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  • ...e you downloaded the game and if you're running the stable release or some other test version. In the cache directory there are primarily two files we are interested in.
    2 KB (388 words) - 06:58, 5 June 2018
  • ...m around the time of the events in Lugaru. Most will not involve Turner or other main characters but will instead focus on the inhabitants of Lugaru and it' ...bbit, a farmer with a modest cottage and crops. Jounquil sold his crops to other rabbits, and sometimes dogs, at the local market. He made a decent living a
    15 KB (2,640 words) - 18:10, 8 March 2018
  • ...t from Humble Bundle you also get the games Receiver and Low Light Combat, two game jam games created by Wolfire. If you encounter any errors, bugs, or other problems while installing or running Overgrowth, you can file a report to t
    2 KB (374 words) - 14:59, 10 January 2018
  • ...ialogue to whatever is written in <code>$</code>. This can be used by some other hotspots to start the dialogue. There are two bugs you should watch out for:
    8 KB (1,307 words) - 21:12, 12 July 2022
  • ...tore information about what textures a certain model should use as well as other information such as what shader it should use. This is the file you choose * Texture resolution need to be a power of two (32x32, 64x64, 128x128 and so on)
    12 KB (1,835 words) - 22:12, 16 July 2023
  • ...t one] and [http://blog.wolfire.com/2009/04/post-processing-part-two/ part two] any way. Overgrowth uses GLSL shader language, and the users can create custom shaders. Some blog po
    1 KB (188 words) - 14:54, 9 November 2017
  • ...de>'''defeat <some_enemy_id> <other_enemy_id>'''</code>, just like in step two (e.g. <code>defeat 4 72 8</code>) Goal actions can be combined with each other. Just put a space between them (e.g. <code>'''activate 537 dialogue Shopkee
    16 KB (2,758 words) - 22:40, 30 March 2018
  • ...y do this as a last resort, since this can make your mod incompatible with other script mods that also override the same file. ...o follow a standard convention so that it is easier to find the scripts in other people's mods. The recommended location is <code>../Data/Mods/your_mod_name
    14 KB (2,150 words) - 07:31, 7 April 2018
  • // Get closest point between two line segments NavPath(const NavPath &in other); // Copy constructor
    12 KB (1,642 words) - 12:32, 11 November 2017
  • ...ove around quite frequently (every update or every frame), then one of the other values might make more sense, unless you're trying to conserve CPU time in ...s(const vec3 &in, const vec3 &in); // Calculate the cross-product between two vec3 values - https://en.wikipedia.org/wiki/Cross_product</pre>
    62 KB (8,914 words) - 01:04, 11 December 2017
  • ...tly applies to '''the editor camera script'''. You can access cameras from other scripts (level scripts, hotspots, character scripts), and may not need to c ...h other script types]] - '''Beware, some of this code is only available to other script types! Read the docs carefully!'''
    5 KB (859 words) - 04:40, 19 November 2017
  • ...and recalculated internally in engine regardless of version<br>the engine uses '''bones_ends''' to calculate it ...tes * 2 || float32[2] || || TODO: is this degrees or radians? what are the two dimensions?
    22 KB (2,987 words) - 22:28, 23 April 2022
  • ...av mesh is to create a voxel representation of the level geometry. It then uses that to figure out where a character should be able to walk. ...here, like if you don't want your NPCs to think they can walk under water. Other times the nav generator doesn't create a walkable area somewhere where NPCs
    8 KB (1,459 words) - 09:42, 7 May 2018
  • ...while you click on a character's spawn box. This makes a line between the two, and binds that character to that participant slot in the dialogue. You hav ...fied area. To make that work, you need a Start Dialogue hotspot. There are other ways to trigger a dialogue using the new checkpoints system, but that's far
    6 KB (1,097 words) - 08:30, 3 April 2018
  • '''TODO''': Cover other level parameters, such as HDR points, saturation, and sky brightness. These There are two kinds of reflection capture objects, ''Global Reflection'' and ''Local Refl
    7 KB (1,186 words) - 21:24, 12 July 2022
  • ...hed, which support skeletal animation, rag doll animation, blends of those two, and character physics. * [[Common Script External Code|These functions are shared with other script types]]
    29 KB (4,132 words) - 17:45, 8 March 2018
  • To switch between the two modes of animation, you must set the IK property keyframe to 0 (for FK) or ...o happen. This is used to trigger attack impacts and footstep sounds among other things.
    10 KB (1,740 words) - 23:30, 9 January 2024
  • ...hat can be overridden are idle and movement. This is used for for instance two handed weapons, spears and so on, where the default animations don't fit. ...stom Characters: File 3]] for the keywords.) This is used for for instance two handed weapons, spears and so on, where the default animations don't fit.
    5 KB (768 words) - 14:46, 17 May 2018
  • Note: Having two document elements is not valid XML, and I'm not sure what purpose this elem ...efault.xml</code>, which is the default Material XML file. It is used when other XML file types call for a Material XML, but one is not specified.<br>
    24 KB (3,224 words) - 11:11, 10 September 2023

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