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   DEM 2 RWX TUTORIAL

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[ Elevation Model ]
[
World Parameters ]
[
RWX Options ]
[
RWX Texture Zones ]
[
Prop and Build Options ]
[
Tree Zones ]
[
Log Otptions ]
[
Home Page ]

 

Prop/Build Options:

       This is where you tell the program what to do with the objects it generates.

 

                  generate a prop file - which would give you a copy of all the RWX files on your

                  hard drive.

 

                 drive, you must tell the program where to put it and how to call it.

 

            I would like to segue here to talk about local paths.  If you already know about

            this, please skip ahead.   I recently learned about this from Andras.  You can

            build ground objects, experience them in your world, never having uploaded

            them to your server.  This is a real time saver, since you would otherwise be

            uploading 400+ objects to your server only to find you want to make some

            adjustments.  This really makes quick work of your project.

            First, you must create a local path.  To do this, you should review AW's

            Tutorial on local paths because I couldn't say it better, no matter how hard I

            try!  

            Basically, this is what my Local Path looks like on my hard drive:

                C:\awart\www.imatowns.com\IngieBee\models.....\avatars....etc...

            It must reflect your web address where your objects are kept.  Under the

            IngieBee folder, you  put the folders, avatars, models, seqs, sounds and

            Textures, just like you have on the net.

 

                                   Next, you must tell your browser to look here, on your hard drive, before

                            looking up the files on the net.  You do this in your AW browser.  Go to Options >

                                             Settings > Advanced and you will see this box    (Below)

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            Simply tell the browser to look in the folder that contains your "false web address"  which has to be the same as your object path.   In this case, I put C:\awart (oops, forgot the backslash in the example ;o)  )

 

           Note:  When using this option to work on your world, make sure "FTP to Host" is UNCHECKED or else all this is for nothing.  If checked, the program will ftp each object to your server as they are made and you won't see anything for at least a half hour (on a 56k modem, LOL).  Without having to ftp the objects to your host in order to see the results, the program builds these ground objects surprisingly fast!  Also, don't forget, you will be the only person seeing the objects. And don't forget, when you do this, D2R will have actually "Planted" the objects in your world, so you will need to delete them before installing something different.  (deletion coming up)

 

 OK, back to our regular programming:  

                has building rights in your world (and bot rights)

                changing the object's minimal elevation into 0) and position them to the  

                proper height within the propfile and with the bot).  

                visitor up to the ground elevation at gz.  Or, in other words, flies the visitor

                up to where the ground is at the point of entry)

                positive number will lift your ground up, a negative number will sink it down.

                This is very useful if you want to get an exact match of ground to, say a

                building you've already built, and don't want to relocate, pc. by pc.

 

                in the horizontal direction. Use 500 as a value within those boxes if you plan

                to generate 30x30m objects (those objects are too large for AW to properly  

                handle the solidity and with this trick you can make it solid all the time).

 

                direction, just choose the appropriate rotation here.

 

                (10 m) increments (useful if you create only a small island or such terrain).

 

                 account to build in the world you choose.  

                 You must enter:

                                a.  Your citizen Id number

                                b.  Your privilege Password

                                c.   The name of your world

 

 

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 Note:  Your privilege password is NOT your citizen password.  It is a password that you create to give a friend, or

            a bot, the right to build in your name with.  usually temporary, so it's easy to change.  

            You can create a privilege password by looking in your AW browser under Options= citizen 

 

 

                   if you aren't careful!

 

           Make sure your ground objects have a unique name, so that when you need to delete them, you won't have  

           to worry about inadvertently deleting, say, every object that starts with walk or the like....

                    Lets say you try out your settings and build your ground in your world using D2R.  You then go into  

           your world and survey how it looks.  You see how yo could make some improvements, in texture, or adjusting

           location a bit, make notes, then go back into D2R to do the adjustments.  If the adjustments involve only

           changing the location of the object, then all you need to do is delete the objects from your world and use the

           Building Robot to reinstall them with your updated information.  If your changes involve the textures, you

           really only have to change the zipped RWX files.  Update the information in the texture zones window

           and generate new rwx files.  (Make sure you delete all the rwx objects in your local path file, otherwise your

           rwx files will not be updated

                  Also, make sure you clear your cache or set your world's "Refresh" value to 0,  or you may not see any

           of the changes you made, even though the changes did occur.  

 

                  Remember to fully remove all of the old objects, or remember NOT to "build" new objects on top of the

          old or you will quickly reach your building limit!

 

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  (see above)  To remove the objects, put in the parameters of your world in AW units. (My ps8 goes from 25N 25W

   to 25S 25E  1=10m)  You can choose any two opposite corners (beware, the default give the same corner so the

   program will error unless you change one set to the opposite coordinates ).

  Then in the field to the right, give the prefix name of the object you wish to remove.  

 

  Note:  * means everything, name* would mean anything with the prefix "name" will be deleted( name1,

  name2.....name50, etc.....)  

              You may name as many object prefixes, or exact object names as you like on each line and all objects within your parameters will be deleted.

 

                be useful if you wish to watch as each object loads in your world, so you

                may want to slow it down.  Other than that, I would think everyone would

                want it to build as fast as it can!

 

                pushed from any window in the program.

 

                resources to other applications you may be running at the same time.  It is

                also available from each window of the program.

 

         Go ahead, make my day, push it, lol..... or just move on to the next section....Tree Zones

 

 

Come visit me in Active Worlds, my world is called ArtDeco!