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Map Editor Controls

March 7th, 2009

As we highlighted yesterday, there's been a recent explosion in Overgrowth level bulding in the Secret Preorder Forum. I've been really blown away by all this. One of the things that amazes me is that the modders have been managing to do so much with so little formal instruction from us; we haven't had a readme since ...

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Applauding Recent Modding

March 6th, 2009

After mentioning Nimai's great works in our Alpha 16 post there has been a continuing flurry of Lugaru and Overgrowth modding activity. Overgrowth Modding: Jo-Shadow recently posted a dissertation on creating, skinning, and loading custom models into Overgrowth. He carefully describes everything from setting up UV maps to creating a clean *.obj file that can be used by our ...

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How I Make Overgrowth Assets: Part III, The Base Model

March 4th, 2009

Here is the third part of how to make an Overgrowth asset. This time I will talk about making a base model to sculpt from. This is the first of the 3 models I will make to create the final asset. I built this using 3D Studio Max 9 with the intention of importing it into Mudbox 2009. Box-modeled base ...

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Overgrowth Alpha 16

March 2nd, 2009

Here is what is new in Overgrowth this week... If you are confused, please read our fancy FAQ. There is not a lot of really hot new tech stuff to show you guys because we are working on the animation editor. However, we did get some fixes in and Aubrey has included a number of new assets that we will ...

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Overgrowth Voted 5th Best Indie Game on ModDB

March 1st, 2009

The ModDB Mod of the Year Awards have recently been announced. In addition to Overgrowth's nomination for the Editor's Choice "Best Upcoming Indie" award the final polls have been announced and Overgrowth has been voted ModDB's 5th Best Indie Game. We're very honored that Overgrowth has achieved such recognition at this early stage in its development ...

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Google App Engine for indie developers

March 1st, 2009

As promised, here's the second part of my post about web hosting. I thought I would highlight the technology that we use for the main Wolfire site, Google App Engine, and explain why we chose it. Before I explain what App Engine is exactly, let me talk about what I look for in a web host. - Scalability and reliability ...

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Editor Paintbrush

February 28th, 2009

To create natural environments in Overgrowth, we will need to be able to quickly populate the landscape with lots of semi-randomized rocks and vegetation. Doing this is pretty tedious with the current editor toolset. So, I've begun work on a 'paintbrush' tool for quick object placement. It's still in its early stages, but I've found it fun ...

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