The overgrowth editor is shown in a completely new light, as viewers are taken through a demonstration of decal texturing.
Tags:action-adventure game,g4tv,g4tv.com,Overgrowth,pc game,wolfire games
Grab video code:
Male: Watch carefully, there's something different about the overgrowth terrain. Did you see it? How about now? That’s right, we’ve now added decals. Lots and lots of decals, full of normal mat goodness to give those scenes an extra—
Male: All right, let’s delete this pure mess and start showing you how well it works.
Male: First, getting to the decal entry mode by pressing control two. Then push control L to open up the decal browser. Pick out a decal you like and then click on the ground to place it. The decal will map nicely to whatever is directly underneath it even it won’t be terrain. All the intuitive controls from the object editor have been carried over to the decal editor.
So rotating, scaling and translating the decals will be very familiar too. As you might have guessed cons of a decal can be made by holding alt and translating the decal. Let’s make things interesting by adding a new decal to the mix by defaulting new decals will always appear on top of old ones. You can still select submerged decals by putting the mouse over them and scrolling down on the mouse wheel.
If you hold shift and scroll the mouse wheel down, the currently selected decal will dive underneath the decals below it or I’m going to add the white rock texture. And I’ll grab the moss texture, and as you might expect the brush tool is back so we can paint the moss what we want. So we’re going to handle the simple selection and placement situations. But now let’s get to see more complicated projection tools.
Welcome to the rock, let’s load up a rock texture. As you can see, the rock texture is spilling on both the terrain and the rock model but I'm not sure I want rocks on my rock. Fortunately, by holding I can force the decal to only map to one object, the object that’s directly underneath my mouse. In this case, that object as the terrain. Let’s create another complex decal scenario.
Let’s start by loading in a basket. Next, let’s throw a moss on everything. Maybe on higher sight we realize it didn’t want the moss project on the basket. Don’t worry, you can always select in this behaving decal then hold O to click on any objects you don’t want the decal to project on it. If you know you’ve done it right the object turns red.
And there's one final projection control we want to show you. By default, the decals will automatically pick their own projection angle by using an average of normal on the surface of their projecting onto. I wonder if he went direct to manual control, just press P while you're having a decal selected and this will open up a box representation of the decal’s projector and you can treat this box just like a regular box you’d find in the old map that we showed you.
So that’s all the major decal functionality we put in the overgrowth so far. Be sure to keep up with the latest overgrowth development news on the wolfire blog.