.wolfire.com/2011/09/Overgrowth-a149-video-changelog Alpha 149]<br />
*[http://blog.wolfire.com/2011/09/Overgrowth-a148-changelog Alpha 148]<br />
*[http://blog.wolfire.com/2011/09/Overgrowth-a147-video-changelog Alpha 147]<br />
=August 2011=<br />
*[http://blog.wolfire.com/2011/08/Overgrowth-a146-video-changelog Alpha 146]<br />
*[http://blog.wolfire.com/2011/08/Overgrowth-a145-video-changelog Alpha 145]<br />
*[http://blog.wolfire.com/2011/08/Overgrowth-a144-video-changelog Alpha 144]<br />
*[http://blog.wolfire.com/2011/08/Overgrowth-a143-video-changelog Alpha 143]<br />
*[http://blog.wolfire.com/2011/08/Overgrowth-a142-changelog Alpha 142]<br />
=July 2011=<br />
*[http://blog.wolfire.com/2011/07/Overgrowth-a141-video-changelog Alpha 141]<br />
*[http://blog.wolfire.com/2011/07/Overgrowth-a140-video-changelog Alpha 140]<br />
*[http://blog.wolfire.com/2011/07/Overgrowth-a139-video-changelog Alpha 139]<br />
*[http://blog.wolfire.com/2011/07/Overgrowth-a138-video-changelog Alpha 138]<br />
=June 2011=<br />
*[http://blog.wolfire.com/2011/06/Overgrowth-a137-video-changelog Alpha 137]<br />
*[http://blog.wolfire.com/2011/06/Overgrowth-a136-changelog Alpha 136]<br />
*[http://blog.wolfire.com/2011/06/Overgrowth-a135-video-changelog Alpha 135]<br />
*[http://blog.wolfire.com/2011/06/Overgrowth-a134-video-changelog Alpha 134]<br />
=May 2011=<br />
*[http://blog.wolfire.com/2011/05/Overgrowth-a133-video-changelog Alpha 133]<br />
*[http://blog.wolfire.com/2011/05/Overgrowth-a132-video-changelog Alpha 132]<br />
*[http://blog.wolfire.com/2011/05/Overgrowth-a131-video-changelog Alpha 131]<br />
*[http://blog.wolfire.com/2011/05/Overgrowth-a130-video-changelog Alpha 130]<br />
*[http://blog.wolfire.com/2011/05/Overgrowth-a129-video-changelog Alpha 129]<br />
=April 2011=<br />
*[http://blog.wolfire.com/2011/04/Overgrowth-a128-video-changelog Alpha 128]<br />
*[http://blog.wolfire.com/2011/04/Overgrowth-a127-video-changelog Alpha 127]<br />
*[http://blog.wolfire.com/2011/04/Overgrowth-a126-video-changelog Alpha 126]<br />
*[http://blog.wolfire.com/2011/04/Overgrowth-a125-video-changelog Alpha 125]<br />
=March 2011=<br />
*[http://blog.wolfire.com/2011/03/Overgrowth-a124-video-changelog Alpha 124]<br />
*[http://blog.wolfire.com/2011/03/Overgrowth-a123-video-changelog Alpha 123]<br />
*[http://blog.wolfire.com/2011/03/Overgrowth-a122-video-changelog Alpha 122]<br />
*[http://blog.wolfire.com/2011/03/Overgrowth-Alpha-121 Alpha 121]<br />
*[http://blog.wolfire.com/2011/03/Overgrowth-Alpha-120 Alpha 120]<br />
=February 2011=<br />
*[http://blog.wolfire.com/2011/02/Overgrowth-Alpha-119-no-video-this-week Alpha 119]<br />
*[http://blog.wolfire.com/2011/02/Overgrowth-a118-video-changelog Alpha 118]<br />
*[http://blog.wolfire.com/2011/02/Overgrowth-a117-video-changelog Alpha 117]<br />
*[http://blog.wolfire.com/2011/02/Overgrowth-a116-video-changelog Alpha 116]<br />
=January 2011=<br />
*[http://blog.wolfire.com/2011/01/Overgrowth-a115-video-changelog Alpha 115]<br />
*[http://http://blog.wolfire.com/2011/01/Overgrowth-a114-video-changelog Alpha 114]<br />
*[http://blog.wolfire.com/2011/01/Overgrowth-a113-video-changelog Alpha 113]<br />
*[http://blog.wolfire.com/2011/01/New-Overgrowth-Alpha-Video Alpha 112]<br />
=December 2010=<br />
*[http://blog.wolfire.com/2010/12/Overgrowth-Alpha-Video-8 Alpha 111]<br />
* Alpha 110<br />
*[http://blog.wolfire.com/2010/12/Overgrowth-Alpha-Video-7 Alpha 109]<br />
*[http://blog.wolfire.com/2010/12/John-s-Alpha-Video Alpha 108]<br />
=November 2010=<br />
*[http://blog.wolfire.com/2010/11/Overgrowth-Alpha-Video-5 Alpha 107]<br />
*[http://blog.wolfire.com/2010/11/Overgrowth-Alpha-Video-4 Alpha 106]<br />
*[http://blog.wolfire.com/2010/11/Overgrowth-Alpha-Video-3 Alpha 105]<br />
*[http://blog.wolfire.com/2010/11/Overgrowth-Alpha-Video-2 Alpha 104]<br />
*[http://blog.wolfire.com/2010/11/Overgrowth-Weekly-Alpha-Video Alpha 103]<br />
=October 2010=<br />
*[http://http://blog.wolfire.com/2010/10/Overgrowth-Alpha-102 Alpha 102]<br />
*[http://blog.wolfire.com/2010/10/Overgrowth-Alpha-101 Alpha 101]<br />
*[http://blog.wolfire.com/2010/10/Overgrowth-Alpha-100 Alpha 100]<br />
*[http://blog.wolfire.com/2010/10/Overgrowth-Alpha-99 Alpha 99]<br />
=September 2010=<br />
*[http://blog.wolfire.com/2010/09/Overgrowth-Alpha-98 Alpha 98]<br />
*[http://blog.wolfire.com/2010/09/Overgrowth-Alpha-97 Alpha 97]<br />
*[http://blog.wolfire.com/2010/09/Overgrowth-Alpha-96 Alpha 96]<br />
*[http://blog.wolfire.com/2010/09/Overgrowth-Alpha-95 Alpha 95]<br />
=August 2010=<br />
*[http://blog.wolfire.com/2010/08/Overgrowth-Alpha-94 Alpha 94]<br />
*[http://blog.wolfire.com/2010/08/Overgrowth-Alpha-93 Alpha 93]<br />
*[http://blog.wolfire.com/2010/08/Overgrowth-Alpha-92 Alpha 92]<br />
*[http://blog.wolfire.com/2010/08/Overgrowth-Alpha-91 Alpha 91]<br />
*[http://blog.wolfire.com/2010/08/Overgrowth-Alpha-90 Alpha 90]<br />
=July 2010=<br />
*[http://blog.wolfire.com/2010/07/Overgrowth-Alpha-89 Alpha 89]<br />
*[http://blog.wolfire.com/2010/07/Overgrowth-Alpha-88 Alpha 88]<br />
*[http://blog.wolfire.com/2010/07/Overgrowth-Alpha-87 Alpha 87]<br />
*[http://blog.wolfire.com/2010/07/Overgrowth-Alpha-86 Alpha 86]<br />
=June 2010=<br />
*[http://blog.wolfire.com/2010/06/Overgrowth-Alpha-85 Alpha 85]<br />
*[http://blog.wolfire.com/2010/06/Overgrowth-Alpha-84 Alpha 84]<br />
*[http://blog.wolfire.com/2010/06/Overgrowth-Alpha-83 Alpha 83]<br />
*[http://blog.wolfire.com/2010/06/Overgrowth-Alpha-82 Alpha 82]<br />
*[http://blog.wolfire.com/2010/06/Overgrowth-Alpha-81 Alpha 81]<br />
=May 2010=<br />
*[http://blog.wolfire.com/2010/05/Overgrowth-Alpha-80 Alpha 80]<br />
*[http://blog.wolfire.com/2010/05/Overgrowth-Alpha-79 Alpha 79]<br />
*[http://blog.wolfire.com/2010/05/Overgrowth-Alpha-78 Alpha 78]<br />
<br />
[[Category: Overgrowth]]<br />
[[Category: SPF]]</div>Lasthttps://wiki.wolfire.com/index.php?title=Alpha_Stages&diff=4095Alpha Stages2013-07-15T15:41:22Z<p>Last: </p>
<hr />
<div><center>Overgrowth is currently in alpha. <b>It is in alpha 199 as of June 19th 2013. </b><p>The alpha is currently supporting Windows and Mac 10.6+. Currently, Mac 10.5 and below is not supported.</p><p>[http://wiki.wolfire.com/index.php/Alpha_List This] is the list of all the known alpha stages.</p><p>This page is in development.</p></center></div>Lasthttps://wiki.wolfire.com/index.php?title=Configuring_Overgrowth&diff=3945Configuring Overgrowth2012-06-21T19:04:54Z<p>Last: </p>
<hr />
<div>While Overgrowth does not currently provide a way to adjust settings in game, users may adjust their configuration by modifying their '''config.txt''' file. The file is a plain text file that is readable by any normal text editor (such as TextEdit for Mac or Notepad for Windows).<br />
<br />
'''Note''': There is now a community made tool available, the [http://forums.wolfire.com/viewtopic.php?f=13&t=14201 SUMLauncher], which includes a config editor.<br />
<br />
<br />
==Mac Location==<br />
<code>Macintosh HD/Users/~/Library/Application Support/Overgrowth/Data/</code><br />
<br />
where ~ is your username.<br />
<br />
'''Note:''' If you are using Lion, your library folder is hidden by default... in the finder, click the "Go" menu, then Press Option, and Library will appear in the list.<br />
<br />
Alternatively you can find out how to unhide your Library folder permanently [http://gothick.org.uk/2011/07/19/revealing-lions-hidden-library-folder/| here].<br />
<br />
==Windows Location==<br />
<code>My Documents\Wolfire\Overgrowth\Data</code><br />
<br />
'''Note:''' NOT Program Files\Wolfire\Overgrowth\Data!<br />
<br />
==Linux Location==<br />
<code>~/.local/share/Overgrowth/Data/config.txt</code><br />
<br />
==Settings==<br />
<br />
{| border="1" cellpadding="2"<br />
|-<br />
! Setting !! Default Value !! Description<br />
|-<br />
! screenwidth<br />
| 800 || The game's horizontal resolution.<br />
|-<br />
! screenheight<br />
| 600 || The game's vertical resolution.<br />
|-<br />
! fullscreen<br />
| false || Determines whether to run in full screen or windowed mode.<br />
|-<br />
! vsync<br />
| false || Limits the framerate to match the user's monitor refresh rate (smooths out the framerate).<br />
|-<br />
! multisample<br />
| 0 || Determines the level of anti-aliasing (smooths out jagged edges, at the cost of performance).<br />
|-<br />
! anisotropy<br />
| 0 || Determines the level of anisotropic filtering (increases the quality of textures drawn far away, at the cost of performance).<br />
|-<br />
! post_effects<br />
| false || Determines whether to display post effects.<br />
|-<br />
! shaders<br />
| true || Determines whether to use shaders.<br />
|-<br />
! texture_reduce<br />
| 1 || Determines the level to which the texture resolutions should be reduced (higher numbers will cause blurriness, but increase performance).<br />
|-<br />
! gamma_correct<br />
| true || Determines whether to auto-correct gamma levels.<br />
|-<br />
! fps_label<br />
| false || Determines whether to display the current fps (frames per second) on screen.<br />
|-<br />
! sound_label<br />
| false || Determines whether to display all active sounds on screen.<br />
|-<br />
! visible_raycasts<br />
| false || Determines whether to display lines representing all AIs' visibility.<br />
|-<br />
! visible_sound_spheres<br />
| false || Determines whether to display spheres representing the distance sounds travel (such as running).<br />
|-<br />
! editor_mode<br />
| false || Determines whether to start the game in player mode (false) or editor mode (true).<br />
|-<br />
! invert_y_look<br />
| false || Determines whether to invert the y-axis controls (looking up/down).<br />
|-<br />
! music<br />
| true || Determines whether the in-game music is enabled.<br />
|-<br />
! media_mode<br />
| false || Determines whether to disable the in-game interface.<br />
|-<br />
! baked_shadows<br />
| true || Determines whether to use the pre-baked shadows (true) or cascaded shadow maps (false).<br />
|-<br />
! debug_key_presses<br />
| false || Determines whether to enable the use of debug keys.<br />
|-<br />
! auto_camera<br />
| false || Determines whether to have the camera automatically return to a position behind the player.<br />
|-<br />
! key[quit]<br />
| esc || Exits from player mode into editor mode, and opens a menu allowing the user to return to the main menu.<br />
|-<br />
! key[slow]<br />
| tab || Toggles slow motion.<br />
|-<br />
! key[fast]<br />
| \ || <br />
|-<br />
! key[crouch]<br />
| lshift || Causes the player to crouch.<br />
|-<br />
! key[jump]<br />
| space || Causes the player to jump.<br />
|-<br />
! key[screenshot]<br />
| f7 || Captures a screenshot (saved in ''/Data/Screenshots/'')<br />
|-<br />
! key[console]<br />
| ` || Toggles the game console.<br />
|-<br />
! key[left]<br />
| a || Causes the player to move to the left.<br />
|-<br />
! key[right]<br />
| d || Causes the player to move to the right.<br />
|-<br />
! key[up]<br />
| w || Causes the player to move forward.<br />
|-<br />
! key[down]<br />
| s || Causes the player to move backward.<br />
|-<br />
! key[item]<br />
| e || Causes the player to put a weapon to your waist or into a scabbard on your waist.<br />
|-<br />
! key[drop]<br />
| q || Causes the player to pick up the weapon, combination of left shift and q will drop an item.<br />
|-<br />
! key[chat]<br />
| t || Brings up the chat interface.<br />
|-<br />
! key[rclick]<br />
| rshift || Alternate key used for "right clicking".<br />
|-<br />
! xbox_look_sensitivity<br />
| 1.5 || Sensitivity of an attached Xbox controller.<br />
|-<br />
! xbox[jump]<br />
| RB || Xbox jump button.<br />
|-<br />
! xbox[crouch]<br />
| LB || Xbox crouch button.<br />
|-<br />
! xbox[attack]<br />
| RT || Xbox attack button.<br />
|-<br />
! xbox[grab]<br />
| LT || Xbox grab button.<br />
|-<br />
! xbox[item]<br />
| A || Xbox item button.<br />
|-<br />
! xbox[drop]<br />
| X || Xbox drop button.<br />
|-<br />
! controller[movex]<br />
| axis1 || Controller axis mapped for movement along the x-axis.<br />
|-<br />
! controller[movey]<br />
| axis2 || Controller axis mapped for movement along the y-axis.<br />
|-<br />
! controller[lookx]<br />
| axis5 || Controller axis mapped for looking along the x-axis.<br />
|-<br />
! controller[looky]<br />
| axis4 || Controller axis mapped for looking along the y-axis.<br />
|-<br />
! controller[jump]<br />
| button6 || Controller jump button.<br />
|-<br />
! controller[crouch]<br />
| button5 || Controller crouch button.<br />
|-<br />
! controller[item]<br />
| button1 || Controller item button.<br />
|-<br />
! controller[drop]<br />
| button3 || Controller drop button.<br />
|-<br />
! controller[attack]<br />
| axis3<-0.5 || Controller attack "button" (default mapping is set to an axis being less than half full in a negative direction).<br />
|-<br />
! controller[grab]<br />
| axis3>0.5 || Controller grab "button" (default mapping is set to an axis being greater than half full in a positive direction).<br />
|}<br />
<br />
[[Category: Tutorials]]<br />
[[Category: Modding]]<br />
[[Category: Overgrowth]]<br />
<br />
==Controller Setup==<br />
<br />
Since alpha 150, external controller options have been added to the '''config.txt''' file. The following guide will help you configure your controller to properly work with Overgrowth.<br />
<br />
Note: Currently the guide only targets Windows 7 users. Mac users may refer to [http://forums.wolfire.com/viewtopic.php?f=13&t=12631 Anton's guide].<br />
<br />
First, make sure your controller is plugged in to your computer.<br />
<br />
Next, open the start menu and click on ''Control Panel'' (located on the right side). Once opened, make sure the view is set to ''Large Icons'' (switchable in the upper right corner). Select ''Devices and Printers''.<br />
<br />
You should see your controller listed under ''Devices''. Right click it, and select ''Game Controller Settings''. The ''Game Controllers'' window will appear. Make sure your controller is selected, then click on ''Properties''.<br />
<br />
Once again, a new window should appear - make sure that the view is set to the ''Test'' tab. In this view, you will be able to determine which physical button is mapped to each virtual button. Play around with your controller to confirm that everything is working properly, and take note of the button mappings.<br />
<br />
Now navigate to and open up your '''config.txt''' file (as described above). Rearrange the mappings in the file to match your desired controller setup.<br />
<br />
Once you have everything modified, save the '''config.txt''' file and launch Overgrowth in order to test the new configuration.</div>Lasthttps://wiki.wolfire.com/index.php?title=Alpha_List&diff=3938Alpha List2012-06-04T14:00:04Z<p>Last: </p>
<hr />
<div>This is a list of all the released Alphas and their features, bugs, quirks, and qualities. This is to serve as a timeline to show Overgrowth's development, help expose bugs and errors in each version, and help explain how to use the new content and their purpose.<br />
=June 2012=<br />
*[http://blog.wolfire.com/2012/06/Overgrowth-a181-changelog Alpha 181]<br />
=May 2012=<br />
*[http://blog.wolfire.com/2012/05/Overgrowth-a180-video-changelog Alpha 180]<br />
*[http://blog.wolfire.com/2012/05/Overgrowth-a179-changelog Alpha 179]<br />
*[http://blog.wolfire.com/2012/05/Overgrowth-a178-video-changelog Alpha 178]<br />
=April 2012=<br />
*[http://blog.wolfire.com/2012/04/Overgrowth-a177-video-changelog Alpha 177]<br />
*[http://blog.wolfire.com/2012/04/Overgrowth-a176-video-changelog Alpha 176]<br />
*[http://blog.wolfire.com/2012/04/Overgrowth-a175-video-changelog Alpha 175]<br />
*[http://blog.wolfire.com/2012/04/Overgrowth-a174-video-changelog Alpha 174]<br />
=March 2012=<br />
*[http://blog.wolfire.com/2012/03/Overgrowth-a173-video-changelog Alpha 173]<br />
* Alpha 172<br />
*[http://blog.wolfire.com/2012/03/Overgrowth-a171-video-changelog Alpha 171]<br />
=February 2012=<br />
*[http://blog.wolfire.com/2012/02/Overgrowth-a170-video-changelog Alpha 170]<br />
*[http://blog.wolfire.com/2012/02/Overgrowth-a169-video-changelog Alpha 169]<br />
*[http://blog.wolfire.com/2012/02/Overgrowth-a168-video-changelog Alpha 168]<br />
=January 2012=<br />
*[http://blog.wolfire.com/2012/01/Overgrowth-a167-video-changelog Alpha 167]<br />
*[http://blog.wolfire.com/2012/01/Overgrowth-a166-video-changelog Alpha 166]<br />
*[http://blog.wolfire.com/2012/01/Overgrowth-a165-video-changelog Alpha 165]<br />
*[http://blog.wolfire.com/2012/01/Overgrowth-a164-video-changelog Alpha 164]<br />
*[http://blog.wolfire.com/2012/01/Overgrowth-a163-video-changelog Alpha 163]<br />
=December 2011=<br />
*[http://blog.wolfire.com/2011/12/Overgrowth-a162-video-changelog Alpha 162]<br />
*[http://blog.wolfire.com/2011/12/Overgrowth-a161-video-changelog Alpha 161]<br />
*[http://blog.wolfire.com/2011/12/Overgrowth-a160-video-changelog Alpha 160]<br />
=November 2011=<br />
*[http://blog.wolfire.com/2011/11/Overgrowth-a159-video-changelog Alpha 159]<br />
*[http://blog.wolfire.com/2011/11/Overgrowth-a158-video-changelog Alpha 158]<br />
*[http://blog.wolfire.com/2011/11/Overgrowth-a157-video-changelog Alpha 157]<br />
*[http://blog.wolfire.com/2011/11/Overgrowth-a156-video-changelog Alpha 156]<br />
=October 2011=<br />
*[http://blog.wolfire.com/2011/10/Overgrowth-a155-video-changelog Alpha 155]<br />
*[http://blog.wolfire.com/2011/10/Overgrowth-a154-video-changelog Alpha 154]<br />
*[http://blog.wolfire.com/2011/10/Overgrowth-a153-video-changelog Alpha 153]<br />
*[http://blog.wolfire.com/2011/10/Overgrowth-a152-video-changelog Alpha 152]<br />
*[http://blog.wolfire.com/2011/10/Overgrowth-a151-changelog Alpha 151]<br />
=September 2011=<br />
*[http://blog.wolfire.com/2011/09/Overgrowth-a150-video-changelog Alpha 150]<br />
*[http://blog.wolfire.com/2011/09/Overgrowth-a149-video-changelog Alpha 149]<br />
*[http://blog.wolfire.com/2011/09/Overgrowth-a148-changelog Alpha 148]<br />
*[http://blog.wolfire.com/2011/09/Overgrowth-a147-video-changelog Alpha 147]<br />
=August 2011=<br />
*[http://blog.wolfire.com/2011/08/Overgrowth-a146-video-changelog Alpha 146]<br />
*[http://blog.wolfire.com/2011/08/Overgrowth-a145-video-changelog Alpha 145]<br />
*[http://blog.wolfire.com/2011/08/Overgrowth-a144-video-changelog Alpha 144]<br />
*[http://blog.wolfire.com/2011/08/Overgrowth-a143-video-changelog Alpha 143]<br />
*[http://blog.wolfire.com/2011/08/Overgrowth-a142-changelog Alpha 142]<br />
=July 2011=<br />
*[http://blog.wolfire.com/2011/07/Overgrowth-a141-video-changelog Alpha 141]<br />
*[http://blog.wolfire.com/2011/07/Overgrowth-a140-video-changelog Alpha 140]<br />
*[http://blog.wolfire.com/2011/07/Overgrowth-a139-video-changelog Alpha 139]<br />
*[http://blog.wolfire.com/2011/07/Overgrowth-a138-video-changelog Alpha 138]<br />
=June 2011=<br />
*[http://blog.wolfire.com/2011/06/Overgrowth-a137-video-changelog Alpha 137]<br />
*[http://blog.wolfire.com/2011/06/Overgrowth-a136-changelog Alpha 136]<br />
*[http://blog.wolfire.com/2011/06/Overgrowth-a135-video-changelog Alpha 135]<br />
*[http://blog.wolfire.com/2011/06/Overgrowth-a134-video-changelog Alpha 134]<br />
=May 2011=<br />
*[http://blog.wolfire.com/2011/05/Overgrowth-a133-video-changelog Alpha 133]<br />
*[http://blog.wolfire.com/2011/05/Overgrowth-a132-video-changelog Alpha 132]<br />
*[http://blog.wolfire.com/2011/05/Overgrowth-a131-video-changelog Alpha 131]<br />
*[http://blog.wolfire.com/2011/05/Overgrowth-a130-video-changelog Alpha 130]<br />
*[http://blog.wolfire.com/2011/05/Overgrowth-a129-video-changelog Alpha 129]<br />
=April 2011=<br />
*[http://blog.wolfire.com/2011/04/Overgrowth-a128-video-changelog Alpha 128]<br />
*[http://blog.wolfire.com/2011/04/Overgrowth-a127-video-changelog Alpha 127]<br />
*[http://blog.wolfire.com/2011/04/Overgrowth-a126-video-changelog Alpha 126]<br />
*[http://blog.wolfire.com/2011/04/Overgrowth-a125-video-changelog Alpha 125]<br />
=March 2011=<br />
*[http://blog.wolfire.com/2011/03/Overgrowth-a124-video-changelog Alpha 124]<br />
*[http://blog.wolfire.com/2011/03/Overgrowth-a123-video-changelog Alpha 123]<br />
*[http://blog.wolfire.com/2011/03/Overgrowth-a122-video-changelog Alpha 122]<br />
*[http://blog.wolfire.com/2011/03/Overgrowth-Alpha-121 Alpha 121]<br />
*[http://blog.wolfire.com/2011/03/Overgrowth-Alpha-120 Alpha 120]<br />
=February 2011=<br />
*[http://blog.wolfire.com/2011/02/Overgrowth-Alpha-119-no-video-this-week Alpha 119]<br />
*[http://blog.wolfire.com/2011/02/Overgrowth-a118-video-changelog Alpha 118]<br />
*[http://blog.wolfire.com/2011/02/Overgrowth-a117-video-changelog Alpha 117]<br />
*[http://blog.wolfire.com/2011/02/Overgrowth-a116-video-changelog Alpha 116]<br />
=January 2011=<br />
*[http://blog.wolfire.com/2011/01/Overgrowth-a115-video-changelog Alpha 115]<br />
*[http://http://blog.wolfire.com/2011/01/Overgrowth-a114-video-changelog Alpha 114]<br />
*[http://blog.wolfire.com/2011/01/Overgrowth-a113-video-changelog Alpha 113]<br />
*[http://blog.wolfire.com/2011/01/New-Overgrowth-Alpha-Video Alpha 112]<br />
=December 2010=<br />
*[http://blog.wolfire.com/2010/12/Overgrowth-Alpha-Video-8 Alpha 111]<br />
* Alpha 110<br />
*[http://blog.wolfire.com/2010/12/Overgrowth-Alpha-Video-7 Alpha 109]<br />
*[http://blog.wolfire.com/2010/12/John-s-Alpha-Video Alpha 108]<br />
=November 2010=<br />
*[http://blog.wolfire.com/2010/11/Overgrowth-Alpha-Video-5 Alpha 107]<br />
*[http://blog.wolfire.com/2010/11/Overgrowth-Alpha-Video-4 Alpha 106]<br />
*[http://blog.wolfire.com/2010/11/Overgrowth-Alpha-Video-3 Alpha 105]<br />
*[http://blog.wolfire.com/2010/11/Overgrowth-Alpha-Video-2 Alpha 104]<br />
*[http://blog.wolfire.com/2010/11/Overgrowth-Weekly-Alpha-Video Alpha 103]<br />
=October 2010=<br />
*[http://http://blog.wolfire.com/2010/10/Overgrowth-Alpha-102 Alpha 102]<br />
*[http://blog.wolfire.com/2010/10/Overgrowth-Alpha-101 Alpha 101]<br />
*[http://blog.wolfire.com/2010/10/Overgrowth-Alpha-100 Alpha 100]<br />
*[http://blog.wolfire.com/2010/10/Overgrowth-Alpha-99 Alpha 99]<br />
=September 2010=<br />
*[http://blog.wolfire.com/2010/09/Overgrowth-Alpha-98 Alpha 98]<br />
*[http://blog.wolfire.com/2010/09/Overgrowth-Alpha-97 Alpha 97]<br />
*[http://blog.wolfire.com/2010/09/Overgrowth-Alpha-96 Alpha 96]<br />
*[http://blog.wolfire.com/2010/09/Overgrowth-Alpha-95 Alpha 95]<br />
=August 2010=<br />
*[http://blog.wolfire.com/2010/08/Overgrowth-Alpha-94 Alpha 94]<br />
*[http://blog.wolfire.com/2010/08/Overgrowth-Alpha-93 Alpha 93]<br />
*[http://blog.wolfire.com/2010/08/Overgrowth-Alpha-92 Alpha 92]<br />
*[http://blog.wolfire.com/2010/08/Overgrowth-Alpha-91 Alpha 91]<br />
*[http://blog.wolfire.com/2010/08/Overgrowth-Alpha-90 Alpha 90]<br />
=July 2010=<br />
*[http://blog.wolfire.com/2010/07/Overgrowth-Alpha-89 Alpha 89]<br />
*[http://blog.wolfire.com/2010/07/Overgrowth-Alpha-88 Alpha 88]<br />
*[http://blog.wolfire.com/2010/07/Overgrowth-Alpha-87 Alpha 87]<br />
*[http://blog.wolfire.com/2010/07/Overgrowth-Alpha-86 Alpha 86]<br />
=June 2010=<br />
*[http://blog.wolfire.com/2010/06/Overgrowth-Alpha-85 Alpha 85]<br />
*[http://blog.wolfire.com/2010/06/Overgrowth-Alpha-84 Alpha 84]<br />
*[http://blog.wolfire.com/2010/06/Overgrowth-Alpha-83 Alpha 83]<br />
*[http://blog.wolfire.com/2010/06/Overgrowth-Alpha-82 Alpha 82]<br />
*[http://blog.wolfire.com/2010/06/Overgrowth-Alpha-81 Alpha 81]<br />
=May 2010=<br />
*[http://blog.wolfire.com/2010/05/Overgrowth-Alpha-80 Alpha 80]<br />
*[http://blog.wolfire.com/2010/05/Overgrowth-Alpha-79 Alpha 79]<br />
*[http://blog.wolfire.com/2010/05/Overgrowth-Alpha-78 Alpha 78]<br />
<br />
[[Category: Overgrowth]]<br />
[[Category: SPF]]</div>Lasthttps://wiki.wolfire.com/index.php?title=Control_Reference&diff=3495Control Reference2011-10-19T19:56:39Z<p>Last: </p>
<hr />
<div>'Cmd' refers to the '⌘' key on Macs, and the 'Ctrl' key on PCs.<br />
<br />
See the [http://blog.wolfire.com/2009/03/map-editor-controls/ original blog post].<br />
<br />
= Camera Movement=<br />
<br />
{| border="1" cellpadding="2"<br />
|-<br />
! !! Control !! Behavior<br />
|-<br />
! Forward<br />
| 'w' || Moves camera forward.<br />
|-<br />
! Backward<br />
| 's' || Moves camera backward.<br />
|-<br />
! Left<br />
| 'a' || Moves camera left.<br />
|-<br />
! Right<br />
| 'd' || Moves camera right.<br />
|-<br />
! Up<br />
| shift + 'w' || Moves camera up.<br />
|-<br />
! Down<br />
| shift + 's' || Moves camera down.<br />
|}<br />
<br />
<br />
=Tool/Mode Selection=<br />
<br />
{| border="1" cellpadding="2"<br />
|-<br />
! !! Control !! Behavior<br />
|-<br />
! Translate<br />
| Click 'translate' button or press '4' || Sets tool to translate tool. When hovering over a selected object, cursor will indicate the currently chosen tool.<br />
|-<br />
! Scale<br />
| Click 'scale' button or press '5' || Sets tool to scale tool.<br />
|-<br />
! Rotate <br />
| Click 'rotate' button or press '6' || Sets tool to rotate tool.<br />
|-<br />
! Paintbrush <br />
| Click 'paintbrush' button or press '3' || Sets tool to paintbrush tool.<br />
|-<br />
! Omni <br />
| press '7' || Sets tool to omni tool. The omni tool combines the translation, scale, and rotate tools. See 'Transformation' section for details on how the omni tool decides which of its states to act in.<br />
|-<br />
! Game mode<br />
| press '8' || Sends in Rabbot!<br />
|-<br />
! Editor mode<br />
| press '9' || Back to editor mode.<br />
|-<br />
! Rigging mode<br />
| press 'cmd-r' || Go into rigging mode.<br />
|-<br />
! In game webbrowser<br />
| press 'F1' || Open the in game webbrowser.<br />
|-<br />
! Object browser<br />
| press 'cmd-l' || To enter object browser menu<br />
|-<br />
! Decal Selection tool /decal editor mode<br />
| press 'cmd-2' || To enter Decal selection/editor tool<br />
|-<br />
Pressing escape while in rigging mode, get's you<br />
not only back to editor mode but also gives you a different topbar!<br />
|}<br />
<br />
=Object Creation=<br />
<br />
{| border="1" cellpadding="2"<br />
|-<br />
! !! Control !! Behavior<br />
|-<br />
! Load Object<br />
| cmd-l (or click 'load' button) + left-mouse-click || Opens up a dialogue box in which the user may specify an xml file containing object data (anything in "./Data/Objects" or "./Data/Levels"). Places selected objects in scene, centered at mouse click.<br />
|-<br />
! Copy Objects<br />
| cmd-c || Copies all selected objects (and their relative placement) into a copy buffer.<br />
|-<br />
! Paste Objects<br />
| cmd-v || Adds to scene all objects in the copy buffer. Centers objects at mouse location.<br />
|-<br />
!Paintbrush<br />
| Set tool to 'paintbrush' + hold 'p' + left-click-and-drag || Quickly adds semi-randomized objects to the scene, centered about mouse location. Let go of 'b' to move camera. Control paintbrush properties with sliders and checkboxes in the 'Misc' UI panel. [http://blog.wolfire.com/2009/02/editor-paintbrush/ More info here].<br />
|}<br />
<br />
=Object Selection=<br />
<br />
{| border="1" cellpadding="2"<br />
|-<br />
! !! Control !! Behavior<br />
|-<br />
! Select single object<br />
| double-left-click on object || Selects clicked on object and deselects all other objects. If the object is part of a group, the whole group is selected. Bounding box and slight glow indicate object is selected.<br />
|-<br />
! Toggle-select objects<br />
| shift + double-left-click on objects || Toggles whether or not clicked on object is selected. Preserves other existing selections.<br />
|-<br />
! Box select objects<br />
| left-click + right-click + drag, or left-click + 'b' + drag || Selects all objects whose centers lie within box drawn on screen. Deselects all other objects.<br />
|-<br />
! Box toggle-select objects<br />
| shift + left-click + right-click + drag, or shift + left-click + 'b' + drag || Toggles selection state for all objects whose centers lie within box drawn on screen. Preserves other existing selections.<br />
|-<br />
! Select decal that is under another decal<br />
| mouse wheel up/down || This onley works when you have atleast 2 decalsand one is on top of another. You need to select atleast 1 decal first and your mouse cursor needs to be on top of that one you want to select to do it<br />
|-<br />
! Select all<br />
| cmd-a || Selects all objects.<br />
|-<br />
! Deselect all<br />
| double-left-click away from all objects || Deselects all objects.<br />
|}<br />
<br />
=Transformations=<br />
<br />
For all transformations:<br />
<br />
* In order to transform an object you must first select it.<br />
* Hold ctrl to make movements snap by discrete increments.<br />
* Hold alt to transform a clone of an object (or multiple objects), leaving the original object behind<br />
* Left-click controls a 'generic' version of the transformation; right-click controls a version of the transformation contextually specific to the clicked on face. Holding shift locks the transformation to a single axis.<br />
* Groups are transformed about the group center. Ungrouped objects, even if multiple are selected and transformed at once, are transformed about their own individual centers.<br />
<br />
==Translation==<br />
<br />
Set tool to 'translation', or set tool to 'omni tool' and hover mouse over central region of a bounding box face, or set tool to 'omni tool' and hold 't'.<br />
<br />
{| border="1" cellpadding="2"<br />
|-<br />
! !! Control !! Behavior<br />
|-<br />
! Camera relative<br />
| left-click + drag || Translates clicked on object along plane parallel to the screen.<br />
|-<br />
! Locked to plane<br />
| right-click + drag || Translates clicked on object along plane of clicked on face.<br />
|-<br />
! Locked to line<br />
| shift + right-click + drag || Translates clicked on object along normal of clicked on face.<br />
|-<br />
! force decal(s) to map onley one object/group<br />
| hold i || selected decal will onley map with that object that is directly underneath your mouse<br />
|-<br />
! force decal(s) to project onley those object(s) that you want them to<br />
| press o || selected decal will onley map with that object that is directly underneath your mouse<br />
|-<br />
! projection pox/angel<br />
| press p || to make projection box for decal<br />
|-}<br />
<br />
==Scale==<br />
<br />
Set tool to 'scale', or set tool to 'omni tool' and hover mouse near bounding box vertices, or set tool to 'omni tool' and hold 'e'.<br />
<br />
{| border="1" cellpadding="2"<br />
|-<br />
! !! Control !! Behavior<br />
|-<br />
! All dimensions<br />
| left-click + drag || Scales clicked on object in all dimensions (x, y, and z) at once.<br />
|-<br />
! Locked to plane<br />
| right-click + drag || Extends clicked on object along plane of clicked on face.<br />
|-<br />
! Locked to line<br />
| shift + right-click + drag || Extrudes clicked on object along normal of clicked on face.<br />
|}<br />
<br />
==Mirror==<br />
<br />
Just use the right-click scale tool, and scale down the object until it flips and its mirror image begins scaling up!<br />
<br />
==Rotation==<br />
<br />
Set tool to 'rotation', or set tool to 'omni tool' and hover mouse near bounding box edges, or set tool to 'omni tool' and hold 'r'.<br />
<br />
{| border="1" cellpadding="2"<br />
|-<br />
! !! Control !! Behavior<br />
|-<br />
! Free<br />
| left-click + drag || Rotates clicked on object as if you are pushing the surface of a ball.<br />
|-<br />
! Locked to axis<br />
| right-click + drag || Rotates clicked on object about normal of clicked on face.<br />
|}<br />
<br />
=Grouping=<br />
<br />
{| border="1" cellpadding="2"<br />
|-<br />
! !! Control !! Behavior<br />
|-<br />
! Group objects<br />
| cmd-g || All selected objects and groups are joined into a new group. Groups are hierarchical, so grouped groups are treated as subgroups. Objects in a group are selected as a unit and transform as a unit.<br />
|-<br />
! Ungroup objects<br />
| cmd-shift-g || All selected groups are disbanded at their outermost level.<br />
|}<br />
<br />
=Undo/Redo=<br />
<br />
{| border="1" cellpadding="2"<br />
|-<br />
! !! Control !! Behavior<br />
|-<br />
! Undo action<br />
| cmd-z || Undoes the last completed action.<br />
|-<br />
! Redo action<br />
| cmd-shift-z || Redoes the last undone action. Redo-able actions are cleared whenever the user completes a new action..<br />
|}<br />
<br />
=Object Removal=<br />
<br />
{| border="1" cellpadding="2"<br />
|-<br />
! !! Control !! Behavior<br />
|-<br />
! Delete object<br />
| delete or backspace || Deletes all selected objects<br />
|}<br />
<br />
=Saving=<br />
<br />
{| border="1" cellpadding="2"<br />
|-<br />
! !! Control !! Behavior<br />
|-<br />
! Auto-save<br />
| Automatic || Every 30 seconds or so the program automatically saves the entire level to the file "./Data/Levels/autosave.xml".<br />
|-<br />
! Save level<br />
| cmd-s || Saves entire level to the same path as the level was opened from, overwriting the old level file.<br />
|-<br />
! Save selected objects<br />
| cmd-shift-s || Saves-as all selected objects to a path specified by the user in a dialogue box.<br />
|}<br />
<br />
[[Category: Tutorials]]<br />
[[Category: Modding]]<br />
[[Category: Overgrowth]]</div>Lasthttps://wiki.wolfire.com/index.php?title=Custom_Terrain&diff=3486Custom Terrain2011-10-12T07:50:18Z<p>Last: </p>
<hr />
<div>{{stub}}<br />
<br />
Tutorials on how to create and import your custom terrain into Overgrowth.<br />
Here is the most up to date tutorial (Video tutorial) (Sep 29, 2011)<br />
* [http://forums.wolfire.com/viewtopic.php?f=13&t=12568#p141577 Level terrain tutorial: how to make a custom terrain in L3DT]<br />
<br />
And here are out dated, but still usable tutorials<br />
<br />
* The two tutorials cover two entirely different approaches.<br />
* [[How to make your own Terrains for OG - Crash Course]]<br />
* [http://forums.wolfire.com/viewtopic.php?f=13&t=5457 Custom Terrain Tutorial]<br />
<br />
<br />
<br />
PEASE DO NOT EDIT THIS JET ITS IN WORK IN PROGRESS STATUS<br />
<br />
Here is tutorial for L3DT version 2.9 standard.<br />
Also i am useing Overgrowth a135 files<br />
<br />
So lets start with downloading L3DT [http://www.bundysoft.com/L3DT/downloads/standard.php here]<br />
After you have installed it i recomend you to make walk-trough guide first to understand little this program.<br />
<br />
I make also a Designable map with you.<br />
<br />
Under the '''Heightfield size'''<br />
*change width to 512 and Height to 512 for faster calculations.<br />
<br />
You can also change width and height to 2048X2048 but calcuations takes much more time then.<br />
<br />
*change Horiz.scale to 1<br />
Click next<br />
<br />
optional change is to change HF/DM ratio to 16 for faster calculating of design map<br />
<br />
click next untill you see Design map parameters<br />
*change Average altitude: all the way to the land<br />
*feel free to mess around with other sliders<br />
*choose climate under Default climate this option changes texture map of your new map<br />
L3DT also can generate atributes map what i am useing for waight map in OG and it is useing climate option what i will explain little later.<br />
<br />
click next untill you see Calculation queue window<br />
<br />
Check there<br />
Heightfield,<br />
Attributes map,<br />
terrain normals<br />
Texture map <br />
press next.<br />
<br />
So you see Texture settings.<br />
<br />
*uncheck Use light map because OG has its own shadows map<br />
<br />
*check Anti-aliasing and move slider to 32X<br />
<br />
*check Make high.resolution texture<br />
<br />
*check Split map into tiles(mosaic map)<br />
<br />
and press OK<br />
<br />
L3DT will ask you now to save your project map so just save it somewhere.<br />
<br />
After the calculatuon progress is finished do not generate Light map because you dont nee it.<br />
<br />
So we almost have basic thing for Overgrowtg map.<br />
<br />
Now it gets little tricky because we are going to mess with climates and atributes map (In Overgrowth its called waight map)<br />
<br />
We need to make New climate so we can edit it in the future much easyly in the future.<br />
<br />
L3DT climates are useing materials files and every material have its own color. We need to make 4 new materials and asign them right colours to work properly with Overgrowth weights map<br />
<br />
So lets begin with opening up Resources menu and selecting under there climates and Climat manager.<br />
<br />
Now you see all climates what is pre made for L3DT<br />
<br />
Chose Temperate (basick)<br />
<br />
click on the Pebbels and press copy<br />
<br />
Name it OG_Pebbels and press ok<br />
<br />
chose Appearance and then under material Coppy<br />
<br />
Name it again OG_Pebbels<br />
<br />
Now click that button with ...<br />
<br />
make new folder called OG<br />
<br />
name your file again OG_pebbels.mat.xml and save your material file into that folder.<br />
<br />
Click ok 3 times untill you are back in the climate editor window<br />
<br />
Chose jour OG_pebbels and chose delete and press ok untill you reach to climate manager window<br />
<br />
<br />
Now we are going to make completly new climate named OG and it will use Our material files including that 1 what we just made<br />
<br />
So click on the Demo-grass-rock-sand and make copy if it<br />
<br />
lets name this Climate to OG<br />
<br />
Now click that button with ...<br />
<br />
Go to folder you made earlyer called OG and save your climate file into that folder.<br />
<br />
Press ok<br />
<br />
now select Grass and make copy of it and name it OG_Grass<br />
<br />
under General tab there is Display col click on it and chose that green colour from basic colors what is in the location x=3 y=3<br />
<br />
click ok<br />
<br />
under Appearance tab there is edit button click it and again name it OG_Grass and save it to the OG folder useing that ... button<br />
<br />
click ok untill you are back in the Climate editor window<br />
<br />
Click save and then OK<br />
<br />
And thats it for tonight<br />
<br />
<br />
<br />
<br />
<br />
<br />
[[Category:Overgrowth]]</div>Lasthttps://wiki.wolfire.com/index.php?title=Custom_Terrain&diff=3485Custom Terrain2011-10-12T07:48:34Z<p>Last: </p>
<hr />
<div>{{stub}}<br />
<br />
Tutorials on how to create and import your custom terrain into Overgrowth.<br />
Here is the most up to date tutorial (Sep 29, 2011)<br />
* [http://forums.wolfire.com/viewtopic.php?f=13&t=12568#p141577]<br />
<br />
And here are out dated but still usable tutorials<br />
<br />
* The two tutorials cover two entirely different approaches.<br />
* [[How to make your own Terrains for OG - Crash Course]]<br />
* [http://forums.wolfire.com/viewtopic.php?f=13&t=5457 Custom Terrain Tutorial]<br />
<br />
<br />
<br />
PEASE DO NOT EDIT THIS JET ITS IN WORK IN PROGRESS STATUS<br />
<br />
Here is tutorial for L3DT version 2.9 standard.<br />
Also i am useing Overgrowth a135 files<br />
<br />
So lets start with downloading L3DT [http://www.bundysoft.com/L3DT/downloads/standard.php here]<br />
After you have installed it i recomend you to make walk-trough guide first to understand little this program.<br />
<br />
I make also a Designable map with you.<br />
<br />
Under the '''Heightfield size'''<br />
*change width to 512 and Height to 512 for faster calculations.<br />
<br />
You can also change width and height to 2048X2048 but calcuations takes much more time then.<br />
<br />
*change Horiz.scale to 1<br />
Click next<br />
<br />
optional change is to change HF/DM ratio to 16 for faster calculating of design map<br />
<br />
click next untill you see Design map parameters<br />
*change Average altitude: all the way to the land<br />
*feel free to mess around with other sliders<br />
*choose climate under Default climate this option changes texture map of your new map<br />
L3DT also can generate atributes map what i am useing for waight map in OG and it is useing climate option what i will explain little later.<br />
<br />
click next untill you see Calculation queue window<br />
<br />
Check there<br />
Heightfield,<br />
Attributes map,<br />
terrain normals<br />
Texture map <br />
press next.<br />
<br />
So you see Texture settings.<br />
<br />
*uncheck Use light map because OG has its own shadows map<br />
<br />
*check Anti-aliasing and move slider to 32X<br />
<br />
*check Make high.resolution texture<br />
<br />
*check Split map into tiles(mosaic map)<br />
<br />
and press OK<br />
<br />
L3DT will ask you now to save your project map so just save it somewhere.<br />
<br />
After the calculatuon progress is finished do not generate Light map because you dont nee it.<br />
<br />
So we almost have basic thing for Overgrowtg map.<br />
<br />
Now it gets little tricky because we are going to mess with climates and atributes map (In Overgrowth its called waight map)<br />
<br />
We need to make New climate so we can edit it in the future much easyly in the future.<br />
<br />
L3DT climates are useing materials files and every material have its own color. We need to make 4 new materials and asign them right colours to work properly with Overgrowth weights map<br />
<br />
So lets begin with opening up Resources menu and selecting under there climates and Climat manager.<br />
<br />
Now you see all climates what is pre made for L3DT<br />
<br />
Chose Temperate (basick)<br />
<br />
click on the Pebbels and press copy<br />
<br />
Name it OG_Pebbels and press ok<br />
<br />
chose Appearance and then under material Coppy<br />
<br />
Name it again OG_Pebbels<br />
<br />
Now click that button with ...<br />
<br />
make new folder called OG<br />
<br />
name your file again OG_pebbels.mat.xml and save your material file into that folder.<br />
<br />
Click ok 3 times untill you are back in the climate editor window<br />
<br />
Chose jour OG_pebbels and chose delete and press ok untill you reach to climate manager window<br />
<br />
<br />
Now we are going to make completly new climate named OG and it will use Our material files including that 1 what we just made<br />
<br />
So click on the Demo-grass-rock-sand and make copy if it<br />
<br />
lets name this Climate to OG<br />
<br />
Now click that button with ...<br />
<br />
Go to folder you made earlyer called OG and save your climate file into that folder.<br />
<br />
Press ok<br />
<br />
now select Grass and make copy of it and name it OG_Grass<br />
<br />
under General tab there is Display col click on it and chose that green colour from basic colors what is in the location x=3 y=3<br />
<br />
click ok<br />
<br />
under Appearance tab there is edit button click it and again name it OG_Grass and save it to the OG folder useing that ... button<br />
<br />
click ok untill you are back in the Climate editor window<br />
<br />
Click save and then OK<br />
<br />
And thats it for tonight<br />
<br />
<br />
<br />
<br />
<br />
<br />
[[Category:Overgrowth]]</div>Lasthttps://wiki.wolfire.com/index.php?title=Custom_Terrain&diff=3484Custom Terrain2011-10-12T07:46:01Z<p>Last: </p>
<hr />
<div>{{stub}}<br />
<br />
Tutorials on how to create and import your custom terrain into Overgrowth.<br />
<br />
* The two tutorials cover two entirely different approaches.<br />
* [[How to make your own Terrains for OG - Crash Course]]<br />
* [http://forums.wolfire.com/viewtopic.php?f=13&t=5457 Custom Terrain Tutorial]<br />
Here is the most up to date tutorial (Sep 29, 2011)<br />
[http://forums.wolfire.com/viewtopic.php?f=13&t=12568#p141577]<br />
<br />
<br />
PEASE DO NOT EDIT THIS JET ITS IN WORK IN PROGRESS STATUS<br />
<br />
Here is tutorial for L3DT version 2.9 standard.<br />
Also i am useing Overgrowth a135 files<br />
<br />
So lets start with downloading L3DT [http://www.bundysoft.com/L3DT/downloads/standard.php here]<br />
After you have installed it i recomend you to make walk-trough guide first to understand little this program.<br />
<br />
I make also a Designable map with you.<br />
<br />
Under the '''Heightfield size'''<br />
*change width to 512 and Height to 512 for faster calculations.<br />
<br />
You can also change width and height to 2048X2048 but calcuations takes much more time then.<br />
<br />
*change Horiz.scale to 1<br />
Click next<br />
<br />
optional change is to change HF/DM ratio to 16 for faster calculating of design map<br />
<br />
click next untill you see Design map parameters<br />
*change Average altitude: all the way to the land<br />
*feel free to mess around with other sliders<br />
*choose climate under Default climate this option changes texture map of your new map<br />
L3DT also can generate atributes map what i am useing for waight map in OG and it is useing climate option what i will explain little later.<br />
<br />
click next untill you see Calculation queue window<br />
<br />
Check there<br />
Heightfield,<br />
Attributes map,<br />
terrain normals<br />
Texture map <br />
press next.<br />
<br />
So you see Texture settings.<br />
<br />
*uncheck Use light map because OG has its own shadows map<br />
<br />
*check Anti-aliasing and move slider to 32X<br />
<br />
*check Make high.resolution texture<br />
<br />
*check Split map into tiles(mosaic map)<br />
<br />
and press OK<br />
<br />
L3DT will ask you now to save your project map so just save it somewhere.<br />
<br />
After the calculatuon progress is finished do not generate Light map because you dont nee it.<br />
<br />
So we almost have basic thing for Overgrowtg map.<br />
<br />
Now it gets little tricky because we are going to mess with climates and atributes map (In Overgrowth its called waight map)<br />
<br />
We need to make New climate so we can edit it in the future much easyly in the future.<br />
<br />
L3DT climates are useing materials files and every material have its own color. We need to make 4 new materials and asign them right colours to work properly with Overgrowth weights map<br />
<br />
So lets begin with opening up Resources menu and selecting under there climates and Climat manager.<br />
<br />
Now you see all climates what is pre made for L3DT<br />
<br />
Chose Temperate (basick)<br />
<br />
click on the Pebbels and press copy<br />
<br />
Name it OG_Pebbels and press ok<br />
<br />
chose Appearance and then under material Coppy<br />
<br />
Name it again OG_Pebbels<br />
<br />
Now click that button with ...<br />
<br />
make new folder called OG<br />
<br />
name your file again OG_pebbels.mat.xml and save your material file into that folder.<br />
<br />
Click ok 3 times untill you are back in the climate editor window<br />
<br />
Chose jour OG_pebbels and chose delete and press ok untill you reach to climate manager window<br />
<br />
<br />
Now we are going to make completly new climate named OG and it will use Our material files including that 1 what we just made<br />
<br />
So click on the Demo-grass-rock-sand and make copy if it<br />
<br />
lets name this Climate to OG<br />
<br />
Now click that button with ...<br />
<br />
Go to folder you made earlyer called OG and save your climate file into that folder.<br />
<br />
Press ok<br />
<br />
now select Grass and make copy of it and name it OG_Grass<br />
<br />
under General tab there is Display col click on it and chose that green colour from basic colors what is in the location x=3 y=3<br />
<br />
click ok<br />
<br />
under Appearance tab there is edit button click it and again name it OG_Grass and save it to the OG folder useing that ... button<br />
<br />
click ok untill you are back in the Climate editor window<br />
<br />
Click save and then OK<br />
<br />
And thats it for tonight<br />
<br />
<br />
<br />
<br />
<br />
<br />
[[Category:Overgrowth]]</div>Lasthttps://wiki.wolfire.com/index.php?title=Configuring_Overgrowth&diff=3483Configuring Overgrowth2011-10-11T21:40:56Z<p>Last: </p>
<hr />
<div>While Overgrowth does not currently provide a way to adjust settings in game, users may adjust their configuration by modifying their<br />
<br />
'''config.txt''' file. '''config.txt''' is located in: ((for Mac users) '''''~/Library/Application Support/Lugaru 2/Data/'''''<br />
<br />
'''Note: if you are using Lion, your library folder is hidden by default... in the finder, click the "Go" menu, then Press Option, and Library will appear in the list '''<br />
<br />
(and for Windows users) '''''My Documents\Wolfire\Overgrowth\Data''''', '''NOT''' Program Files\Wolfire\Overgrowth\Data!). The file is a plain text file that is readable<br />
<br />
by any normal text editor (such as TextEdit for Mac or Notepad for Windows).<br />
<br />
==Settings==<br />
<br />
screenwidth: 800 - the game's horizontal resolution<br />
<br />
screenheight: 600 - the game's vertical resolution<br />
<br />
fullscreen: false - change this value to true in order to get Overgrowth to run in fullscreen mode<br />
<br />
vsync: false - change this value to true in order to limit the frame rate of the game to the refresh rate of your monitor<br />
<br />
multisample: 0<br />
<br />
anisotropy: 0<br />
<br />
post_effects: false<br />
<br />
shaders: true<br />
<br />
texture_reduce: 1<br />
<br />
gamma_correct: true<br />
<br />
fps_label: false - set this value to true to enable the in-game fps counter<br />
<br />
sound_label: true<br />
<br />
visible_raycasts: false<br />
<br />
visible_sound_spheres: false<br />
<br />
editor_mode: false - set this value to true in order to start the level editor by default (instead of taking player control)<br />
<br />
invert_y_look: false <br />
<br />
music: false - set this value to false to disable background music<br />
<br />
media_mode: false -set this true to remove some menues in editor mode<br />
<br />
baked_shadows: true set this false to use cascaded shadow maps (may be little slower but shadows are calculated in real time)<br />
<br />
debug_key_presses: false<br />
<br />
key[quit]: esc you can exit into editor mode or if you allready are in editor mode you can exit into level select menu<br />
<br />
key[slow]: tab - ennables slow motion<br />
<br />
key[fast]: \<br />
<br />
key[crouch]: lshift<br />
<br />
key[jump]: space<br />
<br />
key[screenshot]: f7<br />
<br />
key[console]: `<br />
<br />
key[left]: a<br />
<br />
key[right]: d<br />
<br />
key[up]: w<br />
<br />
key[down]: s<br />
<br />
key[item]: e - grabs a nearby weapon<br />
<br />
key[drop]: q - drops a weapon that you are holding<br />
<br />
key[chat]: t<br />
<br />
key[rclick]: rshift - for users having difficulty with the combat/weapon controls, it may be helpful to set this value to some other button (such as "e") in order allow better ease of use.<br />
<br />
xbox_look_sensitivity: 1.5<br />
<br />
xbox[jump]: RB<br />
<br />
xbox[crouch]: LB<br />
<br />
xbox[attack]: RT<br />
<br />
xbox[grab]: LT<br />
<br />
xbox[item]: A<br />
<br />
xbox[drop]: X<br />
<br />
controller[movex]: axis1<br />
<br />
controller[movey]: axis2<br />
<br />
controller[lookx]: axis5<br />
<br />
controller[looky]: axis4<br />
<br />
controller[jump]: button6<br />
<br />
controller[crouch]: button5<br />
<br />
controller[item]: button1<br />
<br />
controller[drop]: button3<br />
<br />
controller[attack]: axis3<-0.5<br />
<br />
controller[grab]: axis3>0.5<br />
<br />
<br />
[[Category: Tutorials]]<br />
[[Category: Modding]]<br />
[[Category: Overgrowth]]<br />
<br />
----<br />
<br />
<br />
Since alpha 150, external controller options have been added to the '''config.txt''' file. The following guide will help you configure your controller to properly work with Overgrowth.<br />
<br />
Note: Currently the guide only targets Windows 7 users.<br />
<br />
First, make sure your controller is plugged in to your computer.<br />
<br />
Next, open the start menu and click on ''Control Panel'' (located on the right side). Once opened, make sure the view is set to ''Large Icons'' (switchable in the upper right corner). Select ''Devices and Printers''.<br />
<br />
You should see your controller listed under ''Devices''. Right click it, and select ''Game Controller Settings''. The ''Game Controllers'' window will appear. Make sure your controller is selected, then click on ''Properties''.<br />
<br />
Once again, a new window should appear - make sure that the view is set to the ''Test'' tab. In this view, you will be able to determine which physical button is mapped to each virtual button. Play around with your controller to confirm that everything is working properly, and take note of the button mappings.<br />
<br />
Now navigate to and open up your '''config.txt''' file (as described above). Rearrange the mappings in the file to match your desired controller setup.<br />
<br />
Once you have everything modified, save the '''config.txt''' file and launch Overgrowth in order to test the new configuration.</div>Lasthttps://wiki.wolfire.com/index.php?title=Configuring_Overgrowth&diff=3476Configuring Overgrowth2011-09-28T21:57:24Z<p>Last: </p>
<hr />
<div>While Overgrowth does not currently provide a way to adjust settings in game, users may adjust their configuration by modifying their<br />
<br />
'''config.txt''' file. '''config.txt''' is located in the Data folder ((for Mac users) '''''~/Library/Application Support/Lugaru 2/Data/'''''<br />
<br />
'''Note: if you are using Lion, your library folder is hidden by default... in the finder, click the "Go" menu, then Press Option, and Library will appear in the list '''<br />
<br />
<br />
(and for Windows users) '''''My Documents\Wolfire\Overgrowth\Data''''', '''NOT''' Program Files\Wolfire\Overgrowth\Data!). The file is a plain text file that is readable<br />
<br />
by any normal text editor (such as TextEdit for Mac or Notepad for Windows).<br />
<br />
==Settings==<br />
<br />
screenwidth: 800 - the game's horizontal resolution<br />
<br />
screenheight: 600 - the game's vertical resolution<br />
<br />
fullscreen: false - change this value to true in order to get Overgrowth to run in fullscreen mode<br />
<br />
vsync: false - change this value to true in order to limit the frame rate of the game to the refresh rate of your monitor<br />
<br />
multisample: 0<br />
<br />
anisotropy: 0<br />
<br />
post_effects: false<br />
<br />
shaders: true<br />
<br />
texture_reduce: 1<br />
<br />
gamma_correct: true<br />
<br />
fps_label: false - set this value to true to enable the in-game fps counter<br />
<br />
sound_label: true<br />
<br />
visible_raycasts: false<br />
<br />
visible_sound_spheres: false<br />
<br />
editor_mode: false - set this value to true in order to start the level editor by default (instead of taking player control)<br />
<br />
invert_y_look: false <br />
<br />
music: false - set this value to false to disable background music<br />
<br />
media_mode: false -set this true to remove some menues in editor mode<br />
<br />
baked_shadows: true set this false to use cascaded shadow maps (may be little slower but shadows are calculated in real time)<br />
<br />
debug_key_presses: false<br />
<br />
key[quit]: esc you can exit into editor mode or if you allready are in editor mode you can exit into level select menu<br />
<br />
key[slow]: tab - ennables slow motion<br />
<br />
key[fast]: \<br />
<br />
key[crouch]: lshift<br />
<br />
key[jump]: space<br />
<br />
key[screenshot]: f7<br />
<br />
key[console]: `<br />
<br />
key[left]: a<br />
<br />
key[right]: d<br />
<br />
key[up]: w<br />
<br />
key[down]: s<br />
<br />
key[item]: e - grabs a nearby weapon<br />
<br />
key[drop]: q - drops a weapon that you are holding<br />
<br />
key[chat]: t<br />
<br />
key[rclick]: rshift - for users having difficulty with the combat/weapon controls, it may be helpful to set this value to some other button (such as "e") in order allow better ease of use.<br />
<br />
xbox_look_sensitivity: 1.5<br />
<br />
xbox[jump]: RB<br />
<br />
xbox[crouch]: LB<br />
<br />
xbox[attack]: RT<br />
<br />
xbox[grab]: LT<br />
<br />
xbox[item]: A<br />
<br />
xbox[drop]: X<br />
<br />
controller[movex]: axis1<br />
<br />
controller[movey]: axis2<br />
<br />
controller[lookx]: axis5<br />
<br />
controller[looky]: axis4<br />
<br />
controller[jump]: button6<br />
<br />
controller[crouch]: button5<br />
<br />
controller[item]: button1<br />
<br />
controller[drop]: button3<br />
<br />
controller[attack]: axis3<-0.5<br />
<br />
controller[grab]: axis3>0.5<br />
<br />
<br />
[[Category:Overgrowth]]<br />
<br />
Alpha 150 added controller options under config.txt so i am tring to explain you how you can modify your controller buttons to do something in game<br />
<br />
Note i am useing windows so i don't know how is it in Mac or in the future Linux also i am useing windows7<br />
<br />
what i do is click on start menu there is a little search box. i write there set up usb game controllers.<br />
<br />
Now i should see all my usb joistiks in installed game controllers box. i highlight that i use and i click on properties.<br />
<br />
I move to the test tab. when i press my controller a button i can see what button or axe i just pressed.<br />
<br />
now lets say i want to make button 4 attack button (mouse lest button) and button 2 grab button (mouse right button)<br />
<br />
all i have to do is change controller[attack]: axis3<-0.5 to controller[attack]: button4 and change controller[grab]: axis3>0.5 to controller[grab]: button2<br />
<br />
Same things goes with axis if i want to make rabbot look left or right i need to change controller[lookx] and if i cange controller[looky] he will look up and down with that axis you just put in there was that axis1 or axis 5 i don't know<br />
<br />
Also you can change controller buttons lets say you want to jump with 2 button. all you have to do is change line controller[jump]: button6 to controller[jump]: button2 it so simple.</div>Lasthttps://wiki.wolfire.com/index.php?title=Configuring_Overgrowth&diff=3475Configuring Overgrowth2011-09-27T07:43:45Z<p>Last: </p>
<hr />
<div>While Overgrowth does not currently provide a way to adjust settings in game, users may adjust their configuration by modifying their<br />
<br />
'''config.txt''' file. '''config.txt''' is located in the Data folder ((for Mac users) '''''~/Library/Application Support/Lugaru 2/Data/'''''<br />
<br />
'''Note: if you are using Lion, your library folder is hidden by default... in the finder, click the "Go" menu, then Press Option, and Library will appear in the list '''<br />
<br />
<br />
(and for Windows users) '''''My Documents\Wolfire\Overgrowth\Data''''', '''NOT''' Program Files\Wolfire\Overgrowth\Data!). The file is a plain text file that is readable<br />
<br />
by any normal text editor (such as TextEdit for Mac or Notepad for Windows).<br />
<br />
==Settings==<br />
<br />
screenwidth: 800 - the game's horizontal resolution<br />
<br />
screenheight: 600 - the game's vertical resolution<br />
<br />
fullscreen: false - change this value to true in order to get Overgrowth to run in fullscreen mode<br />
<br />
vsync: false - change this value to true in order to limit the frame rate of the game to the refresh rate of your monitor<br />
<br />
multisample: 0<br />
<br />
anisotropy: 0<br />
<br />
post_effects: false<br />
<br />
shaders: true<br />
<br />
texture_reduce: 1<br />
<br />
gamma_correct: true<br />
<br />
fps_label: false - set this value to true to enable the in-game fps counter<br />
<br />
sound_label: true<br />
<br />
visible_raycasts: false<br />
<br />
visible_sound_spheres: false<br />
<br />
editor_mode: false - set this value to true in order to start the level editor by default (instead of taking player control)<br />
<br />
invert_y_look: false <br />
<br />
music: false - set this value to false to disable background music<br />
<br />
media_mode: false -set this true to remove some menues in editor mode<br />
<br />
baked_shadows: true set this false to use cascaded shadow maps (may be little slower but shadows are calculated in real time)<br />
<br />
debug_key_presses: false<br />
<br />
key[quit]: esc you can exit into editor mode or if you allready are in editor mode you can exit into level select menu<br />
<br />
key[slow]: tab - ennables slow motion<br />
<br />
key[fast]: \<br />
<br />
key[crouch]: lshift<br />
<br />
key[jump]: space<br />
<br />
key[screenshot]: f7<br />
<br />
key[console]: `<br />
<br />
key[left]: a<br />
<br />
key[right]: d<br />
<br />
key[up]: w<br />
<br />
key[down]: s<br />
<br />
key[item]: e - grabs a nearby weapon<br />
<br />
key[drop]: q - drops a weapon that you are holding<br />
<br />
key[chat]: t<br />
<br />
key[rclick]: rshift - for users having difficulty with the combat/weapon controls, it may be helpful to set this value to some other button (such as "e") in order allow better ease of use.<br />
<br />
xbox_look_sensitivity: 1.5<br />
<br />
xbox[jump]: RB<br />
<br />
xbox[crouch]: LB<br />
<br />
xbox[attack]: RT<br />
<br />
xbox[grab]: LT<br />
<br />
xbox[item]: A<br />
<br />
xbox[drop]: X<br />
<br />
controller[movex]: axis1<br />
<br />
controller[movey]: axis2<br />
<br />
controller[lookx]: axis5<br />
<br />
controller[looky]: axis4<br />
<br />
controller[jump]: button6<br />
<br />
controller[crouch]: button5<br />
<br />
controller[item]: button1<br />
<br />
controller[drop]: button3<br />
<br />
controller[attack]: axis3<-0.5<br />
<br />
controller[grab]: axis3>0.5<br />
<br />
<br />
[[Category:Overgrowth]]</div>Lasthttps://wiki.wolfire.com/index.php?title=Configuring_Overgrowth&diff=3474Configuring Overgrowth2011-09-26T16:34:05Z<p>Last: </p>
<hr />
<div>While Overgrowth does not currently provide a way to adjust settings in game, users may adjust their configuration by modifying their<br />
<br />
'''config.txt''' file. '''config.txt''' is located in the Data folder ((for Mac users) '''''~/Library/Application Support/Lugaru 2/Data/'''''<br />
<br />
'''Note: if you are using Lion, your library folder is hidden by default... in the finder, click the "Go" menu, then Press Option, and Library will appear in the list '''<br />
<br />
<br />
(and for Windows users) '''''My Documents\Wolfire\Overgrowth\Data''''', '''NOT''' Program Files\Wolfire\Overgrowth\Data!). The file is a plain text file that is readable<br />
<br />
by any normal text editor (such as TextEdit for Mac or Notepad for Windows).<br />
<br />
==Settings==<br />
<br />
screenwidth: 800 - the game's horizontal resolution<br />
<br />
screenheight: 600 - the game's vertical resolution<br />
<br />
fullscreen: false - change this value to true in order to get Overgrowth to run in fullscreen mode<br />
<br />
vsync: false - change this value to true in order to limit the frame rate of the game to the refresh rate of your monitor<br />
<br />
multisample: 0<br />
<br />
anisotropy: 0<br />
<br />
post_effects: false<br />
<br />
shaders: true<br />
<br />
texture_reduce: 1<br />
<br />
gamma_correct: true<br />
<br />
fps_label: false - set this value to true to enable the in-game fps counter<br />
<br />
sound_label: true<br />
<br />
visible_raycasts: false<br />
<br />
visible_sound_spheres: false<br />
<br />
editor_mode: false - set this value to true in order to start the level editor by default (instead of taking player control)<br />
<br />
invert_y_look: false <br />
<br />
music: false - set this value to false to disable background music<br />
<br />
media_mode: false -set this true to remove some menues in editor mode<br />
<br />
baked_shadows: true set this false to use cascaded shadow maps (may be little slower but shadows are calculated in real time)<br />
<br />
debug_key_presses: false<br />
<br />
key[quit]: esc you can exit into editor mode or if you allready are in editor mode you can exit into level select menu<br />
<br />
key[slow]: tab - ennables slow motion<br />
<br />
key[fast]: \<br />
<br />
key[crouch]: lshift<br />
<br />
key[jump]: space<br />
<br />
key[screenshot]: f7<br />
<br />
key[console]: `<br />
<br />
key[left]: a<br />
<br />
key[right]: d<br />
<br />
key[up]: w<br />
<br />
key[down]: s<br />
<br />
key[item]: e - grabs a nearby weapon<br />
<br />
key[drop]: q - drops a weapon that you are holding<br />
<br />
key[chat]: t<br />
<br />
key[rclick]: rshift - for users having difficulty with the combat/weapon controls, it may be helpful to set this value to some other button (such as "e") in order allow better ease of use.<br />
<br />
<br />
<br />
[[Category:Overgrowth]]</div>Lasthttps://wiki.wolfire.com/index.php?title=Wolfire_Games_Wiki:Community_portal&diff=2144Wolfire Games Wiki:Community portal2011-06-16T09:17:40Z<p>Last: </p>
<hr />
<div>[[Category:Fan]]<br />
[[Category:Suggestions]]<br />
{{stub}}<br />
<br />
=Introduction=<br />
<br />
It has been suggested that fan content should have a common place. Here will do. <br />
<br />
<br />
==Fan Suggestions==<br />
<br />
Where popular suggestions will be posted and linked to art, mods or tutorials on how to implement the suggestion. Please link suggestions to their creators or at the very least the thread in the forum.<br />
<br />
Perhaps they should be separated by alpha (look at the alpha videos and read comments)?<br />
<br />
*[http://forums.wolfire.com/viewtopic.php?f=13&t=11928#p133967 Visiting your house]<br />
<br />
what about if, at the end every mission after you've completed it on the campain, you had the choice of visiting your house or home so that you can rest, change armor or forge new armor from the loot you recieved from the dead enemies in the last few missions or whatever.<br />
<br />
==Fan Tutorials==<br />
<br />
Where even the newbiest of newbs can learn how to start doing things on their own. Whether it be drawing with a computer or applying a cool shader to an object. Everything in this section should be accessible to anyone. <br />
<br />
tutorial videos list<br />
<br />
*[http://www.moddb.com/games/overgrowth/tutorials/hd-video-tutorial-importing-models Learn how to export a model from Blender to Overgrowth]<br />
<br />
tutorial how to make a simple model in blender and howto import it into Overgrowth<br />
<br />
<br />
<br />
Knowledge is power.<br />
<br />
<br />
==Fan Art==<br />
<br />
Where ideas are worth a thousand words. All art that is posted MUST have be tagged with it's creator (the same goes for everything else, plagiarism is evil)! <br />
[http://forums.wolfire.com/viewtopic.php?f=2&t=3996 fan art thread]<br />
<br />
===Concept Art===<br />
<br />
If your messing around or drawing a rabbit munching on grass post it here.<br />
<br />
===Polished Art===<br />
<br />
If you've worked very hard and want to show your hard work post it here.<br />
<br />
<br />
==Fan Mods==<br />
<br />
Finally the suggestions or your ingenuity can be seen at full realization. Preferably anything that has made it to the mod section should have at the very least a tutorial linked up to it and at most the art concepts and links to the suggesters or suggestions.<br />
<br />
The mods should be split up by categories yet to be decided (UI stuff, characters, maps, weapons... its a long list that should be narrowed down to the basics)<br />
<br />
[http://forums.wolfire.com/viewtopic.php?f=13&t=7006 SPF only]</div>Lasthttps://wiki.wolfire.com/index.php?title=Wolfire_Games_Wiki:Community_portal&diff=2143Wolfire Games Wiki:Community portal2011-06-16T09:10:56Z<p>Last: </p>
<hr />
<div>[[Category:Fan]]<br />
[[Category:Suggestions]]<br />
{{stub}}<br />
<br />
=Introduction=<br />
<br />
It has been suggested that fan content should have a common place. Here will do. <br />
<br />
<br />
==Fan Suggestions==<br />
<br />
Where popular suggestions will be posted and linked to art, mods or tutorials on how to implement the suggestion. Please link suggestions to their creators or at the very least the thread in the forum.<br />
<br />
Perhaps they should be separated by alpha (look at the alpha videos and read comments)?<br />
<br />
*[http://forums.wolfire.com/viewtopic.php?f=13&t=11928#p133967 Visiting your house]<br />
<br />
what about if, at the end every mission after you've completed it on the campain, you had the choice of visiting your house or home so that you can rest, change armor or forge new armor from the loot you recieved from the dead enemies in the last few missions or whatever.<br />
<br />
==Fan Tutorials==<br />
<br />
Where even the newbiest of newbs can learn how to start doing things on their own. Whether it be drawing with a computer or applying a cool shader to an object. Everything in this section should be accessible to anyone. <br />
<br />
Knowledge is power.<br />
<br />
<br />
==Fan Art==<br />
<br />
Where ideas are worth a thousand words. All art that is posted MUST have be tagged with it's creator (the same goes for everything else, plagiarism is evil)! <br />
[http://forums.wolfire.com/viewtopic.php?f=2&t=3996 fan art thread]<br />
<br />
===Concept Art===<br />
<br />
If your messing around or drawing a rabbit munching on grass post it here.<br />
<br />
===Polished Art===<br />
<br />
If you've worked very hard and want to show your hard work post it here.<br />
<br />
<br />
==Fan Mods==<br />
<br />
Finally the suggestions or your ingenuity can be seen at full realization. Preferably anything that has made it to the mod section should have at the very least a tutorial linked up to it and at most the art concepts and links to the suggesters or suggestions.<br />
<br />
The mods should be split up by categories yet to be decided (UI stuff, characters, maps, weapons... its a long list that should be narrowed down to the basics)<br />
<br />
[http://forums.wolfire.com/viewtopic.php?f=13&t=7006 SPF only]</div>Lasthttps://wiki.wolfire.com/index.php?title=Portal:Overgrowth&diff=2139Portal:Overgrowth2011-06-16T08:32:49Z<p>Last: </p>
<hr />
<div><noinclude>[[Category:Portals|{{PAGENAME}}]] [[Category:Overgrowth|{{PAGENAME}}]] </noinclude><br />
{{Overgrowth Portal Header}}<br />
<br />
<br />
-----<br />
<br />
<br />
[http://www.wolfire.com/overgrowth Overgrowth] takes place in the savage world of Lugaru where rabbits, wolves and other animals are forced to use paws, claws and medieval weaponry to engage each other in battle. Combining 3rd person adventure platforming with intricate melee combat, Overgrowth achieves a unique feel.<br />
<br />
Overgrowth also benefits from [http://www.wolfire.com/ Wolfire]'s brand new Phoenix Engine which has been built from the ground up to allow the use of cutting edge graphics, animation, and physics. Add to these exciting features Overgrowth’s realistic artificial intelligence and streamlined control system and the result is an astoundingly immersive experience.<br />
<br />
=The Game=<br />
*[[If_you_just_pre-ordered_overgrowth,_read_this_first | If you've just pre-ordered Overgrowth, read this first]]<br />
*[[Character Control]]<br />
*[http://forums.wolfire.com/viewtopic.php?f=13&t=11935 particle effects system] (needs more info)<br />
<br />
== Overgrowth Universe ==<br />
* [[Races]]<br />
* [[Locations]]<br />
* [[Characters]]<br />
* [[Equipment and Weapons]]<br />
<br />
=Alpha Testing=<br />
[[Overgrowth tests]]<br />
<br />
=Modding Overgrowth=<br />
* [[Wolfire Games Wiki:Community Portal]]<br />
== Getting Started ==<br />
* [[Overgrowth FAQ]]<br />
* [[Alpha List]]<br />
* [[How to download the game]]<br />
* [[How to modify the game's configuration]]<br />
<br />
== Getting your hands dirty ==<br />
* [[Basic Controls]]<br />
* [[Overgrowth Map Editing]]<br />
* [[Custom Terrain]]<br />
* [[Making New Models & Textures]]<br />
* [[Importing Models & Textures]]<br />
* [[Custom Decals]]<br />
* [[Scripting]]<br />
* [[Mod List]]<br />
* [[Control Reference]]<br />
* [[Character Control]]<br />
<br />
== Videos ==<br />
* [[Animation and Scripting]]<br />
* [[Rigging and Animation]]<br />
* [[Decals]]<br />
<br />
== Tutorials ==<br />
* [[How to make your own models for Overgrowth]]<br />
* [[How to update to the latest alpha version on Windows]]<br />
<br />
== Misc ==<br />
* [[Useful Links]]</div>Lasthttps://wiki.wolfire.com/index.php?title=Custom_Terrain&diff=2093Custom Terrain2011-06-15T19:48:24Z<p>Last: </p>
<hr />
<div>{{stub}}<br />
<br />
Tutorials on how to create and import your custom terrain into Overgrowth.<br />
<br />
* The two tutorials cover two entirely different approaches.<br />
* [[How to make your own Terrains for OG - Crash Course]]<br />
* [http://forums.wolfire.com/viewtopic.php?f=13&t=5457 Custom Terrain Tutorial]<br />
<br />
PEASE DO NOT EDIT THIS JET ITS IN WORK IN PROGRESS STATUS<br />
<br />
Here is tutorial for L3DT version 2.9 standard.<br />
Also i am useing Overgrowth a135 files<br />
<br />
So lets start with downloading L3DT [http://www.bundysoft.com/L3DT/downloads/standard.php here]<br />
After you have installed it i recomend you to make walk-trough guide first to understand little this program.<br />
<br />
I make also a Designable map with you.<br />
<br />
Under the '''Heightfield size'''<br />
*change width to 512 and Height to 512 for faster calculations.<br />
<br />
You can also change width and height to 2048X2048 but calcuations takes much more time then.<br />
<br />
*change Horiz.scale to 1<br />
Click next<br />
<br />
optional change is to change HF/DM ratio to 16 for faster calculating of design map<br />
<br />
click next untill you see Design map parameters<br />
*change Average altitude: all the way to the land<br />
*feel free to mess around with other sliders<br />
*choose climate under Default climate this option changes texture map of your new map<br />
L3DT also can generate atributes map what i am useing for waight map in OG and it is useing climate option what i will explain little later.<br />
<br />
click next untill you see Calculation queue window<br />
<br />
Check there<br />
Heightfield,<br />
Attributes map,<br />
terrain normals<br />
Texture map <br />
press next.<br />
<br />
So you see Texture settings.<br />
<br />
*uncheck Use light map because OG has its own shadows map<br />
<br />
*check Anti-aliasing and move slider to 32X<br />
<br />
*check Make high.resolution texture<br />
<br />
*check Split map into tiles(mosaic map)<br />
<br />
and press OK<br />
<br />
L3DT will ask you now to save your project map so just save it somewhere.<br />
<br />
After the calculatuon progress is finished do not generate Light map because you dont nee it.<br />
<br />
So we almost have basic thing for Overgrowtg map.<br />
<br />
Now it gets little tricky because we are going to mess with climates and atributes map (In Overgrowth its called waight map)<br />
<br />
We need to make New climate so we can edit it in the future much easyly in the future.<br />
<br />
L3DT climates are useing materials files and every material have its own color. We need to make 4 new materials and asign them right colours to work properly with Overgrowth weights map<br />
<br />
So lets begin with opening up Resources menu and selecting under there climates and Climat manager.<br />
<br />
Now you see all climates what is pre made for L3DT<br />
<br />
Chose Temperate (basick)<br />
<br />
click on the Pebbels and press copy<br />
<br />
Name it OG_Pebbels and press ok<br />
<br />
chose Appearance and then under material Coppy<br />
<br />
Name it again OG_Pebbels<br />
<br />
Now click that button with ...<br />
<br />
make new folder called OG<br />
<br />
name your file again OG_pebbels.mat.xml and save your material file into that folder.<br />
<br />
Click ok 3 times untill you are back in the climate editor window<br />
<br />
Chose jour OG_pebbels and chose delete and press ok untill you reach to climate manager window<br />
<br />
<br />
Now we are going to make completly new climate named OG and it will use Our material files including that 1 what we just made<br />
<br />
So click on the Demo-grass-rock-sand and make copy if it<br />
<br />
lets name this Climate to OG<br />
<br />
Now click that button with ...<br />
<br />
Go to folder you made earlyer called OG and save your climate file into that folder.<br />
<br />
Press ok<br />
<br />
now select Grass and make copy of it and name it OG_Grass<br />
<br />
under General tab there is Display col click on it and chose that green colour from basic colors what is in the location x=3 y=3<br />
<br />
click ok<br />
<br />
under Appearance tab there is edit button click it and again name it OG_Grass and save it to the OG folder useing that ... button<br />
<br />
click ok untill you are back in the Climate editor window<br />
<br />
Click save and then OK<br />
<br />
And thats it for tonight<br />
<br />
<br />
<br />
<br />
<br />
<br />
[[Category:Overgrowth]]</div>Lasthttps://wiki.wolfire.com/index.php?title=Custom_Terrain&diff=2092Custom Terrain2011-06-15T08:44:40Z<p>Last: </p>
<hr />
<div>{{stub}}<br />
<br />
Tutorials on how to create and import your custom terrain into Overgrowth.<br />
<br />
* The two tutorials cover two entirely different approaches.<br />
* [[How to make your own Terrains for OG - Crash Course]]<br />
* [http://forums.wolfire.com/viewtopic.php?f=13&t=5457 Custom Terrain Tutorial]<br />
<br />
PEASE DO NOT EDIT THIS JET ITS IN WORK IN PROGRESS STATUS<br />
<br />
Here is tutorial for L3DT version 2.9 standard.<br />
Also i am useing Overgrowth a134 files<br />
<br />
So lets start with downloading L3DT [http://www.bundysoft.com/L3DT/downloads/standard.php here]<br />
After you have installed it i recomend you to make walk-trough guide first to understand little this program.<br />
<br />
I make also a Designable map with you.<br />
<br />
Under the '''Heightfield size'''<br />
*change width to 2048 and Height to 2048.<br />
*change Horiz.scale to 1<br />
Click next<br />
<br />
optional change is to change HF/DM ratio to 16 for faster calculating of design map<br />
<br />
click next untill you see Design map parameters<br />
*change Average altitude: all the way to the land<br />
*feel free to mess around with other sliders<br />
*choose climate under Default climate this option changes texture map of your new map<br />
L3DT also can generate atributes map what i am useing for waight map in OG and it is useing climate option what i will explain little later.<br />
<br />
click next untill you see Calculation queue window<br />
<br />
Check there<br />
Heightfield,<br />
Attributes map,<br />
terrain normals<br />
Texture map <br />
press next.<br />
<br />
So you see Texture settings.<br />
<br />
*uncheck Use light map because OG has its own shadows map<br />
<br />
*check Anti-aliasing and move slider to 32X<br />
<br />
*check Make high.resolution texture<br />
<br />
*check Split map into tiles(mosaic map)<br />
<br />
and press OK<br />
<br />
L3DT will ask you now to save your project map so just save it somewhere.<br />
<br />
After the calculatuon progress is finished do not generate Light map because you dont nee it.<br />
<br />
So we almost have basic thing for Overgrowtg map.<br />
<br />
Now it gets little tricky because we are going to mess with climates and atributes map (In Overgrowth its called waight map)<br />
<br />
We need to make New climate so we can edit it in the future much easyly in the future.<br />
<br />
L3DT climates are useing materials files and every material have its own color. We need to make 4 new materials and asign them right colours to work properly with Overgrowth weights map<br />
<br />
So lets begin with opening up Resources menu and selecting under there climates and Climat manager.<br />
<br />
Now you see all climates what is pre made for L3DT<br />
<br />
Chose Temperate (basick)<br />
<br />
click on the Pebbels and press copy<br />
<br />
Name it OG_Pebbels and press ok<br />
<br />
chose Appearance and then under material Coppy<br />
<br />
Name it again OG_Pebbels<br />
<br />
Now click that button with ...<br />
<br />
make new folder called OG<br />
<br />
name your file again OG_pebbels.mat.xml and save your material file into that folder.<br />
<br />
Click ok 3 times untill you are back in the climate editor window<br />
<br />
Chose jour OG_pebbels and chose delete and press ok untill you reach to climate manager window<br />
<br />
<br />
Now we are going to make completly new climate named OG and it will use Our material files including that 1 what we just made<br />
<br />
So click on the Demo-grass-rock-sand and make copy if it<br />
<br />
lets name this Climate to OG<br />
<br />
Now click that button with ...<br />
<br />
Go to folder you made earlyer called OG and save your climate file into that folder.<br />
<br />
Press ok<br />
<br />
now select Grass and make copy of it and name it OG_Grass<br />
<br />
under General tab there is Display col click on it and chose that green colour from basic colors what is in the location x=3 y=3<br />
<br />
click ok<br />
<br />
under Appearance tab there is edit button click it and again name it OG_Grass and save it to the OG folder useing that ... button<br />
<br />
click ok untill you are back in the Climate editor window<br />
<br />
Click save and then OK<br />
<br />
And thats it for tonight<br />
<br />
<br />
<br />
<br />
<br />
<br />
[[Category:Overgrowth]]</div>Lasthttps://wiki.wolfire.com/index.php?title=Custom_Terrain&diff=2091Custom Terrain2011-06-14T21:11:57Z<p>Last: </p>
<hr />
<div>{{stub}}<br />
<br />
Tutorials on how to create and import your custom terrain into Overgrowth.<br />
<br />
Here is tutorial for L3DT version 2.9 standard.<br />
Also i am useing Overgrowth a134 files<br />
<br />
So lets start with downloading L3DT [http://www.bundysoft.com/L3DT/downloads/standard.php here]<br />
After you have installed it i recomend you to make walk-trough guide first to understand little this program.<br />
<br />
I make also a Designable map with you.<br />
<br />
Under the '''Heightfield size'''<br />
*change width to 2048 and Height to 2048.<br />
*change Horiz.scale to 1<br />
Click next<br />
<br />
optional change is to change HF/DM ratio to 16 for faster calculating of design map<br />
<br />
click next untill you see Design map parameters<br />
*change Average altitude: all the way to the land<br />
*feel free to mess around with other sliders<br />
*choose climate under Default climate this option changes texture map of your new map<br />
L3DT also can generate atributes map what i am useing for waight map in OG and it is useing climate option what i will explain little later.<br />
<br />
click next untill you see Calculation queue window<br />
<br />
Check there<br />
Heightfield,<br />
Attributes map,<br />
terrain normals<br />
Texture map <br />
press next.<br />
<br />
So you see Texture settings.<br />
<br />
*uncheck Use light map because OG has its own shadows map<br />
<br />
*check Anti-aliasing and move slider to 32X<br />
<br />
*check Make high.resolution texture<br />
<br />
*check Split map into tiles(mosaic map)<br />
<br />
and press OK<br />
<br />
L3DT will ask you now to save your project map so just save it somewhere.<br />
<br />
After the calculatuon progress is finished do not generate Light map because you dont nee it.<br />
<br />
So we almost have basic thing for Overgrowtg map.<br />
<br />
Now it gets little tricky because we are going to mess with climates and atributes map (In Overgrowth its called waight map)<br />
<br />
We need to make New climate so we can edit it in the future much easyly in the future.<br />
<br />
L3DT climates are useing materials files and every material have its own color. We need to make 4 new materials and asign them right colours to work properly with Overgrowth weights map<br />
<br />
So lets begin with opening up Resources menu and selecting under there climates and Climat manager.<br />
<br />
Now you see all climates what is pre made for L3DT<br />
<br />
Chose Temperate (basick)<br />
<br />
click on the Pebbels and press copy<br />
<br />
Name it OG_Pebbels and press ok<br />
<br />
chose Appearance and then under material Coppy<br />
<br />
Name it again OG_Pebbels<br />
<br />
Now click that button with ...<br />
<br />
make new folder called OG<br />
<br />
name your file again OG_pebbels.mat.xml and save your material file into that folder.<br />
<br />
Click ok 3 times untill you are back in the climate editor window<br />
<br />
Chose jour OG_pebbels and chose delete and press ok untill you reach to climate manager window<br />
<br />
<br />
Now we are going to make completly new climate named OG and it will use Our material files including that 1 what we just made<br />
<br />
So click on the Demo-grass-rock-sand and make copy if it<br />
<br />
lets name this Climate to OG<br />
<br />
Now click that button with ...<br />
<br />
Go to folder you made earlyer called OG and save your climate file into that folder.<br />
<br />
Press ok<br />
<br />
now select Grass and make copy of it and name it OG_Grass<br />
<br />
under General tab there is Display col click on it and chose that green colour from basic colors what is in the location x=3 y=3<br />
<br />
click ok<br />
<br />
under Appearance tab there is edit button click it and again name it OG_Grass and save it to the OG folder useing that ... button<br />
<br />
click ok untill you are back in the Climate editor window<br />
<br />
Click save and then OK<br />
<br />
And thats it for tonight<br />
<br />
<br />
<br />
* The two tutorials cover two entirely different approaches.<br />
* [[How to make your own Terrains for OG - Crash Course]]<br />
* [http://forums.wolfire.com/viewtopic.php?f=13&t=5457 Custom Terrain Tutorial]<br />
<br />
<br />
[[Category:Overgrowth]]</div>Lasthttps://wiki.wolfire.com/index.php?title=Custom_Terrain&diff=2090Custom Terrain2011-06-13T22:22:09Z<p>Last: </p>
<hr />
<div>{{stub}}<br />
<br />
Tutorials on how to create and import your custom terrain into Overgrowth.<br />
<br />
Here is tutorial for L3DT version 2.9 standard.<br />
Also i am useing Overgrowth a134 files<br />
<br />
So lets start with downloading L3DT [http://www.bundysoft.com/L3DT/downloads/standard.php here]<br />
After you have installed it i recomend you to make walk-trough guide first to understand little this program.<br />
<br />
I make also a Designable map with you.<br />
<br />
Under the '''Heightfield size'''<br />
*change width to 2048 and Height to 2048.<br />
*change Horiz.scale to 1<br />
Click next<br />
<br />
optional change is to change HF/DM ratio to 16 for faster calculating of design map<br />
<br />
click next untill you see Design map parameters<br />
*change Average altitude: all the way to the land<br />
*feel free to mess around with other sliders<br />
*choose climate under Default climate this option changes texture map of your new map<br />
L3DT also can generate atributes map what i am useing for waight map in OG and it is useing climate option what i will explain little later.<br />
<br />
click next untill you see Calculation queue window<br />
<br />
Check there<br />
Heightfield,<br />
Attributes map,<br />
terrain normals<br />
Texture map <br />
press next.<br />
<br />
So you see Texture settings.<br />
<br />
*uncheck Use light map because OG has its own shadows map<br />
<br />
*check Anti-aliasing and move slider to 32X<br />
<br />
*check Make high.resolution texture<br />
<br />
*check Split map into tiles(mosaic map)<br />
<br />
and press OK<br />
<br />
L3DT will ask you now to save your project map so just save it somewhere.<br />
<br />
After the calculatuon progress is finished do not generate Light map because you dont nee it.<br />
<br />
So we almost have basic thing for Overgrowtg map.<br />
<br />
Now it gets little tricky because we are going to mess with climates and atributes map (In Overgrowth its called waight map)<br />
<br />
So lets begin with opening up Resources menu and selecting under there climates and Climat manager.<br />
<br />
Now you see all climates what is pre made for L3DT<br />
<br />
Chose Temperate (basick)<br />
<br />
click on the Pebbels and press copy<br />
<br />
Name it OG_Pebbels and press ok<br />
<br />
chose Appearance and then under material Coppy<br />
<br />
Name it again OG_Pebbels<br />
<br />
Now click that button with ...<br />
<br />
make new folder called OG<br />
<br />
name your file again OG_pebbels.mat.xml and save your material file into that folder.<br />
<br />
Click ok 3 times untill you are back in the climate editor window<br />
<br />
Chose jour OG_pebbels and chose delete and press ok untill you reach to climate manager window<br />
<br />
<br />
Now we are going to make completly new climate named OG and it will use Our material files including that 1 what we just made<br />
<br />
So click on the Demo-grass-rock-sand and make copy if it<br />
<br />
lets name this Climate to OG<br />
<br />
Now click that button with ...<br />
<br />
Go to folder you made earlyer called OG and save your climate file into that folder.<br />
<br />
Press ok<br />
<br />
now select Grass and make copy of it and name it OG_Grass<br />
<br />
under General tab there is Display col click on it and chose that green colour from basic colors what is in the location x=3 y=3<br />
<br />
click ok<br />
<br />
under Appearance tab there is edit button click it and again name it OG_Grass and save it to the OG folder useing that ... button<br />
<br />
click ok untill you are back in the Climate editor window<br />
<br />
Click save and then OK<br />
<br />
And thats it for tonight<br />
<br />
<br />
* The two tutorials cover two entirely different approaches.<br />
* [[How to make your own Terrains for OG - Crash Course]]<br />
* [http://forums.wolfire.com/viewtopic.php?f=13&t=5457 Custom Terrain Tutorial]<br />
<br />
<br />
[[Category:Overgrowth]]</div>Lasthttps://wiki.wolfire.com/index.php?title=Custom_Terrain&diff=2089Custom Terrain2011-06-13T22:21:08Z<p>Last: </p>
<hr />
<div>{{stub}}<br />
<br />
Tutorials on how to create and import your custom terrain into Overgrowth.<br />
<br />
Here is tutorial for L3DT version 2.9 standard.<br />
Also i am useing Overgrowth a134 files<br />
<br />
So lets start with downloading L3DT [http://www.bundysoft.com/L3DT/downloads/standard.php here]<br />
After you have installed it i recomend you to make walk-trough guide first to understand little this program.<br />
<br />
I make also a Designable map with you.<br />
<br />
Under the '''Heightfield size'''<br />
*change width to 2048 and Height to 2048.<br />
*change Horiz.scale to 1<br />
Click next<br />
<br />
optional change is to change HF/DM ratio to 16 for faster calculating of design map<br />
<br />
click next untill you see Design map parameters<br />
*change Average altitude: all the way to the land<br />
*feel free to mess around with other sliders<br />
*choose climate under Default climate this option changes texture map of your new map<br />
L3DT also can generate atributes map what i am useing for waight map in OG and it is useing climate option what i will explain little later.<br />
<br />
click next untill you see Calculation queue window<br />
<br />
Check there<br />
Heightfield,<br />
Attributes map,<br />
terrain normals<br />
Texture map <br />
press next.<br />
<br />
So you see Texture settings.<br />
<br />
*uncheck Use light map because OG has its own shadows map<br />
<br />
*check Anti-aliasing and move slider to 32X<br />
<br />
*check Make high.resolution texture<br />
<br />
*check Split map into tiles(mosaic map)<br />
<br />
and press OK<br />
<br />
L3DT will ask you now to save your project map so just save it somewhere.<br />
<br />
After the calculatuon progress is finished do not generate Light map because you dont nee it.<br />
<br />
So we almost have basic thing for Overgrowtg map.<br />
<br />
Now it gets little tricky because we are going to mess with climates and atributes map (In Overgrowth its called waight map)<br />
<br />
So lets begin with opening up Resources menu and selecting under there climates and Climat manager.<br />
<br />
Now you see all climates what is pre made for L3DT<br />
<br />
Chose Temperate (basick)<br />
<br />
click on the Pebbels and press copy<br />
<br />
Name it OG_Pebbels and press ok<br />
<br />
chose Appearance and then under material Coppy<br />
<br />
Name it again OG_Pebbels<br />
<br />
Now click that button with ...<br />
<br />
make new folder called OG<br />
<br />
name your file again OG_pebbels.mat.xml and save your material file into that folder.<br />
<br />
Click ok 3 times untill you are back in the climate editor window<br />
<br />
Chose jour OG_pebbels and chose delete and press ok untill you reach to climate manager window<br />
<br />
<br />
Now we are going to make completly new climate named OG and it will use Our material files including that 1 what we just made<br />
<br />
So click on the Demo-grass-rock-sand and make copy if it<br />
<br />
lets name this Climate to OG<br />
<br />
Now click that button with ...<br />
<br />
Go to folder you made earlyer called OG and save your climate file into that folder.<br />
<br />
Press ok<br />
<br />
now select Grass and make copy of it and name it OG_Grass<br />
<br />
under General tab there is Display col click on it and chose that green colour from basic colors what is in the location x=3 y=3<br />
<br />
click ok<br />
<br />
under Appearance tab there is edit button click it and again name it OG_Grass and save it to the OG folder useing that ... button<br />
<br />
click ok untill you are back in the Climate editor window<br />
<br />
Click save and then OK<br />
<br />
<br />
<br />
* The two tutorials cover two entirely different approaches.<br />
* [[How to make your own Terrains for OG - Crash Course]]<br />
* [http://forums.wolfire.com/viewtopic.php?f=13&t=5457 Custom Terrain Tutorial]<br />
<br />
<br />
[[Category:Overgrowth]]</div>Lasthttps://wiki.wolfire.com/index.php?title=Custom_Terrain&diff=2088Custom Terrain2011-06-13T21:24:59Z<p>Last: </p>
<hr />
<div>{{stub}}<br />
<br />
Tutorials on how to create and import your custom terrain into Overgrowth.<br />
<br />
Here is tutorial for L3DT version 2.9 standard.<br />
Also i am useing Overgrowth a134 files<br />
<br />
So lets start with downloading L3DT [http://www.bundysoft.com/L3DT/downloads/standard.php here]<br />
After you have installed it i recomend you to make walk-trough guide first to understand little this program.<br />
<br />
I make also a Designable map with you.<br />
<br />
Under the '''Heightfield size'''<br />
*change width to 2048 and Height to 2048.<br />
*change Horiz.scale to 1<br />
Click next<br />
<br />
optional change is to change HF/DM ratio to 16 for faster calculating of design map<br />
<br />
click next untill you see Design map parameters<br />
*change Average altitude: all the way to the land<br />
*feel free to mess around with other sliders<br />
*choose climate under Default climate this option changes texture map of your new map<br />
L3DT also can generate atributes map what i am useing for waight map in OG and it is useing climate option what i will explain little later.<br />
<br />
click next untill you see Calculation queue window<br />
<br />
Check there<br />
Heightfield,<br />
Attributes map,<br />
terrain normals<br />
Texture map <br />
press next.<br />
<br />
So you see Texture settings.<br />
<br />
*uncheck Use light map because OG has its own shadows map<br />
<br />
*check Anti-aliasing and move slider to 32X<br />
<br />
*check Make high.resolution texture<br />
<br />
*check Split map into tiles(mosaic map)<br />
<br />
and press OK<br />
<br />
L3DT will ask you now to save your project map so just save it somewhere.<br />
<br />
After the calculatuon progress is finished continue the walk-trough guide<br />
<br />
<br />
* The two tutorials cover two entirely different approaches.<br />
* [[How to make your own Terrains for OG - Crash Course]]<br />
* [http://forums.wolfire.com/viewtopic.php?f=13&t=5457 Custom Terrain Tutorial]<br />
<br />
<br />
[[Category:Overgrowth]]</div>Lasthttps://wiki.wolfire.com/index.php?title=Making_New_Models_%26_Textures&diff=2087Making New Models & Textures2011-06-13T20:04:25Z<p>Last: </p>
<hr />
<div>'''Here is a little video to help you make a custom object in blender and import into Overgrowth.'''<br />
[http://www.moddb.com/games/overgrowth/tutorials/hd-video-tutorial-importing-models '''how to make and add a custom models into Overgroth''']<br />
<br />
<br />
'''This tutorial does not contain all the links and pictures it should yet.'''<br />
<br />
This tutorial is based on jo-shadow's tutorial [http://forums.wolfire.com/viewtopic.php?f=13&t=4712 ''How to make your own models for OG''].<br />
<br />
This tutorial will teach you everything you need to know to make your own objects and how to get them into the game.<br />
<br />
Please keep in mind that this method is by no means the only way of making and adding Objects. It is merely one of very many ways, but doing it this way should be easy to learn and understand for anyone. Some experience with 3D programs would help, but even the most inexperienced beginner should be able to get results with this guide.<br />
<br />
== What you will learn ==<br />
<br />
This tutorial will cover how to do the following:<br />
<br />
* Creating a 3D model.<br />
* UV mapping the model.<br />
* Generating a texture from the UV data.<br />
* Editing the texture.<br />
* Changing the reflectivity of the texture.<br />
* Making a normal map for the texture.<br />
* Setting up the folder.<br />
* Making the XML file.<br />
* Testing the object in the engine.<br />
<br />
== What you will need ==<br />
<br />
You will need the following for this tutorial:<br />
* A 3D modeling program with simple UV mapping capabilities.<br />
** This tutorial will use [http://en.wikipedia.org/wiki/Wings3d Wings3D], an open source, cross platform polygonal modeler. It is much simpler when it comes to features than [http://en.wikipedia.org/wiki/Blender_(software) Blender] or other major 3D packages, but it should be much easier to learn for beginners.<br />
** If you prefer blender or another program the basic concepts are the same, but this tutorial only covers Wings3D.<br />
* An image editor.<br />
** This tutorial will use [http://en.wikipedia.org/wiki/Photoshop Photoshop], however any image editor will work just fine. As a free, cross-platform alternative I would suggest using [http://en.wikipedia.org/wiki/GIMP GIMP].<br />
* A text editor.<br />
** Any will do. Mac users can use [http://en.wikipedia.org/wiki/Textedit Textedit] and Windows users [http://en.wikipedia.org/wiki/Notepad_(Windows) Notepad].<br />
* The latest [http://blog.wolfire.com/category/alpha/ Overgrowth alpha]. <br />
** This tutorial was originally written for and tested on [http://forums.wolfire.com/viewtopic.php?f=13&t=4701 alpha 16].<br />
<br />
Please make sure that you have these necessary programs before you start.<br />
<br />
== Getting started ==<br />
<br />
It is advised, but not necessary, that you first take a look at the [http://internap.dl.sourceforge.net/sourceforge/wings/wings3d_manual1.6.1.pdf Wings3D manual] to help you become comfortable with its interface. It contains some very quick and easy tutorials that will teach you everything you need to know for this tutorial and then some.<br />
<br />
Here are some quick Wings3D basics:<br />
* Go into ''Edit -> Preferences''<br />
** Check ''Force Axis-Aligned Ortho''. This will make editing along an axis easier.<br />
** Single-button Mac users should in the ''Camera'' tab select the one button control mode.<br />
* Change between ''Vertex'', ''Edge'', ''Face'' and ''Object'' mode by pressing the buttons on the top bar or the keystrokes: '''V''', '''E''', '''F''' and '''B''' respectively<br />
* Select stuff by clicking on it.<br />
* Deselect with space.<br />
* Focus the view on what you have selected by pressing '''A'''.<br />
* Reset the view with '''R'''.<br />
* Right clicking (control + click will from now on by implied for Macs as right click) brings up a context-dependent drop-down menu. Its contents changes depending on what you have selected. This is where most of the features we will use are located.<br />
* For most of the keyboard shortcuts look under ''Help -> Defined Hotkeys''.<br />
<br />
So without further ado, let's begin.<br />
<br />
== Creating a 3D model ==<br />
<br />
Because it has been so widely requested in the [SPF], and for the sake of simplicity, in this tutorial we will make a simple textured 3D cylinder. However, taking it a step further to more advanced models should not be a problem.<br />
<br />
# Open Wings 3D<br />
# Right click anywhere and choose ''Cylinder'' from the drop-down menu. This will spawn a default 16-sided cylinder, to spawn a customized cylinder press the little box on the same line instead. We will now change the proportions of the cylinder to our liking.<br />
[[Image:Model_1.png|800px]] <br />
# Go into object mode ('''B''') and select the cylinder.<br />
[[Image:Model_2.png|800px]]<br />
# Right click anywhere to open the drop-down menu and select ''Scale -> Radial Y''.<br />
[[Image:Model_3.png|800px]]<br />
# Now drag the mouse side to side to change the width of the cylinder. Click once it is scaled to your liking to accept, or press tab to manually input a value.<br />
[[Image:Model_4.png|800px]]<br />
# For the purpose of this tutorial our cylinder model is now finished.<br />
<br />
Now we need to generate a UV map for the object so we can texture it.<br />
<br />
=== UV Mapping the model ===<br />
<br />
When you want to apply a texture to a 3D model, you might run into some problems. The best way we know how to deal with textures is as a 2D image, but how do we take a 3D model, and make a 2D image out of it? Well let's imagine that we have an orange painted like a globe like this:<br />
<br />
[[Image:Globe_1.png]]<br />
<br />
<br />
And we want to make its surface flat kinda like this:<br />
<br />
[[Image:Globe_2.png]]<br />
<br />
<br />
The solution is we peel away the surface, cutting it in a certain way so that it lies flat:<br />
<br />
[[Image:Globe_3.png]]<br />
<br />
<br />
Please note that there are many ways of doing this, but some work better than others. For example one of the more accurate ways of doing this with the earth is what's known as ''Fuller's Projection'':<br />
<br />
[[Image:Globe_4.png]]<br />
<br />
([http://earthvoyage.googlepages.com/UNFOLD.MOV Click for animation])<br />
<br />
This is what we have to do with our cylinder: We have to cut it up so that we can lay it flat on a 2D plane.<br />
<br />
Each vertex of the model, which already has a 3D coordinate of (X,Y,Z) will now also have a 2D coordinate on this special plane, so that we know how to fit the texture onto our object. This 2D coordinate is defined as (U,V), which is why this is called [http://en.wikipedia.org/wiki/Uv_mapping UV mapping]. This is a simplified way of describing UV mapping, but for this tutorial it will do.<br />
<br />
''Note: there are other methods for applying textures to models, but this guide only covers UV mapping.''<br />
<br />
1. Select the entire object, and at the bottom of the drop-down menu choose ''UV Mapping -> Direct''. A new window with the object will pop up with a title of ''AutoUV Segmenting:'' and the name of your object:<br />
<br />
[[Image:OG_Tuto_CustomModel_UV_1.png|800px]]<br />
<br />
Now we have to Divide the object into different shapes so that it can unfold it properly, just like in the globe example.<br />
This can be done Automatically or Manually. For the sake of practice let's do it by hand:<br />
You can separate different pieces either by marking which edges to cut, by coloring the faces that should go together, or both.<br />
<br />
2. In face mode (F) select the top Face and press 'i' (select similar) so both the top and bottom are selected.<br />
Choose one of the nine colors Labeled AuvChart1-9 from the drop-down menu. Doing so will mark these faces as being separate from the rest of the model.<br />
<br />
[[Image:OG_Tuto_CustomModel_UV_2.png|800px]]<br />
<br />
3. Clear your selection with space, and select one of the vertical side pieces.<br />
Select the rest by selecting similar (i), then mark these with a different color.<br />
<br />
4. Because the cylindrical part of the model is still in a loop we need to mark a cut. <br />
In Edge mode (E) select of the vertical edges and choose 'mark edges for cut' from the drop down menu.<br />
<br />
[[Image:OG_Tuto_CustomModel_UV_3.png|800px]]<br />
<br />
5. The marking of your model is now complete, and it is ready to be unfolded.<br />
Choose Continue->Unfolding from the drop down menu<br />
<br />
6. A window showing the unfolded model will open up. This is the UV map.<br />
To show what part of the UV map belongs to what part of the model, there is a colorful grid and letter pattern that you can also see on your model. When you Select a face you see it on both the model and the UV map.<br />
<br />
[[Image:OG_Tuto_CustomModel_UV_4.png|800px]]<br />
<br />
You can also scale and move parts of the model around on the UV map, and the changes will be apparent on the model. Making a face take up more of the UV map will make give it a denser more detailed texture. This is often used to make important features of a model more detailed, like the hands and dace of a character.<br />
<br />
If for whatever reason you don't like how the unfolding ended up you can select your object, and in the drop down menu Choose UV Mapping-> Force Segment (delete previous) to start from a clean slate.<br />
<br />
It's important to note that there can be many different ways of cutting an object and the resulting UV maps can look very different.<br />
<br />
There are two automated methods, Projection and Feature Detection:<br />
<br />
[[Image:OG_Tuto_CustomModel_UV_5.png]]<br />
<br />
Depending on your model one might be better than the other, sometimes they both suck and you have to do it manually, and sometimes if your model is simple like this one they will both give you the same result.<br />
<br />
If you cut the object in weird ways it will end up unfolding weirdly, like this for example:<br />
<br />
[[Image:OG_Tuto_CustomModel_UV_6.png|800px]]<br />
<br />
Once again, the best way to understand how this works is to experiment and try out the various features.<br />
<br />
Although there are many different ways of mapping any Model, as a rule you want its faces to use the UV space as efficiently as possible, because any texture that isn't under the mapped Faces will not be seen anywhere when the texture is applied.<br />
<br />
There are entire programs devoted simply to finding the best way to generate the UV map for any given model, and the tools wings3D provides are much more basic. However they are sufficient for a simple object like this. <br />
With practice you can even manage more complex ones.<br />
<br />
Now that We've Finished UV mapping let's generate the texture for the model. Rest assured, the hardest part is done.<br />
<br />
== Generating a texture from the UV Data ==<br />
<br />
We have our lovely UV map, and now we need to generate a texture we can then edit.<br />
<br />
1. With the UV map Window still open, choose 'Create Texture' from the drop-down menu. A small window will pop up:<br />
<br />
[[Image:OG_Tuto_CustomModel_Texture_1.png|800px]]<br />
<br />
Choose a size depending on how big the object will end up being, and how detailed you want it to be. The larger the image, the more detailed the texture will look on the model.<br />
It wouldn't make sense to have a super-high detailed texture for a fork, and you wouldn't want a low quality texture for a skyscraper either. For this object 512x512 will work just fine.<br />
<br />
2. Because we want to edit this texture manually later we need to know where on the texture the edges of the object are, so we know where on the object we are drawing.<br />
Set the first as 'Background' and the second as 'Draw Edges' so the edges appear on the texture. Press OK.<br />
<br />
3. It might seem like the UV map disappeared, but don't fear, the texture was created and is now applied to the object. You simply cannot see it well because it is white with black lines that are right under the wire-frame. You can tell when you zoom in really closely:<br />
<br />
[[Image:OG_Tuto_CustomModel_Texture_2.png|800px]]<br />
<br />
4. Export the model by going into File -> Export -> Wavefront (.obj)<br />
<br />
[[Image:OG_Tuto_CustomModel_Texture_3.png|800px]]<br />
<br />
Then make a new folder in a location of your choosing and save it as whatever title you like.<br />
It will save a .obj and a .mtl file. Delete the .mtl file. It has to do with materials that we don't need.<br />
<br />
5. Sometimes the texture is saved along with the object, but sometimes it isn't. If there is no texture file in the folder you exported to, go into Window->Outliner, and locate the texture:<br />
<br />
[[Image:OG_Tuto_CustomModel_Texture_4.png|800px]]<br />
<br />
Right click it, Choose export and save it in the same folder as the obj, name it whatever you want, preferably the name of your object plus _Color.<br />
For example:<br />
<br />
[[Image:OG_Tuto_CustomModel_Texture_5.png]]<br />
<br />
You are now done with Wings3D!<br />
<br />
== Editing the texture ==<br />
<br />
Now it's time to get creative!<br />
<br />
1. Load the Texture file into whichever image editing program of your choice<br />
<br />
[[Image:OG_Tuto_CustomModel_Image_1.png|800px]]<br />
<br />
2. Create your actual texture now however you wish. It helps to keep your 'Template' in a separate layer than the texture you want to be on your object.<br />
<br />
Here is one way of doing it in photoshop, that allows you to keep the Template's lines above your texture for reference:<br />
<br />
:* Double click the layer name and accept the pop up prompt to unlock it.<br />
:* Rename the layer "template".<br />
:* Create two layers bellow it, the lower one called background, the upper one called texture.<br />
:* Fill The background layer with white and lock it.<br />
:[[Image:OG_Tuto_CustomModel_Image_2.png]]<br />
<br />
:* Select the Template layer, which is above all the other layers, and set its layer mode to multiply.<br />
:[[Image:OG_Tuto_CustomModel_Image_2.png]]<br />
<br />
:This will make the white in it transparent, and the black remain as an overlay. you can use it as a guide. lock it as well.<br />
:* Draw in the texture layer to your heart's content.<br />
:[[Image:OG_Tuto_CustomModel_Image_4.png|800px]]<br />
<br />
:I just used some stock photography I found online. The area with the red text is wasted space that could have been better managed when I made the UV map. It will not appear on the final Model, but will take up space in memory none-the-less.<br />
<br />
:Here is my finished texture:<br />
:[[Image:OG_Tuto_CustomModel_Image_5.png]]<br />
<br />
Once done, make sure to save the image -without- the Template, unless you want it as part of the final Texture. Don't worry too much about what format you save it as. Thanks to the built in image converter almost any file type will work in the engine. I personally would advise you to use .tga or .png.<br />
<br />
=== Changing the Reflectivity of the texture ===<br />
<br />
If you were to use this texture as it is, the resulting object would look very shiny.<br />
That is because Phoenix will set the reflectivity, or inherent 'shininess' of an object depending on the transparency, or alpha value of the texture.<br />
<br />
If you want your object to look more matte you need to add transparency to your texture. There are several ways to do this:<br />
<br />
The Simple way:<br />
:* This method will make the whole texture less shiny:<br />
:* Look in the Layer window and change the Opacity of the Layer that contains your texture.<br />
:[[Image:OG_Tuto_CustomModel_Reflect_1.png]]<br />
<br />
:* You're done. Save the texture, but make sure that the format you save it as supports Transparency. .tga and .png both do.<br />
<br />
The Advanced way:<br />
:* This method will allow you to change the shininess of different parts of the texture.<br />
:* Find the Channel window. You should see 3 channels, Red, Green and Blue (RGB is simply the sum of all 3):<br />
:[[Image:OG_Tuto_CustomModel_Reflect_2.png]]<br />
<br />
:* Add a new Channel (the icon next to the trashcan) By default this is an Alpha Channel.<br />
:[[Image:OG_Tuto_CustomModel_Reflect_3.png]]<br />
<br />
:* Like all channels it is black and white. Black is Transparent, and will make the object matte, and White is Opaque, and will make the object reflective.<br />
:* If you show the rest of the channels while the alpha channel is visible the parts that are hidden will appear red by default:<br />
:[[Image:OG_Tuto_CustomModel_Reflect_4.png]]<br />
<br />
:* When Finished save the file, but make sure to save it as .tga The alpha layer will -not- be saved if you choose .png<br />
<br />
=== Making a normal map for the texture ===<br />
<br />
This tutorial does not yet include Instructions for making a normal map. Until someone writes it up, just use the following blank normal map:<br />
<br />
[[Image:OG_Tuto_CustomModel_blanknormal.png]]<br />
<br />
== Setting up the folders ==<br />
<br />
Phoenix, Overgrowth's engine uses XML files to tell it where an object's files are located.<br />
These XML files are by default located in Data/Objects. For example the Rock1a.xml file:<br />
<br />
<pre><br />
<?xml version="1.0" ?><br />
<Object><br />
<Model>Data/Models/Environments/Rocks/Rock1a.obj</Model><br />
<ColorMap>Data/Textures/Environments/Rocks/Rock1_Color.tga</ColorMap><br />
<NormalMap>Data/Textures/Environments/Rocks/Rock1_NormalOS.tga</NormalMap><br />
<ShaderPath>Data/GLSL/cubemapobj</ShaderPath><br />
<ShaderName>normalmap</ShaderName><br />
</Object><br />
</pre><br />
<br />
The way the file works is self explanatory. The tags indicate what the provided file path points to. As you can see all the file paths have Data as their root. Because of this you'll want your files to be inside the Data folder.<br />
<br />
For mac users right click the Alpha, click 'Show Package Contents', Contents->Data. For easy access then drag it into your Sidebar:<br />
<br />
[[Image:OG_Tuto_CustomModel_Folder_1.png]]<br />
<br />
Until the team implements a more elegant solution I suggest that in the Data folder you make a folder called Custom and keep all your files in there. I chose to imitate the file structure in Custom that the Data folder uses by default:<br />
<br />
[[Image:OG_Tuto_CustomModel_Folder_2.png|800px]]<br />
<br />
However you can save it any way you choose. If you want to share your Objects with others it is be best to keep all the files in one Folder inside Data/Custom. ultimately in the engine it doesn't make a difference, as long as the XML file is defined correctly<br />
<br />
== Making the XML file ==<br />
<br />
Now that everything is in the right place you can make the xml Object file.<br />
# Copy any .xml file from the Objects Folder, paste it into your custom folder and rename it as whatever you want. make sure to keep the extension ".xml"<br />
# Open the XML file with a text editor and change the paths to match that of your file.<br />
Here's mine:<br />
<br />
<pre><br />
<?xml version="1.0" ?><br />
<Object><br />
<Model>Data/Custom/Models/Demo/Cylinder.obj</Model><br />
<ColorMap>Data/Custom/Textures/Demo/Cylinder_Color.png</ColorMap><br />
<NormalMap>Data/Custom/Textures/Demo/Blank_Normal.png</NormalMap><br />
<ShaderPath>Data/GLSL/cubemap</ShaderPath><br />
<ShaderName>cubemap</ShaderName><br />
</Object><br />
</pre><br />
<br />
I don't quite know how the shaders work, but I tested each out and [http://forums.wolfire.com/viewtopic.php?f=13&t=4223&p=72220&hilit=shader#p72220 listed them here].<br />
<br />
Cubemap will work best for most objects.<br />
<br />
== Testing the object in the engine ==<br />
<br />
Now the moment you've been waiting for:<br />
<br />
# Start up the Latest Alpha<br />
# Click the first Button in the toolbar<br />
# Find your .xml object file and click Open<br />
# Pray that you've done everything right and click on the terrain<br />
# Breathe a sigh of relief as your object appears:<br />
<br />
[[Image:OG_Tuto_CustomModel_Final_1.png|800px]]<br />
<br />
The above Object uses a texture without transparency and so looks shiny.<br />
<br />
This Object uses a texture with transparency and so has matte areas:<br />
<br />
[[Image:OG_Tuto_CustomModel_Final_2.png|800px]]<br />
<br />
If you get an error message saying that a file cannot be found make sure that the file-paths in the XML Object file are correct.<br />
<br />
Here is the final Custom Folder which I made for this tutorial. It contains two objects: one with changed reflectivity, and one without.<br />
<br />
[http://forums.wolfire.com/download/file.php?id=329 OG_Tuto_CustomModel_Custom.zip]<br />
<br />
unzip it, make sure the resulting folder is called 'Custom" (otherwise the xml file paths would be incorrect) and place it in the Data folder.<br />
<br />
(Notice that I actually did a bad job with the UV mapping, because I chose to automate it and not do it manually, and the texture is not a continuous band, but broken up into 4 parts.)<br />
<br />
== Conclusion ==<br />
<br />
I really hope that this Guide will be helpful to you.<br />
A-lot of thought and effort went into it, plus at least a good 5+ hours of work <br />
<br />
One thing I cannot stress enough is that this guide is by no means perfect, and there are likely better ways of doing this.<br />
<br />
My challenge to you is to not just use this guide, but expand on it: Try texturing a sphere, a rock, a Tree, never stop experimenting. Apply what you've learned here and use it to help you make some great content for this game.<br />
<br />
If you have ''any'' questions or problems when trying to recreate what is illustrated here, please feel free to ask the friendly people in our [http://www.wolfire.com/irc IRC channel].<br />
<br />
== Other Resources ==<br />
<br />
Tutorial for UV mapping a sphere in Wings 3D:<br />
http://bbq-px.blogspot.com/2008/06/polar-uv-mapping-in-wings3d.html<br />
<br />
UV mapping tutorial for a program called ultimate unwrap 3D, helps clarify some things:<br />
http://www.unwrap3d.com/tutorial_map.aspx<br />
<br />
A plethora of 3D tutorials (Thanks Aubrey)<br />
http://www.poopinmymouth.com/tutorial/tutorial.htm<br />
<br />
[[Category:Overgrowth]]</div>Lasthttps://wiki.wolfire.com/index.php?title=Making_New_Models_%26_Textures&diff=2086Making New Models & Textures2011-06-13T20:03:54Z<p>Last: </p>
<hr />
<div>Here is a little wideo to help you make a custom object in blender and import into Overgrowth.<br />
[http://www.moddb.com/games/overgrowth/tutorials/hd-video-tutorial-importing-models '''how to make and add a custom models into Overgroth''']<br />
<br />
<br />
'''This tutorial does not contain all the links and pictures it should yet.'''<br />
<br />
This tutorial is based on jo-shadow's tutorial [http://forums.wolfire.com/viewtopic.php?f=13&t=4712 ''How to make your own models for OG''].<br />
<br />
This tutorial will teach you everything you need to know to make your own objects and how to get them into the game.<br />
<br />
Please keep in mind that this method is by no means the only way of making and adding Objects. It is merely one of very many ways, but doing it this way should be easy to learn and understand for anyone. Some experience with 3D programs would help, but even the most inexperienced beginner should be able to get results with this guide.<br />
<br />
== What you will learn ==<br />
<br />
This tutorial will cover how to do the following:<br />
<br />
* Creating a 3D model.<br />
* UV mapping the model.<br />
* Generating a texture from the UV data.<br />
* Editing the texture.<br />
* Changing the reflectivity of the texture.<br />
* Making a normal map for the texture.<br />
* Setting up the folder.<br />
* Making the XML file.<br />
* Testing the object in the engine.<br />
<br />
== What you will need ==<br />
<br />
You will need the following for this tutorial:<br />
* A 3D modeling program with simple UV mapping capabilities.<br />
** This tutorial will use [http://en.wikipedia.org/wiki/Wings3d Wings3D], an open source, cross platform polygonal modeler. It is much simpler when it comes to features than [http://en.wikipedia.org/wiki/Blender_(software) Blender] or other major 3D packages, but it should be much easier to learn for beginners.<br />
** If you prefer blender or another program the basic concepts are the same, but this tutorial only covers Wings3D.<br />
* An image editor.<br />
** This tutorial will use [http://en.wikipedia.org/wiki/Photoshop Photoshop], however any image editor will work just fine. As a free, cross-platform alternative I would suggest using [http://en.wikipedia.org/wiki/GIMP GIMP].<br />
* A text editor.<br />
** Any will do. Mac users can use [http://en.wikipedia.org/wiki/Textedit Textedit] and Windows users [http://en.wikipedia.org/wiki/Notepad_(Windows) Notepad].<br />
* The latest [http://blog.wolfire.com/category/alpha/ Overgrowth alpha]. <br />
** This tutorial was originally written for and tested on [http://forums.wolfire.com/viewtopic.php?f=13&t=4701 alpha 16].<br />
<br />
Please make sure that you have these necessary programs before you start.<br />
<br />
== Getting started ==<br />
<br />
It is advised, but not necessary, that you first take a look at the [http://internap.dl.sourceforge.net/sourceforge/wings/wings3d_manual1.6.1.pdf Wings3D manual] to help you become comfortable with its interface. It contains some very quick and easy tutorials that will teach you everything you need to know for this tutorial and then some.<br />
<br />
Here are some quick Wings3D basics:<br />
* Go into ''Edit -> Preferences''<br />
** Check ''Force Axis-Aligned Ortho''. This will make editing along an axis easier.<br />
** Single-button Mac users should in the ''Camera'' tab select the one button control mode.<br />
* Change between ''Vertex'', ''Edge'', ''Face'' and ''Object'' mode by pressing the buttons on the top bar or the keystrokes: '''V''', '''E''', '''F''' and '''B''' respectively<br />
* Select stuff by clicking on it.<br />
* Deselect with space.<br />
* Focus the view on what you have selected by pressing '''A'''.<br />
* Reset the view with '''R'''.<br />
* Right clicking (control + click will from now on by implied for Macs as right click) brings up a context-dependent drop-down menu. Its contents changes depending on what you have selected. This is where most of the features we will use are located.<br />
* For most of the keyboard shortcuts look under ''Help -> Defined Hotkeys''.<br />
<br />
So without further ado, let's begin.<br />
<br />
== Creating a 3D model ==<br />
<br />
Because it has been so widely requested in the [SPF], and for the sake of simplicity, in this tutorial we will make a simple textured 3D cylinder. However, taking it a step further to more advanced models should not be a problem.<br />
<br />
# Open Wings 3D<br />
# Right click anywhere and choose ''Cylinder'' from the drop-down menu. This will spawn a default 16-sided cylinder, to spawn a customized cylinder press the little box on the same line instead. We will now change the proportions of the cylinder to our liking.<br />
[[Image:Model_1.png|800px]] <br />
# Go into object mode ('''B''') and select the cylinder.<br />
[[Image:Model_2.png|800px]]<br />
# Right click anywhere to open the drop-down menu and select ''Scale -> Radial Y''.<br />
[[Image:Model_3.png|800px]]<br />
# Now drag the mouse side to side to change the width of the cylinder. Click once it is scaled to your liking to accept, or press tab to manually input a value.<br />
[[Image:Model_4.png|800px]]<br />
# For the purpose of this tutorial our cylinder model is now finished.<br />
<br />
Now we need to generate a UV map for the object so we can texture it.<br />
<br />
=== UV Mapping the model ===<br />
<br />
When you want to apply a texture to a 3D model, you might run into some problems. The best way we know how to deal with textures is as a 2D image, but how do we take a 3D model, and make a 2D image out of it? Well let's imagine that we have an orange painted like a globe like this:<br />
<br />
[[Image:Globe_1.png]]<br />
<br />
<br />
And we want to make its surface flat kinda like this:<br />
<br />
[[Image:Globe_2.png]]<br />
<br />
<br />
The solution is we peel away the surface, cutting it in a certain way so that it lies flat:<br />
<br />
[[Image:Globe_3.png]]<br />
<br />
<br />
Please note that there are many ways of doing this, but some work better than others. For example one of the more accurate ways of doing this with the earth is what's known as ''Fuller's Projection'':<br />
<br />
[[Image:Globe_4.png]]<br />
<br />
([http://earthvoyage.googlepages.com/UNFOLD.MOV Click for animation])<br />
<br />
This is what we have to do with our cylinder: We have to cut it up so that we can lay it flat on a 2D plane.<br />
<br />
Each vertex of the model, which already has a 3D coordinate of (X,Y,Z) will now also have a 2D coordinate on this special plane, so that we know how to fit the texture onto our object. This 2D coordinate is defined as (U,V), which is why this is called [http://en.wikipedia.org/wiki/Uv_mapping UV mapping]. This is a simplified way of describing UV mapping, but for this tutorial it will do.<br />
<br />
''Note: there are other methods for applying textures to models, but this guide only covers UV mapping.''<br />
<br />
1. Select the entire object, and at the bottom of the drop-down menu choose ''UV Mapping -> Direct''. A new window with the object will pop up with a title of ''AutoUV Segmenting:'' and the name of your object:<br />
<br />
[[Image:OG_Tuto_CustomModel_UV_1.png|800px]]<br />
<br />
Now we have to Divide the object into different shapes so that it can unfold it properly, just like in the globe example.<br />
This can be done Automatically or Manually. For the sake of practice let's do it by hand:<br />
You can separate different pieces either by marking which edges to cut, by coloring the faces that should go together, or both.<br />
<br />
2. In face mode (F) select the top Face and press 'i' (select similar) so both the top and bottom are selected.<br />
Choose one of the nine colors Labeled AuvChart1-9 from the drop-down menu. Doing so will mark these faces as being separate from the rest of the model.<br />
<br />
[[Image:OG_Tuto_CustomModel_UV_2.png|800px]]<br />
<br />
3. Clear your selection with space, and select one of the vertical side pieces.<br />
Select the rest by selecting similar (i), then mark these with a different color.<br />
<br />
4. Because the cylindrical part of the model is still in a loop we need to mark a cut. <br />
In Edge mode (E) select of the vertical edges and choose 'mark edges for cut' from the drop down menu.<br />
<br />
[[Image:OG_Tuto_CustomModel_UV_3.png|800px]]<br />
<br />
5. The marking of your model is now complete, and it is ready to be unfolded.<br />
Choose Continue->Unfolding from the drop down menu<br />
<br />
6. A window showing the unfolded model will open up. This is the UV map.<br />
To show what part of the UV map belongs to what part of the model, there is a colorful grid and letter pattern that you can also see on your model. When you Select a face you see it on both the model and the UV map.<br />
<br />
[[Image:OG_Tuto_CustomModel_UV_4.png|800px]]<br />
<br />
You can also scale and move parts of the model around on the UV map, and the changes will be apparent on the model. Making a face take up more of the UV map will make give it a denser more detailed texture. This is often used to make important features of a model more detailed, like the hands and dace of a character.<br />
<br />
If for whatever reason you don't like how the unfolding ended up you can select your object, and in the drop down menu Choose UV Mapping-> Force Segment (delete previous) to start from a clean slate.<br />
<br />
It's important to note that there can be many different ways of cutting an object and the resulting UV maps can look very different.<br />
<br />
There are two automated methods, Projection and Feature Detection:<br />
<br />
[[Image:OG_Tuto_CustomModel_UV_5.png]]<br />
<br />
Depending on your model one might be better than the other, sometimes they both suck and you have to do it manually, and sometimes if your model is simple like this one they will both give you the same result.<br />
<br />
If you cut the object in weird ways it will end up unfolding weirdly, like this for example:<br />
<br />
[[Image:OG_Tuto_CustomModel_UV_6.png|800px]]<br />
<br />
Once again, the best way to understand how this works is to experiment and try out the various features.<br />
<br />
Although there are many different ways of mapping any Model, as a rule you want its faces to use the UV space as efficiently as possible, because any texture that isn't under the mapped Faces will not be seen anywhere when the texture is applied.<br />
<br />
There are entire programs devoted simply to finding the best way to generate the UV map for any given model, and the tools wings3D provides are much more basic. However they are sufficient for a simple object like this. <br />
With practice you can even manage more complex ones.<br />
<br />
Now that We've Finished UV mapping let's generate the texture for the model. Rest assured, the hardest part is done.<br />
<br />
== Generating a texture from the UV Data ==<br />
<br />
We have our lovely UV map, and now we need to generate a texture we can then edit.<br />
<br />
1. With the UV map Window still open, choose 'Create Texture' from the drop-down menu. A small window will pop up:<br />
<br />
[[Image:OG_Tuto_CustomModel_Texture_1.png|800px]]<br />
<br />
Choose a size depending on how big the object will end up being, and how detailed you want it to be. The larger the image, the more detailed the texture will look on the model.<br />
It wouldn't make sense to have a super-high detailed texture for a fork, and you wouldn't want a low quality texture for a skyscraper either. For this object 512x512 will work just fine.<br />
<br />
2. Because we want to edit this texture manually later we need to know where on the texture the edges of the object are, so we know where on the object we are drawing.<br />
Set the first as 'Background' and the second as 'Draw Edges' so the edges appear on the texture. Press OK.<br />
<br />
3. It might seem like the UV map disappeared, but don't fear, the texture was created and is now applied to the object. You simply cannot see it well because it is white with black lines that are right under the wire-frame. You can tell when you zoom in really closely:<br />
<br />
[[Image:OG_Tuto_CustomModel_Texture_2.png|800px]]<br />
<br />
4. Export the model by going into File -> Export -> Wavefront (.obj)<br />
<br />
[[Image:OG_Tuto_CustomModel_Texture_3.png|800px]]<br />
<br />
Then make a new folder in a location of your choosing and save it as whatever title you like.<br />
It will save a .obj and a .mtl file. Delete the .mtl file. It has to do with materials that we don't need.<br />
<br />
5. Sometimes the texture is saved along with the object, but sometimes it isn't. If there is no texture file in the folder you exported to, go into Window->Outliner, and locate the texture:<br />
<br />
[[Image:OG_Tuto_CustomModel_Texture_4.png|800px]]<br />
<br />
Right click it, Choose export and save it in the same folder as the obj, name it whatever you want, preferably the name of your object plus _Color.<br />
For example:<br />
<br />
[[Image:OG_Tuto_CustomModel_Texture_5.png]]<br />
<br />
You are now done with Wings3D!<br />
<br />
== Editing the texture ==<br />
<br />
Now it's time to get creative!<br />
<br />
1. Load the Texture file into whichever image editing program of your choice<br />
<br />
[[Image:OG_Tuto_CustomModel_Image_1.png|800px]]<br />
<br />
2. Create your actual texture now however you wish. It helps to keep your 'Template' in a separate layer than the texture you want to be on your object.<br />
<br />
Here is one way of doing it in photoshop, that allows you to keep the Template's lines above your texture for reference:<br />
<br />
:* Double click the layer name and accept the pop up prompt to unlock it.<br />
:* Rename the layer "template".<br />
:* Create two layers bellow it, the lower one called background, the upper one called texture.<br />
:* Fill The background layer with white and lock it.<br />
:[[Image:OG_Tuto_CustomModel_Image_2.png]]<br />
<br />
:* Select the Template layer, which is above all the other layers, and set its layer mode to multiply.<br />
:[[Image:OG_Tuto_CustomModel_Image_2.png]]<br />
<br />
:This will make the white in it transparent, and the black remain as an overlay. you can use it as a guide. lock it as well.<br />
:* Draw in the texture layer to your heart's content.<br />
:[[Image:OG_Tuto_CustomModel_Image_4.png|800px]]<br />
<br />
:I just used some stock photography I found online. The area with the red text is wasted space that could have been better managed when I made the UV map. It will not appear on the final Model, but will take up space in memory none-the-less.<br />
<br />
:Here is my finished texture:<br />
:[[Image:OG_Tuto_CustomModel_Image_5.png]]<br />
<br />
Once done, make sure to save the image -without- the Template, unless you want it as part of the final Texture. Don't worry too much about what format you save it as. Thanks to the built in image converter almost any file type will work in the engine. I personally would advise you to use .tga or .png.<br />
<br />
=== Changing the Reflectivity of the texture ===<br />
<br />
If you were to use this texture as it is, the resulting object would look very shiny.<br />
That is because Phoenix will set the reflectivity, or inherent 'shininess' of an object depending on the transparency, or alpha value of the texture.<br />
<br />
If you want your object to look more matte you need to add transparency to your texture. There are several ways to do this:<br />
<br />
The Simple way:<br />
:* This method will make the whole texture less shiny:<br />
:* Look in the Layer window and change the Opacity of the Layer that contains your texture.<br />
:[[Image:OG_Tuto_CustomModel_Reflect_1.png]]<br />
<br />
:* You're done. Save the texture, but make sure that the format you save it as supports Transparency. .tga and .png both do.<br />
<br />
The Advanced way:<br />
:* This method will allow you to change the shininess of different parts of the texture.<br />
:* Find the Channel window. You should see 3 channels, Red, Green and Blue (RGB is simply the sum of all 3):<br />
:[[Image:OG_Tuto_CustomModel_Reflect_2.png]]<br />
<br />
:* Add a new Channel (the icon next to the trashcan) By default this is an Alpha Channel.<br />
:[[Image:OG_Tuto_CustomModel_Reflect_3.png]]<br />
<br />
:* Like all channels it is black and white. Black is Transparent, and will make the object matte, and White is Opaque, and will make the object reflective.<br />
:* If you show the rest of the channels while the alpha channel is visible the parts that are hidden will appear red by default:<br />
:[[Image:OG_Tuto_CustomModel_Reflect_4.png]]<br />
<br />
:* When Finished save the file, but make sure to save it as .tga The alpha layer will -not- be saved if you choose .png<br />
<br />
=== Making a normal map for the texture ===<br />
<br />
This tutorial does not yet include Instructions for making a normal map. Until someone writes it up, just use the following blank normal map:<br />
<br />
[[Image:OG_Tuto_CustomModel_blanknormal.png]]<br />
<br />
== Setting up the folders ==<br />
<br />
Phoenix, Overgrowth's engine uses XML files to tell it where an object's files are located.<br />
These XML files are by default located in Data/Objects. For example the Rock1a.xml file:<br />
<br />
<pre><br />
<?xml version="1.0" ?><br />
<Object><br />
<Model>Data/Models/Environments/Rocks/Rock1a.obj</Model><br />
<ColorMap>Data/Textures/Environments/Rocks/Rock1_Color.tga</ColorMap><br />
<NormalMap>Data/Textures/Environments/Rocks/Rock1_NormalOS.tga</NormalMap><br />
<ShaderPath>Data/GLSL/cubemapobj</ShaderPath><br />
<ShaderName>normalmap</ShaderName><br />
</Object><br />
</pre><br />
<br />
The way the file works is self explanatory. The tags indicate what the provided file path points to. As you can see all the file paths have Data as their root. Because of this you'll want your files to be inside the Data folder.<br />
<br />
For mac users right click the Alpha, click 'Show Package Contents', Contents->Data. For easy access then drag it into your Sidebar:<br />
<br />
[[Image:OG_Tuto_CustomModel_Folder_1.png]]<br />
<br />
Until the team implements a more elegant solution I suggest that in the Data folder you make a folder called Custom and keep all your files in there. I chose to imitate the file structure in Custom that the Data folder uses by default:<br />
<br />
[[Image:OG_Tuto_CustomModel_Folder_2.png|800px]]<br />
<br />
However you can save it any way you choose. If you want to share your Objects with others it is be best to keep all the files in one Folder inside Data/Custom. ultimately in the engine it doesn't make a difference, as long as the XML file is defined correctly<br />
<br />
== Making the XML file ==<br />
<br />
Now that everything is in the right place you can make the xml Object file.<br />
# Copy any .xml file from the Objects Folder, paste it into your custom folder and rename it as whatever you want. make sure to keep the extension ".xml"<br />
# Open the XML file with a text editor and change the paths to match that of your file.<br />
Here's mine:<br />
<br />
<pre><br />
<?xml version="1.0" ?><br />
<Object><br />
<Model>Data/Custom/Models/Demo/Cylinder.obj</Model><br />
<ColorMap>Data/Custom/Textures/Demo/Cylinder_Color.png</ColorMap><br />
<NormalMap>Data/Custom/Textures/Demo/Blank_Normal.png</NormalMap><br />
<ShaderPath>Data/GLSL/cubemap</ShaderPath><br />
<ShaderName>cubemap</ShaderName><br />
</Object><br />
</pre><br />
<br />
I don't quite know how the shaders work, but I tested each out and [http://forums.wolfire.com/viewtopic.php?f=13&t=4223&p=72220&hilit=shader#p72220 listed them here].<br />
<br />
Cubemap will work best for most objects.<br />
<br />
== Testing the object in the engine ==<br />
<br />
Now the moment you've been waiting for:<br />
<br />
# Start up the Latest Alpha<br />
# Click the first Button in the toolbar<br />
# Find your .xml object file and click Open<br />
# Pray that you've done everything right and click on the terrain<br />
# Breathe a sigh of relief as your object appears:<br />
<br />
[[Image:OG_Tuto_CustomModel_Final_1.png|800px]]<br />
<br />
The above Object uses a texture without transparency and so looks shiny.<br />
<br />
This Object uses a texture with transparency and so has matte areas:<br />
<br />
[[Image:OG_Tuto_CustomModel_Final_2.png|800px]]<br />
<br />
If you get an error message saying that a file cannot be found make sure that the file-paths in the XML Object file are correct.<br />
<br />
Here is the final Custom Folder which I made for this tutorial. It contains two objects: one with changed reflectivity, and one without.<br />
<br />
[http://forums.wolfire.com/download/file.php?id=329 OG_Tuto_CustomModel_Custom.zip]<br />
<br />
unzip it, make sure the resulting folder is called 'Custom" (otherwise the xml file paths would be incorrect) and place it in the Data folder.<br />
<br />
(Notice that I actually did a bad job with the UV mapping, because I chose to automate it and not do it manually, and the texture is not a continuous band, but broken up into 4 parts.)<br />
<br />
== Conclusion ==<br />
<br />
I really hope that this Guide will be helpful to you.<br />
A-lot of thought and effort went into it, plus at least a good 5+ hours of work <br />
<br />
One thing I cannot stress enough is that this guide is by no means perfect, and there are likely better ways of doing this.<br />
<br />
My challenge to you is to not just use this guide, but expand on it: Try texturing a sphere, a rock, a Tree, never stop experimenting. Apply what you've learned here and use it to help you make some great content for this game.<br />
<br />
If you have ''any'' questions or problems when trying to recreate what is illustrated here, please feel free to ask the friendly people in our [http://www.wolfire.com/irc IRC channel].<br />
<br />
== Other Resources ==<br />
<br />
Tutorial for UV mapping a sphere in Wings 3D:<br />
http://bbq-px.blogspot.com/2008/06/polar-uv-mapping-in-wings3d.html<br />
<br />
UV mapping tutorial for a program called ultimate unwrap 3D, helps clarify some things:<br />
http://www.unwrap3d.com/tutorial_map.aspx<br />
<br />
A plethora of 3D tutorials (Thanks Aubrey)<br />
http://www.poopinmymouth.com/tutorial/tutorial.htm<br />
<br />
[[Category:Overgrowth]]</div>Lasthttps://wiki.wolfire.com/index.php?title=Overgrowth_Map_Editing&diff=2085Overgrowth Map Editing2011-06-13T19:55:05Z<p>Last: </p>
<hr />
<div>Overgrowth features a set of tools that can be used to modify the game.<br />
<br />
The current alpha version allows the user to:<br />
* Place and transform [[models]] and [[decals]].<br />
* Place [[hotspots]] to trigger [http://en.wikipedia.org/wiki/Javascript JavaScript] files. '''not suported right now'''<br />
* Modify the [[lighting]] '''not suported right now'''.<br />
* [[Rigging Editor|Rig]] '''not suported right now''' and [[Animation Editor|animate]] '''not suported right now''' any model<br />
Apart from the functionality built into the editor, there are some other, more advanced ways of modifying the game by importing new [[Custom_Terrain|terrain]], [[Custom_Models_%26_Textures|models]] or UIs for example. Look under the [[Overgrowth#Modding Overgrowth | Modding Overgrowth]] headline for that.<br />
<br />
== Getting Started ==<br />
* [[Introduction to Editing in Overgrowth]] - An introduction to the basic principles of map editing in Overgrowth.<br />
* [[Overgrowth Controls]] - How to use the mouse and keyboard to navigate and manipulate objects.<br />
<br />
== Reference ==<br />
* [[Toolbars]]<br />
* [[Tools]]<br />
* [[Hotkeys]]<br />
<br />
== Misc ==<br />
* [[Known Bugs]]<br />
<br />
[[Category:Overgrowth]]</div>Lasthttps://wiki.wolfire.com/index.php?title=Overgrowth_Map_Editing&diff=2084Overgrowth Map Editing2011-06-13T19:54:37Z<p>Last: </p>
<hr />
<div>Overgrowth features a set of tools that can be used to modify the game.<br />
<br />
The current alpha version allows the user to:<br />
* Place and transform [[models]] and [[decals]].<br />
* Place [[hotspots]] to trigger [http://en.wikipedia.org/wiki/Javascript JavaScript] files. '''not suported right now'''<br />
* Modify the [[lighting]] not suported right now.<br />
* [[Rigging Editor|Rig]] '''not suported right now''' and [[Animation Editor|animate]] '''not suported right now''' any model<br />
Apart from the functionality built into the editor, there are some other, more advanced ways of modifying the game by importing new [[Custom_Terrain|terrain]], [[Custom_Models_%26_Textures|models]] or UIs for example. Look under the [[Overgrowth#Modding Overgrowth | Modding Overgrowth]] headline for that.<br />
<br />
== Getting Started ==<br />
* [[Introduction to Editing in Overgrowth]] - An introduction to the basic principles of map editing in Overgrowth.<br />
* [[Overgrowth Controls]] - How to use the mouse and keyboard to navigate and manipulate objects.<br />
<br />
== Reference ==<br />
* [[Toolbars]]<br />
* [[Tools]]<br />
* [[Hotkeys]]<br />
<br />
== Misc ==<br />
* [[Known Bugs]]<br />
<br />
[[Category:Overgrowth]]</div>Lasthttps://wiki.wolfire.com/index.php?title=How_to_download_the_game&diff=2083How to download the game2011-06-13T18:56:06Z<p>Last: </p>
<hr />
<div>After you have pre-ordered the game you can now download the game by going to the secret pre-order forum which is only available to those who have downloaded the game. From there you can now find the latest alpha posting and download it from there.<br />
There you should see a thread named Unofficial Overgrowth a***, weekly build just look for the first post in this thread and you will find there download links.</div>Lasthttps://wiki.wolfire.com/index.php?title=How_to_download_the_game&diff=2082How to download the game2011-06-13T18:50:46Z<p>Last: </p>
<hr />
<div>After you have pre-ordered the game you can now download the game by going to the secret pre-order forum which is only available to those who have downloaded the game. From there you can now find the latest alpha posting and download it from there.<br />
There you should see a thread named Unofficial Overgrowth a***, weekly build just look for the first post in this thread and you wil find there download links.</div>Lasthttps://wiki.wolfire.com/index.php?title=Overgrowth_Alpha_FAQ&diff=2081Overgrowth Alpha FAQ2011-06-13T18:42:15Z<p>Last: /* I get the following error on startup on Windows */</p>
<hr />
<div>This is the Overgrowth Alpha FAQ.<br />
<br />
* This FAQ is intended for useful tips for new users as well as answer common bug-related questions.<br />
* This FAQ ''NOT'' intended as a place for you to post bugs you might have found. If you want to report a bug email it to [mailto:bugs@wolfire.com bugs@wolfire.com].<br />
<br />
Please feel free to contribute to this FAQ, and the wiki as a whole!<br />
<br />
Your email should contain the following:<br />
* Symptoms that the bug might exhibit.<br />
* Details about the bug.<br />
* Links to forum topics where the issue mentioned has been discussed/resolved.<br />
* Workarounds to help avoid this bug.<br />
* Fixing instructions to help fix the bug if it occurs.<br />
* Any other relevant information.<br />
<br />
<br />
==General==<br />
===Something-Something Won't Work! AHHH!===<br />
First and foremost, Don't Panic.<br />
<br />
''Disclaimer'': Be prepared for it to just not work at times. Overgrowth is still in its Alpha stage of development, and the team is focusing more on getting essential features in than working out bugs and compatibility issues. The team ''will'' get to them, and will try to occasionally fix very pressing bugs, but sadly sometimes it will just take a while. However that doesn't mean that there's nothing you can do!<br />
<br />
Here's what you can do:<br />
* Look at the rest of this FAQ to see if there are any that might fit your situation.<br />
* Check the [http://forums.wolfire.com/viewforum.php?f=13 Secret Preorder Forum] and use the lovely search feature. For example if on your Windows 7 PC, Overgrowth crashes when your character jumps, search for "Windows 7 Jump Crash".<br />
* Ask on Wolfire's [http://www.wolfire.com/irc IRC channel]. Many users are long time Alpha testers and will be happy to help you.<br />
* Ask John on [http://www.wolfire.com/contact Meebo]. Although John's time is a valuable, non-renewable resource, he will be happy to help you if you need to talk with someone on the team.<br />
<br />
''Note'': if you decide to request help anywhere please include relevant information such as:<br />
* Alpha Number<br />
* If you're running windows, mac or linux<br />
* what version your OS is<br />
* Relevant system information such as what graphics card your computer has, how Much RAM you have, etc.<br />
* Any Error messages that you see.<br />
<br />
=== Overgrowth is running slow on my computer ===<br />
<br />
The Overgrowth alpha is currently set to use the maximum graphics settings, even if this is grossly inappropriate for your computer. There is not currently any UI available to change this, so you will need to edit the config.txt file. On Windows, this is located in %USERPROFILE%\Documents\Wolfire\Overgrowth\Data where %USERPROFILE% is often C:\Users\YOUR_USERNAME and YOUR_USERNAME is your Windows account name. On Mac, you will need to right click the Overgrowth application and choose show package contents. It is then located in the Data folder found in the Contents/Mac OS folder.<br />
<br />
Change the following values to these new ones:<br />
<br />
<pre>screenwidth: 800<br />
screenheight: 600<br />
multisample: 4<br />
anisotropy: 4<br />
texture_reduce: 1</pre><br />
<br />
If it's still running slow, try this:<br />
<br />
<pre>screenwidth: 640<br />
screenheight: 480<br />
multisample: 0<br />
anisotropy: 0<br />
texture_reduce: 2</pre><br />
<br />
===I can't access all of the GUI. The window crops important parts of the screen.===<br />
This turned up, when the default resolution was lowered from 1024x768 to 800x600. You can resolve this issue by changing the settings, either to a higher resolution or to full screen mode. Changing display settings is done in the 'config.txt'-file. <br />
You can find it on computer with Windows system at:<br />
C:\Documents and Settings\Username\My Documents\Wolfire\Overgrowth\Data\config.txt<br />
or a computer with Mac system at:<br />
/Users/Username/Library/Application Support/Lugaru 2/Data/config.txt<br />
<br />
The first lines of the default config file should look like this:<br />
<pre><br />
screenwidth: 800<br />
screenheight: 600<br />
fullscreen: false<br />
</pre><br />
You can change the resolution by changing the values for screenwidth/screenheight and go to fullscreen mode by changing the 'false' to 'true'.<br />
<br />
=== When I try to load a Model it won't work ===<br />
You need to make sure that you're not loading the model file, but the object file.<br />
* A Model file is a 3d mesh saved as a *.obj file. this file contains no textures or shader data and so cannot be loaded by itself.<br />
* An Object file is an XML that stores the filepaths for all the relevant data of an object, including the Model file as well as the textures and shader.<br />
For example if you are trying to load a file located in Data/Models/example.obj you should really be opening Data/Objects/example.xml<br />
<br />
=== My Custom Map Won't Load in the main menu ===<br />
# Make sure that you typed the name correctly, including the *.xml ending<br />
# Make sure that it exists in Data/Levels/<br />
<br />
* Recently (as at alpha 65) there have been some issues with loading custom maps from the main menu. to make sure this isn't the case:<br />
# Back up the map 'DesertFort_IGF.xml' (for example add "backup" to the name)<br />
# Rename your map as 'DesertFort_IGF.xml'<br />
# Attempt to load it by clicking the Desert map in the main menu.<br />
<br />
==Windows==<br />
=== I get the following error on startup on Windows ===<br />
<br />
<pre>The application has failed to start because its side-by-side configuration is incorrect. Please see the application event<br />
log or use the command-line sxstrace.exe tool for more detail.</pre><br />
<br />
Please install the Visual Studio 2005 C++ runtime. You can get it from this URL:<br />
http://www.microsoft.com/downloads/details.aspx?familyid=200b2fd9-ae1a-4a14-984d-389c36f85647&displaylang=en<br />
<br />
===Error: cannot create the C:\program files\Overgrowth\Data\config.txt file. ... ===<br />
This error applies to both Lugaru and Overgrowth.<br />
<br />
Symptom: When attempting to edit the config.txt file the following error message is displayed:<br />
cannot create the C:\program files\Overgrowth\Data\config.txt file. Make sure the path and file name are correct.<br />
<br />
Explanation: Windows Vista & 7 like to save the config file in a different location to the actual directory. As discussed in a thread on the forums[http://forums.wolfire.com/viewtopic.php?f=7&t=4890&p=78033#p78033], The file is actually stored in: C:\Users\USERNAME\Application Data\Local Virtual Store\Program Files/Overgrowth/config.txt<br />
<br />
==Mac==<br />
===I can't find the Data folder===<br />
With the Mac version of Overgrowth, the Data folder is located within the application package.<br />
You can access it by right clicking the "Overgrowth" application and choosing 'Show Contents", and then browsing to Contents/MacOS/Data<br />
**Note - For some users, "Show Package Contents" may not appear in the right-click menu. A workaround should be posted as soon as a more Mac-savvy user edits this entry.**<br />
<br />
To make future access easier right click 'Data' and choose 'Make Alias'. Now drag this alias out of the application, somewhere easy to find, on your Desktop for example.<br />
<br />
Then, next time you need to open a file from within the Overgrowth package, simply navigate to the alias and you should have access to the Contents of the Data folder.<br />
<br />
===It says on the forums/blog that you can right click with command+click, but it won't work!===<br />
Unfortunately in recent alphas this functionality has been broken.<br />
Right clicking is possible with an external mouse, or on a trackpad with enabled two-finger right click.<br />
<br />
Since alpha 67 you can set a keyboard button equivalent to right click. To do so find the "config.txt" file in the Data folder, and add a line for "key[rclick]" if it doesn't exist already. then set that equal to whatever button you want to act as right click.<br />
<br />
<br />
===I want to see live console output, but the console doesn't show it until after the program closes===<br />
If you want to see the console output live you will need to run Overgrowth from the Terminal.<br />
<br />
To do so right click the Overgrowth alpha, choose 'Show Package Contents', then navigate to /Contents/MacOS/ and double click 'lugaru2'. This will open Overgrowth along with a new terminal window that displays all the data written to the console but in real time.<br />
<br />
To make accessing this file easier in the future right click the 'lugaru 2' file, choose 'Make Alias' and drag the resulting file to a more convenient location.<br />
<br />
==Linux==<br />
===Running Overgrowth on Linux===<br />
Currently there is no native Linux version of Overgrowth, but it's coming[http://forums.wolfire.com/viewtopic.php?f=13&t=6044]. However, you may be able to emulate the Windows version under [http://www.winehq.org/ Wine]. This will also require the Visual C++ 2005 libraries, which can be installed through [http://wiki.winehq.org/winetricks winetricks].<br />
<br />
[[Category:Secret_Preorder_Forum]]<br />
[[Category:Overgrowth]]<br />
[[Category:FAQs]]<br />
[[Category:Help]]</div>Lasthttps://wiki.wolfire.com/index.php?title=Overgrowth_Alpha_FAQ&diff=2080Overgrowth Alpha FAQ2011-06-13T18:40:52Z<p>Last: /* I can't access all of the GUI. The window crops important parts of the screen. */</p>
<hr />
<div>This is the Overgrowth Alpha FAQ.<br />
<br />
* This FAQ is intended for useful tips for new users as well as answer common bug-related questions.<br />
* This FAQ ''NOT'' intended as a place for you to post bugs you might have found. If you want to report a bug email it to [mailto:bugs@wolfire.com bugs@wolfire.com].<br />
<br />
Please feel free to contribute to this FAQ, and the wiki as a whole!<br />
<br />
Your email should contain the following:<br />
* Symptoms that the bug might exhibit.<br />
* Details about the bug.<br />
* Links to forum topics where the issue mentioned has been discussed/resolved.<br />
* Workarounds to help avoid this bug.<br />
* Fixing instructions to help fix the bug if it occurs.<br />
* Any other relevant information.<br />
<br />
<br />
==General==<br />
===Something-Something Won't Work! AHHH!===<br />
First and foremost, Don't Panic.<br />
<br />
''Disclaimer'': Be prepared for it to just not work at times. Overgrowth is still in its Alpha stage of development, and the team is focusing more on getting essential features in than working out bugs and compatibility issues. The team ''will'' get to them, and will try to occasionally fix very pressing bugs, but sadly sometimes it will just take a while. However that doesn't mean that there's nothing you can do!<br />
<br />
Here's what you can do:<br />
* Look at the rest of this FAQ to see if there are any that might fit your situation.<br />
* Check the [http://forums.wolfire.com/viewforum.php?f=13 Secret Preorder Forum] and use the lovely search feature. For example if on your Windows 7 PC, Overgrowth crashes when your character jumps, search for "Windows 7 Jump Crash".<br />
* Ask on Wolfire's [http://www.wolfire.com/irc IRC channel]. Many users are long time Alpha testers and will be happy to help you.<br />
* Ask John on [http://www.wolfire.com/contact Meebo]. Although John's time is a valuable, non-renewable resource, he will be happy to help you if you need to talk with someone on the team.<br />
<br />
''Note'': if you decide to request help anywhere please include relevant information such as:<br />
* Alpha Number<br />
* If you're running windows, mac or linux<br />
* what version your OS is<br />
* Relevant system information such as what graphics card your computer has, how Much RAM you have, etc.<br />
* Any Error messages that you see.<br />
<br />
=== Overgrowth is running slow on my computer ===<br />
<br />
The Overgrowth alpha is currently set to use the maximum graphics settings, even if this is grossly inappropriate for your computer. There is not currently any UI available to change this, so you will need to edit the config.txt file. On Windows, this is located in %USERPROFILE%\Documents\Wolfire\Overgrowth\Data where %USERPROFILE% is often C:\Users\YOUR_USERNAME and YOUR_USERNAME is your Windows account name. On Mac, you will need to right click the Overgrowth application and choose show package contents. It is then located in the Data folder found in the Contents/Mac OS folder.<br />
<br />
Change the following values to these new ones:<br />
<br />
<pre>screenwidth: 800<br />
screenheight: 600<br />
multisample: 4<br />
anisotropy: 4<br />
texture_reduce: 1</pre><br />
<br />
If it's still running slow, try this:<br />
<br />
<pre>screenwidth: 640<br />
screenheight: 480<br />
multisample: 0<br />
anisotropy: 0<br />
texture_reduce: 2</pre><br />
<br />
===I can't access all of the GUI. The window crops important parts of the screen.===<br />
This turned up, when the default resolution was lowered from 1024x768 to 800x600. You can resolve this issue by changing the settings, either to a higher resolution or to full screen mode. Changing display settings is done in the 'config.txt'-file. <br />
You can find it on computer with Windows system at:<br />
C:\Documents and Settings\Username\My Documents\Wolfire\Overgrowth\Data\config.txt<br />
or a computer with Mac system at:<br />
/Users/Username/Library/Application Support/Lugaru 2/Data/config.txt<br />
<br />
The first lines of the default config file should look like this:<br />
<pre><br />
screenwidth: 800<br />
screenheight: 600<br />
fullscreen: false<br />
</pre><br />
You can change the resolution by changing the values for screenwidth/screenheight and go to fullscreen mode by changing the 'false' to 'true'.<br />
<br />
=== When I try to load a Model it won't work ===<br />
You need to make sure that you're not loading the model file, but the object file.<br />
* A Model file is a 3d mesh saved as a *.obj file. this file contains no textures or shader data and so cannot be loaded by itself.<br />
* An Object file is an XML that stores the filepaths for all the relevant data of an object, including the Model file as well as the textures and shader.<br />
For example if you are trying to load a file located in Data/Models/example.obj you should really be opening Data/Objects/example.xml<br />
<br />
=== My Custom Map Won't Load in the main menu ===<br />
# Make sure that you typed the name correctly, including the *.xml ending<br />
# Make sure that it exists in Data/Levels/<br />
<br />
* Recently (as at alpha 65) there have been some issues with loading custom maps from the main menu. to make sure this isn't the case:<br />
# Back up the map 'DesertFort_IGF.xml' (for example add "backup" to the name)<br />
# Rename your map as 'DesertFort_IGF.xml'<br />
# Attempt to load it by clicking the Desert map in the main menu.<br />
<br />
==Windows==<br />
=== I get the following error on startup on Windows ===<br />
<br />
<pre>The application has failed to start because its side-by-side configuration is incorrect. Please see the application event log or use the command-line sxstrace.exe tool for more detail.</pre><br />
<br />
Please install the Visual Studio 2005 C++ runtime. You can get it from this URL:<br />
http://www.microsoft.com/downloads/details.aspx?familyid=200b2fd9-ae1a-4a14-984d-389c36f85647&displaylang=en<br />
<br />
===Error: cannot create the C:\program files\Overgrowth\Data\config.txt file. ... ===<br />
This error applies to both Lugaru and Overgrowth.<br />
<br />
Symptom: When attempting to edit the config.txt file the following error message is displayed:<br />
cannot create the C:\program files\Overgrowth\Data\config.txt file. Make sure the path and file name are correct.<br />
<br />
Explanation: Windows Vista & 7 like to save the config file in a different location to the actual directory. As discussed in a thread on the forums[http://forums.wolfire.com/viewtopic.php?f=7&t=4890&p=78033#p78033], The file is actually stored in: C:\Users\USERNAME\Application Data\Local Virtual Store\Program Files/Overgrowth/config.txt<br />
<br />
==Mac==<br />
===I can't find the Data folder===<br />
With the Mac version of Overgrowth, the Data folder is located within the application package.<br />
You can access it by right clicking the "Overgrowth" application and choosing 'Show Contents", and then browsing to Contents/MacOS/Data<br />
**Note - For some users, "Show Package Contents" may not appear in the right-click menu. A workaround should be posted as soon as a more Mac-savvy user edits this entry.**<br />
<br />
To make future access easier right click 'Data' and choose 'Make Alias'. Now drag this alias out of the application, somewhere easy to find, on your Desktop for example.<br />
<br />
Then, next time you need to open a file from within the Overgrowth package, simply navigate to the alias and you should have access to the Contents of the Data folder.<br />
<br />
===It says on the forums/blog that you can right click with command+click, but it won't work!===<br />
Unfortunately in recent alphas this functionality has been broken.<br />
Right clicking is possible with an external mouse, or on a trackpad with enabled two-finger right click.<br />
<br />
Since alpha 67 you can set a keyboard button equivalent to right click. To do so find the "config.txt" file in the Data folder, and add a line for "key[rclick]" if it doesn't exist already. then set that equal to whatever button you want to act as right click.<br />
<br />
<br />
===I want to see live console output, but the console doesn't show it until after the program closes===<br />
If you want to see the console output live you will need to run Overgrowth from the Terminal.<br />
<br />
To do so right click the Overgrowth alpha, choose 'Show Package Contents', then navigate to /Contents/MacOS/ and double click 'lugaru2'. This will open Overgrowth along with a new terminal window that displays all the data written to the console but in real time.<br />
<br />
To make accessing this file easier in the future right click the 'lugaru 2' file, choose 'Make Alias' and drag the resulting file to a more convenient location.<br />
<br />
==Linux==<br />
===Running Overgrowth on Linux===<br />
Currently there is no native Linux version of Overgrowth, but it's coming[http://forums.wolfire.com/viewtopic.php?f=13&t=6044]. However, you may be able to emulate the Windows version under [http://www.winehq.org/ Wine]. This will also require the Visual C++ 2005 libraries, which can be installed through [http://wiki.winehq.org/winetricks winetricks].<br />
<br />
[[Category:Secret_Preorder_Forum]]<br />
[[Category:Overgrowth]]<br />
[[Category:FAQs]]<br />
[[Category:Help]]</div>Lasthttps://wiki.wolfire.com/index.php?title=Alpha_List&diff=2079Alpha List2011-06-13T18:25:28Z<p>Last: </p>
<hr />
<div>This is a list of all the released Alphas and their features, bugs, quirks, and qualities. This is to serve as a timeline to show Overgrowth's development, help expose bugs and errors in each version, and help explain how to use the new content and their purpose.<br />
=June 2011=<br />
*[http://blog.wolfire.com/2011/06/Overgrowth-a135-video-changelog Alpha 135]<br />
*[http://blog.wolfire.com/2011/06/Overgrowth-a134-video-changelog Alpha 134]<br />
=May 2011=<br />
*[http://blog.wolfire.com/2011/05/Overgrowth-a133-video-changelog Alpha 133]<br />
*[http://blog.wolfire.com/2011/05/Overgrowth-a132-video-changelog Alpha 132]<br />
*[http://blog.wolfire.com/2011/05/Overgrowth-a131-video-changelog Alpha 131]<br />
*[http://blog.wolfire.com/2011/05/Overgrowth-a130-video-changelog Alpha 130]<br />
*[http://blog.wolfire.com/2011/05/Overgrowth-a129-video-changelog Alpha 129]<br />
=April 2011=<br />
*[http://blog.wolfire.com/2011/04/Overgrowth-a128-video-changelog Alpha 128]<br />
*[http://blog.wolfire.com/2011/04/Overgrowth-a127-video-changelog Alpha 127]<br />
*[http://blog.wolfire.com/2011/04/Overgrowth-a126-video-changelog Alpha 126]<br />
*[http://blog.wolfire.com/2011/04/Overgrowth-a125-video-changelog Alpha 125]<br />
=March 2011=<br />
*[http://blog.wolfire.com/2011/03/Overgrowth-a124-video-changelog Alpha 124]<br />
*[http://blog.wolfire.com/2011/03/Overgrowth-a123-video-changelog Alpha 123]<br />
*[http://blog.wolfire.com/2011/03/Overgrowth-a122-video-changelog Alpha 122]<br />
*[http://blog.wolfire.com/2011/03/Overgrowth-Alpha-121 Alpha 121]<br />
*[http://blog.wolfire.com/2011/03/Overgrowth-Alpha-120 Alpha 120]<br />
=February 2011=<br />
*[http://blog.wolfire.com/2011/02/Overgrowth-Alpha-119-no-video-this-week Alpha 119]<br />
*[http://blog.wolfire.com/2011/02/Overgrowth-a118-video-changelog Alpha 118]<br />
*[http://blog.wolfire.com/2011/02/Overgrowth-a117-video-changelog Alpha 117]<br />
*[http://blog.wolfire.com/2011/02/Overgrowth-a116-video-changelog Alpha 116]<br />
=January 2011=<br />
*[http://blog.wolfire.com/2011/01/Overgrowth-a115-video-changelog Alpha 115]<br />
*[http://http://blog.wolfire.com/2011/01/Overgrowth-a114-video-changelog Alpha 114]<br />
*[http://blog.wolfire.com/2011/01/Overgrowth-a113-video-changelog Alpha 113]<br />
*[http://blog.wolfire.com/2011/01/New-Overgrowth-Alpha-Video Alpha 112]<br />
=December 2010=<br />
*[http://blog.wolfire.com/2010/12/Overgrowth-Alpha-Video-8 Alpha 111]<br />
* Alpha 110<br />
*[http://blog.wolfire.com/2010/12/Overgrowth-Alpha-Video-7 Alpha 109]<br />
*[http://blog.wolfire.com/2010/12/John-s-Alpha-Video Alpha 108]<br />
=November 2010=<br />
*[http://blog.wolfire.com/2010/11/Overgrowth-Alpha-Video-5 Alpha 107]<br />
*[http://blog.wolfire.com/2010/11/Overgrowth-Alpha-Video-4 Alpha 106]<br />
*[http://blog.wolfire.com/2010/11/Overgrowth-Alpha-Video-3 Alpha 105]<br />
*[http://blog.wolfire.com/2010/11/Overgrowth-Alpha-Video-2 Alpha 104]<br />
*[http://blog.wolfire.com/2010/11/Overgrowth-Weekly-Alpha-Video Alpha 103]<br />
=October 2010=<br />
*[http://http://blog.wolfire.com/2010/10/Overgrowth-Alpha-102 Alpha 102]<br />
*[http://blog.wolfire.com/2010/10/Overgrowth-Alpha-101 Alpha 101]<br />
*[http://blog.wolfire.com/2010/10/Overgrowth-Alpha-100 Alpha 100]<br />
*[http://blog.wolfire.com/2010/10/Overgrowth-Alpha-99 Alpha 99]<br />
=September 2010=<br />
*[http://blog.wolfire.com/2010/09/Overgrowth-Alpha-98 Alpha 98]<br />
*[http://blog.wolfire.com/2010/09/Overgrowth-Alpha-97 Alpha 97]<br />
*[http://blog.wolfire.com/2010/09/Overgrowth-Alpha-96 Alpha 96]<br />
*[http://blog.wolfire.com/2010/09/Overgrowth-Alpha-95 Alpha 95]<br />
=August 2010=<br />
*[http://blog.wolfire.com/2010/08/Overgrowth-Alpha-94 Alpha 94]<br />
*[http://blog.wolfire.com/2010/08/Overgrowth-Alpha-93 Alpha 93]<br />
*[http://blog.wolfire.com/2010/08/Overgrowth-Alpha-92 Alpha 92]<br />
*[http://blog.wolfire.com/2010/08/Overgrowth-Alpha-91 Alpha 91]<br />
*[http://blog.wolfire.com/2010/08/Overgrowth-Alpha-90 Alpha 90]<br />
=July 2010=<br />
*[http://blog.wolfire.com/2010/07/Overgrowth-Alpha-89 Alpha 89]<br />
*[http://blog.wolfire.com/2010/07/Overgrowth-Alpha-88 Alpha 88]<br />
*[http://blog.wolfire.com/2010/07/Overgrowth-Alpha-87 Alpha 87]<br />
*[http://blog.wolfire.com/2010/07/Overgrowth-Alpha-86 Alpha 86]<br />
=June 2010=<br />
*[http://blog.wolfire.com/2010/06/Overgrowth-Alpha-85 Alpha 85]<br />
*[http://blog.wolfire.com/2010/06/Overgrowth-Alpha-84 Alpha 84]<br />
*[http://blog.wolfire.com/2010/06/Overgrowth-Alpha-83 Alpha 83]<br />
*[http://blog.wolfire.com/2010/06/Overgrowth-Alpha-82 Alpha 82]<br />
*[http://blog.wolfire.com/2010/06/Overgrowth-Alpha-81 Alpha 81]<br />
=May 2010=<br />
*[http://blog.wolfire.com/2010/05/Overgrowth-Alpha-80 Alpha 80]<br />
*[http://blog.wolfire.com/2010/05/Overgrowth-Alpha-79 Alpha 79]<br />
*[http://blog.wolfire.com/2010/05/Overgrowth-Alpha-78 Alpha 78]<br />
<br />
[[Category: Overgrowth]]<br />
[[Category: Secret Preorder Forum]]</div>Lasthttps://wiki.wolfire.com/index.php?title=Portal:Overgrowth&diff=2069Portal:Overgrowth2011-05-16T09:06:10Z<p>Last: /* Getting Started */</p>
<hr />
<div><noinclude>[[Category:Portals|{{PAGENAME}}]] [[Category:Overgrowth|{{PAGENAME}}]] </noinclude><br />
{{Overgrowth Portal Header}}<br />
<br />
<br />
-----<br />
<br />
<br />
[http://www.wolfire.com/overgrowth Overgrowth] takes place in the savage world of Lugaru where rabbits, wolves and other animals are forced to use paws, claws and medieval weaponry to engage each other in battle. Combining 3rd person adventure platforming with intricate melee combat, Overgrowth achieves a unique feel.<br />
<br />
Overgrowth also benefits from [http://www.wolfire.com/ Wolfire]'s brand new Phoenix Engine which has been built from the ground up to allow the use of cutting edge graphics, animation, and physics. Add to these exciting features Overgrowth’s realistic artificial intelligence and streamlined control system and the result is an astoundingly immersive experience.<br />
<br />
=The Game=<br />
*[[If_you_just_pre-ordered_overgrowth,_read_this_first | If you've just pre-ordered Overgrowth, read this first]]<br />
*[[Character Control]]<br />
<br />
== Overgrowth Universe ==<br />
* [[Races]]<br />
* [[Locations]]<br />
* [[Characters]]<br />
* [[Equipment and Weapons]]<br />
<br />
=Alpha Testing=<br />
[[Overgrowth tests]]<br />
<br />
=Modding Overgrowth=<br />
<br />
== Getting Started ==<br />
* [[Overgrowth FAQ]]<br />
* [[Alpha List]]<br />
* [[How to download the game]]<br />
* [[How to modify the game's configuration]]<br />
<br />
== Getting your hands dirty ==<br />
* [[Basic Controls]]<br />
* [[Overgrowth Map Editing]]<br />
* [[Custom Terrain]]<br />
* [[Making New Models & Textures]]<br />
* [[Importing Models & Textures]]<br />
* [[Custom Decals]]<br />
* [[Scripting]]<br />
* [[Mod List]]<br />
* [[Control Reference]]<br />
* [[Character Control]]<br />
<br />
== Videos ==<br />
* [[Animation and Scripting]]<br />
* [[Rigging and Animation]]<br />
* [[Decals]]<br />
<br />
== Tutorials ==<br />
* [[How to make your own models for Overgrowth]]<br />
* [[How to update to the latest alpha version on Windows]]<br />
<br />
== Misc ==<br />
* [[Useful Links]]</div>Lasthttps://wiki.wolfire.com/index.php?title=Configuring_Overgrowth&diff=2066Configuring Overgrowth2011-05-16T08:31:05Z<p>Last: </p>
<hr />
<div>Overgrowth does not provide a way to adjust settings in game, but users can set these up by changing the values in <br />
<br />
'''config.txt'''. config.txt is located in the Data folder ((for Mac users) ~/Library/Application Support/Lugaru <br />
<br />
2/Data/ (and for windows users their config.txt is located under My Documents\Wolfire\Overgrowth\Data) and its a <br />
<br />
plain text file that can be edited with any text editor.<br />
<br />
==Settings==<br />
<br />
screenwidth: 800 - a basic seting for scteen width<br />
<br />
screenheight: 600 - a basic seting for scteen height<br />
<br />
fullscreen: false - this is the line you need to change to fullscreen: true to get Overgrowth run on fullscreen mode<br />
<br />
vsync: false<br />
<br />
multisample: 0<br />
<br />
anisotropy: 0<br />
<br />
post_effects: false<br />
<br />
shaders: true<br />
<br />
texture_reduce: 1<br />
<br />
gamma_correct: true<br />
<br />
fps_label: false - set this line to fps_label: true to see your fps in game<br />
<br />
sound_label: true<br />
<br />
visible_raycasts: false<br />
<br />
visible_sound_spheres: false<br />
<br />
editor_mode: false - set this line to true to enter into level editor each time you enter into newly loaded level<br />
<br />
invert_y_look: false <br />
<br />
music: false - set this line to false to mute background music<br />
<br />
key[quit]: esc<br />
<br />
key[slow]: tab<br />
<br />
key[fast]: \<br />
<br />
key[crouch]: lshift<br />
<br />
key[jump]: space<br />
<br />
key[screenshot]: f7<br />
<br />
key[console]: `<br />
<br />
key[left]: a<br />
<br />
key[right]: d<br />
<br />
key[up]: w<br />
<br />
key[down]: s<br />
<br />
key[chat]: t<br />
<br />
key[rclick]: rshift - - set this line to key[rclick]: e if u are working with apple mightymouse, this should solve <br />
problems with clicking right and left mouse button in same time. so your mouse right button functions go under key <br />
"e"<br />
<br />
<br />
<br />
[[Category:Overgrowth]]</div>Lasthttps://wiki.wolfire.com/index.php?title=Portal:Overgrowth&diff=2065Portal:Overgrowth2011-05-16T08:30:40Z<p>Last: /* Getting Started */</p>
<hr />
<div><noinclude>[[Category:Portals|{{PAGENAME}}]] [[Category:Overgrowth|{{PAGENAME}}]] </noinclude><br />
{{Overgrowth Portal Header}}<br />
<br />
<br />
-----<br />
<br />
<br />
[http://www.wolfire.com/overgrowth Overgrowth] takes place in the savage world of Lugaru where rabbits, wolves and other animals are forced to use paws, claws and medieval weaponry to engage each other in battle. Combining 3rd person adventure platforming with intricate melee combat, Overgrowth achieves a unique feel.<br />
<br />
Overgrowth also benefits from [http://www.wolfire.com/ Wolfire]'s brand new Phoenix Engine which has been built from the ground up to allow the use of cutting edge graphics, animation, and physics. Add to these exciting features Overgrowth’s realistic artificial intelligence and streamlined control system and the result is an astoundingly immersive experience.<br />
<br />
=The Game=<br />
*[[If_you_just_pre-ordered_overgrowth,_read_this_first | If you've just pre-ordered Overgrowth, read this first]]<br />
*[[Character Control]]<br />
<br />
== Overgrowth Universe ==<br />
* [[Races]]<br />
* [[Locations]]<br />
* [[Characters]]<br />
* [[Equipment and Weapons]]<br />
<br />
=Alpha Testing=<br />
[[Overgrowth tests]]<br />
<br />
=Modding Overgrowth=<br />
<br />
== Getting Started ==<br />
* [[Overgrowth FAQ]]<br />
* [[Alpha List]]<br />
* [[How to download the game]]<br />
* [[How to make changes into config.txt]]<br />
<br />
== Getting your hands dirty ==<br />
* [[Basic Controls]]<br />
* [[Overgrowth Map Editing]]<br />
* [[Custom Terrain]]<br />
* [[Making New Models & Textures]]<br />
* [[Importing Models & Textures]]<br />
* [[Custom Decals]]<br />
* [[Scripting]]<br />
* [[Mod List]]<br />
* [[Control Reference]]<br />
* [[Character Control]]<br />
<br />
== Videos ==<br />
* [[Animation and Scripting]]<br />
* [[Rigging and Animation]]<br />
* [[Decals]]<br />
<br />
== Tutorials ==<br />
* [[How to make your own models for Overgrowth]]<br />
* [[How to update to the latest alpha version on Windows]]<br />
<br />
== Misc ==<br />
* [[Useful Links]]</div>Lasthttps://wiki.wolfire.com/index.php?title=Configuring_Overgrowth&diff=2064Configuring Overgrowth2011-05-16T08:24:20Z<p>Last: New page: Overgrowth does not provide a way to adjust settings in game, but users can set these up by changing the values in '''config.txt'''. config.txt is located in the Data folder ((for Mac us...</p>
<hr />
<div>Overgrowth does not provide a way to adjust settings in game, but users can set these up by changing the values in <br />
<br />
'''config.txt'''. config.txt is located in the Data folder ((for Mac users) ~/Library/Application Support/Lugaru <br />
<br />
2/Data/ (and for windows users their config.txt is located under My Documents\Wolfire\Overgrowth\Data) and its a <br />
<br />
plain text file that can be edited with any text editor.<br />
<br />
==Settings==<br />
<br />
|screenwidth: 800 - a basic seting for scteen width<br />
|-<br />
|screenheight: 600 - a basic seting for scteen height<br />
|-<br />
|fullscreen: false - this is the line you need to change to fullscreen: true to get Overgrowth run on fullscreen mode<br />
|-<br />
|vsync: false<br />
|-<br />
|multisample: 0<br />
|-<br />
|anisotropy: 0<br />
|-<br />
|post_effects: false<br />
|-<br />
|shaders: true<br />
|-<br />
|texture_reduce: 1<br />
|-<br />
|gamma_correct: true<br />
|-<br />
|fps_label: false - set this line to fps_label: true to see your fps in game<br />
|-<br />
|sound_label: true<br />
|-<br />
|visible_raycasts: false<br />
|-<br />
|visible_sound_spheres: false<br />
|-<br />
|editor_mode: false - set this line to true to enter into level editor each time you enter into newly loaded level<br />
|-<br />
|invert_y_look: false <br />
|-<br />
|music: false - set this line to false to mute background music<br />
|-<br />
|key[quit]: esc<br />
|-<br />
|key[slow]: tab<br />
|-<br />
|key[fast]: \<br />
|-<br />
|key[crouch]: lshift<br />
|-<br />
|key[jump]: space<br />
|-<br />
|key[screenshot]: f7<br />
|-<br />
|key[console]: `<br />
|-<br />
|key[left]: a<br />
|-<br />
|key[right]: d<br />
|-<br />
|key[up]: w<br />
|-<br />
|key[down]: s<br />
|-<br />
|key[chat]: t<br />
|-<br />
|key[rclick]: rshift - - set this line to key[rclick]: e if u are working with apple mightymouse, this should solve <br />
problems with clicking right and left mouse button in same time. so your mouse right button functions go under key <br />
"e"<br />
|-<br />
<br />
<br />
[[Category:Overgrowth]]</div>Lasthttps://wiki.wolfire.com/index.php?title=Alpha_List&diff=2047Alpha List2011-05-04T10:35:34Z<p>Last: </p>
<hr />
<div>This is a list of all the released Alphas and their features, bugs, quirks, and qualities. This is to serve as a timeline to show Overgrowth's development, help expose bugs and errors in each version, and help explain how to use the new content and their purpose.<br />
=May 2011=<br />
*[http://blog.wolfire.com/2011/05/Overgrowth-a129-video-changelog Alpha 129]<br />
=April 2011=<br />
*[http://blog.wolfire.com/2011/04/Overgrowth-a128-video-changelog Alpha 128]<br />
*[http://blog.wolfire.com/2011/04/Overgrowth-a127-video-changelog Alpha 127]<br />
*[http://blog.wolfire.com/2011/04/Overgrowth-a126-video-changelog Alpha 126]<br />
*[http://blog.wolfire.com/2011/04/Overgrowth-a125-video-changelog Alpha 125]<br />
=March 2011=<br />
*[http://blog.wolfire.com/2011/03/Overgrowth-a124-video-changelog Alpha 124]<br />
*[http://blog.wolfire.com/2011/03/Overgrowth-a123-video-changelog Alpha 123]<br />
*[http://blog.wolfire.com/2011/03/Overgrowth-a122-video-changelog Alpha 122]<br />
*[http://blog.wolfire.com/2011/03/Overgrowth-Alpha-121 Alpha 121]<br />
*[http://blog.wolfire.com/2011/03/Overgrowth-Alpha-120 Alpha 120]<br />
=February 2011=<br />
*[http://blog.wolfire.com/2011/02/Overgrowth-Alpha-119-no-video-this-week Alpha 119]<br />
*[http://blog.wolfire.com/2011/02/Overgrowth-a118-video-changelog Alpha 118]<br />
*[http://blog.wolfire.com/2011/02/Overgrowth-a117-video-changelog Alpha 117]<br />
*[http://blog.wolfire.com/2011/02/Overgrowth-a116-video-changelog Alpha 116]<br />
=January 2011=<br />
*[http://blog.wolfire.com/2011/01/Overgrowth-a115-video-changelog Alpha 115]<br />
*[http://http://blog.wolfire.com/2011/01/Overgrowth-a114-video-changelog Alpha 114]<br />
*[http://blog.wolfire.com/2011/01/Overgrowth-a113-video-changelog Alpha 113]<br />
*[http://blog.wolfire.com/2011/01/New-Overgrowth-Alpha-Video Alpha 112]<br />
=December 2010=<br />
*[http://blog.wolfire.com/2010/12/Overgrowth-Alpha-Video-8 Alpha 111]<br />
* Alpha 110<br />
*[http://blog.wolfire.com/2010/12/Overgrowth-Alpha-Video-7 Alpha 109]<br />
*[http://blog.wolfire.com/2010/12/John-s-Alpha-Video Alpha 108]<br />
=November 2010=<br />
*[http://blog.wolfire.com/2010/11/Overgrowth-Alpha-Video-5 Alpha 107]<br />
*[http://blog.wolfire.com/2010/11/Overgrowth-Alpha-Video-4 Alpha 106]<br />
*[http://blog.wolfire.com/2010/11/Overgrowth-Alpha-Video-3 Alpha 105]<br />
*[http://blog.wolfire.com/2010/11/Overgrowth-Alpha-Video-2 Alpha 104]<br />
*[http://blog.wolfire.com/2010/11/Overgrowth-Weekly-Alpha-Video Alpha 103]<br />
=October 2010=<br />
*[http://http://blog.wolfire.com/2010/10/Overgrowth-Alpha-102 Alpha 102]<br />
*[http://blog.wolfire.com/2010/10/Overgrowth-Alpha-101 Alpha 101]<br />
*[http://blog.wolfire.com/2010/10/Overgrowth-Alpha-100 Alpha 100]<br />
*[http://blog.wolfire.com/2010/10/Overgrowth-Alpha-99 Alpha 99]<br />
=September 2010=<br />
*[http://blog.wolfire.com/2010/09/Overgrowth-Alpha-98 Alpha 98]<br />
*[http://blog.wolfire.com/2010/09/Overgrowth-Alpha-97 Alpha 97]<br />
*[http://blog.wolfire.com/2010/09/Overgrowth-Alpha-96 Alpha 96]<br />
*[http://blog.wolfire.com/2010/09/Overgrowth-Alpha-95 Alpha 95]<br />
=August 2010=<br />
*[http://blog.wolfire.com/2010/08/Overgrowth-Alpha-94 Alpha 94]<br />
*[http://blog.wolfire.com/2010/08/Overgrowth-Alpha-93 Alpha 93]<br />
*[http://blog.wolfire.com/2010/08/Overgrowth-Alpha-92 Alpha 92]<br />
*[http://blog.wolfire.com/2010/08/Overgrowth-Alpha-91 Alpha 91]<br />
*[http://blog.wolfire.com/2010/08/Overgrowth-Alpha-90 Alpha 90]<br />
=July 2010=<br />
*[http://blog.wolfire.com/2010/07/Overgrowth-Alpha-89 Alpha 89]<br />
*[http://blog.wolfire.com/2010/07/Overgrowth-Alpha-88 Alpha 88]<br />
*[http://blog.wolfire.com/2010/07/Overgrowth-Alpha-87 Alpha 87]<br />
*[http://blog.wolfire.com/2010/07/Overgrowth-Alpha-86 Alpha 86]<br />
=June 2010=<br />
*[http://blog.wolfire.com/2010/06/Overgrowth-Alpha-85 Alpha 85]<br />
*[http://blog.wolfire.com/2010/06/Overgrowth-Alpha-84 Alpha 84]<br />
*[http://blog.wolfire.com/2010/06/Overgrowth-Alpha-83 Alpha 83]<br />
*[http://blog.wolfire.com/2010/06/Overgrowth-Alpha-82 Alpha 82]<br />
*[http://blog.wolfire.com/2010/06/Overgrowth-Alpha-81 Alpha 81]<br />
=May 2010=<br />
*[http://blog.wolfire.com/2010/05/Overgrowth-Alpha-80 Alpha 80]<br />
*[http://blog.wolfire.com/2010/05/Overgrowth-Alpha-79 Alpha 79]<br />
*[http://blog.wolfire.com/2010/05/Overgrowth-Alpha-78 Alpha 78]<br />
<br />
[[Category: Overgrowth]]<br />
[[Category: Secret Preorder Forum]]</div>Last