The Phoenix Engine is under development by Wolfire Games, it's being used to power their upcoming game Overgrowth. The Phoenix Engine aims to be easily modable and user friendly, it has built in support for rigging, animating and scripting.

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Learn the basic controls of the Overgrowth map editor.

Posted by Silverfisk on Feb 10th, 2010
Basic Mapping/Technical.

Rundown
First we learn how to create an object, then we learn how to translate, rotate and scale it in different ways. After that we do some duplicating and grid snapping.

Tip: Keep in mind that these controls are pretty universal in the editor, you use the same controls when creating animations for example.


Please give me a comment telling me what you think.
Also, don't forget to give me tutorial requests!

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cW#Ravenblood
cW#Ravenblood Feb 11 2010, 8:32am says:

cool

+1 vote     reply to comment
altercuca
altercuca Feb 11 2010, 8:56am says:

awesome twist m8, thanks !

+2 votes     reply to comment
Nawwx
Nawwx Feb 11 2010, 11:09am says:

Nice

+1 vote     reply to comment
Croco15
Croco15 Feb 11 2010, 4:33pm says:

Cool.

+1 vote     reply to comment
Noremakk
Noremakk Feb 11 2010, 7:12pm says:

This is the way level design should always be done.

+2 votes     reply to comment
dave_5430
dave_5430 Feb 12 2010, 4:58am says:

Wow... that seems really easy to use...

.... what's the catch?

+1 vote     reply to comment
Silverfisk
Silverfisk Feb 14 2010, 3:40pm replied:

Yeah it is.
The catch? You have to preorder the game to get to use it. (Buy now!) :P

+2 votes     reply to comment
Assaultman67
Assaultman67 Feb 12 2010, 10:44am says:

I'm kinda worried about the snap to grid function ... it looks like the grid is relative to the original object >_>

(note how the grid scale changes with the scale of the object)

The relative grid snapping system would be ok for most things, but if you are trying to snap several different meshes together (such as wall varying wall chunks) wouldn't the relative system be most likely misaligned?

I dunno, I guess its not that big of a deal ... but its going to take a while to get used to over the conventional world grid snapping system most other editors use...

then again, maybe this is a sign that I shouldn't depend on snap to grid as much as I already do >_> ...

+1 vote     reply to comment
Silverfisk
Silverfisk Feb 14 2010, 3:38pm replied:

I come from Hammer, so having a grid system that works like that was a bit odd for me also at first. But the whole editor demands less accuracy since there are no brushes so there can be no leaks. Basically, it doesn't matter if the placement of something is perfect, as long as it looks good.

+1 vote     reply to comment
Capn_Nick
Capn_Nick Feb 22 2010, 1:57pm says:

Epic as always! You guys impressing me each time I read Overgrowth updates.

+2 votes     reply to comment
ghost59
ghost59 Feb 18 2011, 11:54pm says:

will this be out to the public

+1 vote     reply to comment
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