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Today's alpha build features a fully functional, LittleBigPlanet style item browser for easier map making.

Posted by jeffr on Jul 20th, 2009

This has been a long time coming, but today's alpha will have the item browser hooked up!

Hale, the man behind the Foothold map, among other contributions, created all of the thumbs for each object, decal, and made a couple of hotspot icons as well. Almost everything we have included so far in the alphas should be accessible via the item browser now, but there is still a lot more to come.

Overgrowth item browser

Sorry it took so long to hook this up to the alphas, but in today's alpha, map making will get much more user friendly!

Thanks again to Hale for the thumbs.(permalink)

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Post comment Comments
Elratauru Jul 20 2009 says:

That's nice to see, and really user friendly... I could spend hours making maps and terrains with that little browser haha.

Keep the awesome job guys ^^

+3 votes     reply to comment
jimathy Jul 21 2009 replied:

what isnt user firendly about their editing tools!? lol

+1 vote     reply to comment
chris_sloany Jul 20 2009 says:

this is sweet, i was just going to say that u. guys should put in a seaarch bar,. cause through all of those items could take some time, and u guys already have, so kudos. ;)

+2 votes     reply to comment
jeffr Author
jeffr Jul 20 2009 replied:

hehe, yeah it has turned out to be really useful.

+1 vote   reply to comment
Packer Jul 20 2009 says:

Couple of brick wall's and cliffs, things you always carry around with you.

0 votes     reply to comment
revengous Jul 21 2009 says:

do you have a name for your engine yet? it would be good to set it up as one in the moddb engines

+1 vote     reply to comment
jeffr Author
jeffr Jul 21 2009 replied:

We've been calling it the Phoenix Engine. It would be cool to post it on ModDB. :) Maybe I will

+2 votes   reply to comment
vfn4i83 Jul 21 2009 says:

Have notice that browser back in some vid., nice touch, very simple and clean.

+2 votes     reply to comment
hushpuppy Jul 21 2009 says:

I did ask this on facebook, but how will the models get from .OBJ to your engine, do you have to compile them like in Source or can you just import them and the engine will do all the calculations like in the UnrealEngine.

Anyhow if you have to compile them a GUI would be really nice ^^

+1 vote     reply to comment
jeffr Author
jeffr Jul 22 2009 replied:

I am pretty sure you can just import them.

+1 vote   reply to comment
Dra6o0n Jul 22 2009 says:

Is it possible that when models are stacked together to sculpt something, the engine could weld them in a way and delete the fused part (to save resources)?

+1 vote     reply to comment
jeffr Author
jeffr Jul 22 2009 replied:

Right now that is not possible. It hasn't been a bottle neck in our levels. We may add this later though.

+1 vote   reply to comment
SinKing Jul 22 2009 says:

Cool, about time for me to download the current Alpha. I just can't keep up with your weekly releases :) You're too fast for me!

+1 vote     reply to comment
Kyogreex Jul 22 2009 says:

Very intuitive and clean interface to get mapping done easier; very professional.

Good job guys.

+1 vote     reply to comment
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