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Welcome to the Designer Homes Website
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Rules | Assessment
Criteria |
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Removal Policies
Home Ranking & Definitions |
Preparing for Upload |
Code Testing Policy
Contact Us |
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Our purpose at DH is three-fold - to afford builders an
opportunity to have their worlds uploaded to CT, to provide
builders with comprehensive feedback for learning purposes,
& to provide citizens with quality-built homes. When you
receive your assessment take the time to go over it
carefully & make certain that you address all of the issues
specified in doing your revisions. The issues identified are
required changes unless otherwise specified - for example,
on occasion we make suggestions which are clearly noted as
suggestions. |
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Please note:
Quality requirements for a Designer Home upload are much
higher then the CT Mall's requirements |
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| What We Watch For: |
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| Section 1 ~
Construction |
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| Textures: |
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Using transparent materials with textures on IFSs should be
avoided as that can create plane-sensing distortions between
pieces.
- A texture must not be stretched so badly that it
is splotchy or pixelly, or scaled with so many
repetitions that it appears to be very very busy as this is
hard on the eyes.
- Where a texture is used in a tiling fashion, it must tile
well.
- Where possible builders should create their own textures. If
the textures used are from another artist, it is required that the
textures be copyright free, or that the builder has received
permission from the artist to use the texture(s). In the latter
case, the World Info must contain the copyright
information & the builder must forward detailed
information to DH regarding the texture source(s) separately by
email or DH Inbox.
- If a builder uses UM (Universal Media) textures, the
ImageTexture url must be referenced to the CT mirror site URL
& not 1. the UM home site URL or URNs, or 2.
uploaded in the builder's texture folder.
- Textures with 'subject-matter' may
not violate CT's content regulations with regard to
subject-matter.
- Texture tags: only .jpg .gif & .png tags are permitted.
- Large file-size textures can also create difficulties for
users when they are loading in a world. It is advisable to use the
Mall guidelines (20k) for texture file sizes. A small number
(1-3) of larger texture files (not exceeding 40k) may
be used. Exceeding these limits may earn a builder a
higher processor-demand usability ranking. When using
UM textures, bear in mind that many have file-sizes which are
unworkable for VRML worlds.
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| Audio Files: |
- Where possible builders should create their own audio files.
If the audio files used are from another artist, it is required
that they be copyright free, or that the builder has received
permission from the artist to use the file(s). In the latter case,
the World Info must contain the copyright information &
the builder must forward detailed information to DH regarding
the source(s) separately by email or DH Inbox.
- Audio files
with 'verbal
subject-matter' may not violate CT's content regulations with
regard to subject-matter.
Large audio file-sizes can also create difficulties for
users when they are loading in a world. It is advisable to use
restraint in the selection of audio materials - exceeding
reasonable limits (approx 40k) may earn a builder a higher
processor-demand usability ranking.
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| Improperly positioned/proportioned pieces
& Elevators: |
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All pieces must be put together so that they meet properly
with adjacent pieces leaving no gaps, for example, between floors
& walls, where walls meet, between walls & ceilings,
between walls & doorframes/doors, between steps in a
staircase, between segments of elevation grids used in
landscaping, etc.
- Where areas of a house/world are inaccessible by walking to
them, elevators or 'physical viewpoints' (an active object which
when clicked will beam the user to a location) must be
provided to transport the user so that they can move to those
areas without having to use the viewpoint list.
- Windows need to be sized so that the user can see through
them, & Balcony Railings need to be sized so that the user can
see over them. And unless there is a thematic purpose for such,
windows must be sufficiently transparent to view through to the
other side, must not have so much specularColour, lights or
shininess on them that they white-out when viewed, & should be
realistically tinted or tinted in keeping with a world's colour
schematics & theme.
- Unless gigantism (or liliputism) is part of the world's
theme, all pieces need to be properly proportionned with respect
to the size of the avatar (which varies from approx 1.6-1.75
metres, 1.75 being the more commonly used definition of avatar
height).
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| Sheering: |
- Sheering (or smashing) occurs when two nodes (pieces)
are placed such that they overlap causing them to argue for
visual predominance. The results are jig-jags of each piece
emerging in a dynamic exchanging of fragments. For the
viewer, fragments of the 2 surfaces involved break
through each other. Depending on where the problem occurs,
there are a number of possible solutions - for horizontal
pieces, thickening the top piece or thinning the bottom
piece will work; for vertical pieces, the same or creating
an additional piece to hide the effect also works.
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| Doors: |
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There are several ways of doing doors & some issues
to keep in mind:
- a collision-free door which utilizes non-collision
coding - with this door users simply walk through.
- animated door-opening inwards/outwards or sliding to the
left/right. When using this method make certain that the
doors do not open so slowly that the user has to wait a long
period of time to go through it or so quickly that the user
has to make multiple attempts to go through. Doors can be
coded to open quickly, stay open for a while & then
close quickly to overcome usage problems.
- animate doors to click to open/click to close (touch
sensor), or put doors on a proximity sensor. If using a prox
sensor however, make certain that the distance of activation
parameters are tight so that the doors are not wildly
opening & closing when users are nowhere near the
door.
- Choose a style of door & use it consistently
throughout a world so that users don't have to keep track of
which door opens & which they can just walk
through.
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Landscaping: |
- Billboard Coding-if billboard coding is used, for example
on trees, light standards, plants, care must be taken not to
position billboarded items so close to adjacent pieces that
they go through the pieces when they are rotating.
- Elevation Grids-where multiple grids are positioned to
continue a landscape or overlap on a landscape, care must be taken
to have the adjoining areas mesh smoothly without gaps or radical
breaks (upwards/downwards) in surface levels.
- Backgrounds-an effort must be made to use backgrounds which
have a presentable resolution to the graphics. If appropriate
graphics cannot be found, it is recommended that builders use
plain color schematics to define a sky background instead. In
addition, it is permissible to mount background graphics on very
large pieces - however, care must be taken if assembling
pieces to have them meet properly. Background graphics must also
tile correctly horizontally & vertically.
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Furnishings: |
- Builders may omit furnishings or include partial furnishings. Due to
the level of detail involved & the increase to filesizes, it is not
recommended that builders attempt to completely furnish a
home.
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Section 2 ~ World Issues |
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Viewpoints: |
- Viewpoints must be coded so that the level of entry for an avatar
has the bottom of the av's foot level with the ground. To check the
level of entry, enter the world, don't move, right-click on the screen,
choose View My Avatar. Once you move you will see how high or low your
av is in relation to the ground level by the way the av jumps up or down
to stabilize on the ground. (Average avatar height is 1.75)
- Must be named, preferably as descriptively/creatively as possible.
Avoid viewpoint names which are words without spaces (example:
balconyoverdoor), or simple numerical sequences (example: room1, room2,
room3, etc). It is not necessary to separate words in a viewpoint
with an underscore_. To name viewpoints in Spazz use the
far right tab & put the viewpoint name in the empty box.
- Animations which contain viewpoints must unbind when the user exits
the proximity of the ride.
- Worlds have limited space for the creating of a viewpoint list.
Viewpoints in excess will not appear as active links on the
viewpoint list (& that will affect any viewpoints which may be added to
a world via objects dropped into it). It is recommended that a world
contain enough viewpoints to highlight the features of the world.
- Viewpoint Tour: the order in which viewpoints appear on the
viewpoint list determines the order in which they occur on the viewpoint
tour. Care should be taken to present viewpoints for the tour so that
the user is not whipped around senselessly from one end of the world to
another, instead to organize viewpoints so that they progress in a
logical sequence for the tour. It is possible to separate
individual viewpoints so that they appear on the list in a
sensible tour order - they do not have to all be clumped together in the
coding.
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Animations: |
- All animations must stop, either on their own at the
end of the ride, or via a
switch, proximity or visibility sensor.
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Animations which are rides utilizing a proximity sensor
should not be left at the final key outside the front door of
the home such that exiting the house causes the user to be
involuntarily placed back on the ride. A suggestion for fixing
this problem is to set it up so that when the user leaves the
proximity of the ride the ride moves away to a remote position.
- Ride animations which contain viewpoints must unbind when the
user exits the proximity of the ride.
- Use of extensive ongoing animations, or blanket animations (animations
that can be seen no matter where you are in the world)
such as animated large tracts of water for lakes, may earn a world
a higher processor-demand ranking. It is not recommended that
multiple ongoing animations be built into a
world.
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Lag: |
- DH assigns a status (rank) to accepted worlds which is intended to
assist buyers with varying computer processing capabilities in
determining which worlds are easier or best for them to use.
In general, the status groupings represent low, medium, & high
processor-demand worlds. Using this system, DH will be able to accept
worlds which are more complex & buyers will be able to determine,
prior to purchase, if a world is likely to be beyond their comp's
capabilities or sufficiently laggy as to impair their enjoyment of the
world. Nevertheless, builders are cautioned to use restraint in
building complexity into worlds as DH will still reject worlds which are
excessively laggy.
- It is recommended when using a larger number of complex objects
in a world, to separate them on the landscape as much as possible to
decrease concentrations of lag in a central area (especially if that
central area is the house given that users will also be concentrating
their dropped objects in that area).
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World Info / Coding: |
- World Info: World info must contain the name of the world, the
name of the builder, copyright & date as well as any external
copyright info necessary - you may have to hand code this in.
- Handcoding code is as follows:
WorldInfo { title "House Name here" info [ "any information included needs to be inside quotation
marks" "if you start a new line use a new set of quotation marks"
"you may use as many lines as you
need" ] }
- The world must contain the CT protos as provided by
DH.
- Avatar Height ~ Unless there is a specific thematic purpose, avatars must be coded
to fall within 1.6-1.75 metres tall (1.75 being the more commonly used
height)
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Lighting: |
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Lighting levels must not be so high that the colours of a
world (including the default avatar) are washed out or
such that distortions occur which are not
thematically-based
- Lighting levels should not be so low that walls,
floors and the ground appear black
(except in instances where night conditions are created as
part of the world theme). If this happened you
may have to add more lights in strategic locations so the
areas effected are those which are very dark.
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Thumbnails: |
- The maximum thumbnail size permitted is 512 x 512.
- A thumbnail must not be so small that what the world looks like is
indeterminable or the writing so small that no one can read it.
- The thumbnail size should not exceed 40kb-users have to load these
in on viewing pages (properties boxes) as well.
- The text included on a thumbnail must be legible.
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