Difference between revisions of "Portal:Overgrowth"

From Wolfire Games Wiki
Jump to: navigation, search
m (Modding Overgrowth)
m
Line 25: Line 25:
  
 
{{stub}}
 
{{stub}}
==Introduction==
+
==Introduction to Mods==
 
Here is the current modding situation:
 
Here is the current modding situation:
  

Revision as of 06:04, 17 June 2011


Overgrowth Header.png

Welcome to the Overgrowth Portal!

Click Here to return to the Main Page.

  • Here you will find everything related to Overgrowth!


Overgrowth HomepageSPFHelp 144 pages.




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.

Overgrowth also benefits from 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.

The Game

Overgrowth Universe

Alpha Testing

Overgrowth tests This article is a stub. You should help Wolfire by expanding it.

Introduction to Mods

Here is the current modding situation:

by Endoperez » Fri Jun 17, 2011

Here's the non-script, non-UI stuff for now.

Terrains and levels - the lack of documentation hurts, but it should be possible to convert a grayscale heightmap into a custom Overgrowth level.

Mesh objects - houses, walls, towers, trees, fruit, any static object is possible. The normal maps should preferably be in Object space format, but Tangent space works too, it just needs a different shader. The files should be exported in OBJ format, check scale by opening one of the OBJ files that come with Overgrowth. Custom weapons work as well as the official weapons, (pretty poorly at the moment, but they're easy to update as more weapon features appear).

Special effects, animated objects - there's a shader for plants moving in the wind. There's no shader for water of any kind. Particle systems might be possible but the examples are so few that anything beyond a dust cloud on impact takes some experimentation. Shaders all come with the game in readable format, so any shader wizards shouldn't have major problems coming up with new shaders if they want to.

Animated characters, custom animations for existing characters - If you use Blender 2.56, the animation exporting scripts should work. You get the scripts and the .blend files with the alphas. Theoretically, it should be possible to create and animate a custom character, but the scripts are written to only use the default animations at the default paths I think, so it wouldn't really be worth the effort ATM.

Getting Started

Getting your hands dirty

Videos

Tutorials

Misc