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Alpha Prime aka AW, objects and textures (Community)
Alpha Prime aka AW, objects and textures // Community
Mar 2, 2003, 1:52pm
seems like its been a year with no new objects or textures for aw ....
maybe its time to add a few :-)
other than terrain modules, what else is needed??
Mar 2, 2003, 3:32pm
more avatars and other objects..
Mar 2, 2003, 7:12pm
Think he meant for ya to be a LITTLE more specific ;O)
JB
[View Quote]"gamecube" <will2003 at comcast.net> wrote in message news:3e62402c$1 at server1.Activeworlds.com...
> more avatars and other objects..
>
>
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Mar 2, 2003, 8:50pm
How about a set of 4 and 8 meter curved glass panels a' la Nomad? Glass and
Opaque maybe? Of course, since there's no 3-axis rotation in Alpha
(grumbles), you'd want to make some 90 degree rotated sets too. And the
rounded floors that go with them. I've had a ball with that old set for
years in my builds. Very versatile.
[View Quote]"johnny b" <jbitt2ATjunoDOTcom> wrote in message
news:3e6273a0 at server1.Activeworlds.com...
> Think he meant for ya to be a LITTLE more specific ;O)
> JB
>
>
> "gamecube" <will2003 at comcast.net> wrote in message
news:3e62402c$1 at server1.Activeworlds.com...
>
>
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Mar 3, 2003, 5:38pm
they need some fantastic avatars, theyre all humans except grey and bride.
[View Quote]"m0e" <m0e at attbi.com> wrote in message news:3E62284C.1090203 at attbi.com...
> seems like its been a year with no new objects or textures for aw ....
> maybe its time to add a few :-)
>
> other than terrain modules, what else is needed??
>
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Mar 3, 2003, 7:44pm
Where do I start?
C'hala Tree,
Coruscant object set
lightsaber
Jedi Temple object set
Starship object set
Starfighter object set
Artoo and C3P0 avatars
Moisture Farmer Object set
Millenium Falcon
Star Destroyer/Imperial Object Set. >:D
etc....
Chris
[View Quote]"m0e" <m0e at attbi.com> wrote in message news:3E62284C.1090203 at attbi.com...
> seems like its been a year with no new objects or textures for aw ....
> maybe its time to add a few :-)
>
> other than terrain modules, what else is needed??
>
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Mar 3, 2003, 10:21pm
you mean bride isn't human?????? I don't remember seeing bride offered in
aw. Or do you mean bird?? ;-"/
[View Quote]"ihnk" <awihnk5 at yahoo.com> wrote in message
news:3e63af1b$1 at server1.Activeworlds.com...
> they need some fantastic avatars, theyre all humans except grey and bride.
>
>
> "m0e" <m0e at attbi.com> wrote in message news:3E62284C.1090203 at attbi.com...
>
>
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Mar 3, 2003, 10:29pm
How about some more updated avs.. like the ones you see in poser or other
programs.
As far as objects, heck, I just discovered the megapath, LOL.
--
Lavishh
[View Quote]"m0e" <m0e at attbi.com> wrote in message news:3E62284C.1090203 at attbi.com...
> seems like its been a year with no new objects or textures for aw ....
> maybe its time to add a few :-)
>
> other than terrain modules, what else is needed??
>
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Mar 4, 2003, 5:40am
How about some basic building block objects...like cubes, spheres, cones,
domes, ropes (especially ropes/wire), logs...those have endless uses, as
long as they're textureable.
btw what would happen if you copy and pasted the avatar files to the models
folder? Would that allow us to use avatars as objects? The groom doesn't
make a very good shop keeper, his huge smile is kinda creepy and scares away
business >_<
[View Quote]"m0e" <m0e at attbi.com> wrote in message news:3E62284C.1090203 at attbi.com...
> seems like its been a year with no new objects or textures for aw ....
> maybe its time to add a few :-)
>
> other than terrain modules, what else is needed??
>
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Mar 4, 2003, 4:32pm
You can do that... I have all the avatars in my models directory for my
world, and you can use them just fine (however you should keep in mind that
avatars are usually a lot more complicated than building objs and you can
easily kill all your low-end visitors with them)
[View Quote]"sw comit" <swcomit at swcity.net> wrote in message
news:3e64586d at server1.Activeworlds.com...
> How about some basic building block objects...like cubes, spheres, cones,
> domes, ropes (especially ropes/wire), logs...those have endless uses, as
> long as they're textureable.
>
> btw what would happen if you copy and pasted the avatar files to the
models
> folder? Would that allow us to use avatars as objects? The groom doesn't
> make a very good shop keeper, his huge smile is kinda creepy and scares
away
> business >_<
>
> "m0e" <m0e at attbi.com> wrote in message news:3E62284C.1090203 at attbi.com...
>
>
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Mar 4, 2003, 5:32pm
An easy way to do this without moving aything anywhere use this name in
the object property box "../avatars/special1.rwx"
If you have the avatar rwx name use that instead of special1.rwx
(whew... just added a bunch new stuff ;)
E
[View Quote]"ubermonkey" <henry at wcalliance.com> wrote in message
news:3e64f12b at server1.Activeworlds.com...
> You can do that... I have all the avatars in my models directory for my
> world, and you can use them just fine (however you should keep in mind
that
> avatars are usually a lot more complicated than building objs and you can
> easily kill all your low-end visitors with them)
>
> "sw comit" <swcomit at swcity.net> wrote in message
> news:3e64586d at server1.Activeworlds.com...
cones,
> models
doesn't
> away
news:3E62284C.1090203 at attbi.com...
>
>
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Mar 4, 2003, 6:43pm
you added objects to alphaworld?
[View Quote]"e n z o" <enzo at activeworlds.com> wrote in message
news:3e64ff47$1 at server1.Activeworlds.com...
> An easy way to do this without moving aything anywhere use this name
in
> the object property box "../avatars/special1.rwx"
>
> If you have the avatar rwx name use that instead of special1.rwx
>
> (whew... just added a bunch new stuff ;)
>
> E
>
>
> "ubermonkey" <henry at wcalliance.com> wrote in message
> news:3e64f12b at server1.Activeworlds.com...
> that
can
> cones,
as
> doesn't
scares
> news:3E62284C.1090203 at attbi.com...
.....
>
>
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Mar 4, 2003, 8:18pm
That doesn't work in Alphaword. ;)
SW Chris
[View Quote]"e n z o" <enzo at activeworlds.com> wrote in message
news:3e64ff47$1 at server1.Activeworlds.com...
> An easy way to do this without moving aything anywhere use this name
in
> the object property box "../avatars/special1.rwx"
>
> If you have the avatar rwx name use that instead of special1.rwx
>
> (whew... just added a bunch new stuff ;)
>
> E
>
>
> "ubermonkey" <henry at wcalliance.com> wrote in message
> news:3e64f12b at server1.Activeworlds.com...
> that
can
> cones,
as
> doesn't
scares
> news:3E62284C.1090203 at attbi.com...
.....
>
>
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Mar 4, 2003, 9:18pm
It should, but the problem is that the avatar "names" on the list, don't coincide with the ACTUAL zipped rwx names.....
so you'll hafta read the avatars.dat file, from your "objects.activeworlds.com/aw" art folder, in your cache, and get the actual
file names from it....
I.E. "MrTourist" is ACTUALLY 'male.rwx'
"MsTourist" is ACTUALLY 'female.rwx"
You can open the avatars.dat file in Notepad.... it's just a text file with a different (.dat) extension..... understand ?
If not, I'll post the alphaworld avatars.dat file and you can see what I mean
Hope this helps
JB
[View Quote]"sw chris" <chrisw10 at skywalkeronline.net> wrote in message news:3e652626$1 at server1.Activeworlds.com...
> That doesn't work in Alphaword. ;)
>
> SW Chris
>
> "e n z o" <enzo at activeworlds.com> wrote in message
> news:3e64ff47$1 at server1.Activeworlds.com...
> in
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Mar 5, 2003, 12:42am
Erm... no. The reason specifying an alternate directory to 'models' (ie: ../avatars/bleh.rwx) doesn't work in AW is because those objects aren't declared in its object registry, and hence they result in the oh-so-reliable Building Inspector promptly reporting that 'only registered objects may be used for construction'.
[View Quote]johnny b wrote:
> It should, but the problem is that the avatar "names" on the list, don't coincide with the ACTUAL zipped rwx names.....
> so you'll hafta read the avatars.dat file, from your "objects.activeworlds.com/aw" art folder, in your cache, and get the actual
> file names from it....
>
> I.E. "MrTourist" is ACTUALLY 'male.rwx'
> "MsTourist" is ACTUALLY 'female.rwx"
>
> You can open the avatars.dat file in Notepad.... it's just a text file with a different (.dat) extension..... understand ?
>
>
> If not, I'll post the alphaworld avatars.dat file and you can see what I mean
> Hope this helps
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Mar 5, 2003, 1:26am
stupid registry........ forgot about that
Bleah on ENZO ;O)
[View Quote]"shred" <shred at myrealbox.com> wrote in message news:3e65642a at server1.Activeworlds.com...
> Erm... no. The reason specifying an alternate directory to 'models' (ie: ../avatars/bleh.rwx) doesn't work in AW is because those
objects aren't declared in its object registry, and hence they result in the oh-so-reliable Building Inspector promptly reporting
that 'only registered objects may be used for construction'.
>
> johnny b wrote:
>
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Mar 5, 2003, 1:43am
How hard is it to put em in the registry?
Chris
[View Quote]"johnny b" <jbitt2ATjunoDOTcom> wrote in message
news:3e656e51$1 at server1.Activeworlds.com...
> stupid registry........ forgot about that
> Bleah on ENZO ;O)
>
>
> "shred" <shred at myrealbox.com> wrote in message
news:3e65642a at server1.Activeworlds.com...
.../avatars/bleh.rwx) doesn't work in AW is because those
> objects aren't declared in its object registry, and hence they result in
the oh-so-reliable Building Inspector promptly reporting
> that 'only registered objects may be used for construction'.
don't coincide with the ACTUAL zipped rwx names.....
"objects.activeworlds.com/aw" art folder, in your cache, and get the actual
with a different (.dat) extension..... understand ?
I mean
>
>
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Mar 5, 2003, 11:29am
The old aw graffiti wall.
[View Quote]"m0e" <m0e at attbi.com> wrote in message news:3E62284C.1090203 at attbi.com...
> seems like its been a year with no new objects or textures for aw ....
> maybe its time to add a few :-)
>
> other than terrain modules, what else is needed??
>
|
Mar 5, 2003, 3:39pm
Not hard but takes a little time.
E
[View Quote]"sw chris" <chrisw10 at skywalkeronline.net> wrote in message
news:3e65727e$1 at server1.Activeworlds.com...
> How hard is it to put em in the registry?
>
> Chris
>
> "johnny b" <jbitt2ATjunoDOTcom> wrote in message
> news:3e656e51$1 at server1.Activeworlds.com...
> news:3e65642a at server1.Activeworlds.com...
(ie:
> ../avatars/bleh.rwx) doesn't work in AW is because those
> the oh-so-reliable Building Inspector promptly reporting
> don't coincide with the ACTUAL zipped rwx names.....
> "objects.activeworlds.com/aw" art folder, in your cache, and get the
actual
file
> with a different (.dat) extension..... understand ?
what
> I mean
>
>
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Mar 5, 2003, 7:45pm
Yea, well there are countless objects in the OP that should be put into the
registry as well as the avatars. ex) Those nice birch trees.
Time is money, Enzie. Don't you want money? :-P
--
- Syntax -
http://www.swcity.net
http://forum.swcity.net
[View Quote]"e n z o" <enzo at activeworlds.com> wrote in message
news:3e663650$1 at server1.Activeworlds.com...
> Not hard but takes a little time.
>
> "sw chris" <chrisw10 at skywalkeronline.net> wrote in message
> news:3e65727e$1 at server1.Activeworlds.com...
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Mar 5, 2003, 7:46pm
Maybe on a slow business day, then. :)
Chris
[View Quote]"e n z o" <enzo at activeworlds.com> wrote in message
news:3e663650$1 at server1.Activeworlds.com...
> Not hard but takes a little time.
>
>
> E
>
>
> "sw chris" <chrisw10 at skywalkeronline.net> wrote in message
> news:3e65727e$1 at server1.Activeworlds.com...
> (ie:
in
> actual
> file
> what
>
>
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Mar 5, 2003, 8:20pm
Hell, there's plenty of us danger loving types, myself included, who'd be more than happy to volunteer to put junk on the path for
them...... ;O)
Certainly couldn't be any slower than it has been the past few years......
JB
[View Quote]"sw chris" <chrisw10 at skywalkeronline.net> wrote in message news:3e66703f$1 at server1.Activeworlds.com...
> Maybe on a slow business day, then. :)
>
> Chris
>
> "e n z o" <enzo at activeworlds.com> wrote in message
> news:3e663650$1 at server1.Activeworlds.com...
> in
>
>
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Mar 6, 2003, 2:46pm
Actually... Time is Life
E
[View Quote]"sw chris" <chrisw10 at skywalkeronline.net> wrote in message
news:3e66703f$1 at server1.Activeworlds.com...
> Maybe on a slow business day, then. :)
>
> Chris
>
> "e n z o" <enzo at activeworlds.com> wrote in message
> news:3e663650$1 at server1.Activeworlds.com...
'models'
result
> in
list,
text
see
>
>
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Mar 6, 2003, 4:41pm
My biggest gripe is the lack of 3D Trees. And the lack of move and rotate
commands for Alpha Prime.
Mar 6, 2003, 6:38pm
Hrmm. :\
Chris
[View Quote]"e n z o" <enzo at activeworlds.com> wrote in message
news:3e677b56$1 at server1.Activeworlds.com...
> Actually... Time is Life
>
> E
>
>
>
> "sw chris" <chrisw10 at skywalkeronline.net> wrote in message
> news:3e66703f$1 at server1.Activeworlds.com...
> 'models'
> result
> list,
> text
> see
>
>
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