Strange things in odd places

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InvertedVantage
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Joined: Wed Feb 02, 2011 4:03 pm

Strange things in odd places

Post by InvertedVantage » Tue Apr 26, 2011 8:10 am

I don't know where to put this so I thought I would just put it here. I love how the Overgrowth engine is being developed, and the modding capabilities are great. I've started messing around, importing some rather out-of place looking objects into the game. I don't know if anyone would find them interesting or not, since they really don't look nice in the engine at the moment (I would kill for some picture contrast/bloom/shadow and glow controls. Like if they laid over top of whatever was rendering like filters or shaders.

Anyway, take a look - and sorry about the small size, how do I fullscreen the game? These were really put to use in a render I did, which you can find at the bottom. That's one reason for their look.

Rabbot1:

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Wing walking rabbit:

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It's a bad idea to stand in front of a propeller:

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and not to pimp my own work but here was the original piece that these assets were used in;

http://invertedvantage.deviantart.com/gallery/#/d35gygf
Last edited by InvertedVantage on Tue Apr 26, 2011 1:27 pm, edited 1 time in total.

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Endoperez
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Re: Strange things in odd places

Post by Endoperez » Tue Apr 26, 2011 10:10 am

Have you adjusted your textures so that shininess map is in the alpha channel of the diffuse (=color) map? One of the most common problems is the fact that objects with textures that work fine in other engines look super-shiny in Overgrowth.

That's an interesting wingshape on that plane. Is it your own design, or based on something?


Also, this sounds like it could be a fun idea for a thread. Show off your 3D models in Overgrowth maps. Not necessarily whole mods, but little things.

InvertedVantage
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Re: Strange things in odd places

Post by InvertedVantage » Tue Apr 26, 2011 10:17 am

That thread idea would be pretty cool. :) How do I do that thing with the alpha channels?

It'd be nice if I could assign colors as "materials" and just set shininess for color values.

They're my own designs. :) The word I use for "wingshape" is "planform":
http://en.wikipedia.org/wiki/Planform

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Endoperez
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Re: Strange things in odd places

Post by Endoperez » Tue Apr 26, 2011 3:38 pm

That depends on the program you use. If you have Photoshop:


1) have your RGB diffuse map.

2) make a grayscale image of the exact same pixel size where higher shininess is white, no shininess is black. The easiest way is to edit it from the diffuse map, possibly with the Color Gradient adjustment tool.

3) open the diffuse file, change the Layers tool to show Channels instead, and Add a channel. By default, it's named "Alpha" or something similar.

4) Select the Alpha channel. Copy and paste the grayscale image into that channel.

5) Save it in a format that supports alpha channel, such as TGA.

InvertedVantage
Posts: 10
Joined: Wed Feb 02, 2011 4:03 pm

Re: Strange things in odd places

Post by InvertedVantage » Tue Apr 26, 2011 5:27 pm

Thank you! :) That helped quite a lot. Next question; how does I fullscreen? Is it possible to change graphics options yet?

Image

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Weird smoothing glitch on this one.
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Jumping from plane to plane was a neat challenge. :)

InvertedVantage
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Joined: Wed Feb 02, 2011 4:03 pm

Re: Strange things in odd places

Post by InvertedVantage » Tue Apr 26, 2011 6:31 pm

Hey if I could use this thread to ask for a feature request as well...? One thing I'd really like is if when you clicked "Rabbot" in the working menu, the game takes in the coordinates of the current game world camera location and spawns the rabbotstart there? It'd be great to be able to line a character's placement up in the world, with view sights and positions, and then just drop in to play or test from there.

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Endoperez
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Re: Strange things in odd places

Post by Endoperez » Wed Apr 27, 2011 12:35 am

http://www.youtube.com/watch?v=09QYbNoePcU#t=0m25s

You can change the spawn point already, as long as there's at least one character object in the level. That video is from a few weeks ago, so I'm not sure if the Ctrl+P shortcut still works.

InvertedVantage
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Re: Strange things in odd places

Post by InvertedVantage » Wed Apr 27, 2011 3:13 pm

Are there any tutorials on how to add in characters and animations? Does the game use a pre-named bone system? Are the animations stored in the game or in each character model? It would be cool if I could drop in a character with a standard skeleton and you could use the game's animations.

I wanna give this folk some anthro legs and put it in. :) I'm gonna have to model it soon.

Image

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