1. HDK Help . 29 1.1 Recent Changes in the HDK Help Wiki . 29 1.2 Welcome . 30 1.2.1 What’s New in this Release . 31 1.2.2 What’s New in Lua . 33 1.2.3 What’s New in the HDK API . 34 1.2. 4 Known Issues . 34 1.2. 5 Bug Fixes . 36 1.3 Brand Guide Iines . 36 1.4 Gett i ng Started . 37 1.4.1 HDK Overview . 38 1.4. 1.1 What is the Home Development Kit? . 39 1.4. 1.2 Developing with the HDK . 40 1.4.1.3 Art and Sound Tools . 41 1.4.1.4 Animat ion Overview. 42 1.4.1.5 Scripted Assets Overview . 42 1.4. 1. 6 The Editors . 45 1.4.1.7 Screens Overview . 46 1.4.1.8 Character Components and Furniture Creation . 47 1.4.1.9 Game Launching and Home Rewards . 48 1.4.1.10 ProfiIing Overview . 49 1.4. 2 Instal I ing the HDK . 49 1.4.2.1 VaIidating the Installation . 57 1.4.2.2 Content Folders . 57 1.4.2.2.1 Creating Content Folders . 58 1.4. 2. 2.2 Switching Content Folders . 60 1.4.2.2.3 Upgrading Content Folders . 61 1.4.2.3 Installing the Home Developer Package . 64 1.4. 2. 4 Configuring the Network . 64 1.4.2.5 Launching the Tools . 65 1.4. 3 The Home Cl ient . 66 1.4. 3.1 Launching the Home Developer SELF . 66 1.4.3.2 Testing Content in Online Mode . 70 1.4.3.3 Reference Tool Dip Switches . 72 1.4. 3.4 The DEV DEBUG Menu. 73 1.4. 3.5 The Debug Console . 74 1.4.3.6 Taking Screenshots . 77 1.4.3.7 Debug Console Command Reference . 78 1.4.3.8 PIayStation®Home Error Codes . 82 1.5 Objects . 84 1.5.1 Active Items . 84 1.5.1.1 Adding Mini-game Components . 86 1.5.1.2 Adding Script Components. 89 1.5.2 Portable Objects . 94 1.5.3 Animation Packs . 94 1.5.4 Locomotion Objects . 94 1.5.4.1 Creating Locomotion Objects . 95 1.5.4.2 Configuring Locomotion Objects . 98 1.5.5 Resource Packs . 108 1.5.5.1 Creating a Resource Pack . 110 1.5.5.2 Managing Resource Packs in Script . 110 1.5.5.3 Resource Pack Memory Management . Ill 1.5. 5. 4 Resource Pack Validation Guidelines . Ill 1.5.6 Embed Objects into Scenes . Ill 1.5.6.1 Creating a Scene Object . 113 1.5. 6.2 Defining Instance Parameters. 115 1.5.7 Furniture and Decorations . 120 1.5.7.1 Picture Frames and Wall Decorations . 120 1.5.7.1.1 Picture Frames . 121 1.5.7.1.2 Creating Picture Frames in Maya . 123 1.5.7.1.3 Exporting Picture Frames . 128 1.5.7.1.4 Adding Picture Hooks . 131 1.5.7.1.5 Picture Frame Commerce and Regional Restrictions . 131 1.5. 7. 2 Creating a Seat . 132 1.5.7.3 Selecting Default Shaders for Furniture . 135 1.5. 7. 4 Menu Categories for Furniture . 136 1.5.7.5 Validating and Exporting Furniture . 137 1.5.7.6 Textures for Furniture. 141 1.5.7.7 The Furniture Shelf and Furniture Menu . 143 1.5.7.8 Rules and Conventions for Modeling Furniture . 144 1.5.7. 9 Creating a Lamp . 147 1.5.8 Furniture Block System . 147 1.5.8.1 Determining Active Item Resource Usage . 148 1.5.8.2 Optimizing Actives Memory Usage . 152 1.5. 9 Object Editor . 153 1.5.9.1 Object Creation Workflow . 153 1.5.9.2 Object Editor Interface . 155 1.5.9.2.1 Object Search Panel . 157 1.5.9. 2. 2 Object Summary Panel . 158 1.5. 9.2. 3 Object View Panel . 159 1.5. 9.2.4 HDK Project Panel . 160 1.5. 9. 2. 5 Output Panel . 161 1.5. 9.2. 6 Properties Panel . 161 1.5. 9.2. 7 Scripting Panel . 162 1.5. 9. 2. 8 Viewer Panel . 162 1.5.9.3 Setting Object Editor Preferences . 164 1.5.9.4 Object Structure and Files . 166 1.5.9.5 Working with HDK Project Files . 168 1.5.9.5.1 Organizing Objects Using HDK Projects . 170 1.5.9.5.2 Working with templates in Projects . 172 1.5.9.6 Creating a New Object . 172 1.5.9.7 Overwriting and Copying Objects . 175 1.5.9.8 Viewing and Searching for Objects . 176 1.5.9.9 Editing Multiple Objects . 180 1.5.9.10 Completing the Object Header . 181 1.5.9.11 Working with Object Components . 183 1.5.9.12 Object Component Properties . 185 1.5.9.12.1 Active Item Component . 188 1.5.9.12.2 Arcade Game Component . 189 1.5.9.12.3 Camera Component . 189 1.5.9.12.4 Clothing Component . 190 1.5.9.12.5 Entity Component . 190 1.5.9.12.6 Event Timer Component . 190 1.5.9.12.7 Furniture Component . 191 1.5.9.12.8 Game Launch Component . 192 1.5.9.12.9 Game Spawner Component . 193 1.5.9.12.10 Header Component . 194 1.5.9.12.11 Light Component . 195 1.5.9.12.12 Lua Environment Component . 196 1.5.9.12.13 Mini Game Component . 197 1.5.9.12.14 Network Component . 197 1.5.9.12.15 OSD Component . 198 1.5.9.12.16 Pad Component . 199 1.5.9.12.17 Particles Component . 199 1.5.9.12.18 Rea I Time Game Component . 199 1.5.9.12.19 Renderer Component . 203 1.5.9.12.20 Repertoire Component . 203 1.5.9.12.21 Resource Pack Component . 208 1.5.9.12.22 Scene Object Component . 209 1.5.9.12.23 Screen Component . 210 1.5.9.12.24 Targetable Component . 210 1.5.9.13 Managing Object Resources . 211 1.5.9.13.1 Adding and Deleting Object Resources . 211 1.5.9.13.2 Overriding Object Resources . 215 1.5.9.13.3 Recovering Object Resource Files . 216 1.5.9.14 Localizing Objects . 217 1.5.9.15 Object Metadata . 221 1.5.9.16 Compiling Scripts in the Object Editor or Scene Editor . 223 1.5.9.17 Managing the User Inventory . 223 1.5.9.18 Defining Animation Registers . 224 1.5.9.19 Rewards and Commercial Items . 225 1.5.9.20 Preparing Objects for Packaging . 227 1.5.9.21 Packaging Objects. 232 1.5.10 Game Components . 234 1.5.10.1 Arcade Games . 234 1.5.10.1.1 Rendering a Sprite . 236 1.5.10.1.2 Animating a Sprite . 238 1.5.10. 1.3 Adding Audio . 240 1.5.10.1.4 Deploying an Arcade Game in a Scene . 241 1.5.10.1.5 Deploying an Arcade Game in Furniture . 244 1.5. 10. 2 Mini-games . 246 1.5.10.2.1 Mini-game Design . 249 1.5.10.2.2 Maximum Number of Players in Mini-Games . 253 1.5.10.2.3 Example Mini-games . 255 1.5.10.2.4 Queueing Best Practice . 257 1.5.10.3 Realtime Games . 258 1.5.10.3.1 Creating a Realtime Game . 259 1.5.10.3.2 Joining a Realtime Game . 259 1.5.10.3.3 Realtime Game Tokens . 260 1.5.10.3.4 Realtime Network XML . 261 1.5.10.3.5 Realtime Game Network Guidelines . 264 1.5.10.3.6 Realtime Game Network XML Message Tips . 266 1.5.10.3.7 Realtime Design Tips . 267 1.5.11 Companion Objects . 268 1.5.11.1 Creating Companion Objects . 270 1.5.11.2 Adding Companion Names . 276 1.5.11.3 Recreating Companion Objects . 276 1.5.11.4 Companion Object Configuration File . 276 1.5.11.4.1 Local and Remote Models . 277 1.5.11.4.2 Defining Particle Effects for Companions . 278 1.5.11.4.3 Air Element . 279 1.5.11.4.4 Ground Element . 282 1.5.11.4.5 Companion Animations . 285 1.5.11.4.6 Defining Sound Effects for Companions . 286 1.5.11.4.7 Proport ion Attributes . 287 1.5.11.4.8 Specifying a Twist Layer . 288 1.5.11.4.9 Actions and Behaviours . 289 1.5.11.5 Example Companion Configurations . 290 1.5.11.5.1 Configuration 1 -Walk and Wait . 290 1.5.11.5.2 Configuration 2 - Hop and Look . 291 1.5.11.5.3 Configuration 3 - Roaming Behavior . 292 1.5.11.5.4 Configuration 4 - Basic Air State . 293 1.5.11.5.5 Configuration 5 - Multiple Air States . 294 1.5.11.5.6 Configuration 6 — A11 Behavior States . 295 1.5.11.6 Allocating Memory for Companions . 296 1.5.12 Character Components . 298 1.5.12.1 Character Component Creation Workflow . 299 1.5.12.2 Character Component Types . 299 1.5.12.2.1 Avatar Slots . 300 1.5.12.2.2 Composite Character Components . 305 1.5.12.2.3 Fitting Components Together . 311 1.5.12.2.4 Menu Categories for Clothing . 312 1.5.12.3 Creating a Character Component . 313 1.5.12.4 Creating Headgear Components . 314 1.5.12.4.1 Hair Creation Guidelines . 315 1.5.12.4.2 Creating a Hat . 332 1.5.12.4.3 Creating Headphones . 336 1.5.12.4.4 Creating Jewelry . 339 1.5.12.4.5 Creating Spectacles . 340 1.5.12.4.6 Creating Facial Components . 348 1.5.12.5 Bui Iding LODs. 349 1.5.12.5.1 Bui Iding L0D 1 349 1.5.12.5.2 Bui Iding LODs 2 and 3 356 1.5.12.6 Creating Fat and Thin Targets. 360 1.5.12.7 Applying Skinning and Weighting . 362 1.5.12.8 Saving a Character Component . 368 1.5.12.9 Exporting a Character Component . 368 1.5.12.10 Previewing Character Components in PS Home . 373 1.5.12.11 Character Component Creation Rules and Conventions . 377 1.5.12.12 General Character Component Quality . 380 1.5.12.13 Character Component Modeling Best Practice . 388 1.5.12.14 Creating Object Variations with the Variation Editor . 389 1.5.13 Game Launch Objects . 393 1.5.13.1 Title IDs and Communication IDs. 394 1.5.13.2 Developing a Game Launch Object . 395 1.5.13.3 PS Home Game Launching Menu. 399 1.5.13.4 The Game Launch Object Component . 400 1.5.13.5 Static XML Game Launching . 403 1.5.13.6 Custom Lua Scripted Game Launching . 408 1.5.13.7 Supporting Game Launching in your Title . 410 1.5.13.8 Launching From Mini-games . 413 1.5.13.9 Game Launching Samples . 413 1.5.13.10 Game Launching FAQs . 418 1.5.14 Portable Items . 419 1.5.14.1 Creating Portable Items . 419 1.5.14.2 Configuring Portable Items . 421 1.5.15 Avatar Interaction Packs . 423 1.5.15.1 Creating Avatar Interaction Packs . 424 1.5.15.2 Configuring Avatar Interaction Packs . 424 1.5.16 Group Animation Packs . 427 1.5.16.1 Creating Group Animation Packs . 428 1.5.16.2 Configuring Group Animation Packs . 429 1.5.17 Sound Packs . 431 1.5.17.1 Creating Sound Packs . 432 1.5.17.2 Configuring Sound Packs . 433 1. 6 Scenes . 435 1.6.1 PS Home Spaces . 436 1.6.1.1 Designing a Home Space . 439 1.6.1.2 Clubhouses . 444 1.6.1.2.1 Creating Clubhouses . 445 1.6.1.2.2 Adding a Club Bulletin Screen . 446 1.6.1.2. 3 Testing Clubhouses . 447 1.6.1.2. 4 Launching a Clubhouse . 448 1.6.1.3 Regional and Global Instances . 449 1.6.1.4 Scene Flags and Settings for Spaces . 450 1. 6. 2 Environments . 451 1.6.2.1 Environment Rules and Conventions . 452 1.6.2.2 Environments and Scale . 453 1.6.2.3 Environment Lighting . 454 1.6. 2. 4 Environment Lightmaps . 466 1.6.2.5 Environment Textures . 484 1.6.2.6 Shaders . 485 1.6. 2. 7 Blend Shaders . 486 1.6.2.7.1 Creating Textures for the Blend Shader . 486 1.6. 2. 7.2 Setting up the Blend Shader . 487 1.6. 2. 7.3 Assigning a Color Set to a Shader . 489 1.6. 2. 7.4 Painting Vertex Color onto the Model . 490 1.6. 2. 7.5 Blend Shader Settings . 493 1.6.2.8 Validating and Exporting Environments . 495 1.6.2.9 Imogen - PS Home Distributed Lighting Exporter . 500 1.6. 2. 9.1 Imogen Requirements . 500 1.6. 2. 9.2 Imogen Overview . 501 1.6.2.9.3 Installing the Imogen Client . 503 1.6. 2. 9.4 Installing the Imogen Slaves . 503 1.6.2.9.5 Installing the Imogen Coordinator . 504 1.6. 2.9.6 Displaying the Imogen Control Panel . 504 1.6.2.9.7 Displaying the Imogen Peers Dialog . 505 1.6.2.9.8 Validating and Exporting for Imogen Distributed Lighting Exporter . 506 1.6.2.9.9 Notes and Troubleshooting . 509 1. 6. 3 Scene Editor . 509 1.6.3.1 Scene Editor Interface . 510 1.6.3.1.1 Scene Editor Design View . 510 1.6. 3.1.2 Scene Editor Navigation . 511 1.6. 3. 1.3 Scene Editor Panels . 511 1.6. 3.1.4 Scene Editor Toolbar Buttons . 516 1.6.3.2 Setting Scene Editor Preferences . 520 1.6.3.3 Opening Scenes in the Scene Editor . 523 1.6. 3.4 Adding Objects to a Scene . 525 1.6.3.5 Adding Assets to a Scene . 526 1.6.3.6 Working With Objects in a Scene . 528 1.6.3. 7 Game Object Types . 529 1.6. 3.8 Scene, Object and Asset Properties. 540 1.6.3.9 Downloading Objects with Scenes . 552 1.6.3.10 Dynamic Spawning . 555 1.6.3.11 Targeting System . 559 1.6.3.12 Launching a Scene in PS Home . 566 1.6.3.13 Preparing Scenes for Packaging . 569 1.6.3.14 Packaging Scenes . 576 1.7 Scripted Content . 577 1.7.1 Lua Scripting . 578 1.7.1.1 Scene Scripting . 578 1.7.1.2 Object Scripting . 580 1.7.1.3 Lua Resources . 582 1.7. 1.4 Compiling Scripts When Packaging. 588 1.7.1.5 Profiling Lua Scripts . 590 1.7.1.6 Scripting Tips . 594 1.7.1.7 Debugging Lua Script using SLED . 595 1.7.1.7.1 Debug Library and Public Library . 595 1.7.1.7.2 Launching the .self in Debug Mode . 599 1.7.1.7.3 Creating and Managing Projects . 601 1.7.1.7.4 Creating and Managing Lua Scripts . 603 1.7.1.7.5 Preparing Scripts for Debugging . 605 1.7.1.7.6 Setting Breakpoints . 606 1.7.1.7.7 Controlling Script Execution . 607 1. 7.1.7.8 Monitoring Variables . 608 1.7.1.7.9 Debugging using SLED - Example . 609 1.7.1.8 Lua Garbage Collection . 612 1.7.1.8.1 Managing Garbage Collection . 615 1. 7. 2 Lua Features . 621 1.7.2.1 Object Information . 622 1.7.2.2 Scene Information . 623 1.7.2.3 System Information . 624 1.7.2.4 Person Information . 625 1.7.2.5 Retrieving Object Metadata . 627 1.7.2.6 Lobby Instances . 628 1.7.2.7 Relocating to Instances . 630 1.7.2.8 Managing Groups . 632 1.7.2.8.1 Using the GroupDoor Library . 633 1.7.2.9 Using the Clubs Library . 639 1.7.2.10 Adding Dynamic Lighting . 647 1.7.2.11 2D Blending. 651 1.7.2.12 Rendering 3D Graphics . 655 1.7.2.13 Customizing Displays . 656 1.7.2.14 Setting the Rendered Text Font . 657 1.7.2.15 Using the 0SK Library. 658 1.7.2.16 Using the XMB™ Media Lua Library . 658 1.7.2.17 PS Home Camera . 661 1.7.2.18 Adding Network Communication . 664 1.7. 2. 19 DME Limits . 672 1.7.2.20 Additional Guides on Scripting . 673 1.7.2.21 Intersection Testing . 673 1.7.3 HDK API Scripting . 676 1.7. 3.1 Running Scr ipts . 676 1.7.3.2 Importing Python Scripts . 677 1.7.3.3 Custom UI Elements. 678 1.7. 3.4 Custom Menu Example . 680 1.7. 3. 5 HDK API Guidelines. 682 1.7.3.6 HDK API Executable. 682 1.8 Animation and Effects . 683 1.8.1 Sky Design . 684 1.8.1.1 Sky Design Workflow . 686 1.8.1.2 Example Sky Scene Files . 687 1.8. 1.3 Home Cloud Modeler UI . 687 1.8.1.4 Sky Tool UI . 696 1.8.1.5 Creating a Home Sky . 708 1.8.1.6 View Your Sky . 723 1.8.1.7 Adding Sky to Your Scene. 727 1.8.1.8 Sky Prof i I ing . 730 1.8.1.9 Sky Design UI Nodes . 734 1.8.1.10 Atmosphere Lua Reference . 744 1.8.1.11 Sky Design Quick Start Tutorial . 748 1.8.1.11.1 Initializing a Home Sky Scene . 749 1.8.1.11.2 Creating Background Sky Color . 751 1.8.1.11.3 Creating High Wispy Clouds . 752 1.8.1.11.4 Creating Particle Cloud Dome . 755 1.8.1.11.5 Creating Sky Fog . 757 1.8.1.11.6 Creating Scene Fog . 758 1.8.1.11.7 Exporting and Viewing the Sky on the PlayStation®3 . 759 1.8.2 ATG Particle Effects Tool . 759 1.8.2.1 ATG Particle Effects Tool Interface . 760 1.8.2.2 Particle Effect Nodes . 761 1.8.2.3 Working with Particle Effects . 767 1.8. 2. 4 Creating a Particle Effect. 768 1.8.2.5 Using Shapers in Particle Effects . 773 1.8.2.6 Particle Effect Console Commands . 775 1.8.2.7 Particle Effects Profiling . 775 1.8.2.8 Exporting Particle Effects . 776 1.8.3 Avatar Animation . 777 1.8.3.1 Avatar Animation Repertoires . 777 1.8.3.1.1 Repertoire - Relationships . 778 1.8. 3.1.2 Repertoires - Actions & Behaviors . 779 1.8.3.1.3 Repertoires - Animation Resources . 784 1.8. 3.1.4 Repertoires - Blend Tree Animation. 785 1.8.3.1.5 Repertoires - Conditions . 787 1.8.3.1.6 Repertoires - Output Nodes . 792 1.8.3.2 Repertoire Editor . 794 1.8.3.2.1 Repertoire Editor Interface . 796 1.8. 3.2.2 Adding a Repertoire . 801 1.8.3.2.3 Adding an Animation Resource . 803 1.8. 3. 2.4 Repertoire Act ions . 804 1.8.3.2.5 Repertoire Behaviours . 805 1.8. 3.2. 6 Repertoire Editor’s Output Node . 807 1.8.3.2.7 Repertoire Conditions and Logic . 809 1.8. 3.2.8 Repertoire Condition Rules . 816 1.8.3.2.9 Repertoire Locomotions . 818 1.8.3.2.10 Repertoire Emotes . 822 1.8.3.2.11 Repertoire Emote Localization . 827 1.8.3.2.12 Repertoire Transitions . 828 1.8.3.2.13 Repertoire States . 829 1.8. 3. 2.14 Repertoire Animation Blending Workflow . 832 1.8.3.2.15 Repertoire Animation Blending . 832 1.8.3.2.16 VaIidating Repertoires . 834 1.8.3.2.17 Viewing Repertoires in PS Home . 835 1.8.3.2.18 Accessing Repertoires in Script . 836 1.8.3.2.19 Repertoire Editor Node Reference . 837 1.8.3.3 Avatar Animation Packs . 848 1.8.4 Other Animation and Animation Effects . 850 1.8.4.1 Creating a Simple Animated Object . 851 1.8.4.2 Exporting a Simple Animated Object . 853 1.8.4.3 Creating an Entity with a Simple Animated Object . 854 1.8.4.4 Scripted Entity Animation . 857 1.8.4.5 Scripted Material Animations . 861 1.8.4.5.1 Scripted Material Animation Example . 863 1.9 Media . 866 1.9.1 Media Memory Usage . 867 1.9.2 Media Formats for PS Home . 872 1.9.2.1 Image Formats . 872 1.9.2.2 Video Formats . 874 1.9.2.3 Audio Formats . 882 1.9.2.4 Media Format Reference . 883 1.9.3 Introduction to Audio . 883 1.9.3.1 Creating an Audio Asset . 883 1.9.3.2 Adding Sounds to a Scene . 884 1.9.3.3 Adding Audio Assets to a Scene . 886 1.9. 3.4 Working with Sound Objects. 889 1.9.4 Introduction to Screens . 891 1.9.4.1 Screen Types . 891 1.9.4. 2 Creating Screens. 893 1.9.4.3 Streaming Content on Screens . 898 1.9.4.4 Troubleshooting Screens . 901 1.9.4.5 HSML Fi le Format. 901 1.9.4.6 Media RSS File Specification . 902 1.9.4.7 Screen Format Quick Reference . 905 1.9.5 Video Recorder . 906 1.9. 5.1 Upload Videos to the Web. 910 1.9.5.2 Video Recorder Guidelines and Tips . 913 1.9.5.3 Video Recorder Reference . 913 1.9.6 VCR . 916 1.10 Art Tools . 917 1.10. 1 Maya and the HDK . 917 1.10.1.1 Maya Workflows . 919 1.10.1.1.1 General Maya Operations . 919 1.10.1.1.2 Smooth Edge Optimization . 920 1.10.1.1.3 Environment Optimization . 923 1.10.1.2 The Maya Interface . 925 1.10.1.2.1 Home.Env Shelf . 925 1.10.1.2.2 Home.Char Shelf. 927 1.10. 1.2.3 Home_Furn Shelf. 928 1.10.1.2. 4 Home_AvatarAnim Shelf. 929 1.10.1.2.5 Home Drop-down Menu . 929 1.10.1.3 Geometry Guidelines . 934 1.10.1.4 Maya Textures. 934 1.10.1.5 Maya File Structure. 939 1.10.1.6 Validating and Exporting in Maya . 940 1.10.1.7 Export Profiles . 946 1.10.1.7.1 Maya Avatar Animation Scene . 946 1.10.1.7.2 Maya Character Component Scene . 947 1.10.1.7.3 Maya Environment Scene . 947 1.10.1.7.4 Maya Furniture Scene . 948 1.10.1.7.5 Maya Joint Animation Scene . 949 1.10.1.7.6 Maya Model Scene . 950 1.10.1.7.7 Maya Prelit Model Scene . 950 1.10.1.7.8 Maya Rigid Body Animation . 951 1.10.2 Animation Tools . 952 1.10.2.1 Animation Compression Tools . 952 1.10.2.2 Avatar Animation Tools . 954 1.10.2.2.1 Avatar Animation - Creating and Exporting . 955 1.10.2.2.2 Avatar Animation Puppet Poser . 960 1.10.2.2.3 Avatar Animation Puppet Rig. 961 1.10.2.2.4 Optimizing Animation to Reduce Memory Usage . 964 1.10.2.3 Joint Animation and Rigid Body Animation . 970 1.10.3 Character Tools . 971 1.10.3.1 Vertex Normal Tool . 972 1.10.3.2 Weighting Tool . 974 1.10.3.3 Replace Fat and Thin Blend Shapes . 975 1.10.3.4 Character Component Reference . 976 1.10.3.4.1 Character Component Facial Hair . 977 1.10.3.4.2 Character Component Hair . 978 1.10.3.4.3 Character Component Headgear . 979 1.10.3.4.4 Character Component Headdress . 980 1.10.3.4.5 Character Component Full Headdress . 981 1.10.3.4.6 Character Component Jewellery (Left Ear) (Right Ear) . 982 1.10.3.4.7 Character Component Spectacles . 983 1.10.3.4.8 Character Component HeadPhones . 984 1.10.3.4.9 Character Component Hands . 985 1.10.3.4.10 Character Component Torso . 986 1.10.3.4.11 Character Component Legs . 987 1.10.3.4.12 Character Component Feet . 988 1.10.3.4.13 Character Component Torso & Legs . 989 1.10.3.4.14 Character Component Legs & Feet . 990 1.10.3.4.15 Character Component Torso & Legs & Feet . 991 1.10.3.4.16 Character Component FullBodySuit . 992 1.10.4 Furniture Tools . 993 1.10.4.1 Furniture Actives and Arcades . 994 1.10.4.2 Furniture Chairs and Seating . 995 1.10.4.3 Furniture Lamps and Lights . 996 1.10.4.3.1 Maya Light Mask Baking . 998 1.10.4.4 Furniture Picture Frames and Wall Decorations . 100 1.10.5 Environment Tools . 100 1.10. 5. 1 Maya Lights. 100 1.10.5.2 Lighting Set Editor. 100 1.10.5.3 Dynamic Reflection Editor . 100 1.10.5.4 L0D Groups and LODs. 100 1.10.5.5 Atgi Locators. 100 1.10.5.6 Creating Particle Locators . 101 1.10.5.7 Cloth Simulation for Meshes . 101 1.10.6 Static Lighitng (Prelit Meshes) . 101 1.10.6.1 Lighting Optimization . 102 1.10.6.2 Light Probe Dynamic Lighting . 102 1.10.6.3 Static Lighting Export Settings . 102 1.10.6.4 Static Lighting RNM and L0M. 103 1.10.7 Shader Reference . 103 1.10.7.1 Prel it Default . 103 1.10.7.2 Prel it Glass . 103 1.10.7.3 Prel it Blend . 103 1.10. 7.4 Default. 104 1. 10. 7. 5 Glass. 104 1.10. 7. 6 Blend. 104 1.10.7.7 Hair . 104 1.10. 7.8 Water. 104 1.10.7.9 Skin . 105 1.10.7.10 Emissive. 105 1.10.7.11 Render State. 105 1.10.7.12 Texture Scrolling and Flipbook Animation . 105 1.10.7.13 Shader Parameters - Tinting . 105 1.10.7.14 Lighting Tab. 105 1.10.7.15 Real Time Reflections . 105 1.10.7.16 Blend Shader Blending . 106 1.10.7.17 Environment Maps . 106 1.10. 7.18 Lightmap UV set 2 . 106 1.10.7.19 Vertex Alpha . 106 1.10.8 Col Iision Tools . 106 1.10.8.1 Primitive Collision & Mesh Collision . 107 1.10.8.2 Collision For Active Items . 107 1.10.8.3 Collision For Furniture and Objects . 107 1.10.8.4 Collision For Companions . 107 1.10.8.5 Collision For Environments . 107 1.10.8.6 Collision For Avatars. 107 1.10.8.7 Customize Collision Filter . 107 1.10.8.8 Scripting and Debugging Collision . 108 1.10.8.8.1 Lua Collision Functions . 108 1.10.8.8.2 Debugging Collision Items . 108 1.10.8.9 Collision Requirements and Recommendations . 108 1.10.9 Optional Home Tools . 108 1.10.9.1 Source Animation Reference Tool . 108 1.11 Testing, Validating and Submitting Content . 108 1.11.1 Content Requirements . 108 1.11.1.1 Memory Limits . 108 1.11.1.1.1 Memory Limits for Spaces . 108 1.11.1.1.2 Memory Limits for Scripted Objects . 109 1.11.1.1.3 Memory Limits for Non-Scripted Objects . 109 1.11.1.2 Models and Meshes . 109 1.11.1.3 Dimensions . 109 1.11.1.4 ThumbnaiIs . 110 1.11.1.4.1 Scene Thumbnails . 110 1.11.1.4.2 Navigator Thumbnails . 110 1.11.1.4.3 Furniture Thumbnails . 110 1. 11. 1.4. 4 Clothing ThumbnaiIs . Ill 1.11.1.4.5 Companion Thumbnails . 112 1.11.1.4.6 Active Item ThumbnaiIs . 112 1.11.1.4.7 Unusual Thumbnails . 112 1.11.1.5 Age Restrictions . 112 1.11.1.6 General Design Guidelines . 112 1.11.1.7 Save Data Guidelines . 112 1.11.1.8 Non-Player Character Guidelines . 112 1.11.2 Profiling in the Client . 112 1.11.2.1 Profi le GUI. 113 1.11.2.2 Character Viewer . 113 1.11.2.3 HDK Browser. 114 1.11.2.4 ProfiIing Scenes . 114 1.11.2.4.1 PPU Statistics . 114 1.11.2.4.2 Dev Debug Console Commands . 114 1.11.2. 4. 3 Frame Rate . 114 1.11.2. 4. 4 ProfiIing Particles . 115 1.11.2.5 ProfiIing Objects . 115 1.11.2.5.1 Individual Non-Scripted Objects . 115 1.11.2.5.2 Profiling Character Components . 115 1.11.2.5.3 Profiling Companion Objects . 115 1.11.2.5.4 Objects with Network Components . 115 1.11.2.6 Command Line Batch Packaging . 115 1.11.2.7 Batch Validator . 115 1.11.2.7.1 Launching and Running the Batch Validator . 116 1.11.2.7.2 Batch Validator Metrics . 116 1.11.2.7.3 Batch Validator Results . 116 1.11.2.7.4 Using the Batch Validator for Furniture and Clothing . 116 1.11.2.7.5 Batch Validator Clothing Limits . 116 1.11.3 HDK Tools Validations . 117 1.11.3.1 Global Validations . 117 1. 11.3.2 Model Validations. 117 1.11.3.3 Space Validations . 117 1.11.3. 4 Character Components (Clothing) Validations. 118 1.11.3.5 Custom Avatar Animation Validations . 118 1.11.3.6 Furniture Validations . 118 1.11.3.7 Active Item Validations . 119 1.11.3.8 Object Editor Validations . 119 1.11.3.9 Scene Editor Validations . 119 1.11.4 Submission Testing and the CDS . 120 1.11.4.1 Submission FAQs . 120 1.11.5 Using TTY for Debugging . 120 1.11.6 Launching and Testing Content . 120 1.12 Systems and Services . 120 1.12.1 Collision in PS Home . 120 1.12.1.1 Seating and Collision . 120 1.12.2 PS Home Physics . 120 1.12.2.1 Client Update Rates . 120 1.12.2.2 Pulse Forces . 121 1.12.2.3 Out of Date Physics Updates. 121 1.12.2.4 Physics Functions. 121 1.12.3 Chat System in PS Home . 121 1.12.3.1 Channels . 121 1.12.4 Network Platform . 121 1. 12.4. 1 NP Lua API . 121 1.12.4.2 Using the Async Library. 121 1.12.4.3 NP Request Queue . 122 1.12.4.4 NP Entitlements. 122 1.12.4.5 NP Ranking . 122 1.12.4.6 NP Ticketing . 122 1.12.4.7 NP Ticketing Test Server . 122 1.12.4.8 NP Title User Storage. 122 1.12.4. 9 NP Trophy. 122 1.12.4.10 NP Best Practices . 122 1.12.4.11 NP Restr ict ions . 123 1.12.4.12 Example - NP Ticketing Mini-game . 123 1.12.5 Launch into PS Home from XMB™ or PS3 Title . 123 1.12.5.1 Returning to PS Home from PS3 Title - Game Return. 123 1.12.5.2 Launch into PS Home from XMB™. 123 1.12.5.3 Testing Game Return. 123 1.12.6 The DUALSHOCK<3 Controller . 123 1.12.6.1 Handling User Input. 123 1.12.6.2 Pad Icons in Localization . 124 1.12.7 OSD (On Screen Display) Lua Library . 124 1.12.7.1 OSD Elements . 124 1.12.7.2 Creating OSD Elements. 124 1.12.7.3 Blocked OSD Functions. 125 1.12.7.4 Create Custom OSD Elements with XML . 125 1.12.7.5 Troubleshooting OSD Elements . 125 1.12.7.6 OSD Reference . 125 1.12.8 PS Home Rewards . 125 1.12.8.1 Rewards Entitlement ID . 125 1.12.8.2 Awarding Reward Tickets. 125 1.12.8.3 Collecting Reward Tickets . 126 1.12.9 Commerce in PS Home . 126 1.12.9.1 Developing and Publishing Commerce Content . 126 1.12.9.2 Creating a Commerce Point . 126 1.12.9.3 Types of Commerce. 127 1.12.9.4 Quick Purchase . 127 1.12.9.5 Troubleshooting Commerce Content . 127 1.12.10 Save Data Service . 127 1.13 Lua API Reference . 127 1.13.1 Misc . 127 1.13.1.1 Const. 127 1.13.1.2 CreateTable . 127 1.13.1.3 DebugGetProfileTime . 127 1.13.1.4 GetDeltaTime . 127 1.13.1.5 GetlnstanceTime . 127 1.13.1.6 GetThreadld . 127 1.13.1.7 IsPaused . 127 1.13.1.8 KillThread . 127 1.13.1.9 LoadLibrary . 128 1.13.1.10 Pause . 128 1.13.1.11 Resume. 128 1.13.1.12 Sleep . 128 1.13.1.13 SpawnFunction . 128 1.13.1.14 Type. 128 1.13.2 Active . 128 1.13.2.1 Act i ve. GetEnt i ty . 128 1.13.2.2 Act i ve. GetMaxSaveDataS i ze. 128 1.13. 2. 3 Act i ve. IsMoving. 128 1.13. 2. 4 Active. IsSafeVolumelntersected . 128 1.13.2.5 Active. IsSaveDataAccess. 128 1.13. 2. 6 Act i ve. Isllpr ight . 128 1.13. 2. 7 Act i ve. LoadData. 128 1.13. 2. 8 Act i ve. SaveData. 128 1.13. 3 ActivityChannel . 128 1.13.3.1 ActivityChannel. GetConnectionState . 128 1.13.3.2 ActivityChannel. Initialize . 128 1.13.3.3 ActivityChannel. SetCommunicationPermissions. 128 1.13. 3. 4 ActivityChannel. SetTitie . 129 1. 13. 4 Animation . 129 1.13.4.1 Animation. Create . 129 1.13.4.2 Animation. GetBIendState. 129 1.13.4.3 Animation. GetBlendTime . 129 1.13.4.4 Animation. GetBIendWeight . 129 1.13.4.5 Animation. GetDuration. 129 1.13.4.6 Animation. GetName. 129 1.13.4.7 Animation. GetPlaybackRate. 129 1.13.4.8 Animation. GetTime. 129 1.13.4.9 Animation. IsValid. 129 1.13.4.10 Animation. SetBIendWeight. 129 1.13.4.11 Animat ion. SetLoopCalI back . 129 1.13.4.12 Animation. SetPlaybackRate . 129 1.13.4.13 Animat ion. SetTime . 129 1. 13. 5 ArcadeGame . 129 1.13.5.1 ArcadeGame. Enab I eMI aa. 129 1.13.5.2 ArcadeGame. EnableSceneRender . 129 1.13.5.3 ArcadeGame. EnabIeVsync . 129 1.13.5.4 ArcadeGame. GetScreen . 130 1.13.5.5 ArcadeGame. LeaveGame . 130 1.13.6 AsyncCommand . 130 1.13.6.1 AsyncCommand. Cance I . 130 1.13.6.2 AsyncCommand. Create. 130 1.13.6.3 AsyncCommand. Execute . 130 1.13.6.4 AsyncCommand. GetErrorCode. 130 1.13.6.5 AsyncCommand. GetNpErrorCode. 130 1.13.6.6 AsyncCommand. GetResuItCount. 130 1.13.6.7 AsyncCommand. GetResuIts. 130 1.13.6.8 AsyncCommand. IsFinished. 130 1.13.6.9 AsyncCommand. IsInProgress. 130 1.13.6.10 AsyncCommand. Succeeded. 130 1.13.7 AsyncContext . 130 1.13.7.1 AsyncContext. Create. 130 1. 13. 8 Atmos . 130 1.13.8.1 Atmos. GetParam . 130 1.13.8.2 Atmos. SetParam . 130 1.13.9 Base64 . 130 1.13.9.1 Base64. Decode. 130 1.13.9.2 Base64. DecodeFromString. 131 1.13.9.3 Base64. Encode. 131 1.13. 10 BasicGenx . 131 1.13.10.1 BasicGenx. AddAttribute. 131 1.13.10.2 BasicGenx. AddAttributelnt . 131 1.13.10.3 BasicGenx. AddText . 131 1.13.10.4 BasicGenx. AddTextAsInt. 131 1.13.10.5 BasicGenx. CheckText . 131 1.13.10. 6 BasicGenx. Create. 131 1.13.10. 7 BasicGenx. EndDocument . 131 1.13.10. 8 BasicGenx. EndEIement. 131 1.13.10.9 BasicGenx. StartDocument . 131 1.13.10.10 BasicGenx. StartEIement . 131 1.13.11 Biglnt . 131 1.13.11.1 Biglnt. Add. 131 1.13.11.2 Biglnt. And. 131 1.13.11.3 Biglnt. AsHexString. 131 1. 13. 11.4 Biglnt. Create . 132 1.13.11.5 Biglnt. Divide . 132 1.13.11.6 Biglnt. GetBit . 132 1.13.11.7 Biglnt. Multiply . 132 1.13.11.8 Biglnt. Negate . 132 1.13.11.9 Biglnt.Not. 132 1.13.11.10 Biglnt. Or. 132 1.13.11.11 Biglnt. Set . 132 1.13.11.12 Biglnt. SetBit. 132 1.13.11.13 Biglnt. SetZero . 132 1.13.11.14 Biglnt. ShiftLeft . 132 1.13.11.15 Biglnt. ShiftRight. 132 1.13.11.16 Biglnt. Subtract. 132 1.13.11.17 Biglnt. ToNumber. 132 1.13. 11. 18 Biglnt. Xor . 132 1.13. 12 Camera . 132 1.13.12.1 Camera. Act ivate . 132 1.13.12.2 Camera. AttachToParent . 132 1.13.12.3 Camera. Create . 132 1.13.12.4 Camera. Deactivate . 133 1.13.12.5 Camera.EnableAvatarCameraSync . 133 1.13.12.6 Camera. GetlnverseViewMatrix . 133 1.13.12.7 Camera. GetLookAtPosition. 133 1.13.12.8 Camera. GetPosition. 133 1.13.12.9 Camera. GetProjectionMatr ix. 133 1.13.12.10 Camera. GetViewMatrix . 133 1.13.12.11 Camera.GetViewPortFOV . 133 1.13.12.12 Camera. GetViewPortZFar . 133 1.13.12.13 Camera. GetViewPortZNear. 133 1.13.12. 14 Camera. IsActivated . 133 1.13.12.15 Camera. SetLookAtPosition . 133 1.13.12.16 Camera. SetPosition . 133 1.13.12.17 Camera. SetViewPortAspect . 133 1.13.12.18 Camera. SetViewPortFOV. 133 1.13.12.19 Camera. SetViewPortZFar . 133 1.13.12.20 Camera. SetViewPortZNear. 133 1.13. 13 Cloth . 133 1.13.13.1 Cloth. SetWindAngle. 133 1.13. 14 Clubs . 134 1.13.14.1 Clubs. GetClubCount. 134 1.13.14.2 Clubs. GetClublnfo . 134 1.13.14.3 Clubs. GetClubList . 134 1.13.14.4 Clubs. GetlnstanceMemberList . 134 1.13.14.5 Clubs. GetMemberCount. 134 1.13.14. 6 Clubs. GetMemberInfo . 134 1.13.14. 7 Clubs. GetMemberList . 134 1.13.14.8 Clubs. IsRefreshed . 134 1.13.14. 9 Clubs. IsRefreshing. 134 1.13.14. 10 Clubs. RequestRefresh . 134 1.13. 15 Col Iision . 134 1.13.15.1 Col I ision. Create. 134 1.13.15.2 Co 11ision. Cr eateLinearCast. 134 1.13.15.3 Collision. CreateRaycast . 135 1.13. 16 Debug . 135 1.13.16.1 Debug.ArcadeGameGetActive . 135 1.13.16.2 Debug.ArcadeGameLoad . 135 1.13.16.3 Debug.ArcadeGameReset . 135 1.13.16. 4 Debug.ArcadeGameSetBorderColor. 135 1.13.16.5 Debug.DebuggerRegister . 135 1.13.16.6 Debug.DebuggerSetupProject . 135 1.13.16. 7 Debug. DebuggerllnRegi ster. 135 1.13.16. 8 Debug. DrawBox3d . 135 1.13.16.9 Debug. DrawCone3d. 135 1.13.16.10 Debug. DrawCylinder3d . 135 1.13.16.11 Debug. DrawL i ne3d . 135 1.13.16. 12 Debug. DrawQuad3d . 135 1.13.16. 13 Debug. DrawRect . 135 1.13.16.14 Debug. DrawSphere3d . 135 1.13.16. 15 Debug. DrawText . 136 1.13.16. 16 Debug. DrawTr i ang I e3d . 136 1.13.16. 17 Debug. GetDevMode . 136 1.13. 16. 18 Debug. GetStack . 136 1.13.16.19 Debug. GetThreadlds . 136 1.13.16.20 Debug. GetWorIdToScreen . 136 1.13.16.21 Debug. KeyIsHeId. 136 1.13.16.22 Debug. KeylsPressed . 136 1.13.16. 23 Debug. Key IsRe I eased. 136 1.13.16. 24 Debug. MemGetLargestBIock . 136 1.13.16. 25 Debug. MemGetTotal . 136 1. 13. 16. 26 Debug. MemGetUsed . 136 1.13.16.27 Debug. MiniGameGetActive. 136 1.13.16.28 Debug. MiniGameGetCIosest . 136 1.13.16.29 Debug. Mini GameReset. 136 1.13.16.30 Debug. MouseGetVeIocityX. 136 1.13.16.31 Debug. MouseGetVe loci tyY. 137 1.13.16.32 Debug. MouselsButtonHeld. 137 1.13.16.33 Debug. MouselsButtonPressed . 137 1.13.16. 34 Debug. MouselsButtonReI eased. 137 1.13.16. 35 Debug. RunScr ipt. 137 1.13.16.36 Debug. ScenelsReady . 137 1.13.16. 37 Debug. SceneReset . 137 1.13.16.38 Debug. ScreenSetContent . 137 1.13.16.39 Debug. SetErrorCalI back . 137 1. 13. 16. 40 Debug. System . 137 1.13. 17 Entity . 137 1.13.17.1 Entity. ApplyAngularImpulse. 137 1.13.17.2 Entity. AppIyImpuIse . 137 1.13.17.3 Entity. AttachPersonLabel . 137 1.13.17.4 Entity. AttachToBone . 137 1.13.17.5 Entity. AttachToParent . 137 1.13.17.6 Entity. BlendAnimln. 137 1.13.17.7 Ent i ty. BI endAn i mOut . 138 1.13.17. 8 Entity. Copy . 138 1.13.17.9 Ent ity. Create . 138 1.13.17.10 Entity.CreateForceAction . 138 1.13.17.11 Entity.CreatePointForceAction . 138 1.13.17.12 Entity. CreateTorqueAction. 138 1.13.17.13 Entity. DebugSetAxesVisible . 138 1.13.17. 14 Entity.DebugSetColIisionVisible. 138 1.13.17.15 Entity. DebugSetHierarchyVisibIe. 138 1.13.17.16 Entity. DestroyAction . 138 1.13.17.17 Entity.DetachPersonLabel . 138 1.13.17.18 Entity. EnabIeAction. 138 1.13.17.19 Ent i ty. Enab I eCo 11 i s i on . 138 1.13.17.20 Entity.EnabIeCo11isionCalI backs. 138 1.13.17.21 Ent i ty. Enab I eDynam i cs. 138 1.13.17.22 Entity.EnabIeDynamicsAutoDeactivat ion. 138 1.13.17.23 Entity.EnabIeInterpoIatedMode . 139 1.13.17. 24 Entity. EnabIeKeepUpright . 139 1.13.17.25 Entity. EnabIeLayerCoI Iision . 139 1.13.17.26 Entity. Eva IuateAnims . 139 1.13.17.27 Entity. FindMaterials . 139 1.13.17.28 Entity. GetActiveAnim . 139 1.13.17.29 Entity. GetAnguIarDamping . 139 1.13.17.30 Entity.GetAnguIarVeIocity . 139 1.13.17.31 Ent i ty. GetBoneCount. 139 1.13.17.32 Entity. GetBonelndex. 139 1.13.17.33 Entity.GetBoneLocaIMatrix . 139 1.13.17. 34 Entity. GetBoneWorIdMatrix. 139 1.13.17.35 Entity.GetCenterOfMassLocaI . 139 1.13.17.36 Entity.GetCenterOfMassWorId . 139 1.13.17.37 Entity. GetChiIdren . 139 1.13.17.38 Entity. GetCloth. 139 1.13.17.39 Entity. GetColIisionLayer . 140 1.13.17.40 Entity. GetContactCount . 140 1.13.17.41 Entity. GetContactEntity. 140 1.13.17.42 Entity. GetContactId. 140 1.13.17.43 Entity. GetContactPoint . 140 1.13.17. 44 Entity. GetContactReIVeIocity . 140 1.13.17.45 Entity.GetContactUserId . 140 1.13.17.46 Entity. GetCu11 Distance . 140 1.13.17. 47 Entity. GetGravity. 140 1.13.17.48 Entity. Get IndexOfAnim. 140 1.13.17.49 Entity. GetLinearDamping. 140 1.13.17.50 Entity.GetLinearVelocity . 140 1.13.17.51 Entity. GetLoca I Bounds. 140 1.13.17.52 Entity.GetLocaI Matrix. 140 1.13.17.53 Entity. GetMass . 140 1.13.17. 54 Entity. GetNumActiveAnims . 140 1.13.17. 55 Ent i ty. GetParent . 141 1.13.17.56 Entity. GetPointVelocity. 141 1.13.17. 57 Entity. GetPosition . 141 1.13.17.58 Ent i ty. GetRotat i onQuat . 141 1.13.17.59 Ent i ty. GetRotat i onXyz. 141 1.13.17. 60 Entity. GetScale. 141 1.13.17.61 Ent ity. Gets ibl ings . 141 1.13.17.62 Entity. GetUniqueld . 141 1.13.17.63 Entity. GetWor IdBounds. 141 1.13.17.64 Entity. GetWor IdMatrix. 141 1.13.17.65 Entity. HasActiveAnims. 141 1.13.17.66 Entity.IsActionEnabIed . 141 1.13.17.67 Entity.IsDynamicsActive . 141 1.13.17.68 Entity.IsDynamicsAutoDeactivationEnabled . 141 1.13.17.69 Entity.IsInterpoIatedModeEnabIed . 141 1.13.17.70 Entity. IsKeepUprightEnabled. 141 1.13.17.71 Entity. IsLayerCol I i s i onEnab I ed . 141 1.13.17. 72 Entity. IsVisibIe . 142 1.13.17.73 Entity. LookAt. 142 1.13.17. 74 Entity. LookAtWorId . 142 1.13.17.75 Entity.PartiolelsAIive . 142 1.13.17.76 Entity. PartioleReset . 142 1.13.17.77 Entity.ParticleSetAttachType . 142 1.13.17.78 Entity.ParticleSetEffeet . 142 1.13.17.79 Entity.ParticIeSetEmitting . 142 1.13.17. 80 Entity. Part icl eSetllpdate . 142 1.13.17.81 Entity. Part icl eSetllserParam. 142 1.13.17.82 Entity. PauseAnim . 142 1.13.17.83 Entity. PlayAnim. 142 1.13.17. 84 Entity.Registered IisionCalIback . 142 1.13.17. 85 Entity. Reset . 142 1.13.17.86 Ent i ty. ResumeAn i m. 142 1.13.17.87 Entity. SetActionForce. 142 1.13.17.88 Entity.SetActionPosition . 143 1.13.17.89 Entity. SetActionTorque . 143 1.13.17.90 Entity. SetAngularDamping . 143 1.13.17.91 Entity. SetAngu I arVe loci ty. 143 1.13.17.92 Entity. SetAttachType . 143 1.13.17.93 Entity.SetCenterOfMassLocaI . 143 1.13.17. 94 Entity. SetColIision. 143 1.13.17.95 Entity. SetColIisionLayer . 143 1.13.17.96 Entity. SetCu11 Distance . 143 1.13.17.97 Ent i ty. SetDynam i csAct ive . 143 1.13.17.98 Entity.SetFrictionCoeff . 143 1.13.17.99 Entity. SetGravity. 143 1.13.17. 100 Entity. SetLight . 143 1.13.17.101 Entity. SetLinearDamping . 143 1.13.17.102 Entity. SetLinearVelocity. 143 1.13.17.103 Entity. SetLocaI Matrix . 143 1.13.17. 104 Entity. SetMass. 144 1.13.17.105 Entity. SetMaxContacts . 144 1.13.17. 106 Entity. SetModeI . 144 1.13.17.107 Entity. SetPosition. 144 1.13.17.108 Entity. SetRestitutionCoeff. 144 1.13.17.109 Entity.SetRotationQuat . 144 1.13.17.110 Entity. SetRotationX . 144 1.13.17.111 Entity. SetRotationXyz . 144 1.13.17.112 Entity. SetRotationY . 144 1.13.17.113 Entity. SetRotationZ . 144 1.13.17.114 Entity. SetScale . 144 1.13.17.115 Ent i ty. SetScreen. 144 1.13.17.116 Entity. SetSkeIeton. 144 1.13.17.117 Entity. SetVisible . 144 1.13.17. 118 Entity. StopAnim . 144 1.13. 18 Environment . 144 1.13.18.1 Environment. DebugProfiIeBegin . 144 1.13.18.2 Environment. DebugProfileEnd . 144 1.13.18.3 Environment. EnableCalIbackGc . 144 1.13.18.4 Environment. EnableFrameGc . 145 1.13.18.5 Environment. SetCaIIbackGcInterval . 145 1.13.18.6 Environment. SetCalIbackGcStep . 145 1.13.18.7 Environment. SetFrameGcStep. 145 1.13. 19 Font . 145 1.13.19.1 Font. Create . 145 1.13. 20 Furniture . 145 1.13.20.1 Furniture. ClearLayout . 145 1.13.20.2 Furniture. ExportLayout. 145 1.13.20.3 Furniture. GetCategories . 145 1.13.20. 4 Furniture. GetltemCount. 145 1.13.20. 5 Furniture. GetltemData . 145 1.13.20. 6 Furniture. ImportLayout. 145 1.13.20. 7 Furniture. IsSystemBusy. 145 1.13.20.8 Furniture. LoadLayout. 145 1.13.20.9 Furniture. SaveLayout. 145 1.13.20. 10 Furniture. SetCalIback. 145 1.13.21 Gamelnfo . 145 1.13.21.1 Gamelnfo. GetSearchResuIts . 145 1.13.21.2 Gamelnfo. IsGamesListBusy. 146 1.13.21.3 Gamelnfo. IsSearchFinished . 146 1.13.21.4 Gamelnfo. SearchByTitleld. 146 1. 13. 22 GameLaunch . 146 1.13.22.1 GameLaunch. CreateSess i on. 146 1.13.22.2 GameLaunch. GetCurrentFocusPersonld. 146 1.13.22.3 GameLaunch. GetMaxPlayers. 146 1.13.22. 4 GameLaunch. GetNumberOfPlayers . 146 1.13.22.5 GameLaunch. GetSessionMasterPersonld . 146 1.13.22.6 GameLaunch. GetTitle . 146 1.13.22.7 GameLaunch. GetUserComment . 146 1.13.22.8 GameLaunch. In itiateLaunch . 146 1.13.22.9 GameLaunch. LeaveSession . 146 1.13.22.10 GameLaunch. OnHideUI. 146 1.13.22.11 GameLaunch. OnShowU I. 146 1.13.22.12 GameLaunch. ReturnJoinGameResuIt. 146 1.13.22.13 GameLaunch. ReturnLaunchRequestResuIt . 146 1.13.22. 14 GameLaunch. SetMaxPlayers . 147 1.13.22.15 GameLaunch. SetNumPrivateSlots. 147 1.13.22.16 GameLaunch. SetUserComment. 147 1.13.23 GameLaunchButton . 147 1.13.23.1 GameLaunchButton. GetNameRef . 147 1.13.23.2 GameLaunchButton. SetCa11backOnPressed . 147 1.13.23.3 GameLaunchButton. SetText. 147 1.13. 24 GameLaunchExporter . 147 1.13.24.1 GameLaunchExporter. BeginSection . 147 1.13.24.2 GameLaunchExporter. BeginSessionExport . 147 1.13.24.3 GameLaunchExporter. EndSection . 147 1.13.24. 4 GameLaunchExporter. EndSessionExport . 147 1.13.24. 5 GameLaunchExporter. ExportOption . 147 1.13. 25 GameLaunchListltem . 147 1.13.25.1 GameLaunchListltem. Addltem. 147 1.13.25.2 GameLaunchListltem. Add ItemRaw . 147 1.13.25.3 GameLaunchListltem. GetCaI IbackFocusI tern . 147 1.13.25. 4 GameLaunchListltem. GetFocusItem . 147 1.13.25.5 GameLaunchListltem. GetNameRef . 147 1.13.25.6 GameLaunchListltem. RemoveAlI Items . 147 1.13.25.7 GameLaunchListltem. Remove I tern . 147 1.13.25.8 GameLaunchListltem. SetCaI IbackOnChange. 148 1.13.25.9 GameLaunchListltem. SetFocusItem . 148 1.13.26 GameLaunchMenu . 148 1.13.26.1 GameLaunchMenu. Add ItemButton. 148 1.13.26.2 GameLaunchMenu. Add ItemList. 148 1.13.26.3 GameLaunchMenu. AddItemSIider. 148 1.13.26. 4 GameLaunchMenu. Find ItemByNameRef. 148 1.13.26.5 GameLaunchMenu. GetFirstltem . 148 1.13.26.6 GameLaunchMenu. Get Id. 148 1.13.26.7 GameLaunchMenu. GetNextltern. 148 1.13.27 GameLaunchMenuSys . 148 1.13.27.1 GameLaunchMenuSys. AddMenu . 148 1.13.27.2 GameLaunchMenuSys. CreateMenu. 148 1.13.27.3 GameLaunchMenuSys. FindMenuByld. 148 1.13. 27. 4 GameLaunchMenuSys. GetFirstMenu. 148 1.13.27.5 GameLaunchMenuSys. GetNextMenu . 148 1.13.27.6 GameLaunchMenuSys. RemoveMenu. 148 1.13. 28 GameLaunchSIider . 149 1.13.28.1 GameLaunchSIider. GetNameRef . 149 1.13.28.2 GameLaunchSIider. GetVaIue . 149 1.13.28.3 GameLaunchSIider. SetlntegerSIider . 149 1.13.28. 4 GameLaunchSIider. SetPercentageSIider. 149 1.13.28.5 GameLaunchSIider. SetVaIue . 149 1.13.29 GfxEffeet . 149 1.13.29.1 GfxEffect. Create. 149 1.13.29. 2 GfxEf feet. Enable. 149 1.13.29.3 GfxEffect. IsEnabled . 149 1.13.29.4 GfxEffect. SetA I phaRef . 149 1.13.29.5 GfxEffect. SetB I endMode. 149 1.13.29.6 GfxEffect. SetBounds . 149 1.13.29.7 GfxEffect. SetDepthPrepass . 149 1.13.29.8 GfxEffect. SetDrawRange. 149 1.13.29.9 GfxEffect. SetlndexData. 149 1.13.29.10 GfxEffect. SetRenderStage . 149 1.13.29.11 GfxEffect. SetShadowEnabIe. 149 1.13.29.12 GfxEffect. SetTexture . 149 1.13.29.13 GfxEffect. SetTransform . 150 1.13.29.14 GfxEffect. SetTwoS i ded. 150 1.13.29.15 GfxEffect. SetVertexData. 150 1.13.30 Group . 150 1.13.30.1 Group. Create. 150 1.13.30. 2 Group. Getld . 150 1.13.30.3 Group. GetMemberCount. 150 1.13.30. 4 Group. GetMemberList . 150 1.13.30. 5 Group. IsInGroup . 150 1.13. 30. 6 Group. Join. 150 1.13.30.7 Group. Leave . 150 1.13. 31 GroupDoor . 150 1.13.31.1 GroupDoor. Create. 150 1.13.31.2 GroupDoor. Enter . 150 1.13.31.3 GroupDoor. GetFailedEnterMessage . 150 1.13.32 Hash . 150 1.13.32.1 Hash. Create . 150 1.13.32. 2 Hash. Finalize . 150 1.13.32. 3 Hash. Start. 150 1.13.32.4 Hash. Update . 150 1.13. 33 HelpSystem . 151 1.13.33.1 HelpSystem. GetObjectHeIpText. 151 1.13. 34 HttpPostData . 151 1.13.34.1 HttpPostData. AddDataHeader. 151 1.13.34.2 HttpPostData. AddHttpHeader. 151 1.13.34.3 HttpPostData. AddVaIue . 151 1.13.34. 4 HttpPostData. Create . 151 1.13.34. 5 HttpPostData. Finalize . 151 1.13.34. 6 HttpPostData. FinalizeData . 151 1.13.34.7 HttpPostData. FinalizeHttpHeaders. 151 1.13.34.8 HttpPostData. Reset. 151 1.13. 35 Intersect . 151 1.13.35.1 Intersect. AabbAabb2d. 151 1.13.35.2 Intersect. AabbAabb3d. 151 1.13.35.3 Intersect. AabbPIane3d . 151 1.13.35.4 Intersect. Ci rcleAabb2d. 151 1.13.35.5 Intersect. Ci rcleCi rcle2d. 151 1.13.35.6 Intersect.DistSqLineLine3d . 151 1.13.35.7 Intersect. LineAabb2d. 151 1.13.35.8 Intersect. LineAabb3d. 152 1.13.35.9 Intersect. LineCircle2d. 152 1.13.35.10 Intersect. LineLine2d . 152 1.13.35.11 Intersect. LinePlane3d. 152 1.13.35.12 Intersect.LineSegment2d . 152 1.13.35.13 Intersect. LineSphere3d . 152 1.13.35.14 Intersect. PlanePlane3d . 152 1.13.35.15 Intersect. RayAabb2d. 152 1.13.35.16 Intersect. RayAabb3d. 152 1.13.35.17 Intersect. RayCi rcle2d. 152 1.13.35.18 Intersect. RayLine2d. 152 1.13.35.19 Intersect. RayPlane3d . 152 1.13.35.20 Intersect. RayRay2d . 152 1.13.35.21 Intersect. RaySegment2d . 153 1.13.35.22 Intersect. RaySphere3d. 153 1.13.35.23 Intersect. SegmentAabb2d. 153 1.13.35.24 Intersect. SegmentAabb3d. 153 1.13.35.25 Intersect. SegmentCircle2d. 153 1.13.35.26 Intersect. SegmentPIane3d . 153 1.13.35.27 Intersect. SegmentSegment2d . 153 1.13.35.28 Intersect. SegmentSphere3d. 153 1.13.35.29 Intersect. SphereAabb3d . 153 1.13.35.30 Intersect. SpherePlane3d. 153 1.13.35.31 Intersect. SphereSphere3d . 153 1.13.36 Json . 153 1.13.36.1 Json. Decode . 153 1.13.36.2 Json. DecodeFromString . 153 1.13.36.3 Json. Encode . 154 1.13.37 Light . 154 1.13.37.1 Light. Create. 154 1.13.37.2 Light. SetAttenuationEnd . 154 1.13.37.3 Light. SetAttenuationPower . 154 1.13.37.4 Light. SetAttenuationStart . 154 1.13.37. 5 Light. SetColor. 154 1.13. 37. 6 Light. SetMask . 154 1.13.37.7 Light. SetShadowQuaIity. 154 1.13.37.8 Light. SetSpotFov. 154 1.13.37.9 Light.SetSpotShadow . 154 1.13.38 LinearCast . 154 1.13.38.1 LinearCast. DebugDraw. 154 1.13.38.2 LinearCast. GetEndPoint. 154 1.13.38.3 LinearCast. GetHitCount. 154 1.13.38. 4 LinearCast. GetHitData . 154 1.13.38.5 LinearCast. GetHitDistance . 155 1.13.38.6 LinearCast. GetHitNormaI . 155 1.13.38.7 LinearCast. GetHitPoint. 155 1.13.38. 8 LinearCast. GetHitType . 155 1.13.38.9 LinearCast. GetStartPoint. 155 1.13.38.10 LinearCast. IsReady . 155 1.13.38.11 LinearCast. SetColIisionLayersToHit . 155 1.13.38.12 LinearCast. SetRotation . 155 1.13.38.13 LinearCast. Start . 155 1.13. 39 LocalPlayer . 155 1.13.39.1 LocalPlayer. AddRepertoire . 155 1.13.39.2 LocalPlayer. AddToPlayersMetList . 156 1.13.39.3 LocalPlayer. DebugRemovePortabIe . 156 1.13.39.4 LocalPlayer. DebugSetPortabIe. 156 1.13.39.5 LocalPlayer. DoAction. 156 1.13.39.6 LocalPlayer. EnableAutoHiding. 156 1.13.39.7 LocalPlayer. GetAccountRegion. 156 1.13.39.8 LocalPlayer. GetAccountTerritory . 156 1.13.39.9 LocalPlayer. GetAge. 156 1.13.39.10 LocalPlayer. GetAvatarRig . 156 1.13.39.11 LocalPlayer. GetCurrentLogin. 156 1.13.39.12 LocalPlayer. GetCurrentRegion . 156 1.13.39.13 LocalPlayer. GetFirstLogin. 156 1.13.39. 14 LocalPlayer. GetFriendCount . 156 1.13.39.15 LocalPlayer. GetFriends . 156 1.13.39.16 LocalPlayer. GetHomeAccountld . 156 1.13.39.17 LocaIPIayer. GetHomeRegion. 156 1.13.39.18 LocalPlayer. GetLastLogin . 156 1.13.39.19 LocalPlayer. GetLoginCount. 157 1.13.39.20 LocalPlayer. GetPerson. 157 1.13.39.21 LocalPlayer. GetPersonld. 157 1.13. 39. 22 LocalPlayer. GetPreviouslIserType. 157 1.13.39.23 LocalPlayer. GetUser. 157 1.13.39.24 LocalPlayer. GetUserType. 157 1.13.39.25 LocalPlayer. IsChatAIlowed. 157 1.13.39.26 LocalPlayer. IsDoingAction. 157 1.13.39.27 LocalPlayer. IsInWardrobe . 157 1.13.39.28 LocalPlayer. Relocate . 157 1.13.39.29 LocalPlayer. RelocateToGroupInstance. 157 1.13. 39. 30 LocalPlayer. RelocateTollniquelnstance . 157 1.13.39.31 LocalPlayer. RemoveRepertoire . 157 1.13.39.32 LocalPlayer. RestoreAvatar. 157 1.13.39.33 LocalPlayer. SetAvatarRig . 157 1.13. 39. 34 LocaIPIayer. SetCIothingI terns . 157 1.13.39.35 LocalPlayer. SetReIocateObject. 157 1.13.39.36 LocalPlayer. SetRigComponentObjectld. 157 1.13.40 Material . 158 1.13.40.1 Mater ial. GetParam . 158 1.13.40.2 Materia I. SetAIphaRef. 158 1.13.40.3 Material. SetBIendMode . 158 1.13.40. 4 Material. SetDepthPrepass. 158 1.13.40. 5 Material. SetMatrix. 158 1.13.40. 6 Material. SetTexture . 158 1.13.40. 7 Material. SetVector. 158 1.13.41 Matr ix44 . 158 1.13.41.1 Matr ix44. Add. 158 1.13.41.2 Matr i x44. Copy . 158 1.13.41.3 Matr ix44. Create . 158 1.13.41.4 Matrix44. GetRotationXyz . 158 1.13.41.5 Matr i x44. GetRow . 158 1.13.41.6 Matrix44. Invert . 158 1.13.41.7 Matrix44. InvertAffine . 158 1.13.41.8 Matrix44.InvertAffineOrthogonal . 158 1.13.41.9 Matr ix44. IsEqua I . 158 1.13.41.10 Matrix44. Isldentity. 159 1.13.41.11 Matr i x44. Multiply. 159 1.13.41.12 Matrix44. Orthonormalize. 159 1.13.41.13 Matrix44. SetAxisRotation . 159 1.13.41.14 Matrix44. Set I dentity . 159 1.13.41.15 Matrix44. SetRotationQuat . 159 1.13.41.16 Matrix44. SetRotationXyz. 159 1.13.41.17 Matr ix44. SetRow. 159 1.13.41.18 Matr i x44. SetSca I e. 159 1.13.41.19 Matrix44. SetTransI ation. 159 1.13.41.20 Matrix44. Subtract. 159 1.13.41.21 Matr ix44. Transpose . 159 1.13.42 MediaLibrary . 159 1.13.42.1 MediaLibrary. Exportlmage. 159 1.13.42.2 MediaLibrary. ExportVideo. 159 1.13.42.3 MediaLibrary. GetSearchResuIts . 159 1.13.42. 4 MediaLibrary. IsExporting. 159 1.13.42. 5 MediaLibrary. IsSearchFinished . 160 1.13.42. 6 MediaLibrary. IsSearching. 160 1.13.42.7 MediaLibrary. Search . 160 1.13.42.8 MediaLibrary. SetPrepareSearchFiles. 160 1.13.42.9 MediaLibrary. SetPrepareSearchThumbnaiIs . 160 1.13.42.10 MediaLibrary. SetResuItsToIncIude . 160 1.13.42.11 MediaLibrary. StartSearch . 160 1.13.42.12 MediaLibrary. StopSearch. 160 1.13.43 MemoryContainer . 160 1.13.43.1 MemoryContainer. Create. 160 1.13.43.2 MemoryContainer. DebugLoad . 160 1.13.43.3 MemoryContainer. DebugPrint. 160 1.13.43.4 MemoryContainer. DebugSave . 160 1.13.43.5 MemoryContainer. GetBiglnt . 160 1.13.43.6 MemoryContainer. GetBit. 160 1.13.43.7 MemoryContainer. GetBits . 160 1.13.43.8 MemoryContainer. GetFI oat16. 160 1.13.43.9 MemoryContainer. GetFIoat32. 160 1.13.43.10 MemoryContainer. Getlnt8. 160 1.13.43.11 MemoryConta i ner. Get I nt 16 . 161 1.13.43.12 MemoryContainer. Getsize. 161 1.13.43.13 MemoryContainer. GetString. 161 1.13.43. 14 MemoryContainer. GetUInt8 . 161 1.13.43.15 MemoryContainer. GetUInt 16. 161 1.13.43.16 MemoryContainer. GetUsedSize. 161 1.13.43.17 MemoryContainer. MemCopy. 161 1.13.43.18 MemoryContainer. MemSet . 161 1.13.43.19 MemoryContainer. ReadBiglnt . 161 1.13.43.20 MemoryContainer. ReadFIoatl6. 161 1.13.43.21 MemoryConta i ner. ReadF I oat32. 161 1.13.43.22 MemoryContainer. Readlnt8 . 161 1.13.43.23 MemoryContainer. Read Int 16. 161 1.13.43. 24 MemoryContainer. ReadString . 161 1.13. 43. 25 MemoryConta i ner. ReadllInt8. 161 1.13. 43. 26 MemoryConta i ner. Readll I nt 16 . 161 1.13.43.27 MemoryContainer. Reset. 161 1.13.43.28 MemoryContainer. Seek . 161 1.13.43. 29 MemoryContainer. SetBiglnt. 162 1.13.43.30 MemoryContainer. SetBit . 162 1.13.43.31 MemoryConta i ner. SetBi ts. 162 1.13.43.32 MemoryContainer. SetFIoatl 6 . 162 1.13.43.33 MemoryContainer. SetFIoat32 . 162 1.13.43. 34 MemoryContainer. SetInt8. 162 1.13.43.35 MemoryContainer. Set Int 16 . 162 1.13.43.36 MemoryContainer. SetString. 162 1.13.43.37 MemoryContainer. SetUsedSize. 162 1.13.43.38 MemoryContainer. Tel I . 162 1.13.43.39 MemoryContainer. WriteBiglnt. 162 1.13.43.40 MemoryContainer. WriteFIoatl6 . 162 1.13.43.41 MemoryConta i ner. Wr iteFI oat32 . 162 1.13.43.42 MemoryContainer. WriteInt8. 162 1.13.43.43 MemoryContainer. WriteInt 16 . 162 1.13.43. 44 MemoryContainer. WriteString. 162 1. 13. 44 Mini Game . 162 1.13.44.1 MiniGame. AddCustomExitMenuOption. 162 1.13.44. 2 MiniGame. CloseSession . 163 1.13.44. 3 MiniGame.ConfirmReceivedWelcomeMessage. 163 1.13. 44. 4 MiniGame. DisableWelcomeMessages . 163 1.13.44. 5 MiniGame. EnableQueue. 163 1.13.44.6 MiniGame.GetCurrentFocusPersonld . 163 1.13.44.7 MiniGame. GetCurrentFocusPlayerSlot. 163 1.13.44.8 MiniGame. GetJoinType. 163 1.13.44. 9 MiniGame. GetMaxPlayerSlots. 163 1.13.44. 10 MiniGame. GetNumberOfUsedPlayerSlots. 163 1.13.44.11 MiniGame.GetPersonldFromPlayerSlot . 163 1.13.44.12 MiniGame.GetPlayerSlotUsedByPersonld . 163 1.13.44.13 MiniGame. GetOueueSize. 163 1.13.44. 14 Mini Game. GetTriggerRadius. 163 1.13.44. 15 MiniGame.IsAbleToChangeCustomExitMenuOption. 163 1.13.44. 16 Mini Game. IsPersonJoined. 163 1.13.44. 17 MiniGame. IsSessionOpen . 163 1.13.44.18 MiniGame.IsSessionOwner . 163 1.13.44.19 MiniGame. LocalPlayerLeaveGame. 163 1.13.44. 20 MiniGame. OpenSession . 164 1.13.44.21 MiniGame. RemoveCustomExitMenuOption. 164 1.13.44. 22 MiniGame. SetJoinType . 164 1.13.44.23 MiniGame.SetLocalPlayerExcludeMessage . 164 1.13. 44. 24 MiniGame.SetSafeToSendWelcomeMessage . 164 1.13.45 NetPropertyBag . 164 1.13.45.1 NetPropertyBag. Create . 164 1.13.45.2 NetPropertyBag. DeleteFromNet. 164 1.13.45.3 NetPropertyBag. GetBaglndex. 164 1.13.45. 4 NetPropertyBag. GetEventBag. 164 1.13.45.5 NetPropertyBag. GetFieId . 164 1.13.45.6 NetPropertyBag. GetOwnerId . 164 1.13.45.7 NetPropertyBag. GetTypeld. 164 1.13.45.8 NetPropertyBag. GetTypeldForBag. 164 1.13.45.9 NetPropertyBag. IsOwnedLocally . 164 1.13.45.10 NetPropertyBag. IsRepIicated. 164 1.13.45.11 NetPropertyBag. Rep IicateToNet. 164 1.13.45.12 NetPropertyBag. SetField. 164 1. 13.46 Object . 165 1.13.46.1 Object. DebugCreate. 165 1.13.46.2 Object. DebugDestroy . 165 1.13.46.3 Object.DebugEnableDebugRendering . 165 1.13.46. 4 Object. DebugFind. 165 1.13.46.5 Object. DebugGetAIIInstancelds . 165 1.13.46.6 Object. DebugReport. 165 1.13.46.7 Object. DebugRun . 165 1.13.46.8 Object. EnableTargeting. 165 1.13.46.9 Object.GetCurrentListenerData . 165 1.13.46. 10 Object. GetlnitiaIPosition. 165 1.13.46.11 Object. GetlnitiaIRotation. 165 1.13.46.12 Object. GetlnitiaIScale . 165 1.13.46.13 Object. Getlnstanceld . 165 1.13. 46. 14 Object. GetlnstanceName . 165 1.13.46.15 Object. GetlnstanceParameter. 165 1.13.46.16 Object. GetListenerObjects. 165 1.13.46. 17 Object. GetLocalizedText. 165 1.13.46. 18 Object. GetMe . 165 1.13.46.19 Object. GetNameRef. 166 1.13.46.20 Object. GetObjectld . 166 1.13.46.21 Object. GetPersonld . 166 1.13.46. 22 Object. HasFocus. 166 1.13.46.23 Object. HasLocaIizedText. 166 1.13.46. 24 Object. IsOwnedLocally. 166 1.13.46. 25 Object. IsPaused. 166 1.13. 46. 26 Object. Pause . 166 1.13.46.27 Object. Resume. 166 1.13.46.28 Object. SendListenerData. 166 1.13.46.29 Object. SetFaceActiveTarget . 166 1.13.46. 30 Object. SetTargetabIeLegend . 166 1.13.46.31 Object.SetTargetablePosit ion . 166 1.13.46.32 Object. SetTargetabIeText . 166 1.13.47 Osd . 166 1.13.47.1 Osd. GetRoot . 166 1.13. 48 OsdBasicAnimGraphic . 166 1.13.48.1 OsdBasicAnimGraphic. AddFrame. 166 1.13.48.2 OsdBasicAnimGraphic. GetNumFrames. 166 1.13.48.3 OsdBasicAnimGraphic. IsAnimating . 166 1.13. 48. 4 OsdBasicAnimGraphic. SetAnimating. 167 1.13.48.5 OsdBasicAnimGraphic. SetCurrentFrame . 167 1.13.48.6 OsdBasicAnimGraphic. SetFrameRate. 167 1.13.49 OsdBasicChip . 167 1.13.49.1 OsdBasicChip. AddLegendItem. 167 1.13.49.2 OsdBasicChip.CreateContentObject . 167 1.13.49.3 OsdBasicChip. RemoveAlILegendlterns . 167 1.13.49. 4 OsdBasicChip. SetBannerHeadIine. 167 1.13.49.5 OsdBasicChip. SetBannerIconBackTexture . 167 1.13.49.6 OsdBasicChip. SetBannerIconFrontTexture. 167 1.13.49.7 OsdBasicChip. SetBannerIconVisible . 167 1.13.49.8 OsdBasicChip. SetBannerSubheader . 167 1.13.49.9 OsdBasicChip. SetBannerWantVisible . 167 1.13.49.10 OsdBasicChip. SetContentHeight. 167 1.13.49.11 OsdBasicChip. SetContentHeightSetFromChiIdren . 167 1.13.49.12 OsdBasicChip.SetContentHeightSetFromChip . 167 1.13.49.13 OsdBasicChip. SetContentObjectlnFocus . 167 1.13. 49. 14 OsdBasicChip. SetContentPointinFocus. 167 1.13.49.15 OsdBasicChip. SetContentWidth . 167 1.13.49.16 OsdBasicChip. SetContentWidthSetFromChiIdren. 168 1.13.49.17 OsdBasicChip. SetContentWidthSetFromChip. 168 1.13.49.18 OsdBasicChip. SetHeightSetFromContent . 168 1.13.49.19 OsdBasicChip. SetSize . 168 1.13.49.20 OsdBasicChip. UpdateContentHeight . 168 1.13.49.21 OsdBasicChip. UpdateContentWidth. 168 1.13. 50 OsdBasicLegend . 168 1.13.50.1 OsdBas icLegend. Add I tem. 168 1.13.50.2 OsdBasicLegend. BeginAddingltems . 168 1.13.50. 3 OsdBasicLegend. EndAddingltems . 168 1.13.50. 4 OsdBasicLegend. RemoveA111 terns . 168 1.13. 50. 5 OsdBasicLegend. SetBorderWidth . 168 1.13.50.6 OsdBasicLegend. SetFixedWidth. 168 1.13.50.7 OsdBasicLegend. SetItemSpacing . 168 1.13.50.8 OsdBasicLegend. SetMaxWidth. 168 1.13.50. 9 OsdBasicLegend. SetMinWidth. 168 1.13.50. 10 OsdBasicLegend. SetText . 168 1.13.51 OsdBasicMenu . 168 1.13.51.1 OsdBasicMenu. Addltem. 168 1.13.51.2 OsdBasicMenu. BeginChanges . 169 1.13.51.3 OsdBasicMenu. EndChanges . 169 1.13.51.4 OsdBasicMenu. GetCurrentltemld . 169 1.13.51.5 OsdBasicMenu. GetltemByld. 169 1.13.51.6 OsdBasicMenu. IsCurrentItemSet . 169 1.13.51.7 OsdBas i cMenu. On I nputDown. 169 1.13.51.8 OsdBasicMenu. OnlnputUp. 169 1.13.51.9 OsdBasicMenu. Reset. 169 1.13.51.10 OsdBasicMenu. SetCurrentltem. 169 1.13.51.11 OsdBasicMenu. SetItemEnabled. 169 1.13.51.12 OsdBasicMenu. SetItemSpacing. 169 1.13.51.13 OsdBasicMenu. SetOnSetItemEnabIedCaI I back . 169 1.13. 51.14 OsdBasicMenu. SetOnSetItemSeIectedCaII back. 169 1.13. 52 OsdBasicPopup . 169 1.13.52.1 OsdBasicPopup. SetMessage. 169 1.13.52.2 OsdBasicPopup. SetTi11e. 169 1. 13. 53 OsdBasicSingIeGraphic . 170 1.13.53.1 OsdBasicSingIeGraphic. SetBackCoIorType. 170 1.13.53.2 OsdBasicSingIeGraphic. SetBackTexture. 170 1.13.53.3 OsdBasicSingIeGraphic. SetFrontCoIorType . 170 1.13.53.4 OsdBasicSingIeGraphic. SetFrontTexture . 170 1.13. 54 OsdBasicText . 170 1.13.54.1 OsdBas i cText. GetText. 170 1.13.54.2 OsdBasicText. SetCIipping. 170 1.13.54.3 OsdBasicText. SetFont. 170 1.13.54. 4 OsdBasicText. SetlgnoreSpecialCharacters . 170 1.13.54. 5 OsdBasicText. SetScro11ing . 170 1.13.54. 6 OsdBasicText. SetText. 170 1.13. 55 OsdObject . 170 1.13.55.1 OsdObject. Act ivate. 170 1.13.55.2 OsdObject. CreateChiIdObject . 170 1.13.55.3 OsdObject. Deactivate. 170 1.13.55. 4 OsdObject. DestroyObject . 170 1.13.55.5 OsdObject. FindObject. 170 1.13.55.6 OsdObject. GetCoIorVaIue . 170 1.13.55.7 OsdObject. GetHe ight . 170 1.13.55.8 OsdObject. GetPositionX. 170 1.13.55.9 OsdObject. GetPositionY. 171 1.13.55.10 OsdObject. GetUniqueld. 171 1.13.55.11 OsdObject. GetWidth . 171 1.13.55.12 OsdObject. Handlelnput. 171 1.13.55.13 OsdObject. IsActive . 171 1.13.55. 14 OsdObject. SetAIphaType . 171 1.13.55.15 OsdObject. SetAIphaVaIue. 171 1.13.55.16 OsdObject. SetAngIe . 171 1.13.55.17 OsdObject. SetCoIorType . 171 1.13.55.18 OsdObject. SetCoI orVaIue. 171 1.13.55.19 OsdObject. SetHeight. 171 1.13.55.20 OsdObject. SetHeightFromChiIdren. 171 1.13.55.21 OsdObject. SetLocaISpaceAIignPoint. 171 1.13.55.22 OsdObject. SetName. 171 1.13.55.23 OsdObject.SetParentSpaceAIignPoint . 171 1.13. 55. 24 OsdObject. SetPosit ion. 171 1.13.55.25 OsdObject. SetScaIe . 171 1.13.55.26 OsdObject. SetUniqueld. 171 1.13. 55. 27 OsdObject. SetVi s ib I e . 172 1.13.55.28 OsdObject. SetWidth . 172 1.13.55.29 OsdObject. SetWidthFromChiIdren . 172 1.13. 56 OsdSelectionParent . 172 1.13.56.1 OsdSeIectionParent. BeginChanges . 172 1.13.56.2 OsdSeIectionParent. EndChanges . 172 1.13.56.3 OsdSelectionParent. GetCurrentSelectionld. 172 1.13.56.4 OsdSeIectionParent. SetObjectEnabled . 172 1.13.57 OsdSimpleMenu . 172 1.13.57.1 OsdSimp IeMenu. Addltem . 172 1.13.57.2 OsdSimpleMenu. Set ItemTi11e. 172 1.13. 58 OsdSkinnedBox . 172 1.13.58.1 OsdSkinnedBox. ResetTextures . 172 1.13.58.2 OsdSkinnedBox. SetCoIorGradientEnabled . 172 1.13.58.3 OsdSkinnedBox. SetCoIorGradientMagnitude . 172 1.13.58. 4 OsdSkinnedBox. SetCoIorGradientReversed. 172 1.13.58.5 OsdSkinnedBox. SetCoIorGradientSubtractive . 172 1.13.58.6 OsdSkinnedBox. SetTexture. 172 1.13.58.7 OsdSk i nnedBox. SetTextures . 172 1. 13. 59 OsdTextLines . 173 1.13.59.1 OsdTextLines. GetNumTextLines. 173 1.13.59.2 OsdTextLines. SetFont. 173 1.13.59.3 OsdTextLines. SetJustificat ion . 173 1.13.59.4 OsdTextLines. SetLineSpacing . 173 1.13.59.5 OsdTextLines. SetText. 173 1.13.60 OsdTextPaneI . 173 1.13.60.1 OsdTextPaneI. GetTextBorder. 173 1.13.60. 2 OsdTextPaneI. GetTextLines . 173 1.13.60. 3 OsdTextPanel. IsFitHeightToText. 173 1.13.60. 4 OsdTextPaneI. IsPaneIVisibIe . 173 1.13.60.5 OsdTextPaneI. IsScro11BarVisibIe . 173 1.13.60.6 OsdTextPanel. SetFitHeightToText . 173 1.13.60.7 OsdTextPane I. SetFont. 173 1.13.60.8 OsdTextPanel. SetJustification . 173 1.13.60.9 OsdTextPanel. SetLineSpacing . 173 1.13.60. 10 OsdTextPanel. SetPanelVisible . 173 1.13.60.11 OsdTextPanel. SetScrolIBarVisible . 173 1.13.60. 12 OsdTextPanel. SetScroI I Type . 173 1.13.60. 13 OsdTextPanel. SetText . 173 1.13.60.14 OsdTextPanel. SetTextBorder . 174 1.13.60.15 OsdTextPanel. SetTextCoIorType. 174 1.13.61 Osk . 174 1.13.61.1 Osk. Close . 174 1.13. 61.2 Osk. GetText . 174 1. 13.61.3 Osk. IsAvai lable . 174 1.13. 61.4 Osk. Open. 174 1. 13. 62 OutboundMessage . 174 1.13.62.1 OutboundMessage. Create. 174 1.13.62.2 OutboundMessage. GetRemainingBufferSize. 174 1.13.62.3 OutboundMessage. Reset . 174 1.13.62. 4 OutboundMessage. Send. 174 1.13. 62. 5 OutboundMessage. Sendllnguaranteed. 174 1.13.62.6 OutboundMessage. WriteBiglnt . 174 1.13.62.7 OutboundMessage. Wr iteF I oat. 174 1.13.62.8 OutboundMessage. Writelnt8 . 174 1.13.62.9 OutboundMessage. WriteInt 16. 174 1.13.62.10 OutboundMessage. WriteInt32 . 174 1.13.62.11 OutboundMessage. WriteString. 174 1.13.63 Pad . 175 1.13.63.1 Pad. CreatePads. 175 1.13.63.2 Pad. GetAnalogExtent . 175 1.13. 63. 3 Pad. GetPad. 175 1.13.63.4 Pad. GetSensorForwards . 175 1.13.63.5 Pad. GetSensorRight. 175 1.13.63.6 Pad. GetSensorllp . 175 1.13.63.7 Pad. IsCi rcleAccept. 175 1.13.63.8 Pad. IsConnected . 175 1.13. 63. 9 Pad. I sHe I d. 175 1.13. 63. 10 Pad. Reserve. 175 1.13.63.11 Pad. SetActuator. 175 1.13.63. 12 Pad. UnReserve. 175 1.13.63.13 Pad.UnReserveAll . 175 1.13.63.14 Pad. WasAnyJustPressed. 175 1.13.63. 15 Pad. WasJustPressed . 175 1.13.63.16 Pad. WasJustReI eased. 176 1.13. 64 Person . 176 1.13.64.1 Person. AttachToEnt ity . 176 1.13.64.2 Person. DoAct ion . 176 1.13.64.3 Person. DoAct ionBroadcast. 176 1.13.64.4 Person. EnableChatBubbles. 176 1.13.64.5 Person. EnabIeCo11ision. 176 1.13.64. 6 Person. Findlnlnstance . 176 1.13.64. 7 Person. GetAnimReg . 176 1.13.64. 8 Person. GetAvatarStatusType. 176 1.13.64.9 Person. GetBehavi or. 176 1.13.64.10 Person. GetBehaviorCategory . 176 1.13.64.11 Person. GetBoneCount. 176 1.13.64.12 Person. GetBonelndex. 176 1.13.64.13 Person. GetBoneLocaI Matrix. 176 1.13.64. 14 Person. GetBoneWorIdMatrix. 176 1.13.64. 15 Person. GetCurrentAction. 176 1.13.64. 16 Person. GetGroundUserld . 177 1.13.64. 17 Person. GetHeight . 177 1.13. 64. 18 Person. Getld . 177 1.13.64.19 Person. GetldsOfFriendslnlnstance . 177 1.13.64. 20 Person. GetldsOfRemotePeopIelnlnstance. 177 1.13.64.21 Person. GetlnstanceSessionMasterId. 177 1.13. 64. 22 Person.GetlnventoryltemObjectld. 177 1.13.64. 23 Person. GetLocaI Bounds. 177 1.13.64. 24 Person. GetMood . 177 1.13.64. 25 Person. GetName . 177 1.13. 64. 26 Person. GetPos i t i on . 177 1.13.64.27 Person. GetRigComponentObjectld . 177 1.13.64.28 Person. GetRigComponentTypes. 177 1.13. 64. 29 Person. GetR i gF i e I d . 177 1.13.64.30 Person. GetRotationY. 177 1.13.64.31 Person. GetUser . 177 1.13. 64. 32 Person. GetVe I oc i ty . 177 1.13. 64. 33 Person. GetWidth. 177 1.13. 64. 34 Person. GetWorIdBounds. 178 1.13.64.35 Person. HasLock . 178 1.13.64.36 Person. InterpolatePosition . 178 1.13.64.37 Person. IsColIision . 178 1.13.64. 38 Person. IsLoaded. 178 1.13.64. 39 Person. IsLocked. 178 1.13.64. 40 Person. IsOnGround. 178 1.13.64.41 Person. IsRiglls ingComponent . 178 1.13. 64.42 Person. IsVaI id . 178 1.13. 64. 43 Person. I sV i s i b I e . 178 1.13. 64. 44 Person. Lock. 178 1.13.64.45 Person. ResetCurrentStatusText. 178 1.13.64.46 Person. SetAnimReg. 178 1.13.64. 47 Person. SetBehavior . 178 1.13. 64. 48 Person.SetCurrentStatusText. 178 1.13.64. 49 Person. SetLabeIText. 178 1.13. 64. 50 Person. SetPos i t i on . 179 1.13.64.51 Person. SetRotat i onY. 179 1.13. 64. 52 Person. SetV i s i b I e. 179 1.13. 64. 53 Person. Unlock. 179 1.13.65 Phys3dWorId . 179 1.13.65.1 Phys3dWor Id. Create. 179 1.13.65.2 Phys3dWor Id. Reset . 179 1.13.65.3 Phys3dWorId. SetEnabled. 179 1.13. 66 Quaternion . 179 1.13.66.1 Quatern i on. Add. 179 1.13.66.2 Quaternion. Conjugate. 179 1.13.66.3 Quaternion. Copy . 179 1.13.66. 4 Quaternion. Create . 179 1.13.66.5 Quaternion. Divide . 179 1.13.66. 6 Quaternion. Dot. 179 1.13.66.7 Quaternion. Length . 179 1.13.66.8 Quaternion. Multiply . 179 1.13.66.9 Quaternion. Negate . 179 1.13.66.10 Quaternion. Nlerp . 179 1.13.66.11 Quaternion. Normal ize . 180 1.13.66.12 Quatern i on. SetAx i sAng I e. 180 1.13.66.13 Quaternion. Setldentity . 180 1.13.66. 14 Quaternion. SetRotationMatrix . 180 1.13.66.15 Quaternion. SetW. 180 1.13. 66. 16 Quaternion. SetX. 180 1.13.66.17 Quaternion. SetXyzw . 180 1.13. 66. 18 Quaternion. SetY. 180 1.13. 66. 19 Quaternion. SetZ. 180 1.13.66. 20 Quaternion. Slerp . 180 1.13.66.21 Quatern i on. Subtract. 180 1.13.66.22 Quaternion. ToAxisAngIe . 180 1.13. 66. 23 Quaternion. W . 180 1.13. 66. 24 Quaternion. X . 180 1.13. 66. 25 Quaternion. Y . 180 1.13. 66. 26 Quaternion. Z . 180 1. 13. 67 Raycast . 180 1.13.67.1 Raycast. GetEndPoint . 180 1.13.67.2 Raycast. GetH i tEnt i ty. 181 1.13.67.3 Raycast. GetH i tPo i nt . 181 1.13.67.4 Raycast. GetReflectedVector. 181 1.13.67.5 Raycast. GetStartPoint . 181 1.13.67.6 Raycast. GetSurfaceNormal . 181 1.13.67.7 Raycast. GetSurfaceUserId. 181 1.13.67.8 Raycast. HasHit. 181 1.13.67.9 Raycast. IsReady . 181 1.13.67. 10 Raycast. Start. 181 1.13. 68 ReceivedMessage . 181 1.13.68.1 ReceivedMessage. GetEventMessage . 181 1.13.68.2 ReceivedMessage. GetRemainingSize. 181 1.13.68.3 ReceivedMessage. GetSenderPersonld . 182 1.13.68.4 ReceivedMessage. GetTotaISize. 182 1.13.68.5 ReceivedMessage. GetType . 182 1.13.68.6 ReceivedMessage. ReadBiglnt. 182 1.13.68.7 ReceivedMessage. ReadFI oat . 182 1.13.68.8 ReceivedMessage. Readlnt8. 182 1.13.68.9 ReceivedMessage. Readlntl6 . 182 1.13.68.10 ReceivedMessage. Read Int32. 182 1.13.68.11 ReceivedMessage. ReadString . 182 1.13. 69 Renderer . 182 1.13.69.1 Renderer. Camera2dGetPosit ion. 182 1.13.69.2 Renderer. Camera2dGetRotation. 182 1.13.69.3 Renderer. Camera2dGetScale . 182 1.13.69. 4 Renderer. Camera2dSetPosition. 182 1.13.69.5 Renderer. Camera2dSetRotation. 182 1.13.69.6 Renderer. Camera2dSetScale . 182 1.13.69.7 Renderer. Create . 182 1.13.69.8 Renderer. DrawCircle2d . 183 1.13.69.9 Renderer. DrawLine2d . 183 1.13.69.10 Renderer. DrawLineList2d. 183 1.13.69.11 Renderer. DrawQuad2d. 183 1.13.69.12 Renderer. DrawQuads2d . 183 1.13.69.13 Renderer. DrawRect2d. 183 1.13.69. 14 Renderer. DrawSprite. 183 1.13.69.15 Renderer. DrawSprites . 183 1.13.69.16 Renderer. DrawText2d. 183 1.13.69.17 Renderer. DrawTriList2d . 183 1.13.69.18 Renderer. GetOverlay. 183 1.13.69.19 Renderer. GetPosition . 183 1.13.69.20 Renderer. GetScale. 183 1.13.69.21 Renderer. GetSize . 183 1.13.69.22 Renderer. GetTextSize . 183 1.13.69.23 Renderer. SetBIendMode2d. 183 1.13.69. 24 Renderer. SetFont . 183 1.13.69.25 Renderer.SetFontHorzAIignment . 184 1.13.69.26 Renderer. SetFontScale. 184 1.13.69.27 Renderer. SetFontVertAIignment. 184 1.13.69.28 Renderer. SetOverlay. 184 1.13.69.29 Renderer. SetPosition . 184 1.13.69.30 Renderer. SetScale. 184 1.13.69.31 Renderer. SetSize . 184 1.13.69.32 Renderer. SetTarget . 184 1.13. 70 Resource . 184 1.13.70.1 Resource. Cance I Request. 184 1.13.70.2 Resource. DebugDumpToTty . 184 1.13.70.3 Resource. DebugSave. 184 1.13.70. 4 Resource.Exists . 184 1.13.70.5 Resource. Find . 184 1.13.70.6 Resource. GetData. 184 1.13.70.7 Resource. GetDownloadProgress. 184 1.13.70.8 Resource. GetName. 184 1.13.70. 9 Resource. GetStatusCode. 184 1.13. 70. 10 Resource.GetSystemResource . 185 1.13.70.11 Resource. IsLoaded. 185 1.13.70. 12 Resource. IsLoading . 185 1.13.70. 13 Resource. Release . 185 1.13.70.14 Resource. Request . 185 1.13.70.15 Resource. RequestSecure . 185 1.13.70. 16 Resource. RequestTexture. 185 1.13. 70. 17 Resource. Run . 185 1.13.70.18 Resource. StartLoading. 185 1.13.71 ResourcePack . 185 1.13.71.1 ResourcePack. DebugGetLoadError. 185 1.13.71.2 ResourcePack. GetLoadProgress. 185 1.13.71.3 ResourcePack. GetLoadState . 185 1.13.71.4 ResourcePack. IsLoading. 185 1.13.71.5 ResourcePack. Load . 185 1.13.71.6 ResourcePack. Unload . 185 1.13. 72 Rewards . 186 1.13.72.1 Rewards. AddTicket . 186 1.13.72.2 Rewards. Co 11ectTicket . 186 1.13.72.3 Rewards. DoesHaveTicket. 186 1.13.72. 4 Rewards. GetCurrentFocusObjectId . 186 1.13.72.5 Rewards. GetCurrentFocusState. 186 1.13.73 RtGame . 186 1.13.73.1 RtGame. AddCustomExitMenuOption. 186 1.13.73.2 RtGame. CreateGame . 186 1.13.73.3 RtGame. CreateGameObject . 186 1.13.73. 4 RtGame. DestroyGameObject. 186 1.13.73.5 RtGame. GetConnection Info. 186 1.13.73.6 RtGame. GetMaxPlayers. 186 1.13. 73. 7 RtGame. GetMember IdFromllser. 186 1.13.73.8 RtGame. GetNumTokens . 186 1.13.73.9 RtGame. GetOwnerMemberId . 186 1.13. 73.10 RtGame. GetPlayer . 186 1.13.73.11 RtGame. GetP I ayerCount. 186 1.13.73.12 RtGame. GetRoomld . 187 1.13.73.13 RtGame. GetSentlnstanceTime . 187 1.13.73. 14 RtGame. GetTokenOwnerMemberId . 187 1.13.73.15 RtGame. GetUserFromMemberId . 187 1.13.73.16 RtGame. IsAbleToChangeCustomExitMenuOption. 187 1.13. 73. 17 RtGame. I sJo i ned. 187 1.13.73.18 RtGame. IsSessionOpen . 187 1.13.73.19 RtGame. JoinGame. 187 1.13. 73. 20 RtGame. Leave . 187 1.13.73.21 RtGame. Re I easeToken. 187 1.13.73.22 RtGame.RemoveCustomExitMenuOption . 187 1.13.73.23 RtGame. Rep IicateToNet. 187 1.13.73. 24 RtGame. RequestToken. 187 1.13.73.25 RtGame. ReturnJoinGameResuIt. 187 1.13.73.26 RtGame. SendMessage . 187 1.13.73.27 RtGame. SetSessionClosed. 187 1. 13. 74 RtGameObject . 187 1.13.74.1 RtGameObject. Getlnstanceld. 187 1.13.74. 2 RtGameObject. GetName. 188 1.13.74. 3 RtGameObject. GetOwnerMemberId . 188 1.13.74. 4 RtGameObject. GetOwnershipType . 188 1.13. 75 SaveData . 188 1.13.75.1 SaveData. Create . 188 1.13.75. 2 SaveData. GetState . 188 1.13.75.3 SaveData. StartLoading . 188 1.13.75. 4 SaveData. StartSaving. 188 1.13.76 Scene . 188 1.13.76.1 Scene. FindEntity. 188 1.13.76. 2 Scene. FindScreen. 188 1.13.76.3 Scene.FindTriggerVolume . 188 1.13.76. 4 Scene.GetGraphicsEngineParam. 188 1.13.76.5 Scene. Getlnstanceld . 188 1.13.76.6 Scene. GetLaunchParam. 188 1.13.76.7 Scene. GetLayerCoNisionDefauIt. 188 1.13.76.8 Scene.GetListenerObjects . 188 1.13.76.9 Scene.GetMaxSaveDataSize . 188 1.13.76.10 Scene.GetSaveDataPermission . 188 1.13.76.11 Scene.GetStartupInstanceParam . 189 1.13.76.12 Scene.GetStartupValueParam . 189 1.13.76.13 Scene. GetVirtualObject . 189 1.13. 76. 14 Scene. IsLoading. 189 1.13.76.15 Scene. IsLoadingObjects . 189 1.13.76.16 Scene. IsSaveDataBusy . 189 1.13.76.17 Scene. LoadData . 189 1.13.76.18 Scene. LockPadControls. 189 1.13.76.19 Scene.OverrideAvatarCloseUpCamAspect . 189 1.13. 76. 20 Scene. Overr ideAvatarClosellpCamFov. 189 1.13.76.21 Scene. Overr ideAvatarCIosellpCamZFar . 189 1.13. 76. 22 Scene. Overr ideAvatarClosellpCamZNear. 189 1.13.76.23 Scene.OverrideAvatarStandardCamAspect . 189 1.13. 76. 24 Scene.OverrideAvatarStandardCamFov . 189 1.13.76.25 Scene. OverrideAvatarStandardCamZFar. 189 1.13.76.26 Scene.OverrideAvatarStandardCamZNear . 189 1.13.76.27 Scene. ResetAvatarCamOverrides. 190 1.13. 76. 28 Scene. SaveData . 190 1.13.76.29 Scene.SetGraphicsEngineParam . 190 1.13. 76. 30 Scene. SetLayerCoNisionDefauIt . 190 1.13.76.31 Scene. SetLightProbeData. 190 1.13.76.32 Scene.SetLightProbeTransform . 190 1.13.77 SceneDownload . 190 1.13.77.1 SceneDownIoad. CanceI Down Ioad. 190 1.13.77.2 SceneDownload. GetCurrentDownload. 190 1.13.77.3 SceneDownIoad. GetDownIoadProgress . 190 1.13.77.4 SceneDown I oad. GetDown I oadS i ze . 190 1.13.77.5 SceneDownload. QuerySceneCacheStatus . 190 1.13.77.6 SceneDownIoad. StartDownIoad . 190 1.13. 78 Scenelnfo . 190 1.13.78.1 Scenelnfo. GetSceneld. 190 1.13.78.2 Scenelnfo. GetSceneName. 190 1.13.78.3 Scenelnfo.GetUniqueInstanceId . 190 1.13. 79 SceneTransition . 190 1.13.79.1 SceneTransit ion. ExitScr ipt. 190 1.13.79.2 SceneTransition. GetDestinationScene . 190 1.13.79.3 SceneTransition. GetObject . 191 1.13.79. 4 SceneTransition. GetOriginScene. 191 1.13.79.5 SceneTransition. GetSceneChangeProgress. 191 1.13.79.6 SceneTransition. IsSceneChangeComplete . 191 1.13.79.7 SceneTransit ion. StartSceneChange. 191 1.13. 80 Screen . 191 1.13.80.1 Screen. AreSceneSoundsMuted. 191 1.13.80.2 Screen. Create . 191 1.13.80. 3 Screen. EnableBackground . 191 1.13.80. 4 Screen. GetCenter. 191 1.13.80. 5 Screen. GetContentCount. 191 1.13.80.6 Screen.GetCurrentContentlndex . 191 1.13.80.7 Screen. GetCurrentTime . 191 1.13.80. 8 Screen. GetMatrix. 191 1.13.80.9 Screen. GetNorma I . 191 1.13.80. 10 Screen. GetSize . 191 1.13.80.11 Screen. GetTotaITime. 191 1.13.80.12 Screen. GetTriggerPosition. 192 1.13.80.13 Screen. GetTriggerRadius. 192 1.13.80.14 Screen. GetVolume . 192 1.13.80. 15 Screen. IsContentPlaying. 192 1.13.80. 16 Screen. IsContentReady. 192 1.13.80. 17 Screen. IsFogEnabled. 192 1.13.80.18 Screen.IsHDFulIScreenModeSet . 192 1.13.80.19 Screen. IsInFulIScreenMode. 192 1.13.80.20 Screen. IsProtected . 192 1.13.80.21 Screen. IsVisible . 192 1.13.80. 22 Screen. Pause . 192 1.13.80. 23 Screen. RestartStream . 192 1.13.80. 24 Screen. Resume. 192 1.13.80.25 Screen. SetChannel . 192 1.13.80.26 Screen. SetContent. 192 1.13.80.27 Screen. SetCurrentContentlndex. 192 1.13.80. 28 Screen. SetCurrentTime. 192 1.13.80. 29 Screen. SetData . 193 1.13.80.30 Screen. SetFogEnabled . 193 1.13.80.31 Screen. SetHDFuIIScreenMode . 193 1.13.80.32 Screen. SetHighPriority . 193 1.13.80. 33 Screen. SetMuteSceneSounds. 193 1.13.80. 34 Screen. SetProtected. 193 1.13.80. 35 Screen. SetTargetabIe . 193 1.13.80.36 Screen. SetTriggerPosition. 193 1.13.80. 37 Screen. SetTriggerRadius. 193 1.13.80. 38 Screen. SetType . 193 1.13.80. 39 Screen. SetVisible. 193 1.13.80. 40 Screen. SetVoIume . 193 1.13. 81 Screenshot . 193 1.13.81.1 Screenshot. Capture. 193 1.13.81.2 Screenshot. Create . 193 1.13.81.3 Screenshot. IsInProgress . 193 1.13.81.4 Screenshot. Succeeded. 193 1.13.82 Sound . 193 1.13.82.1 Sound. Create. 193 1.13.82.2 Sound. GetVolume . 194 1.13.82.3 Sound. IsPaused. 194 1.13.82.4 Sound. IsPlaying . 194 1.13.82. 5 Sound. IsVal id . 194 1.13.82.6 Sound. Pause . 194 1.13.82. 7 Sound. PIay2d. 194 1.13.82. 8 Sound. PIay3d. 194 1.13.82.9 Sound. Resume. 194 1.13.82. 10 Sound. SetPosition. 194 1.13.82.11 Sound. SetRegi ster. 194 1.13.82. 12 Sound. SetVo I ume. 194 1. 13.82. 13 Sound. Stop . 194 1.13. 83 SoundBank . 194 1.13.83.1 SoundBank. Find. 194 1.13.83. 2 SoundBank. PIay2d. 194 1.13.83. 3 SoundBank. PIay3d. 194 1. 13. 84 SoundStream . 194 1.13.84.1 SoundStream. Fi nd. 194 1.13.84.2 SoundStream. GetCurrentTime. 194 1.13.84.3 SoundStream. GetTotaITime. 194 1.13.84. 4 SoundStream. GetVolume . 195 1.13.84. 5 SoundStream. IsPaused. 195 1.13.84.6 SoundStream. IsPlaying . 195 1.13.84.7 SoundStream. Pause . 195 1.13.84.8 SoundStream. PIay2d. 195 1.13.84.9 SoundStream. PIay3d. 195 1.13.84.10 SoundStream. Resume . 195 1.13.84.11 SoundStream.SetCurrentTime . 195 1.13.84. 12 SoundStream. SetPosit ion. 195 1.13.84. 13 SoundStream. SetVoIume. 195 1.13.84.14 SoundStream. Stop . 195 1.13.85 Sprite . 195 1.13.85.1 Spr ite. Create . 195 1.13. 85. 2 Spr ite. GetColor . 195 1.13.85.3 Sprite. GetElapsedAnimTime . 195 1.13.85.4 Sprite. GetPosition. 195 1.13.85. 5 Sprite. GetRotation. 195 1.13.85. 6 Sprite. GetScale . 195 1.13.85.7 Spr ite. GetTotalAnimTime . 195 1.13.85.8 Sprite. IsAnimPaused . 196 1.13.85.9 Sprite. IsAnimPlaying. 196 1.13. 85. 10 Sprite. PauseAnim . 196 1.13.85.11 Spr i te. PlayAnim. 196 1.13.85.12 Sprite. ResumeAnim. 196 1.13. 85. 13 Spr i te. SetColor. 196 1.13.85.14 Sprite. SetPosition . 196 1.13.85. 15 Sprite. SetRotation . 196 1.13. 85. 16 Spr ite. SetScale. 196 1.13.85.17 Spr i te. SetTexture. 196 1.13.85. 18 Sprite. SetUvs. 196 1.13.85. 19 Sprite. StopAnim. 196 1. 13. 86 SpriteAnim . 196 1.13.86.1 Spr i teAn im. AddFrames. 196 1.13.86. 2 SpriteAnim. Create . 196 1.13.86.3 SpriteAnim. IsLooping. 196 1.13.86.4 SpriteAnim. SetLooping . 196 1.13. 87 StreamOps . 196 1.13.87.1 StreamOps. AddF I oat32. 196 1.13.87.2 StreamOps. BoundsVec4. 197 1.13.87.3 StreamOps. DivFIoat32. 197 1.13. 87. 4 StreamOps. Float32TollInt8. 197 1.13.87.5 StreamOps. HorizAddFIoat32 . 197 1.13.87.6 StreamOps. Mu I FIoat32. 197 1.13.87.7 StreamOps. ShufF I oat32 . 197 1.13.87.8 StreamOps. Shuflnt8. 197 1.13.87.9 StreamOps. SubFloat32. 197 1.13. 88 System . 197 1.13.88.1 System. AddChatLogMessage. 197 1.13.88.2 System. CommercePointlsClosed. 197 1.13.88.3 System. CommercePointOpen. 197 1.13.88. 4 System. DrawText2dInScene. 197 1.13.88.5 System. EnableldleDisconnect . 197 1.13.88.6 System. ExecTitle. 197 1.13.88.7 System. GetChatLogMode . 198 1.13.88.8 System. GetConsoIeTestVaIue. 198 1.13.88.9 System. GetExecTitleErrorCode. 198 1.13.88. 10 System. GetNatType. 198 1.13.88.11 System. GetRegionsTerritory . 198 1.13.88.12 System. GetScreenBottomRight. 198 1.13.88.13 System. GetScreenTopLeft. 198 1.13.88.14 System. GetUserValue. 198 1.13. 88. 15 System. GetVideollploadResult. 198 1.13. 88. 16 System. GetV i deollp I oadStatus. 198 1.13.88.17 System. GetVideoUpIoadUrI . 198 1.13.88. 18 System. IsGameLaunchSessionActive . 198 1.13.88.19 System. IsLookXInverted . 198 1.13.88.20 System. IsLookYInverted . 198 1.13.88.21 System. IsVideoSystemLocked . 198 1.13.88.22 System. IsWideScreen. 198 1.13.88.23 System. PostScore . 198 1.13.88.24 System. ProfanityFiIterText . 199 1.13.88.25 System. SendNpMessage . 199 1.13.88.26 System. SetChatLogMode. 199 1.13.88.27 System. Up IoadVideo . 199 1.13.88.28 System. VideoSystemLock . 199 1.13.88.29 System. VideoSystemUnIock . 199 1.13.88.30 System. WebBrowser IsCIosed. 199 1.13.88.31 System. WebBrowserOpen. 199 1.13.88.32 System.WriteScriptedGameLaunchXML . 199 1.13. 89 Texture . 199 1.13.89.1 Texture. Find. 199 1.13.89.2 Texture. GetHeight . 199 1.13.89. 3 Texture. GetWidth. 199 1.13.90 Time . 199 1.13.90.1 Time. AddDays. 199 1.13.90.2 Time. AddHours . 199 1.13.90.3 T ime. AddMi nutes . 199 1.13.90.4 Time. AddMonths. 199 1.13.90.5 Time. AddSeconds . 200 1.13.90.6 Time. AddWeeks . 200 1.13.90.7 Time. AddYears . 200 1.13.90.8 Time. ConvertToLocal . 200 1.13.90.9 Time. ConvertTolltc . 200 1.13. 90. 10 Time. Copy. 200 1.13.90.11 Time. Create. 200 1.13.90.12 Time.GetAsPosixTimestamp . 200 1.13.90.13 Time. GetDate . 200 1.13.90.14 Time. GetDayOfMonth . 200 1.13.90. 15 Time. GetDayOfWeek. 200 1.13.90.16 Time.GetDifference . 200 1.13.90. 17 Time.GetDifferencelnDays . 200 1.13.90.18 Time.GetDifferencelnHours . 200 1.13.90.19 Time.GetDifferencelnMinutes . 200 1.13.90.20 Time.GetDifferencelnMonths . 200 1.13.90.21 Time.GetDifferencelnSeconds . 201 1.13.90. 22 Time.GetDifferencelnWeeks. 201 1.13.90.23 Time.GetDifferencelnYears . 201 1.13.90.24 Time. GetHour . 201 1.13.90. 25 Time. GetMinute . 201 1.13.90.26 Time. GetMonth. 201 1.13.90. 27 Time. GetSecond . 201 1.13.90.28 Time. GetTime . 201 1.13.90.29 Time. GetYear . 201 1.13. 90. 30 Time. IsValid . 201 1.13.90.31 Time. SetDayOfMonth . 201 1.13.90.32 Time.SetFromLocal . 201 1.13.90. 33 Time.SetFromPosixTimestamp . 201 1.13.90. 34 Time.SetFromServer . 201 1.13.90.35 Time. SetHour . 201 1.13.90. 36 Time. SetMinute . 201 1.13.90.37 Time. SetMonth. 201 1.13.90. 38 Time. SetSecond . 201 1.13.90.39 Time. SetYear . 202 1.13.91 TriggerVolume . 202 1.13.91.1 TriggerVolume. AddCa11 back . 202 1.13.91.2 TriggerVolume. Enable. 202 1.13.91.3 TriggerVolume. EnabIeDebugRender . 202 1.13.91.4 TriggerVolume. EnabIeLayerOverlaps . 202 1.13.91.5 TriggerVolume. GetLocaI Matrix. 202 1.13.91.6 TriggerVolume. GetOverIapCount . 202 1.13.91.7 TriggerVolume. GetOverIapData. 203 1.13.91.8 TriggerVolume. GetOverIapType. 203 1.13.91.9 TriggerVolume. GetPosit ion . 203 1.13.91.10 TriggerVolume. IsEnabled. 203 1.13.91.11 TriggerVolume. IsLayerOverIapsEnabled . 203 1.13.91.12 TriggerVolume. RemoveA11 Cal I backs . 204 1.13.91.13 TriggerVolume. RemoveCa11 back . 204 1.13.91.14 TriggerVolume. SetLocaI Matrix . 204 1.13.91.15 TriggerVolume. SetPosit ion. 204 1.13.92 User . 204 1.13.92.1 User. GetName. 204 1.13.92. 2 User. GetPerson. 204 1.13.92.3 User. GetSceneOwner. 205 1.13.92. 4 User. GoToLocation . 205 1.13.92.5 User. InviteToLocation . 205 1.13.92.6 User. IsFriend . 205 1.13.92.7 User. IsInHome . 205 1.13. 92. 8 User. IsOnl ine . 205 1.13.93 Vector4 . 205 1.13.93.1 Vector4. Abs . 205 1.13.93.2 Vector4. Add . 205 1.13.93.3 Vector4.Calculate2dLineIntersection . 205 1.13.93.4 Vector4. Copy. 205 1.13.93. 5 Vector4. Create. 205 1.13.93.6 Vector4. CreateBroadcast . 205 1.13.93. 7 Vector4. Cross . 205 1.13.93.8 Vector4. Dist2Sqr. 205 1.13.93.9 Vector4. Dist3Sqr. 205 1.13.93. 10 Vector4.Dist4Sqr . 205 1.13.93.11 Vector4. Divide . 205 1.13.93. 12 Vector4.Dot2 . 206 1.13.93. 13 Vector4.Dot3 . 206 1.13.93. 14 Vector4.Dot4 . 206 1.13.93.15 Vector4. HorizAdd3. 206 1.13.93. 16 Vector4.HorizAdd4. 206 1.13.93. 17 Vector4.Length2. 206 1.13.93.18 Vector4.Length2Sqr . 206 1.13.93. 19 Vector4.Length3. 206 1.13. 93. 20 Vector4.Length3Sqr . 206 1.13.93.21 Vector4. Length4. 206 1.13.93.22 Vector4.Length4Sqr . 206 1.13.93.23 Vector4. Max. 206 1.13.93.24 Vector4. Min. 206 1.13.93.25 Vector4. Multiply . 206 1.13. 93. 26 Vector4. Mu 11 i p I yAdd. 207 1.13.93.27 Vector4. Negate . 207 1.13.93.28 Vector4. Norma 12. 207 1.13.93.29 Vector4. Norma 13. 207 1.13.93.30 Vector4. Norma 14. 207 1.13.93.31 Vector4. Normal ize2 . 207 1.13.93.32 Vector4. Normalize3 . 207 1.13.93.33 Vector4. Normalize4 . 207 1.13.93. 34 Vector4. Recip. 207 1.13.93.35 Vector4. RecipSqrt. 207 1.13.93.36 Vector4. Rotate . 207 1.13.93.37 Vector4. SetBroadcast . 207 1.13.93.38 Vector4.SetW . 207 1.13.93.39 Vector4.SetX . 207 1.13.93.40 Vector4. SetXyzw. 207 1.13.93.41 Vector4. SetY . 207 1.13. 93.42 Vector4. SetZ . 208 1.13.93.43 Vector4. Sign . 208 1.13.93. 44 Vector4. Signum . 208 1.13. 93.45 Vector4. Sqrt . 208 1.13.93.46 Vector4. Subtract . 208 1.13.93.47 Vector4. Transform. 208 1.13.93.48 Vector4. TransformPoint . 208 1.13.93.49 Vector4. TransformVector. 208 1.13.93.50 Vector4.W. 208 1.13.93.51 Vector4. X. 208 1.13.93.52 Vector4.Y. 208 1.13.93.53 Vector4.Z. 208 1.13.94 View . 208 1.13.94.1 View. CaIcuIatePickRay . 208 1.13.94. 2 View. WorIdToScreen. 208 1.13.95 Wardrobe . 208 1.13.95.1 Wardrobe. ResetCommercePoints. 208 1.13.95.2 Wardrobe. SetCommercePoint . 209 1.13.96 Xml . 209 1.13.96.1 Xml. Create. 209 1.13.96.2 Xml. FindAttribute . 209 1.13.96.3 Xml. FindElement . 209 1.13.96.4 Xml. FindNextElement . 209 1.13.96.5 Xml.GetAttributeName . 209 1.13.96.6 Xml. GetAttributeValueBool . 209 1.13.96.7 Xml. GetAttributeValueFloat. 209 1.13.96.8 Xml. GetAttributeVaIuelnt. 209 1.13.96.9 Xml. GetAttributeVaIueText . 209 1.13.96.10 Xml. GetEIementName . 209 1.13.96.11 Xml. GetElementValueBool . 209 1.13.96.12 Xml. GetEIementVaIueFIoat . 209 1.13.96.13 Xml. GetEIementVaIuelnt . 209 1.13.96. 14 Xml. GetEIementVaIueText. 209 1.13.96.15 Xml. IntoElement. 209 1.13.96.16 Xml. OutOfElement . 209 1.13.96. 17 Xml. SetData. 209 1.13.96.18 Xml. SetDataFromContainer . 209 1.14 HDK API Reference . 210 1.14.1 HdkApi. Core. Col lections . 210 1.14.1.1 HdkApi. Core. Col lections. HdkDictionary. 210 1.14. 2 HdkApi. Core. Communication . 210 1.14.2.1 HdkApi. Core. Communication. Target . 210 1.14. 2. 2 HdkApi. Core. Communication. TargetException. 210 1.14.2.3 HdkApi. Core. Communication. TargetManager. 210 1.14.2.4 HdkApi. Core. Communication. TargetResuIt . 210 1. 14. 3 HdkApi. Core. Debug . 210 1.14.3.1 HdkApi. Core. Debug. Logger . 211 1. 14.4 HdkApi. Core. Maths . 211 1.14.4.1 HdkAp i. Core. Maths. Converters . 211 1.14. 4. 2 HdkApi. Core. Maths. Vector3. 211 1. 14. 5 HdkApi. Core. UtiIities . 211 1.14.5.1 HdkApi. Core. Uti I ities. Pathllti I ities. 211 1.14. 6 HdkApi. Data. AgeRating . 211 1.14.6.1 HdkApi. Data. AgeRating. AgeRatingltem. 211 1.14. 7 HdkApi. Data. Collect . 212 1.14.7.1 HdkApi. Data. Collect. Collect. 212 1.14. 8 HdkApi. Data. Object . 212 1.14.8.1 HdkApi. Data. Object. ComponentTypes. 212 1.14.8.2 HdkApi. Data. Object. HomeObject. 212 1.14.8.3 HdkApi. Data. Object. Localisationltem. 212 1.14.8.4 HdkApi. Data. Object. ObjectComponent . 212 1.14. 8.5 HdkApi. Data. Object. ObjectManager . 213 1.14. 8. 6 HdkApi. Data. Object. ObjectResource. 213 1.14. 8. 7 HdkApi. Data. Object. TerritoryTypes. 213 1.14.8.8 HdkApi. Data. Object. Uuid. 213 1.14. 9 HdkApi. Data. Object.Components . 213 1.14.9.1 HdkApi. Data. Object. Components.CIothingComponent. 213 1.14.9.2 HdkApi. Data. Object. Components.FurnitureComponent . 213 1.14.9.3 HdkApi. Data. Object. Components. GameLaunchComponent. 213 1.14. 9. 4 HdkApi. Data. Object. Components.HeaderComponent. 213 1.14. 10 HdkApi. Data. Packager . 214 1.14.10.1 HdkApi. Data. Packager. Packager . 214 1.14.11 HdkApi. Data. Reporting . 214 1.14.11.1 HdkApi. Data. Reporting. MessageType . 214 1.14. 12 HdkApi. Data. Scene . 214 1.14.12.1 HdkAp i. Data. Scene. GameObject. 214 1.14.12.2 HdkApi. Data. Scene. GameObjectFolder. 214 1. 14. 12. 3 HdkApi. Data. Scene. GameObjectTypes . 214 1.14.12. 4 HdkApi. Data. Scene. HomeScene . 214 1.14.12. 5 HdkApi. Data. Scene. SceneConverter. 214 1.14. 12. 6 HdkApi. Data. Scene. SceneTypes. 214 1.14. 13 HdkApi. Data. Scene. GameObjects . 214 1.14.13.1 HdkApi. Data. Scene. GameObjects. GameObjectGroup . 215 1.14. 14 HdkApi. Data.Validator . 215 1.14.14.1 HdkApi. Data. Val idator. Val idator . 215 1.14. 15 HdkApi. ObjectEditor . 215 1.14.15.1 HdkApi. ObjectEditor. ObjectEditor. 215 1.14. 16 HdkApi. ObjectEditor. User Interface . 215 1.14.16.1 HdkApi. ObjectEditor. User Interface. Menu. 215 1.14.16.2 HdkApi. ObjectEditor. User Interface. Menultem. 215 1.14.16. 3 HdkApi. ObjectEditor. User Interface. MenuManager . 215 1.14. 17 HdkApi. RepertoireEditor . 215 1.14.17.1 HdkApi. RepertoireEditor. Action. 216 1.14. 17. 2 HdkApi. RepertoireEditor. Behaviour . 216 1.14. 17. 3 HdkApi. RepertoireEditor. BooleanRegister . 216 1.14. 17. 4 HdkApi. RepertoireEditor. EaseCurve . 216 1.14.17. 5 HdkApi. RepertoireEditor. EaseCurveType . 216 1. 14.17. 6 HdkApi. RepertoireEditor. IntegerRegister . 216 1.14.17.7 HdkApi. RepertoireEditor. Locomotion. 216 1.14.17.8 HdkApi. RepertoireEditor. LocomotionState . 216 1.14.17.9 HdkApi. RepertoireEditor. NumberRegister. 216 1.14.17. 10 HdkApi. RepertoireEditor. Repertoire . 216 1.14.17.11 HdkApi. RepertoireEditor. RepertoireEditor . 217 1.14. 17. 12 HdkApi. RepertoireEditor. RepertoireEvent. 217 1.14.17. 13 HdkApi. RepertoireEditor. RepertoireRegister . 217 1.14. 17. 14 HdkApi. RepertoireEditor. RepertoireTargetRig. 217 1.14.17.15 HdkApi. RepertoireEditor. State. 217 1.14.17. 16 HdkApi. RepertoireEditor. StringRegister . 217 1.14.17. 17 HdkApi. RepertoireEditor. Transition . 217 1.14. 18 HdkApi. RepertoireEditor. Animation . 217 1.14.18.1 HdkApi. RepertoireEditor. Animation. BlendNode . 217 1.14.18.2 HdkApi. RepertoireEditor. Animation. BlendTree . 217 1.14.18.3 HdkApi. RepertoireEditor. Animation. BlendTreeAnimation. 218 1.14.18.4 HdkApi. RepertoireEditor. Animation. SkeI eta I Animation . 218 1.14. 19 HdkApi. RepertoireEditor.Conditions . 218 1.14.19.1 HdkApi. RepertoireEditor. Conditions. And. 218 1.14.19.2 HdkApi. RepertoireEditor. Conditions. CompareCurrentBehaviour. 218 1.14.19.3 HdkApi. RepertoireEditor. Conditions. CompareCurrentNetworkAge . 218 1.14.19.4 HdkApi. RepertoireEditor. Conditions. CompareNetworkAge. 218 1.14.19.5 HdkApi. RepertoireEditor. Conditions. ComparePreviousBehaviour . 218 1.14.19.6 HdkApi. RepertoireEditor. Conditions. ComparePreviousState . 218 1.14.19.7 HdkApi. RepertoireEditor. Conditions. CompareRegister. 218 1.14.19.8 HdkApi. RepertoireEditor. Conditions. CompareStateAge. 218 1.14.19.9 HdkApi. RepertoireEditor. Conditions. ComparisonType . 218 1.14.19. 10 HdkApi. RepertoireEditor. Conditions. Condition . 218 1.14.19.11 HdkApi. Repertoi reEditor. Conditions. Or. 218 1.14.19.12 HdkApi. RepertoireEditor. Conditions. RandomVaIue . 218 1.14. 20 HdkApi. RepertoireEditor. Emotes . 218 1.14.20.1 HdkApi. RepertoireEditor. Emotes. ActionEmote. 219 1.14.20.2 HdkApi. RepertoireEditor. Emotes. BehaviourEmote . 219 1.14.20.3 HdkApi. RepertoireEditor. Emotes. EmoteContext . 219 1.14.20. 4 HdkApi. RepertoireEditor. Emotes. EmoteGroup . 219 1.14.20.5 HdkApi. RepertoireEditor. Emotes. Globa I Emotes . 219 1.14. 20. 6 HdkApi. RepertoireEditor. Emotes. Regional Emotes . 219 1.14.21 HdkApi. RepertoireEditor. Outputs . 219 1.14.21.1 HdkApi. RepertoireEditor. Outputs. ClearRegister . 219 1.14.21.2 HdkApi.RepertoireEditor. Outputs. Output. 220 1.14.21.3 HdkApi. RepertoireEditor. Outputs. OutputType. 220 1.14. 21.4 HdkApi. RepertoireEditor. Outputs. SetNextBehaviour. 220 1.14. 21.5 HdkApi. RepertoireEditor. Outputs. SetRegister . 220 1.14.21.6 HdkApi. RepertoireEditor. Outputs. SpawnAction . 220 1.14.21.7 HdkApi. RepertoireEditor. Outputs. TriggerEvent. 220 1.14. 22 HdkApi. RepertoireEditor. User Interface . 220 1.14.22.1 HdkApi. RepertoireEditor. User Interface. Menu. 220 1.14. 22. 2 HdkApi. RepertoireEditor. User Interface. Menultem. 220 1.14.22.3 HdkApi. RepertoireEditor. User Interface. MenuManager . 221 1.14.23 HdkApi. SceneEditor . 221 1.14.23.1 HdkApi. SceneEditor. SceneEditor. 221 1.14. 24 HdkApi. SceneEditor. Camera . 221 1.14.24.1 HdkApi. SceneEditor. Camera. Camera. 221 1.14.24. 2 HdkApi. SceneEditor. Camera. CameraManager . 221 1.14. 24. 3 HdkApi. SceneEditor. Camera. SceneCamera . 221 1.14. 25 HdkApi. SceneEditor. Select ion . 222 1.14.25.1 HdkApi. SceneEditor.Select ion. SelectionManager . 222 1.14.26 HdkApi. SceneEditor. User Interface . 222 1.14.26.1 HdkApi. SceneEditor. User Interface. Menu . 222 1.14.26.2 HdkApi. SceneEditor. User Interface. Menultem . 222 1.14. 26. 3 HdkApi. SceneEditor. User Interface. MenuManager. 222 1.14. 27 HdkApi. SceneEditor. UtiI ities . 222 1.14.27.1 HdkApi. SceneEditor. UtiI ities. SynchronizationObject. 222 1.15 Samples . 222 HDK Help Welcome to the HDK Help Here you will find PS Home Development Kit documentation. HDK User Help What’s New • What’s New in this Release • Lua API Reference • HDK API Reference • Recent Changes in the HDK Help Wiki Getting Started • HDK Overview • InstalIing the HDK • Samples Issues • Bug Fixes • Known Issues Support and Assistance • Wiki Help • Contact the Knowledge Management Team Recent Changes in the HDK Help Wiki Recently Updated • Portable Objects updated by Siobhan Viviers (view change) about an hour ago Welcome PS Home Development Kit Documentation Welcome to the Home Development Kit Help Wiki In this area you can find out what’s new and exciting about the latest release of the HDK, the Lua API, and the HDK API. Read about the Known Issues and Bug Fixes in this release. Support and Assistance Contact the Support Team £ What’s New in this Release Release 1.86 HDK 1.86 has been released and is now available to everyone on the Home Developer Network - https://home.scedev.net/. The release includes all the tools and exporters required to create content for PlayStation®Home, as well as a developer’ s build of the upcoming PS Home 1.86 client. New Features and Improvements HDK 1.86 provides developers with 4 new Inventory Items which will allow users to interact with each other in new and fun ways, as well as leave their mark on spaces with objects they can deploy anywhere. These new Inventory Items are: Portable Item: Deploy an animated model in any space that allows portable items Play different animations based on player proximity and interaction For more information see Portable Items Avatar Interaction Pack: Set custom animations on the player and allow other players to interact with you directly Hug, high-five, shake hands, chest bump - players can interact like never before! For more information see Avatar Interaction Packs Group Animation Pack: Set custom behaviours on the player and allow other players to join you in a group activity Move in perfect unison with the members of your group For more information see Group Animation Packs Sound Pack: Set custom sounds to your avatar and play them to those around you Attach custom animations to play while certain sounds are playing For more information see Sound Packs These new templates add a huge variety of new ways for PS®Home users to interact and express themselves, and will help make PS®Home an even more lively place to spend your time. Lua API There are no new functions in either the Lua or HDK APIs. One change has been made to a function in the Lua API. NetPropertyBag.GetBagindex has been updated slightly, as listed in What’s New in Lua. Known Issues none Bugfixes A number of bug fixes and general stability improvements have been made. Previous Releases Release 1.83 New features Support for creation of ’BodySuit’ clothing type. These are a composite of the Torso, Legs, Feet and Hands components and covers all of the avatar below the neck. Known Issues None Bugfixes Online Help URL is now fixed. ObjectEditor ’Objects View’ shows the Object’s UUID as a tool tip. Useful if you have multiple objects with the same name. QA Request Form fixes. Release 1.82 This HDK update provides an updated version of the developer build of the Home client, containing bug-fixes and optimisations to underlying systems and support for future templates. There are no API or feature additions. There are no changes to any developer-facing functionality except for the behavior of the ’Object Resource Override’ feature. Content created with HDK 1.82 that makes use of this feature will use the mapped localization to determine the resource to load, rather than the region. For example, French Canadian users would see the French rather than English localized resources. Release 1.80 New Features and Improvements Improvements to Feature and Client Development Significant changes have been made to the client to allow the development and release of future features without requiring a client update. This means that future client patches will be more focused on bug fixing and stabiIity while New Features will be delivered on an individual and more regular basis outside of a client update. Developing features in this way means we can make changes and implement bug fixes much faster, potentially on a weekly basis rather than having to wait until the next client release. As this is a big change to the client we aren’t including a headline feature with this update to ensure it is as smooth, clean and focused as possible. New features based on the 1.80 technology will be released throughout the coming months; here is an idea of some that are currently in development: • More item types — Including portable items with gameplay features and new types of Locomotion object. • Player Inspect - Allowing players to inspect other players, see what items they are wearing and where they got them. • Improved moderation — Providing enhanced tools to help Home moderators and admins provide a better service. • Improved Commerce Points - New systems to make the commerce process smoother and easier • Events - Supporting broader and more engaging social & gaming events within Home. • More use of server-side Save Data - Extending the range of save-data now that it is kept on Home’ s servers. General Improvements • A feature has been added to allow developers to choose what emotes they wish to use with specific Full Body Suit outfits. This gives developers more freedom when creating Full Body Suit outfits as they do not have to ensure that every default emote can work. • Players you have interacted with as you journey through Home will be added to your Players Met list on the XMB™. Players can also be added manually with the new ’ AddToPlayersMetList’ Lua API command, in the LocalPlayer Library. • It is now possible for the client to display user presence information on your friends list that can show where or what you and your friends are playing while in PS Home. • Developers can now specify specific spawn points for users that have been invited to a scene so that you will always appear in the right place. • A local service IDs list can be used to develop and test commerce items without publishing them to a sandbox. • The commands AsyncCommands . TicketRequest and AsyncCommands . Ent it lementRequest now take an optional version parameter, allowing v3. 0 tickets to be retrieved. This version allows for a much higher number of entitlements per ticket. • Voucher codes can now be redeemed whilst Home is running, using the command AsyncCommands.AsyncCmdCommerceRedeemVoucher. Bug Fixes • An issue with a specific Hair Color being reset has been fixed. • Remaining issues with the sorting of the Inventory have been addressed. • Some cases of download and relocation to scenes taking longer than necessary have been fixed. • A bug that caused problems accessing mini-games and using queues after a network error has been fixed. • Various additions have been made to make Home more tolerant of poor network conditions. • A number of other bug fixes and general stability improvements have been made. Client Score Posting There is a new API to access our new scoring service that will be available soon. This will form part of our events plans in the future and allows your content to hook into this. The new System.PostScore API will access a developer generated GUID to identify your scores, the score itself and optional metadata. The API is available to use now and further details will be provided when the service is available. Future Documentation From 1.80 onwards, we’re dropping versions! The documentation will be available as always on the wiki, and it will be updated each time a change is made. Live content, kept fresh, whenever there is a change to the HDK. You can check on the latest changes made on the Recent Changes in the HDK Help the whole space Feel free to continue commenting iki page, or set a watch on specific pages i3P or What’s New in Lua The following tables summarize the additions and modifications to the Lua API Reference. New functions No new functions Changed Functions Function NetPropertyBag.GetBaglndex Deleted Functions Function None What’s New in the HDK API No changes or additions to the HDK API Reference. Known Issues $ See also the technotes on SCE DevNet - https://home.scedev.net/technotes New Issues Reported in this Release No new issues for 1.86 Issues Reported in Previous Releases Self/Package (HomeDeveloper. self) 1. Character facial expressions do not reset whilst moving using a Locomotion Item. However the facial expressions do reset after the user has stopped moving. [HDK 1.75 Known Issue] (#12344) 2. Object Profiler doesn’t accurately reflect garbage collected memory [HDK 1.70 Known Issue], (#11246) 3. User will be unable to launch into a new clubhouse from Scene Editor if they have a pending clubhouse invite. (#5448) 4. The CTC (or "Change The Classification") icon that is used for Australian age ratings is too large in comparison to the text that it contains. (#3818) 5. When creating scenes and mini-games (specifically sessioned mini-games) that use the group door functionality, you may find that not all users are able to relocate out of the scene after joining the mini-game. If this happens try one or al of the following: a. Create a new user account and re-test. b. Amend the mini-game to be a session I ess mini-game and re-launch the scene through the Scene Editor. c. Create a new session with a different user and then attempt to have all users relocate. d. Wait for a period of time for the servers to be updated and then re-test. 6. Renderer.Camera2dSetRotation does not work with text rendering [HDK 1.51 Beta Known Issue], (#5509) Lua API 1. Setting Renderer position has no effect 2. Setting the trigger radius through the Object Editor does not work with RtGames HDK API 1. The editor crashes if you assign None to the keyboard shortcut of a Menultem [HDK 1.65 Alpha Known Issue], (#8869) Maya 1. Skin Color and Skin Specular Maps are included in the BAR file when packaging Clothing Components. [HDK 1.70 Known Issue], (#6281) 2. [Windows XP] Many of the character components have black shading on the textured view of the mesh that shouldn’t be there. [HDK 1.70 Known Issue], (#5048) 3. [Maya 2010] The Attribute Editor may become corrupted when viewing AtgMateria Is. This is fixed in Maya 2012 and loads faster in Maya 2013. Workaround: If corruption occurs, select ’Copy Tab’ (found on the bottom of the Attribute Editor). This will show a workabl Attribute Editor in a floating window. Art Tools 1. The default camera flip plane settings in Maya may sometimes result in meshes not being clearly visible in the viewport when changing views. 2. Users may experience some graphical issues when using Maya 2010 x64 bit in Windows 7, particularly with meshes in the view port and with tabs disappearing. 3. Maya: In Maya, if character components originally used placeholder textures, when different textures are defined in the object xml these textures may not display and the placeholder textures are used in runtime instead. If this issue occurs, the original Maya scene has to be modified to use non-placeholder textures and re-exported. 4. In the Sky Tool, if there is no shader texture applied (or the texture that was applied does not exist at the location), the scene will not display placeholder textures, but will instead not display any clouds. 5. After creating and launching a scene as a clubhouse in the Scene Editor, if the user then attempts to launch the same scene in Maya or 3ds Max using the Scene Viewer option, it will cause an error in PS Home. Users, after using the Scene Editor to launch the scene as a clubhouse, should only use the Scene Editor to launch the scene rather than using the Scene Viewer in the art tools. (#2437) 6. Applying Capsule or Sphere collision shapes to collision geometry in environments will sometimes have no effect when used in PS Home. 7. Geometry video screens that have multiple video sources are not supported currently. This will result in a crash in PS Home when the scene is loaded when the video feed is changed. It is recommended that a plane geometry video screen is used if multiple video sources are required when creating the scene. 8. For furniture item export in Maya and 3ds Max, individual collision shapes less than 10 cm thick in any direction may not work robustly in PS Home. 9. If you assign a texture containing the sub-string ’placeholder’ to a texture slot in an ATG Material, the corresponding effect will be disabled. For example, if you assign placeholder_normal jnap. dds to the Normal Map slot, the texture will be ignored by the runtime graphics engine and normal mapping will be disabled. If you want to edit and use any of the existing placeholder textures, make sure that you rename them so that it doesn’t include the text ’placeholder’. 10. When creating a Scene in 3ds Max or Maya, upon export the Light Volume is replaced by its own bounding volume. This will cause extra probes to be generated if the Light Volume contains more than one shape. 11. For both Maya and 3ds Max, vertex animation is not supported and may produce undefined results. Scene Editor 1. When loading a Scene Project file, the cancel button may not function as the user expects. Rather than cancel the loading of a Scene, this button will instead cancel the loading of a Model file. [HDK 1.75 Known Issue] (#10615) 2. Live editing and work area views do not match when using the Arcball Camera to rotate the view in the Scene Editor. (#6540) 3. User is only able to add seats through the Project tab in the Scene Editor. (#6658) 4. Only one script file is supported in a Scene. Any further scripts in a scene would have to be added as embedded objects. 5. The user found that if the Asset Window is not docked with the UI, the user may be unable to add assets to the scene due to the options being disabled. 6. When using an On IineMediaRSS screen in a scene, the Fall off/end values set in the Scene Editor will be ignored by the client when an mp3 file is played. Instead of playing inside the point sound for the screen, it will be heard everywhere in the scene. When using videos however, the screen’s point sound behaves normally. Object Editor 1. HDK 1.45 Alpha: If the user updates the object files outside of the Object Editor whilst it is still open and then attempts to package, incorrect versions of the files may end up in the package. In order to work around this, close the object editor before editing the files and then reload the object after finishing, which will ensure the correct version is loaded into the editor and then is able to be packaged. 2. It is possible that the template for Companion Objects may require changes in the future and there might be some circumstances where we will need developers to update and repackage their Companion Objects. Therefore we recommend that you keep all of the assets used in creating your Companion Objects. You may also be asked to supply the Companion Object assets to your Home Account Manager. Repertoire Editor 1. An unexpected error occurs when renaming an Emote node in the Property Editor window and clicking away before confirming the text entry with "enter". [HDK 1.75 Known Issue] (#12325) 2. [Object Editor] Using Object > Edit Repertoires may load the Repertoire Editor without loading the Object as you’d expect. The preferred workflow is to open the Object from the Repertoire Editor using the Object Browser. 3. Nodes are still validated against, even if the Parent node has been disconnected. [HDK 1.70 Known Issue], (#10544) 4. [Windows 7 x64] The Repertoire Editor cannot always be restored from minimized. [HDK 1.70 Known Issue], (#7999) 5. Application error occurs for first Edit Repertoires after user installs HDK. (#7982) Particle Editor 1. When running the ATG Particle System Tool for the first time, the relative path of textures is not set. This means that launching a scene with a particle effect will result in a "Not Found" texture in PS Home. However, when you run the tool a second time the relative path is set, which nullifies the problem and the particle effect is displayed correctly in the scene. 2. In the Particle System Tool, the File menu keyboard shortcuts do not function as expected when the Effect Grid window is maximized. 3. In PS Home currently, particles with alpha do not sort correctly- if multiple instances of the same particle are spawned in a script they will sort over one another in the order they are called. Network 1. Before installing a new version of the HDK, clubs created in previous versions need to be disbanded, as club information cannot be moved from one server to another (or accessed from different accounts) without causing errors. If you have created a club in a previous version of the HDK, do the following: a. In the client in which you created the club, disband all the clubs that you are tied to so that there is no club data left on your PSN account. b. Uninstall the Developer Package as normal, removing all save and game data along with clearing the cache in the Debug menu on the XMB™. c. Install the new client as normal (package or HDK), and load the client as normal, with your desired CSO to your CDEV sandbox. d. When in the default apartment, add the scene entitlement object for the clubhouse you want to test into your test inventory. e. Create a new club as normal, and change the clubhouse to the created clubhouse. f. Select the "Go to Clubhouse" option in the club menu for your club and you should be able to enter the clubhouse as normal and not get the C—991 server error. Media 1. Screens in Home in some circumstances can sort incorrectly against meshes with semi-trans shaders applied to them. To avoid this issue try to limit the use of alpha in materials that will be seen in areas with screens. Other 1. Realtime Physics - Rigid bodies penetrate too readily. Thin objects can pass through each other. Cubes will roll as if they have curved edges, etc. 2. When viewing high polygonal scenes using the "Wireframe Mode" in the Profiler Sidebar, the user may experience a significant framerate drop in the HomeDeveloper. self. 3. Media RSS streams can prevent all HTTPS requests. For pre-cached Media RSS content, the client may not realize it has already downloaded files, and will re-download them. Media RSS screens can consume users’ bandwidth. See Media RSS File Specification for full explanation on proper Media RSS usage. 4. When you call a sound from a Lua script, the sound file is calculated as a part of the Scene’s memory budget, and not as a part of the sound budget for the scene. 5. The scenes that will be displayed in the new Navigator menu in the Developer’s build package and HomeDeveloper.self are those that are for the region specified in the PSN account the user is connecting with. In order to view scenes outside of this region, the user must have a PSN account appropriate to the region of the content being tested (or select the correct country from the Developer Menu on start) 6. The HomeDeveloper. self requires a connection to the PlayStation®Network in order to obtain the current (even in offline mode). If there is no connection to PSN the default age of 0 is used. Therefore, if PSN is experiencing downtime, the user will be unable to enter the basic apartment through the Navigator. 7. Variable bitrate for mp3s is not supported. 8. Currently, users are unable to log in to the HomeDeveloper. self with a PlayStation®Network account where the age is set to 17 or under. Bug Fixes No bugs for 1.86, just general improvements. Self/Package • none Lua API • none HDK API • none Object Editor • none Scene Editor • none Other • none Brand Guidelines PlayStation®Home Brand Guidelines All you need to know about how to refer to PlayStation®Home (and which logos to use) when making promotional material for your PS Home content. In the PS Home Brand Guidelines PDF you can find Information about: • Logos • Icons • Color Palette • Typography Guide Iines for: • Sponsorship • Partnership • Third Party • Merchandise And Legal Information Neue Helvetica 45 Light abcdefghijklmnopqrstuvwxyz ABCDEFGHIJKLMNOPQRSTUVWXYZ 0123456789 Avoid using the cyan version of the Icon on colours that clash or make It hard to distinguish. The white version of the Icon should be used In these Instances. Neue Helvetica 55 Roman 0 abcdefghijklmnopqrstuvwxyz ABCDEFGHIJKLMNOPQRSTUVWXYZ 0123456789 Avoid using the cyan or black version of The white version of the icon should be the Icon on dark backgrounds. used In these Instances. Neue Helvetica 65 Bold abcdefghijklmnopqrstuvwxyz ABCDEFGHIJKLMNOPQRSTUVWXYZ 0123456789 3 Download PS Home Brand Guidelines Download PS Home Logo Files Getting Started The PS Home Development Kit (HDK) documentation is for artists, New to the HDK? Get started by installing the client and taking content creation within PS Home. Artists Try creating an object or an environment using Maya. Export the and edit it as a scene in Scene Editor. Then package the object developers, testers, and anyone who uses the HDK. a look at the HDK Overview which introduces you to the tools for object and edit it in Object Editor and export the environment and the scene ready for submission to quality assurance. Designers Explore and find out about the objects. ?scenes, and ?systems & services in PS Home - these sections cover everything from ? clothing to ?clubhouses, ?resource packs (DLC) and ?game launching to networking, rewards to ?commerce. Get to know what’s possible with Lua Scripting and have a look at the ??general design guidelines, ?mini-game design and ?designing a Home Space. Programmers Explore the many features of Lua and implement dynamic behavior within Home using Lua Scripting. Customize certain tools in the HDK using the HDK API. Testers Check your content meets the technical requirements to function in PS Home. HDK Overview What is PS Home? PlayStation®Home is part of the PlayStation®Network service (PSN). Users who have signed up to PSN can access it for free. PS Hoim In PS Home, users can combine their interest in games with the social experience of being in a community of others with the same After the initial download, users get their own customizable avatar and apartment, a profile that others can view. There are pub I PS Home provides a ready-made world that has many systems already in place for developers to use, including physics, commerce, UI The HDK is designed for developers to make content for PS Home, using the platform and its existing systems to suit their needs. I For the developer, PS Home offers an opportunity to easily create public spaces, and create and sell personal spaces (e. g. apartnn Personal (video) Individual Components - eg shirt Composites - eg Full Body Public (no video) PS Home Content —> Suits Picture Frames Clothing > Public > J: Arcade Machines Furniture > Personal > Personal (no video) Scenes Bulletin hoards Clubhouses > Game 16 Player Game 32 Player Video Game 60 Player Objects Actives > Rewards > Resource Packs > Game Launching > Games > Companions > Portables > Animation Packs > Locomotion Objects » Realtime Games > v. v 1 Mini-games > Arcade Games | 1 PlayStation® See the full diagram here SL^ J Home What is the Home Development Kit? The Home Tools Team provides the means to create, edit, test and submit assets for PS Home using the Home Development Kit (HDK). Through the tools provided we empower developers to create anything from a complete public space, to a Lua-scripted 3D mini-game set inside the lobbies you create. PS Home is constantly being developed and expanded to include ever-better features. As a result the HDK is also constantly being improved to offer the very latest innovations, workflow and feature improvements to developers. HDK Tools The Home Development Kit (HDK) is a bundled selection of tools and plug-ins that are downloaded from https://home.scedev.net and installed on a PC. Only registered PlayStation®3 or PS Home developers may access this toolkit. We also offer samples of scenes and assets, documentation and tutorials. The following tools are free to registered developers and are constantly expanding and improving: Content Creation Tools Editors Test / Debug Tools SCREAM Sky Tool Variation Editor r~ Dev Client Profile GUI 1 Content Viewers Object Profiler f Dev Debug Console Commands 1 SLED Character Viewer HDK Browser Documentation, Samples and Tutorials Since the first pre-release of the HDK we have responded to the needs and requests of developers for more detailed documentation and support. This should help developers plan their projects for PS Home knowing the current scope of the features, best practice using the tools and the future features being worked on. As a result, we provide regular updated documentation and samples on https://home.scedev.net Er for every release. One of the most important documents is Known Issues. Please take a few moments to read through this before moving on to the HDK InstalI at ion. Samples are offered as a separate download with the HDK - go to https://home.scedev.net and select Resources > Samples to find the latest ones. Of course, they may be used only to study, explore and analyze the capabilities of the HDK for the purposes of your own development work. They may not be used as templates for the creation of scenes or other assets or for any other purpose. Developing with the HDK Scenes and objects are created with the HDK tools and packaged up ready for upload to Home. Broadly the content that can be created uses the following tools: Each tool (such as the Maya plug-in) has an export option that allows you to save your content in the correct format within PS Home. Once exported, the Scene and Object Editors give you the option to combine resources and edit settings. Which means you can add in sound effects and arcade game objects to your scene, or include Lua scripts within your mini-game or realtime game (for example). To add your content to Home, the assets are uploaded using the Content Delivery System (CDS) - which requires you to package each asset using the Scene Editor or Object Editor as appropriate. TYPICAL WORKFLOW \ _ ) Art and Sound Tools Maya Art Plugins You add the plug-ins to Maya as new shelves and menu options. The plug-ins help you to create the Home Spaces and objects with useful automated processes to aid with lighting, lightmaps, textures, collisions and validation. Photoshop Adobe® Photoshop® or any other image editing tool can be used to create graphics such as sprites and backgrounds. ATG Particle Effects Tool You can use the ATG Particle Effects Tool to edit particle effects for use with the latest version of the runtime. Improvements have allowed a more granular approach to constructing particle effects, without loss of efficiency, and the tool was designed around this. The tool enables you to create effects easily by placing a number of ’nodes’ into an ’effect graph’ and tying together attributes on each node, to represent the data flowing between the nodes. Currently, particle effects can only be added to scenes, but not scene or character components (i.e. furniture or clothing). Th feature may be supported in future releases. Static LODs You can define additional meshes in environments as static LODs (Levels Of Detail). This allows the artist to reduce the detail and hence the amount of triangles that need rendering in Home which improves the frame rate. The benefits of this are clearly dependent on the particular artwork and the way in which it is constructed. SCREAM Audio Tools PS Home’s Scene Editor works with soundbank files that are created using the recommended version of the SCREAM Tool offered to all PlayStation®3 and PS Home developers. Only audio produced with the SCREAM Tool will produce the files required. The SCREAM Tool offers developers the ability to create complex, interactive sounds with a minimum of programmer support. It creates sound banks that work in conjunction with the SCREAM runtime engine. The tool can be used in conjunction with a Sound Tool Server (running on the local PC), which lets the sound designer audition and tune the audio before handing it to the development team. Animation Overview PS Home supports Joint Animation and Rigid Body Animation - see Joint Animation and Rigid Body Animation for more information. For all the information on how you can animate thing in PS Home - create an animated object, place it in the Scene Editor and preview it - see Animation and Effects There is also a simple rigid body animation sample (Simple Animation sample) featuring the spinning version of the screenshot displayed above. You can download the Simple Animation sample at https://home.scedev.net/projects/samples I-?. Scripted Assets Overview The HDK supports the implementing of dynamic behavior within the PS Home runtime via the open source, industry standard scripting language Lua. Over four hundred Home-specific functions are exposed to the developer, and these functions are grouped into related sets called libraries. Through Lua, you can do a great many things such as control aspects of PS Home’s runtime through a command console, write 2D sprite-based arcade games, author interactive 3D experiences like multi-player networked games, and customize PS Home’s game launching process. Arcade Games 2D sprite-based arcade games will ordinarily be started up by moving an avatar inside a trigger volume associated with a virtual arcade cabinet placed within a lobby. However, the HomeDeveloper. self installed with the HDK can start up an arcade game directly, allowing the developer to bypass PS Home’s menus and environment loading. Normally, the visitor walks up to a trigger zone and will be invited to play the arcade game. Their screen will then solely display the 2D game until they exit, at which point they will be returned to their view of the Home environment. Arcade Machines as Furniture Arcade games are not restricted to being placed in fixed positions in specific scenes. It is also possible to assign an arcade game to PS Home furniture items. As such, the arcade game-hosting furniture can then be selected and placed anywhere within a personal space or clubhouse. Mini-games A mini-game is not necessarily a game. It can be a networked multi-player game or a session I ess 1-player game, but it can also be a Non-Player Character (NPC) or a scripted tutorial. It can be a tree that changes color depending on the season, or a portal that moves players around a scene. A mini-game can be whatever you script it to be. A mini-game is an object that has a Mini Game component. The component gives it a dynamic relationship between itself and Lua scripts, giving it some callbacks that the script can react to and giving it access to certain Lua libraries. Mini-games’ ideal uses are for turn-based and single user functions, like chess, bowling, an NPC, solitaire. For the fast-paced, action junkie, try a realtime game. Mini-games are also good when you want to have spectators, when users are in a mini-game other users in the scene can watch. Your Story You join a scene and approach a mini-game. A small blue and white box, the Home colors, appears at the bottom of your screen inviting you take part. You accept, entering the mini-game. The mini-game, whether you see yourself in the same space or whether you appear somewhere else entirely, is still a part of that starting scene. Depending on the mini-game, other users in the scene can see what you do while in the mini-game, while you and those inside the mini-game with you can see everything happening "outside" of it. If the mini-game is not networked though, sessionless we call it, then it is just you in the mini-game with no spectators or other users. Our Example Chess. You and one other player accept the invitation to play a chess mini-game. Your avatars move to the seats at the chess table. Other users walking by or watching in the scene cannot directly interact with you or the mini-game, but they can watch. Within the mini-game you two pivot your pieces around the board. Mini-games send network messages to a Home servers before reaching the other users in the scene, so any animation or action that the chess game replicates can have an impact on the network. You take out the other player’s queen just after shooing one of the bishops from the board, and corner their king. Check mate. A custom OSD, also in the Home colors, appears congratulating you. The game ends and you two players are returned to the scene. Networked mini-games with two or more clients cannot be latency reliant. Realtime Games A realtime game is more likely to be a game. Realtime games user peer-to-peer (p2p) messaging to relay data back and forth between all users quickly, with (ideally) low latency. The realtime game will not be used to make chess, or an NPC, no. It will be used to make high-stakes warzones and battlefields, to pit mage against warrior in an arena. You will see fifteen other players working in together with you to set the world right under tight times. When you need to see what your teammate (or enemy) does practically as they’re doing it, you will need a realtime game. A realtime is an object that has a Rea I Time Game component. The scripts, giving it some callbacks that the script can react to, send data peer-to-peer, instead of through Home servers. Unlike mini-games, realtime games do not allow spectators. When few in there. No-one in the scene will see or hear or know what necessary trade-off for p2p. Your Story You join a scene and approach a realtime game. A small blue and inviting you take part. You accept, entering the realtime game, somewhere else in it and the only people with you are those who need to meet it before the clock runs out. Go. component gives it a dynamic relationship between itself and Lua giving it access to certain Lua libraries, and allowing it to you and a cadre of other players join the realtime it is just you any of you do in there. The restriction on spectatorship is the white box, the Home colors, appears at the bottom of your screen Suddenly the scene changes, you’re still in the same scene, but also joined. You are given your goals, and you (or your team) Our Example FPS sample (available from https://home.scedev.net/projects/samples). You appear in the alcove of a scene, below you is a cargo hold and in front of you is a portal. As you approach the portal you’re invited to join the realtime game. You accept. A lobby appears listing the other players that want to join, and who is ready to play. When you are all ready you each appear at a spawn point in the cargo hold, armed with a loaded cannon with one mission: get 20 kills. All eight of you race around, shooting each other, going for the sweetspot, the instant kill —the headshot. Cogs above your health bar show you not only how close you are to your 20 kills, but how close your rivals are. The last few kills are intense. You button-mash, your palms start to slide around the controller. Turning a corner you find your next target and lay into her, but at the same time someone does the same to you. The heat is on. You got the kill just before they take you out. The game ends, a custom OSD banner appears declaring you the winner and showing the stats of the other players. Then you all reappear in the alcove, asking who is ready for the next round. Active Items: Games as Furniture Active items are objects that the user can place within a personal space or clubhouse in a similar way to furniture. This allows the developer to create interactive or scripted behavior within an object in the user’s personal space or clubhouse. Both the Mini Game component and Rea I Time Game component can be added to an active item (though not both components on the same object). Read/Write to Server It is possible to read and write to an external server using Lua. Reading from (and writing to) a server can be used if there needs to be persistent information in a scene about a user. For instance, displaying a personal high score board, targeting or personalizing the advertising, recording and storing which NPC communication loops have been completed, etc. Some of this information is personal data and would need to be handled by secure servers (https). The data sent to the servers is XML, and the Lua functions to use are in the HttpPostData and Resource libraries. There is guidance on this function, with information on the SSL certificates you can use. Ji Wr iting to the server must authenticate the user with NP Ticketing. It is also possible to access any user’s leaderboard rankings for a particular title and write scores to them on the PlayStation®Network. Read-only access is available to user data for a PS3 title on the PSN, which allows you to unlock content in your space based on achievements in that title and query a user’s list of trophies. SLED - Lua Debugger As part of our support for Lua we offer a Lua Debugger application (SLED). To use SLED, see Debugging Lua Script using SLED. The Editors The HDK provides two editors, an Object Editor and a Scene Editor. Object Editor You use the Object Editor to manage and modify objects that have been authored, validated and successfully exported from the HDK authoring tool (Home Maya). You can also use it to create object types not exported from Maya. Objects that you can compile without using Maya include non-furniture, non-clothing objects such as 2D and 3D interactive content (such as arcade games, mini-games, entities). In most cases you use the Object Editor to work on an existing object, editing and or adding additional components, resources, localization and metadata. You also use it to specify the age restrictions for different regions, in the content metadata. The Object Editor offers an Export option for packaging objects, post-validation. You can package all assets together in a single zip file, which you can then upload via the Content Delivery System (CDS). For more information about using the Object Editor, see Object Editor. Scene Editor The Scene Editor takes the scene created in Maya, post-validation, and lets you add assets and place them in the scene as objects, triggers and scripts. For example, you can add ambient sound to the scene, an arcade game, a trigger to move a visitor elsewhere, collision details, and seating. You also use it to specify the age restrictions for different regions, in the content metadata. The Scene Editor also offers a sophisticated viewer, taking all the elements created and opening them on the PlayStation®3 development kit or test kit so that you can view your work. The Scene Editor offers an Export option for packaging scenes, post-validation. You can package all assets together in a single zip file, which you can then upload via the CDS. For more information about using the Scene Editor, see Scene Editor. Screens Overview Screens are essentially 2D planes or 3D surfaces onto which you can stream images, video and other content. This content can be sourced from the PlayStation®3’ s local hard drive or from a server accessed over the internet. Home Screen Markup Language (HSML) Home Screen Markup Language (HSML) is an XML format for arranging images, video, audio, text, and colored boxes on a single screen. The "HSML" screen type can support only one HSML file at a time, but you can change it at any time using Lua script. HSML is particularly useful for displaying content such as leaderboards or other web content, because the markup can be dynamically generated by a server and frequently refreshed. Media RSS The PS Home client supports a subset of Yahoo’s Media RSS specification. Media RSS can be used to create a playlist of images, audio and video. As with an "HSML" screen type, only one Media RSS file is supported per screen at any one time, but this can be changed at any time using Lua script. Feeds can also be dynamically generated by a server and retrieved by the client. Video The "VIDEO" screen type can display only video. As with an "IMAGES" screen type, it can display a single video, or a sequence of videos. When the sequence of videos completes, it will begin again from the start, looping continuously. Images The "IMAGES" screen type can display only images. This screen type can display a single image or a slideshow of images, displaying each image for five seconds with a cross dissolve transition between images. When the slideshow completes, it will begin again from the start, looping continuously. Additional screen types are supported within PlayStation®Home, see Screen Types. Character Components and Furniture Creation Character components are associated with characters, and scene components (such as furniture items and picture frames) are associated with scenes. This means that furniture and other scene components operate mainly in relation to scenes, and cannot go from one scene to another in the way that character components do. Character Components Character components can be equipped by the user to be worn by or to adorn characters. Because they are attached to the avatar, character components can move between different scenes. Character components occupy certain slots on the character rig. The components must fit seamlessly onto the character, so the vertices of a component must match those of the adjacent components. The components must also integrate well with the movements the character is capable of, which means that the geometry must conform to the skeleton in all potential poses. You can create character components using the shelf of tools provided and templates within Maya. You can then validate, preview and export the character components. The files exported from Maya can then be packaged and submitted for Quality Assurance (QA). You can combine character components in two ways: as clothing collections or composites: • Clothing collections are a combination of character components that have been grouped so that users can easily choose to wear all of the clothing collection’s components at once. The pieces that make up a clothing collection are still individual components. • With composites, you fuse two or more components together to make one new component. For example, you could combine the legs and feet components to make a ’ legs+feet’ combination component so that you can create a pair of jeans tucked into some high boots. The legs+feet combination will appear as one item in the wardrobe. You cannot select just the boots, or just the jeans, you must select both together. You can also combine all the components together and make a Fu11BodySuit. A FullBodySuit is a composite component that covers the user entirely, from hair to feet. Users cannot swap in individual components while wearing a FuI IBodySuit. FuI IBodySuits can also have custom animations, and custom walking animation. For more information on character components, see Character Components. Furniture Items Furniture items and other scene components, such as sofas, picture frames, sculptures, are decorations for a scene. You can create furniture items in Maya and then package them in the Object Editor. The created components are available to users in their personal spaces, and clubhouses if they own them. To developers, furniture items are available only for public spaces as Embedded objects. Unlike character components, furniture cannot move between different scenes. In addition to geometry, furniture items can be targeted and have collision. They can also have special attributes that allow interaction of a specific type, such as seat locators so that avatars can sit on the furniture, picture frames, and lights that can be turned on and off. For more information on furniture items, see Furniture and Decorations. Game Launching and Home Rewards Game Launching The Game System is a session management system that primarily passes information about the session to the target application. The Game Launching System allows users in PS Home to form groups and launch into a PlayStation®3 title together. When Game Launch objects are published in the live environment, they are available to any user who has the title on the PIayStation®3 (either installed, or inserted into the system on a disc). The user does not have to purchase the object or acquire the object. Game Launching requires development steps to support your title, but adds a new community element for your title when it is comp Ieted. For more information about Game Launching, see Game Launch Objects. Home Rewards The Home Reward System allows developers to reward users by offering them special PS Home objects when they have accomplished a specific task or goal. You can grant rewards for tasks completed in an external title, or in PS Home. The Home Reward System maintains a list of reward ‘tickets’ . The awarded tickets are converted into Home objects that are added to the user’ s inventory. A Home reward can be any object that can be published in the live environment, such as furniture, scene entitlements, clothing, and Companion objects. For more information on Home rewards, see PS Home Rewards. Profiling Overview Use the Resource Profiling tools to: • Make sure that objects and scenes conform to the technical requirements and function appropriately in PS Home. • Validate and profile content against parameters and constraints. For more information on the tools available for profiling scenes and objects, see Profiling in the Client. When profiling, see Testing, Validating and Submitting Content to ensure that your content meets Home’s requirements Installing the HDK This section outlines the system requirements for installing the HDK, tools you need or can use with the HDK, and how to run installer. System Requirements • Microsoft® Windows® 7 (64-bit edition) or Microsoft® Windows® XP (32-bit edition) with Service Pack 3 •2.0 GHz CPU (SSE3 instruction set support required if using Autodesk® Maya) • 2 GB RAM • NVIDIA® GeForce® 6 series GPU or better* • Up to 2 GB free hard drive space (required for full installation) • SN Target Manager 420.2.9.0 • Python 2. 6. 6 L? • Microsoft DirectX End-User Runtimes (August 2007) • Microsoft .NET Framework 4.0 Ilf' a Microsoft .NET Framework 4.5 is installed with Windows 8. It should work with the HDK tools, but it has not been tested. To avoid problems, keep to .NET 4.0 • Microsoft Visual C++ 2005 Service Pack 1 Redistributable Package MFC Security Update (32-bit) Li • (Windows® 7 only) Microsoft Visual C++ 2005 Service Pack 1 Redistributable Package MFC Security Update (64-bit) & • Microsoft Visual C++ 2008 Service Pack 1 Redistributable Package ATL Security Update (32-bit) Li • (Windows® 7 only) Microsoft Visual C++ 2008 Service Pack 1 Redistributable Package ATL Security Update (64-bit) & • Microsoft Visual C++ 2010 SP1 Redistributable Package (32-bit) tL? • (Windows® 7 only) Microsoft Visual C++ 2010 SP1 Redistributable Package (64-bit) I— • OpenGL 2. 0 (or higher) • PS3 Reference tools or Debugging stations running system software version 4.10 or later: • DECR-1000 • DECR-1000A • DECR-1400J • DECR-1400A • DECHA00J • DECHAOOA • DECHJOOJ • DECHJOOA • DECH-2000A • DECH-2000J • DECH-2000HR *The HDK is developed and tested with NVIDIA® GeForce® GPUs only: it is therefore not guaranteed that other graphics hardware will produce exactly the same results in development. Tools Audio Tool You need https://home.scedev.net/projects/scream_toolsPS3 SCREAM Tool 5. 2 i to make soundbank files that are compatible with the PS Home client. Separate versions are available for 64-bit and 32-bit Windows® editions Art and Effects Tools Autodesk® Maya® You must have installed one of the following versions of Maya: • Maya® 2013 • Maya® 2012 • Maya® 2010 Maya® System Requirements HDK Installation Before You Start Before you install a new version of the HDK, do the following: • Make sure that Maya is not running, otherwise the HDK may not install correctly. • Disband any clubs created in previous versions, then recreate them in the new version of the HDK. To disband an existing home club: 1. In the client in which you created the club, disband all the clubs that you are tied to so that there is no club data left on your PSN account. For more information on disbanding an existing club, see Disbanding a Home Club. 2. Uninstall the Developer Package as normal, removing all save and game data, and clearing the cache in the Debug menu on the XMB™. 3. Install the new client (package or HDK), and load it as normal, with your desired CSO to your CDEV sandbox. 4. When in the default apartment, add the scene entitlement object for the clubhouse you want to test into your test inventory. 5. Create a new club as normal, and change the clubhouse to the created clubhouse. 6. Select Go to Clubhouse in the club menu for your club. You should be able to enter the clubhouse as normal and not get the C—991 server error. i Things to note: • Some tools, such as SLED v 4.1.2. 0 (which installs with the HDK), may prompt you to install updates to more recent releases. Note that the HDK supports only the version packaged with the HDK or listed in the Installation Guide. If you update the software for these tools to a version other than the version provided or specified, the HDK may not work as expected and content created may not pass Quality Assurance (QA). • The HDK is developed and tested using the English version of software. For example, the Maya tools are created and tested using the English versions of Maya. Other language versions of the software are not tested, not supported, and may not install properly or work with the HDK. • You may require local technical support to connect your PIayStation®3 Development or Test Kit to your computer in order to preview your work. • You may require the assistance of local technical support if you do not have administrator privileges on your computer. Installation Files HDK 1.75 has three installation files: Installer Description HDK-1.75.exe The main installation file for the HDK. It includes all the files required to develop, export, edit and preview PS Home content. HDK_DistributedLighting-1.75.exe This installer contains additional files to enable the distributed processing of lighting calculations during content export. This can greatly improve export times. The Distributed light processing system includes Imogen, which requires the Java Runtime Environment (JRE). Imogen may not be compatible with the latest version of the JRE. If you experience problems when running Imogen, please downgrade your JRE version to one that is specified in the Imogen documentation. HDK_DeveloperClient-1.75.exe This is a standalone installation package for the PS Home Developer client that runs independently of the HDK. You need it to test content that uses Game Launching features and it is useful when previewing content that has been uploaded to a developer sandbox. Running the HDK Installer When updating your version of the HDK on a Test Kit, data from previous versions might cause issues. For example, if you have created a character component and you update your HDK you may receive "File not found" error messages when running the latest .self file. In this case, delete the Home Install data, Home Game data and Home Save data from the relevant areas on the XMB™. To instalI the HDK: 1. Run the HDK-. exe installer. 2. On the Welcome to the HomeHDK Setup Wizard screen, click Next to continue the installation: 3. On the License Agreement screen, read the agreement, accept it and click Next: If you do not accept the agreement, the installation will stop. 4. On the Select Destination Location screen, either keep the default installation location, or select a different installation folder: By default the installer copies all files to c : \HDK already exists: 5. Click Yes to proceed, then click Next to continue the installation. The directory is not completely erased when you uninstall. Any files created in the previous version, such as scene fi les, are kept. 6. On the Select Components screen, select which components you want to install: The default selection installs all the components listed. As you select and de-select components, the total disk space requirement changes at the bottom of the page. i Please note: • Only deselect components if you are certain that they are already installed. Unchecking components may result in the HDK not functioning correctly. If you are unsure, check with your local technical support. 7. By default, the installer creates a start menu called HomeHDK. If you want to rename the menu, overtype it with the name you want, then click Next: 8. On the Ready to Install screen, review your installation selections. If you want to change any of the options, click Back to return to previous screens and make your changes, otherwise click Install: 9. Wait while the installation takes place and the appropriate files are copied to your system: 10. On the Completing the HomeHDK Setup Wizard screen, select RunHdkDiagnostics.exe if you want to check that you have all the necessary components installed on your computer: 11. Click Finish If you chose to run the HDK diagnostics, the Home Diagnostics screen is displayed. This screen shows which components the HDK uses are already installed and which ones, if any, are missing. For more information on the Home Diagnostics tool, see Validating the InstalI at ion. Localization Migration Wizard If you have objects that you created using HDK 1.2.3 or earlier, run the Localization Migration Wizard immediately after installing the latest HDK (if it has not been run already). The wizard creates the master localization file for all your existing objects - for more information, see Object Editor. Validating the Installation If you check the RunHdkDiagnostics.exe box during installation, the HDK Diagnostics Tool launches automatically when the HDK and components are installed. The Home Diagnostics dialog indicates the status of the installation: • A green check indicates a successful installation. • A red cross indicates that an application is missing. i^| You do not need more than one version of a 3D Graphics application or DCC Tool installed. If any Windows Components or Miscellaneous items are missing, click the Download link to open your default browser at the necessary web page and then follow the on-screen instructions. When everything you need is installed, you can close the HDK Diagnostics Tool. Content Folders For Japanese Live Page HDK Content Folders The HDK deals with a variety of content (such as textures, models, scenes and object files). By default the HDK places all its content files within the same directory it was installed, under the following sub folders: • artsource • build • intermediate Creating Content Folders We recommend that rather than using this default content folder you create a separate content folder for each Home project you are currently working on. For a guide on how to create a new content folder and switch the HDK to use it see the Creating Content Folders page. Upgrading Content Folders Once a content folder has been created it is set to work with your current version of the HDK. If you install a newer version of the HDK you will have to upgrade the content folder to work with this new version. For instructions on how to change the version of the HDK which a content folder works with see the Upgrading Content Folders page. Switching Content Folders If you are working on multiple projects at the same time you may wish to switch between using different content folders. For a step by step tutorial on how to switch the content folder which the HDK tools use see the Switching Content Folders page. If you use a network drive as a content folder, it may cause errors in the tools when trying to load content. Use a local drive. Creating Content Folders For Japanese Live Page HSrfl) 0*HJK^- vf£z. % b r =i > V ? * (DfMJt j When starting a new Home project it is recommended that you create a new content folder to place all the project’s content files. New content folders can be created using the Configuration Manager tool. This tool is installed with the HDK and can be found within the HDK’s entry in the Start menu. To create a new content folder: 1. In the Configuration Manager, click the Create Content Folder button. 2. Enter the path to the new content folder you wish to create. Or use the ... button to browse for the folder. Once you have entered the path click the Next button. 3 The Options button allows direct control over which core HDK files are added to your new project. By default all of the core files are copied. This button is an advanced feature which can be ignored in most cases. 3. The new content folder will now be created. A progress bar will appear showing the progress of the creation process. 4. Once the new content folder is ready a dialog will be shown confirming that the HDK is now using your new content folder. Click OK to close the dialog. You can now start using your new content folder. Switching Content Folders For Japanese Live Page v * j\y ?f- > V v U- Kj When installing a new version of the HDK, you may encounter difficulties working with existing content folders. This is because each content folder contains core HDK files such as the HomeDeveloper.self and bar files, which are unique to each HDK release. To solve these problems you can upgrade an existing content folder to work with your new version of the HDK. This can be done using the Configuration Manager. To upgrade a content folder: 1. In the Configuration Manager, click the Upgrade Content Folder button. f Configuration Manager = i I e Utilities Help Current Content Folder: C:/HDK17D ALPHA Switch Content :. ! Upgrade Content Create Content Folder Folder - .' Folder Upgrade Content Folder Upgrade an existing content f older to work with HDK 1 70 066.ALPHA and set it as the current content folder which the HDK should use. Install Path: C:/HDK17C] ALPHA 2. Enter the path to the content folder you wish to upgrade. Or use the button to browse for the folder. Alternatively you can use the drop-down box to select a content folder which you have used previously. Once you have entered or selected the path click Next. Upgrading Content Folder Select the path of the content folder to upgrade: C:/My Project Options Next 3 The Options button allows direct control over which core HDK files are upgraded. By default all of the core files are upgraded. This button is an advanced feature which can be ignored in most cases. 3. The content folder will be scanned for customizations which you have made, such as edits to your HubStartup script. If any customizations are found you will be asked whether you wish to back them up before proceeding with the upgrade. These customizations will be lost as part of the upgrade so it is important that you backup any changes you wish to keep. 4. If you select Yes you will be presented with the following dialog. Enter the directory where you would like to place your backup and then check the customized files which you wish to backup. Click Backup to begin backing up your files, or Cancel to abort the backup and continue with the upgrade process. 5. Once the backup is complete or if you skipped the backup, the upgrade of the content folder will begin. A progress bar will appear showing the progress of the upgrade process. 6. Once the content folder has been fully upgraded, a dialog will be shown confirming that the HDK is now using your newly upgraded content folder. If there were any problems upgrading the files a summary of the skipped files and why they failed will be displayed. These skipped files may cause issues if ignored so you should address the errors and re-attempt the upgrade. If all the files did upgrade successfully click OK to close the dialog. You can now start using your upgraded content folder. Project Path Changed -■ Project path successfully changed to: C:/MyPraject Copied 543 of 544 files C:/MyProject..'‘build/COREDATA.BAR: Be was read-only Installing the Home Developer Package You can download the Home Developer package (.pkg) file from https://home.scedev.net/projects/hdk. If you are reverting your version of the HDK package (for instance, returning to the 1.66 package after trying out the 1.70 alpha package), you may need to first delete the ’Home Developer’ package from the XMB™ Game column, before installing the older version. (As the newer version may have created files that the old version does not understand and which may cause crashes on startup). In rare cases when upgrading, you may also need to delete your PS Home game data and saved data from the XMB™ to avoid conflicts with old data. To install the Home Developer package, you can either use the Target Manager, or install files from a USB memory stick. Installing Package Files Using Target Manager To install package (.pkg) files using Target Manager: 1. Copy the .pkg file, (for example, Home. DeveloperBuild_1. 75. pkg) to your File Server Directory. 2. Open Target Manager and connect to your PlayStation®3 target. 3. Right-click the target and set the file server directory to locate the package on your PC. Refer to the Target Manager documentation for details on setting your file server directory. 4. Restart your development kit or test kit in System Software mode. 5. From the XMB™, select Game > Install Package Files and install the required package from the list. Installing Packages Files using a USB Memory Stick To install package (.pkg) files via a USB memory stick: 1. Copy the .pkg file to a USB memory stick and insert the memory stick into the USB port of your PlayStation®3 kit. 2. Restart your kit in System Software mode. 3. From the XMB™, select Game > Install Package Files and install the required package from the list. You can now run the installed package from the XMB™ Game menu. The name of the installed title is PI ayStation®Home Developer. Configuring the Network The HDK includes content creation tools that run on a PC and a special version of PS Home (the Home client) that runs on the PlayStation®3 target. For the Home client to connect to the Home servers (which channel communications and provide downloadable content), PS Home must be able to connect to the PSN/NP (PIayStation®Network) servers, using specific IP addresses, TCP and UDP ports. Connecting the Home client to PSN The Home client can connect to the PSN/NP (PIayStation®Network) servers using these IP addresses, TCP and UDP ports: IP addresses: • 199.108.4.0/24 • 199.108.5.0/24 • 198.107.156.0/22 • 203.105.76.0/22 • 210. 175. 169. 130/32 • 198.107.128.0/22 Ports: • TCP: 80, 443, 3478, 3479, 3480, 5223, 8080 • UDP: 3478, 3479 These IP addresses and port numbers are subject to change. Always check the latest information. If you are a registered PIayStation®3 developer, you can obtain a list of the latest IP addresses, TCP and UDP ports at https://ps3.scedev.net/technotes/view/406. Alternatively, obtain them from your Regional SCE. In addition, make sure that your firewall rules comply to the specifications outlined in the PSN tech notes. For voice communications to work in PS Home, the client must be able to send to any address on UDP port 3658. For added reliability, if possible, the kit should also be able to receive from any address on UDP port 3658 or at least be able to receive from addresses that it has sent to on that port. Contact your network administrator if you require assistance in setting up your firewall to enable these ports. The following error message is displayed when a firewall is blocking access to these ports: D5028 the connection to the server was lost See Error Codes. Network Connection Troubleshooting • You cannot access a SP-INT environment with an NP account, or vice versa. If you do, you get a C—995 network connection error. • There is a regional FAQ to help you make sure your kit is set up to connect to the PSN correctly. • If you need to clear cached data: 1. Delete any Game and Save data and any ’Home (non-executable)’ items from your games list. 2. Select Settings > Debug Settings > Format System Cache. If you still have issues, you can get support from your regional SCE. Launching the Tools When the HDK and components are installed, you can launch the Home tools. To launch the tools: 1. Select Start > All Programs > Home Development Kit. 2. Select the tool you want to launch: • Select Launch Home Maya to open the Home Art Tools version of Maya. You use Home Maya to create environments, animated models, clothing and furniture items for PS Home. You validate and export a .mdl files. For more information, see Introduction to Maya. • Select Object Editor to open the Object Editor. Objects generated by Maya are completed in the Object Editor. Using the editor you can specify additional resources and components, and details such as descriptions and localization. You can also use the Object Editor to create new objects without exporting anything from Maya. When you have packaged an object in the Object Editor, you can submit it for testing and Quality Assurance (QA). • Select Scene Editor to open the Scene Editor. You can complete the scene file produced in Maya by loading and placing assets in the scene using the editor (see Scene Editor, Lua Scripting and Introduction to Audio). When you have packaged a scene in the Scene Editor, you can submit it for testing and QA. The HDK includes other tools that are useful for developing content for PS Home, such as: • The ATG Particle Effects Tool. • The SCE Lua Editor and Debugger (SLED) Debugger. You can also download the audio tool (PlayStation®3 SCREAM Tool) from https://home.scedev.net/projects/scream_tools. The Home Client The HDK is a collection of tools used to create content for PS Home, and the runtime application required to preview the content on a PIayStation®3 target. The runtime application is supplied in the following ways: • The HomeDeveloper.self. This file is installed with the main HDK. It is a modified build of a release version of the Home client which can be used to test the content that you have generated in your PC’s hard drive. It can be launched from Target Manager, Scene Editor, Object Editor, or Maya. • The Home Developer Package. This is an installable package for your PlayStation®3 target. You must install this for the HomeDeveloper.self to run correctly. It is a modified build of a release version of the Home client which can be used to test the content that you have uploaded to a content server. It can only be launched from the XMB. Ensure you have carefully followed the instructions on Installing the HDK. Two of the most important things to check are: • Make sure you have installed the Home Developer Package on your PlayStation®3 target. Without this, the Home client does not run correctly. • Make sure your PIayStation®3 target is flashed to the correct revision. For more information on connecting the Home client to the PSN/NP (PlayStation®Network) servers, see Configuring the Network. Launching the Home Developer SELF The Home runtime executable resides in the following directory: \build\HomeDeveloper.self You can run PS Home in a number of ways: • From Maya via the Scene or Model Viewer. • From the Scene Editor via the Launch Home option. • From the Target Manager. If you launch PS Home from the Target Manager, make sure that the following boxes are checked when you select Load & Run Executable- -: • Set file server directory (app_home/) • Use ELF directory • Set home directory C/) • Use ELF directory • Reset target • Clear TTY streams You can use the following command line parameters to change the way the executable boots. Note that all command line options are case sensitive and are prefixed by 2 dashes. Option Description — hdkbrowser Launch in browser mode. This mode allows you to view . mdl (model), .efx (particle effect) and .atmos (atmosphere) files from the file serving root directory hierarchy. The HDK Browser allows models, particles and atmos files to be previewed. Its operation is very similar to the Character Viewer. Navigate the menu using the directional buttons and the cross/circle buttons. You can select the following main menu items: • CameraMode: Changes the camera control mechanism. • SlowFly/Fly/FastFly : These are ’free’ camera modes of varying sensitivity levels that use the standard debug camera controls (left stick = adjust position, right stick = adjust rotation, R1/R2 = adjust height). • Lock To Model: Fixes the ’ look at’ position of the camera at the model and allows you to adjust the position/rotation of the camera using the left and right sticks, respectively. • Grid: Enables/disables the grid on the X/Z plane. • Model: Allows you to load a model by browsing your Build directory for a .mdl file. • Particle Effect: Allows a particle effect to be loaded by browsing your Build directory for an .efx file. • Atmosphere: Allows an atmosphere to be loaded by browsing your Build directory for an .atmos file. — characterviewer Launch in character viewer mode. This mode allows you to load character components to view, with several options you can set. For example, you can view the character components while the character is animated using the Animation Viewer menu and selecting a Body Animation (confirm by pressing the X button), or the different LODs by choosing the level in your options. Use the [START] button on the pad to cycle from Character Viewer to other view options. — game Launch an arcade game in full-screen mode. The object ID is the unique identifier assigned to a newly created arcade game in the Object Editor. The ID takes the following format: xxxxxxxx-xxxxxxxx-xxxxxxxx-xxxxxxxx — mapregion @ This option has been replaced with the Options > Change Account Region functionality on the Home self launch menu. See Additional Developer Options. — object Launch in Object Memory Profiler mode. The supplied object ID must be that of a furniture item or character component. The specified object is displayed, along with statistics about MAIN, HOST and VRAM usage. To view character components on a rig, type in this command followed by another, i.e. : --object --context clothing --rig 00000000-00000000-00000010-00000001 — scene Launch a scene in offline mode. scene_file is the relative path to the .scene file from \ build. For examp 1 e, environments/myscene/myscene.scene Viewing a scene offline is useful for previewing graphics but you cannot interact with other avatars via the server. Also note that certain Lua API functions do not work in offline mode. — sceneId Launch a scene in online mode. To launch in online mode you must sign into PSN. This option is useful for running your scene on multiple targets to develop and debug a networked mini-game, because the Scene Editor can launch a scene only on a single target. You must run a scene in online mode to work with Game Launching and Home Rewards, or to use any of the networking Lua APIs. The scene must be one that is listed in the local scene list, found here: \build\environments\LocalSceneList.xml Each entry in the XML is of the form: . In this case, set SCENE_NAME to myscene. See also LocalSceneList. xml. — luadebugger — luaprotocol — luaport Allow the HDK Lua debugger SLED to connect to the runtime. build_folder is the absolute path to the HDK’s build directory, i.e. \build. Set the protocol and port values based on what is entered in the target properties panel in SLED. LocalSceneList.xml This file by default contains the Object Profiler, Basic Apartment, and ThumbnaiI room spaces. To add a scene to the list, you must first launch the scene in online mode from the Scene Editor. The scene is then automatically added to the LocalSceneList. file. $ To launch in online mode, you must sign into PSN. Additional Developer Options When PS Home launches, PS Home offers several launch options: 0 PlayStation® Home Developers' Menu -> Co online Offline Options +: Select X: Confirm • Go online: Launches PS Home in online mode. To test your content in online mode you must download the hubstartup.txt file from your sandbox on the Content Delivery System (CDS). For more information, see Testing Online Content. • offline: Launches PS Home offline. It uses your / build folder for content. • Options: Allows you to change the account region of PS Home when you launch online. For example: 0 PlayStation® Home Developers' Menu Choose Region en-GB > +: Select X: Confirm 0: Back Testing Content in Online Mode When you have published content to your developer sandbox using the Content Delivery System (CDS), you can view it using the Home Developer PKG, or by launching the .self. You must have the Home Developer PKG installed on your PlayStat ion®3 system using the Install Package Files option on the XMB™. You can also launch scenes online through the Scene Editor. See Launching a Scene in PS Home. Downloading hubstartup.txt from CDS An example hubstartup.txt is included with the HDK. This file contains a number of commands that affect how PS Home runs. To test content in online mode, the hubstartup.txt file must also include the contentServerOverride console command, so that PS Home can connect to a sandbox. The command takes as an argument a URL to the CDS environment. The URL is unique for each sandbox. You can find the URL in the hubstartup.txt file that you can download from CDS. There are several ways of entering the contentServerOverride command, as described in Launching PS Home in Online Mode below. To download the hubstart.txt file: 1. Upload the content that you want to test to your sandbox on CDS. 2. In CDS, select My Details > Download hubstartup.txt. For more information on using the hubstartup.txt file, see The Debug Console and Reference Tool Dip Switches. Launching PS Home in Online Mode To launch in online mode, you must sign into the PlayStation®Network (PSN). You can launch PS Home: • From the Target Manager, by editing or replacing the hubstartup.txt file in your ; or • From the XMB™ by downloading the hubstartup.txt file onto a USB stick. 3 To avoid confusion in the following procedures, the hubstartup.txt file that you download from CDS is shown in blue, and the original hubstartup.txt that is located in your \buiid\Scripts folder is shown in brown. Launching from Target Manager To launch from Target Manager, you must either update the hubstartup.txt file that is located in your \build\Scripts folder, or replace it with the the hubstartup.txt file that you download from CDS. This procedure describes how to update the hubstartup.txt file. © We recommend that you take a copy of the original hubstartup.txt file, rather than updating or replacing the original. To launch from Target Manager: 1. Go to \build\Scripts and copy the original hubstartup.txt file somewhere safe and easily remembered. © We recommend that you create a subfolder under \Scripts and put the file there. For example, \build\Script s\OriginalHub. 2. In the \build\Scripts folder, open the original hubstartup.txt file. It should look similar to this: 3. Change the arguments for the following commands, as follows: Command Original Argument Change To Effect useOfflineContent 1 0 Setting the value to 0 tells PS Home to use online content. enableSceneDownloads 0 1 Setting the value to 1 tells PS Home to download scenes from an online source. If you are testing the profanity filter, the argument for useOfflineContent must be set to 0. 4. Open the the hubstartup.txt file that you downloaded from CDS, and copy the contentServerOverride command, including the sandbox URL, into hubstartup.txt. The file content should now look like this: 5. Launch the HomeDeveloper. self from Target Manager, and select Go Online. Launching from a USB 1. Download the hubstartup.txt from CDS and put it on a USB memory stick. 2. Insert the memory stick into the PIayStation®3. 3. Launch PS Home from the XMB™ and select Go Online. Testing French Canadian Content PS Home uses fr-FR for fr-CA localization. This means that when a Canadian user selects French as their language, the live client uses the French localization provided for France. The live client does this automatically, but the HDK developer client does not. To test French Canadian content: 1. Localize the content in en-US and fr-FR. 2. Pub Iish to the CDS. 3. Create a Canadian PSN account with the language set to French. 4. Log on to the PS Home developer client online and change the region to Canada. 5. The French version of your test is displayed. Reference Tool Dip Switches You can modify the behavior of the client by switching the development kit dip switches on or off. If your development hardware does not feature dip switches, such as a Debugging Station or Reference Tool DECR-1400, all Dip switches are disabled by default. The two dip switches used for development and testing are: • Dip Switch 0 • On Switches to development mode. Press the right analogue stick to camera vertically and R2 to lower right analogue stick controls the Press SELECT to access the Debug enter a free flight mode. When in flight mode, press R1 to raise the it. The left analogue stick strafes the camera in the XZ plane. The orientation of the camera. Console (see Setting Dip Switches). • Off • Switches to release mode. • Press the right analogue stick to enter an 'over-the-shoulder’ third person camera mode. • Press SELECT to access the PS Home Safe Screen. • Dip Switch 3 • On • When the runtime boots, the save data for PS Home is cleared. This is useful if you want to reset your avatar back to a default state. • Off Loads cached save data when booting the runtime. Keep all other switches in the Off state. Setting Dip Switches When you run the Home executable on a test kit, you do not have access to the dip switches that you have on a Reference Tool. By default, the state of all switches (0 to 7) is Off. However, you can simulate setting them using the following Debug Console command: r SetDipSwitch L Where value can be: • i: Override the physical switch (if present), setting it to on. • o: Override the physical switch (if present), setting it to off. • Anything else: Do not override the physical switch (if present). To force setting switch 0 to On and 3 to Off, add the following commands to the end of hubstartup.txt: SetDipSwitch 0 1 SetDipSwitch 3 0 For more information on the Debug Console and the hubstartup.txt file, see The Debug Console and Testing Content in Online Mode. The DEV DEBUG Menu The DEV DEBUG menu is part of the Home Safe Screen on the SELECT button. You can access the DEV DEBUG menu only when in release mode. To activate the menu: 1. Press SELECT on the connected controller. 2. Select ***DEV DEBUG*** from the PS Home Safe Screen. The DEV DEBUG menu provides a number of options for checking and testing your content: The following table describes each menu option: Menu Option Description Open Console Opens the Debug Console for you to enter commands that affect the Home client. Clear Inventory Removes all furniture and clothing objects that have been added to your inventory. This is useful when you need to repeatedly test the rewarding of an item. Scene List (This Country) Displays all the scenes in the scene list that are available to your current Home account region. Apartment List Lists all the personal spaces from your \build directory. Select a space to relocate to that personal space. Object Catalogue Browser Displays a hierarchical browser of all Home objects available to the client. You can choose to browse: • Al1 objects. • Only objects in the active object catalogue. • Only objects in the user inventory. To add an object from the Object Catalogue Browser to your inventory, press the ACCEPT button. Character components can be added and then automatically applied by pressing the SGUARE button. GA Profiler Opens the QA Profiler. Selecting this option is equivalent to entering Prof ileGui.Enable 1 in the Debug Conso 1 e. Batch Validator Opens up the Batch Validator for profiling and validating multiple objects at one time. The Debug Console You use the Debug Console to issue commands to perform certain tasks or to affect the way PS Home runs. To enter commands when the console is active, you need to connect a USB keyboard to your PlayStation®3 target. You access the console either through the DEV DEBUG menu, or by pressing SELECT, depending on whether you are running PS Home in development mode or release mode. When activated, the Debug Console displays certain information about the scene: The following table describes the data displayed on the Debug Console screen: Data Description version The current HDK version. cam The camera position coordinates. lua The combined frame rate (ms) of all active Lua scripts in the scene. ms The current frame rate, in milliseconds (ms). fps The current frame rate, in frames per second (fps). Lobby Population The number of people in the scene. Mesh Count The number has no significance. Ignore it. To get an accurate mesh count for your scene, use the ProfileGui. Memstats panel. Visible Meshes The number of visible meshes visible to the user. This value is more useful to QA, who populate a space with 60 users. Scene Stats The MAIN, HOST, and VRAM resources consumed. When the Debug Console is active, certain keys have a special function: Key Special Function TAB Command completion. If you partially enter a command and press the TAB key, the command will either complete or if there is any ambiguity, you will be presented with all the commands that match the currently input string. If nothing is entered at the command prompt, all available commands are listed. Page Up/Down Scrol1 console by 1ine. SHIFT + Page Up/Down Scrol1 console by page. CTRL + Home Go to first line in the console history. CTRL + End Go to last line in the console history. For a comprehensive list of Debug Console commands, see Debug Console Command Reference. Executing Console Commands using Target Manager You can also execute Debug Console commands using a Target Manager TTY channel to send commands from the PC connected to the PlayStation®3 target running the Home client. Use the TTY channel USER 9. Make sure that USER 9 echoes your input to the screen so that you can see the commands as you type them. To make the commands visible in Target Manager: 1. In the Targets panel, select the PIayStation®3 target you are using. 2. Expand the item list below the target and select TTY. 3. In the TTY panel, select the USER 9 tab. 4. Right click and select Properties from the pop-up menu displayed. 5. Make sure that Echo TTY input to screen is selected and click OK. You can now enter commands directly into the USER 9 tab, as shown below: Pressing the TAB key to invoke the auto-complete function does not work when you use Target Manager to issue commands. Executing Console Commands at Boot Time When PS Home boots, it loads a text file: \build\scripts\hubstartup.txt. This file issues commands that affect how PS Home runs. If there is a command that needs to run every time you run PS Home, consider adding it to your hubstartup.txt file. An example hubstartup.txt is included with the HDK. It contains the following commands: It calls the following Lua scripts using the console command lcb • ArcadePause.lua: Press FI to pause or resume the currently active arcade game. • ResetGame.lua: Press F2 to reset the currently active arcade or mini-game. This action destroys the game, reloads the game’s scripts, then restarts the game. • Screenshot. lua: Press F4 to save a .png image of the screen to your \build directory. It also calls the following console commands: • useOfflineContent i: This command disables downloading of various content (such as the inventory) from the server and defaults to using content in the build folder instead • enableSceneDownloads o: This command disables downloading of online scenes and defaults to loading scenes on the hard disk instead • objcat enableCatEntryScarb This command scans the \build\objects folder for objects to add to the inventory. The hubstartup.txt file provides these commands to facilitate development and testing of content. However, you can edit the hubstartup.txt file as you like. For more information on updating your hubstartup.txt file for testing content online, see Testing Online Content. Executing Console Commands through the Scene Editor The Scene Editor has a Scripting window that enables you to run HDK API scripts. You can also use it to enter console commands: Before you can enter console commands, you must first connect the Scene Editor to a target. For information on connecting to Target Manager, see Launching a Scene in PS Home. Taking Screenshots You can take screenshots of the Home client in the following ways: • Press the F4 key on your keyboard. • Use a Debug Console command. • Use the VRAM Viewer in Target Manager. Taking Screenshots using the Debug Console To take screenshots of PS Home using the Debug Console, you use the shot command. If you issue the command with no parameters, by default the screenshot is saved back to the file serving directory on the host PC. It is saved in .png format at the same resolution as PS Home’s display buffer. The default filename takes the format shotXX. png (where XX is a unique number that increments for each new screenshot). You can specify a custom filename with a , png, . tga or .jpg extension. The screenshot is then be saved using the corresponding encoder. When running the Home Developer PKG, screenshots are saved onto your development hardware’s hard drive by default. You may find it more convenient to save the file to an external USB storage device. To do this, enter the following command: r-1 shot usb:.png I___-_-___i Hiding the Debug Console When you take a screenshot, you may not want the Debug Console to be visible. • To exclude the Debug Console from the screenshot, enter the command: consoleNumLines 0 This command hides the console but does not deactivate it, so you can still issue the shot command. • To redisplay the console, issue the command: consoleNumLines 10 You can vary the number of lines but note that you can view a maximum of about 55 console lines. Flight Mode You can also switch the camera into flight mode. For more information, see Reference Tool Dip Switches. Taking Screenshots via Target Manager Target Manager has a built-in feature called VRAM Viewer that you can use to take screenshots from connected targets. For this to work correctly, you must set the capture settings for VRAM Viewer correctly. To set the capture settings for VRAM Viewer: 1. In Target Manager, expand the target connected to a running instance of the Home client. 2. Select the VRAM Viewer. 3. Enter the following values: Field Value Address OxcOOIOOOO. This field is in the Capture Settings panel. Capture Size 1280: 720. Pitch 1280. Format X8R8G8B8. 4. Click Capture to take the screenshot. Target Manager displays the screenshot as follows: Troubleshooting the VRAM Viewer If you have problems taking screenshots with the VRAM Viewer, try one of the following: Click to reset the capture settings, then take the screenshot. Download and install the latest version of Target Manager. Debug Console Command Reference The following table lists useful commands that you can enter into the Debug Console: Command Valid ParameteKs) Default Description Value(s) atgParticlesReloadEf fects N/A N/A Reloads all active particle effects (. efx files) from disk. This is very useful for allowing a quick turnaround between authoring in the ATG Particle Effects Tool and visualization in-game. atgParticlesRenderEnable false, 0, off, true, 1, on true Disable/enable rendering of all particle systems. atgParticlesUpdateEnable false, 0, off, true, 1, on true Disable/enable per-frame evaluations of all particle system (effectively pause/unpause time for particles). consoleFont debugFont, consoleFont, smallFont consoleFont Change the font of the Debug Console. consoleNumLines 0 to 55 12 Change the number of visible lines displayed by the Debug Console. debugCameraCollision false, 0, off, true, 1, on false Allows the debug camera to be affected by collision. debugCameraPickCollisionltem false, 0, off, true, 1, on false Allows you to pick items in the scene (excluding scene geometry) to see their collision. You must be in free camera mode. debugCameraPickerHitPos off, 0, false, true, 1, on false When using the debug camera, it tells you the coordinates of the cursor. debugCameraPiekerLength 0 to 133 10 Sets the distance from the camera at which the debugCameraPick starts to highlight collision. You must have debugCameraPickCollisionltem set to on. debugClothingLimits false, 0, off, true, 1, on false When enabled, this allows developers to view the guideline limits to the Avatar’s clothing component s i zes. EnableArcadeGameTimeout false, 0, off, true, 1, on true Toggles the arcade game timeout. The timeout boots a user from the arcade game if they are idle for 3 minutes. enableAudioRender3D 0 (off), l (show al1 emitters), 2 (show only emitters that user can hear) 0 Displays all the sound areas in a scene in the same colors as in the Scene Editor. enableMemoryStats 0, 1, 2, 3 0 Displays a table showing all memory pools and their usage. If set to 1, the original version of the memory stats is displayed. If set to 2, a newer, more detailed version is displayed. If set to 3, a version is displayed which consumes less screen real estate. enableNetStats false, 0, off, true, 1, on false Displays the scene’s network stats (for example, Net Free memory, LibNet Free memory). enablePrivateLobbies false, 0, true, 1 false If set to true, forces you into a private instance of that space. enableVideoStats false, 0, true, 1 false Displays the memory stats for videos in your scene. envShot map size (power of 2, greater than 4, max 512) filename (. tga) N/A Using the current camera position, generates the 6 sides of a cube map and saves them as a single image in .tga format to file serving root. filecache list, clear, fill , remove N/A Allows you to view the scene’s caches, the amount (in KB) stored, and to empty it. home N/A N/A Relocates to the ’Harbour Studio’ personal space. HomeStore.Open e. g. ThreadsCP.xml N/A Opens a commerce point for testing. idleTime 0 tO MAXFLOAT 3540.0 Specifies the time of user inactivity in seconds before PS Home disconnects the client from the servers. Applies to online mode only. inv adddevobjects N/A N/A Temporarily includes all objects in the build directory within the object catalogue so that when the .self is launched it is easy to browse for any object on your HD. inv adduserobj N/A N/A Add the specified object to the user’s inventory. inv clear default, user, paid, all N/A Remove objects from the user’s inventory by type: default, user, paid, or all objects. inv list default N/A N/A Lists all object IDs of objects in the user’s default inventory. inv disableValidation N/A N/A Skips the check that normally prevents non-reward items from being added into a user’s list of rewards. Useful when you want to load the client without the client first removing all commerce items from your inventory, requiring you to manually re-enter them when in PS Home. inv list paid N/A N/A Lists all object IDs of purchases in the user’s inventory. inv list user N/A N/A Lists all object IDs of objects in the user’s inventory. inv refreshnp N/A N/A Re-requests purchase information from the Network Platform (NP), to rebuild the inventory of a user’s purchases. inv removeuserobj N/A N/A Removes the specified object from the user’s inventory. lc Arbitrary Lua command (s) N/A Executes Lua code in the currently active Lua environment. map Valid scene name in scene 1ist N/A Relocates the local player to the specified space. The specified name does not need quotes. The name is taken from build\environments\LocalSceneList.xml i f launching offline, or it is the name supplied to the Content Delivery System (CDS) if the scene has been uploaded to a content server. mapregion N/A N/A Previously it allowed you to select the region PS Home loaded into. It has been replaced with the region select button in the PS Home start-up screen. objcat See objcat N/A Performs a search in the object catalogue. For more information on using this command, see objcat. osd N/A N/A Enters the On-Screen Display (OSD) sub-console. You can use the is and cd commands to traverse the OSD hierarchy. osdhide false, 0, off, true, 1, on false Disables all OSD, including system dialogue boxes. profileEnable false, 0, off, true, 1, on false Enables timing bars showing what PS Home is spending time doing. ProfileGui.Enable false, 0, off, true, 1, on false Displays the new profile GUI, which allows you to call any profiling information that you want to display. Supports a mouse. ProfileGui.ControllerMouseEmu false, 0, off, true, 1, on false Allows you to use the controller to emulate a mouse. ProfileGui.ClearPanels N/A N/A Clears any panels that you created with ProfileGui.CreatePanel. ProfileGui.CreatePanel Info, MemStats, Network, Cpu, Gpu N/A Creates a profiling panel of the specified type (such as Info, MemStats). ProfileGui.ListObjects N/A N/A Lists all objects and their UUIDs in the scene. You can also choose to open the panel in a minimized state by typing min after the panel name. For example, ProfileGui. CreatePanel Info min ) ProfileGui.ListPanels N/A N/A Provides a list of possible Profile panels that you can use with Profile . CreatePanel. profileMode off, overview, meshtiming, overdraw off Allows you to set one of four profi1ing modes. For more information, see Profiling in the Client. Quartermaster.OverrideLodhi, med, low, none hi, med, low, none none Switches the LOD of the avatar clothing from high (LODI), medium (L0D2) and low (L0D3). Qfc Do not use this console command in the Wardrobe. reloadscene N/A N/A Reloads the scene. Useful when testing in your sandbox. reloadTextures -a No parameters A fast way to reload all the textures in the scene memory slot. Use -a to reload all the textures in the game. Use no parameters to reload all textures in the scene memory slots. Only textures that have not changed in total data size since the creation of the texture will succeed. An unsuccessful reload attempt leaves the original texture unchanged and a console warning message is generated. runSpeed 0 tO MAXFLOAT 3.5 Changes your avatar’s run speed. Useful for running around big environments quickly. screenDebug all, video N/A Displays general screen-related information, or information only on screens that are playing video. SetDipSwitch switch (0 to 7), state (0 or l) Al1 switches set to off (on test kit) Simulates a reference tool’s dip switches on a test kit. Certain functions of the Home client activate in response to the setting of these switches. See Reference Tool Dip Switches. setLanguage A localization region in the form xx-YY N/A Partially changes the language used, by reloading specific localization files for the given language. E. g. en-GB s This is for quick testing of localization text, for Objects etc. It is not intended as a PlayStation®Home-wide language change, as many Home systems translate their text once only, so changing the language completely would mean re-initializing them, where it would be easier and safer to just restart Home using a different language setting. setNumNPCs 0 to 63 N/A Spawns wandering Non-Player Characters (NPCs) from 0, 0, 0. Useful for artificially load testing your spaces. setOverrideServerTime yyyy mm dd hh mm ss N/A Allows you to set a fake server time. You can set a time, and when you query the server time it returns your set time plus the time elapsed since. For example, if you set the override time to be 2 minutes before an event is due to start, it starts 2 minutes later. This is particularly useful for testing if something triggers correctly at a specific time. shot Optional filename shotXX.png (where xx is a number) Saves a . jpg, .png or .tga screenshot back to the file-serving root. When running the PS Home Developer PKG, this is /dev_hdd0/game/NPIA00010/USRDIR. To save the screenshot to a USB drive, use shot usb://filename.png. showPersonLabels false, 0, off, true, 1, on true Toggles the rendering of the PSN name labels above avatars’ heads. Sometimes useful for taking screenshots. showTargets false, 0, off, true, 1, on false Shows debug information about targetable areas that the player is in, including a ’Target Score’ which shows which of two trigger labels will be displayed if the player is within both sleepTime 0 tO MAXFLOAT 180.0 Specifies the time (in seconds) before the local avatar ’goes to sleep’ (It displays Zs and the ’Back soon---’ message) teleport x, y , z, rotation(radians) All 0 tO MAXFLOAT N/A Specifies a location to move your avatar to in the currently loaded environment. The rotation angle sets the avatar’s heading around the vertical world space axis. walkSpeed 0 tO MAXFLOAT 2.2 Changes your avatar’s walk speed. Useful for walking around big environments quickly. wireFrameEnable false, 0, off, true, 1, on false Renders the scene with textured wireframe. objcat Parameter Explanation Further parameters clear Empties the object catalogue. N/A disableCatEntryScan Disables the scanning of the build/objects folder for locally edited objects on startup. N/A dumpone Dumps the catalogue entry for a single object to the TTY. cobject UUID> enableCatEntryScan Enables the scanning of the build/objects folder for locally edited objects on startup. N/A getodc Retrieves an object description. cobject UUID> load Loads in an XML database. csearch criteria> (corder by> < pagenum> ) sqlexec Executes an arbitrary SQL statement on the object catalog database. sqlexecscript Executes a script of arbitrary SQL statements on the object catalog database. verboseSql Turns on printing of SQL queries and results rows. on, off PlayStation®Home Error Codes The following table lists errors that you might encounter when using the PS Home Developer Client Code Description C-931 Server-side error C-991 Server-side error C-995 NP account in use, the PS Home Developer client requires a SP-INT account D3 An error occurred D25 Server incompatible with current client D3505 Disconnected from server D4512 Server is not responding D5028 Server connection refused FI An error occurred F2 Incompatible client version F3 Incompatible server version F4 Server is at capacity F5 Server does not support world id F6 Failed to authenticate signature F7 Encryption failure F8 Access Key failure F9 Failed to establish aux UDP connection F10 The server became unavailable F11 The session was ended FI 2 The game was ended FI 3 The session timed out F14 Disconnected due to poor network performance FI 5 User account banned from service G-1 An error occurred M-16 The user management/chat server connection was lost during the relocation process Z(7,-1) Selected scene not available on the current content server, delete your save data Z(7, -2) The space instancing server is not responding 00 1 r--~ N Error downloading content N 1 Cache error, delete the PS Home client from the XMB and try again N 1 cn Account age too young to access Home in this region Z(7, -6) The service is temporarily closed, try again later. N 1 Save data copied from another account, delete your save data N Cj 1 O PS Home client out of date, please update Z(7, -11) A moderator has ejected you from PS Home Z(7, -12) Account region does not have access to PS Home Z(7, -13) Regional server error o CM 1 N Disconnected due to inactivity N Cj 1 O O Failed to download user inventory N Cj 1 O Failed to download NP tickets, possibly due to too many Service IDs OJ o T r->~ N Failed to download user entitlement list N 1 o CO Entitlement retrieval failed o T r->~ N Inventory is corrupt Objects Objects are made up of any number of assets (or resources) and functional definitions (or components). Objects are essentiaIIy definition containers that identify the assets, paths, names and other file properties of what they contain within an XML structure. In PS Home, objects are items that users can wear (clothing), place (furniture), or use (active items and inventory items). You can also place certain objects in scenes through the Scene Editor (for example, mini-games). When a collection of resources and components are wrapped as an object, they can be easily referenced and re-used in environments in PS Home. Objects are sometimes model files, sometimes collision. They sometimes have scripts, and are given as rewards. What an object does or what it can do depends on the type of component and the resources you add to it. You can make the following objects in PS Home: • Active Items • Animation Packs • Arcade Games • Character Components • Companion Objects • Furniture and Decorations • Game Launch Objects • Group Animation Packs • Interaction Packs • Locomotion Objects • Mini“games • Portable Items • Rea I Time Games • Resource Packs • Sound Packs You can also embed objects in scenes. See Embed Objects into Scenes. $ See also Object Information for details on scripting objects. Active Items For Japanese Live Page H$t(D b ry Kil (Active Items) j Active Items are objects that the user can place within a personal space or clubhouse, in a similar way to furniture. Developers export the objects from Maya’s furniture, then add a script component using the Object Editor. An Active item must have the following components: Component Description Furniture component Allows users to select the Active Item when they select Redecorate from the Menu Screen. Active Item component Adds script capability to an item. Furniture light functionality is removed when this is added. You must add lighting to your script in order to regain furniture lighting behavior. ji Active Items are limited to two seats. Active Items cannot be listener objects, using the function object. SendListenerData (). To create an Active Item with scripted components, add the following: • a Mini Game Component to the object • a Lua Environment Component • an Game Spawner Component • a Targetable Component The components are automatically added if you use the Object Editor Wizard Developers can create an additional collision file for an Active Item that is used specifically for collision when the script component of the object is activated. For more information on Active Item collision, see Collision For Active Items. If an active item is created from furniture, it will have furniture safe collision - this needs to be edited to create an active item. Moving and Placing Active Items Active Items are not restricted to being placed in fixed positions in specific scenes. Users can select them and place them anywhere within a personal space or clubhouse, as long as there is room for the item, including the active collision shape. For information on Active Items and the number of standard furniture slots they occupy, see Furniture Block System. Only users can place and move Active Items. The owner of a clubhouse can place Active Items and they persist even when the owner has left the space. You cannot use Lua script to change an active item’s placement in a scene. If you use a script, for example by calling Entity.GetPosit ion (), the active item seems to move, but at the next Update frame, it automatically moves back to its original position. For example, an active item is placed at (1,0,0,0), and its update function is OnUpdateO, then: activeEntity = Active.GetEntity (); function OnUpdateO print( "START — " .. tostring( Entity.GotPosition(activeEntity))) --Move the Active Item Entity.SetPosition(activeEntity, Vector4.Create(0, 2 , 0, 0) ) print( "END — " .. tostring (Entity.GetPosition(activeEntity))) end This code produces the following output: Lua Vector Explanation print("START - " [1, 0, 0, 0] This is where the active item was placed by the user. print("END -- " [0, 2 , 0, 0] This is the position to which the script moved the active item. function OnUpdate() Resets active item position. print("START — " [1, 0, 0, 0] When onUpdate was called it reset the active item position to where the user originally placed it. Adding Mini-game Components One of the ways you can create an Active Item is to add a add a Mini-game to the object. Alternatively, you can add just the Lua Environment and Active Item components to run a script (see Adding Script Components). To add a Mini Game component to an object: 1. Build and export a furniture item. See Furniture Creation. 2. In the Object Editor, select the exported item of furniture. For example: 3. Associate the furniture with the Lua environment, as described in Adding Script Components. Note that for mini-games you do not need to add the OnllpdateO property. The furniture item in the Object Editor should now look something like this: 4. Click Add New Component in the toolbar to add the Mini Game component and set the properties that are required by your script (for more information on these properties, see Mini-games). 5. Click Add New Component in the toolbar to add the Game Spawner component and select Mini Game in the Component Options dialog so that the component spawns a mini-game. The following properties can be set when you select the Game Spawner component in the Object View panel: a. local_person_visible : Select whether the local player’s avatar is visible in the nini-game or not. b. remote_people_visible : Select whether the avatars of players not in the game are visible while playing the game. c. remote_portables_visible : Select whether the inventory items (portables) are visible or not. d. use_default_camera : Choose whether to use the default camera in the Mini-game or define the control yourself within Lua. 6. The session size must be defined in the network component. Click Add New Component in the toolbar to add the Network component. 7. Create an XML file with the following format: (where X is the maximum number of players) For more information on game sizes, see Maximum Number of Players in Mini-Games. If you are going to use this Mini-game as part of a scene, by adding it through the Scene Editor, the Mini-game Player Slots property must be the same as the session size defined in the XML. 8. Click Add New Local Resource in the toolbar and add your XML file to the active item. 9. Click on the Network component in the Object View panel and select the XML file from the definition drop-down list in the Properties panel. The network XML is now attached to your active item with the session size set. 10. Run HomeDeveloper. self from the Target Manager with no command line parameters. This takes you to the default personal apartment. Access the PS Home Menu via the Start button on the connected controller and select Redecorate Personal Space. Select and place your furniture item. You should see something like the following: Adding Script Components You can create interactive or scripted behavior within an object in the user’s personal space. To add script components to an object: 1. Build and export a furniture item. See Furniture and Decorations. 2. In the Object Editor, select the exported item of furniture. For example: 3. Associate the furniture with the Lua Environment by clicking Add New Component in the toolbar, then selecting the Lua Environment component. 4. Use the API function Active.GetEntity within your Lua file to return the entity of the active item. This is so that you can attach other entities to it or query it (for example, to find the position of the active furniture within the scene). When you have returned the active item entity, you can use other functions such as Entity.AttachToParent, which allows you to apply the parent’s world matrix to the entity so that the entity’s position, rotation and scale are relative to the parent. The following example shows a simple Lua script using the Active. GetEntity and Entity .AttachToParent functions: LoadLibrary("Entity") LoadLibrary("Active") entityActive = Active.GetEntity() entityBighead = Entity.Create() entityBighead:SetModel("bighead") entityBighead:AttachToParent(entityActive) You could use this script, for example, to manipulate the model of a big head. If the active item is a table, the script attaches the model of the big head to the table. When the user moves the table around, the big head remains attached to it. Click Add New Local Resource in the toolbar to associate the script with the furniture, and select your Lua file. The furniture item in the Object Editor should now look something like this: 6. Select the Lua Environment component in the Object View panel and set the script property to your Lua file (for example, main. lua). 7. Click Add New Component in the toolbar and select the Active Item component (unless active collision was created and exported from Maya, in which case the active component already exists). Add OnllpdateO to the on_update property in the Properties pane I : The Active Item component uses uprightvalidation to determine whether the item can be used only when upright. Set this to False if the item can be used even if it has been rotated by the user and is no longer upright. 8. Run HomeDeveloper. self from the Target Manager with no command line parameters. This command takes you to the default personal apartment. 9. Access the PS Home Menu from the Start button on the connected controller, then select Redecorate. 10. Select and place your furniture item. You should see something like the following: You can also create an active item by adding a mini-game to the object. See Adding Mini-game Components. Portable Objects A portable object is an object that can be deployed in most spaces (unlike Furniture and Decorations or Active Items that can only be deployed in Personal Spaces and Clubhouses). Portable objects is a collective term for the following objects: • Companion Objects • Animation Packs • Locomotion Objects Animation Packs $ See Avatar Animation Packs Locomotion Objects For Japanese Live Page *Sr(DS*HIK^-yii^*>b rmzi^E -va>t7yi^ Fj A Locomotion object is a portable item that allows users to get around Home in style. Locomotion objects support the following features: • Configurable avatar movement speed • Up to 2 custom models attached to the avatar • Custom animations (for both the avatar and the attached models) • Sounds • Particle effects For a step-by-step guide on creating a new Locomotion object see Creating Locomotion Objects. For details on how to configure and customize Locomotion objects see Configuring Locomotion Objects. Creating Locomotion Objects For Japanese Live Page *SrO)S*IgjK^-yii^*>b rp3i-'> a >7f-^vx^7 h New Object Wizard. 2. In the Object Creation Wizard dialog, select Locomotion Item and click Next: 3. Select either Basic or Advanced, depending upon the type of Locomotion item you want to create. This option affects the default configuration file and sample resources that the Locomotion object will contain. The Basic Locomotion item provides the simplest default setup with the Locomotion object only adjusting the avatar movement speed and replacing the default locomotion animations with a faster running animation. The Advanced Locomotion item provides a more complex setup with a model attached to the avatar’s feet and advanced examples, including use of sounds and particle effects. 4. Enter the name of the Locomotion object, and provide a description. M □ J Object Creation Wizard Add a name and description for the object. Object Name: Hover Board Description: Speed through Home in style with this must have item n=n izn LEJ mbmm Previous Next J You must provide a description. This description is visible to users when they select the Locomotion object. For text character limits, in bytes, see the HDK Tools Validations. 5. Enter the name of the folder where you want the Locomotion object’s resources to be placed: 6. Click Create to complete the wizard, a new Locomotion object is created at: /build/Locomotion//. This folder initially contains all the default template assets that are required for the Locomotion object to work (i.e. the model, repertoire and animation files listed previously). You must replace these files with your own. The folder also includes all the other assets required for the Locomotion object to work in PS Home. 7. Preview the Locomotion object in PS Home. • To launch into the HomeDeveloper. self, see Launching the Home Developer SELF. • To add items to your inventory in the HomeDeveloper. self, see The DEV DEBUG Menu. Configuring Locomotion Objects For Japanese Live Page rpzi^E-vg This is an in-depth guide of how to configure Locomotion Objects. © If you have not yet created a Locomotion Object you can find a step-by-step creation guide on the Creating Locomotion Objects page. You can configure a Locomotion Object through the config.xml file, which is referenced in the object’s resources. This page details the customizations that can be made in this configuration. Example A lot of PS Home users want the ability to run faster. So we use the Object Editor to create a new Basic Locomotion Item. The config.xml file is simple enough: This locomotion item changes the avatar speed settings allowing for faster movement around PS Home. Check with your regional account representative about valid speeds for your object. The top speeds have value to the users and there will be pricing considerations when submitting objects with higher speeds Repertoires As well as changing the basic avatar properties, you can provide a repertoire that changes the avatar animations. The basic locomotion template’s repertoire simply replaces the avatar’s move state. Each rig (male/female) has four animations: walk, fast-walk, jog and sprint. These are linked together using the LocomotionState, triggering based on speeds all the way up to 5 metres per second. The animation resources should be marked to defer load (and the repertoire component should be set up so that "is_exclusive" is True). This saves memory by only loading up animations for the current rig (male or female). See the Avatar Animation Repertoires documentation for more information on how to set up repertoires. Attaching Models You can also attach up to 2 models to the avatar. Create a new object using the basic locomotion template. This gives you a sprinting avatar. You need to then create a model and assign it to the object via the Object Editor (and flag it to defer load). The model must fit within the memory pool of a remote portable (alongside whatever other resources you are adding). In the resource editor, rename the model as test.mdl and then edit the config.xml for the object: The new elements here are: locaLmodel, remote_model and fsm (finite state machine). Note that we specify the model twice. This is because we need to let the locomotion item know which model to use on the local client and which to use remotely - this allows for a lower I eve I —of—detaiI version in the memory restricted evironment of the remote portable. The fsm element is where the locomotion item presents its flexible nature. Within the fsm element you define a finite state machine which comprises of a number of states. In this example we define a single state, called initialise, and upon entering this state we command the locomotion item to use the attach command, specifying the "head" bone as the attach point. In this case, the model will be attached to the player’s head. You can name any avatar bone as the attach point, but if no bone is given, the model will be attached to the root of the player (at their feet). Here’s a list of the bones that are available in the avatar: • "pelvis" rr | ■ rr • hips • "I eft I eg" • "leftfoot" • "right I eg" • "rightfoot" • "spine" rr | rr • neck • "head" • "leftshoulder" • "leftarm" • "leftforearm" • "lefthand" • "rightshouIder" • "rightarm" • "rightforearm" • "righthand" The states in the fsm are controlled by transitions, and in effect we are programming the item in a safe manner. The first fsm that the locomotion item comes across will be run on both the local and remote portable, but any others will only be executed locally (to keep the runtime cost of the remote portable down). Config Specs local_model Specifies the model to use for the local portable. Attrib Mandatory Default Value Notes name yes none the name of the resource to load skeleton no none the name of a skeleton resource to attach scale no 1.0 model scaling from 0.1 to 5.0 id no 1 you can have up to two models (1,2) autohide no 0 should the model hide when running foreign animations (0,1) remote model Specifies the model to use for the remote portable - this can be the same as the local, or one with lower detai don’t care for animation on the remote portable and so leave out the skeleton). (or perhaps you Attrib Mandatory Default Value Notes name yes none the name of the resource to load skeleton no none the name of a skeleton resource to attach scale no 1.0 model scaling from 0.1 to 5.0 id no 1 you can have up to two models (1,2) autohide no 0 should the model hide when running foreign animations (0,1) properties Global properties for this locomotion portable. Attrib Mandatory Default Value Notes run_speed no 3.5 the run speed is limited to between 1 and 5.25 metres per second wa1k_speed no 2.7 the walspeed is limited to between 1 and 3.5 metres per second autohide no 0 can be 1 or 0. If 1, the model is hidden when playing external animations sound no none the name of an audio bank resource We recommend that if you want to increase the walk and run speed that you always use the maximum of 3.5 and 5.25. Notel - the autohide property, is set to 1, will override the autohide settings made in the localjnodel/remotejTiodel elements. Note2 - the walk_speed must be less than the run_speed. variables This is a list in which you can define up to 6 user variables for use in the configuration. These are always floats. r---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- L.................................................................................................................................................................................. Each var element has the following attributes: Attrib Mandatory Default Value Notes name yes none a unique name for the variable value yes 0 any number The var name attribute must be unique and must not be the same as any internal variables (see the Read-Only Variables section be I ow) registers You can control animation registers defined in the repertoire from the locomotion portable. Reading and writing of the repertoire registers is done differently (for performance reasons). Writing to repertoire registers is done by providing a list of user variables and registers - the locomotion logic will update the repertoire register from the user variable every frame: Each register has the following attributes: Attrib Mandatory Default Value Notes name yes none the name of your lua writeable animation register value yes none the name of a source user variable The user variable must have been defined before the register is defined. Reading registers is done manually (see later on). fsm This section contains the programmable elements. You can have several fsm elements, and all of these are run on the local portable. However, the remote portable will only run the very first fsm defined in the configuration (to keep the runtime profile smalI). An fsm is defined by a number of states: All fsm elements must contain at least one state named initialise. This will be the first state entered when the fsm is started. States contain the following elements: The state can contain many transition elements, and one each of on_entry, on_update, on_exit. Finite State Machine Adding models and changing the player repertoire are the easy steps. To unlock the true potential of the locomotion item you need to provide the definition for a finite state machine (fsm). Within such an fsm you define several states. Each state has the following properties: • transitions - a transition is a test, which if true will cause the state machine to jump to a different state • on_entry - a set of functions that will be called once (when we enter this state). • on_update - a set of functions that will be continually called while in this state. • on_exit - a set of functions that will be called once (when we leave this state). For example: Here we define two states, initialise and smile. The locomotion item will always jump to the state initialise on startup. In this case, the locomotion item will do nothing, until the user changes their mood status to Happy. When this happens, the state machine wi 11 jump to the smile state. On entry to the smile state, we set an animation. Then nothing happens, until the user changes their mood status again to something that isn’t Happy. In this case the state machine will transition to initialise. Before it does, it will call stop_anim as part of the on_exit functions. You can have several fsm elements defined in the configuration file, but only the first fsm is run on the remote portables. So locally you will see everything, but other users will only see the work done by this first fsm. Transition Transitions control when an fsm should change state. A state can contain a number of transition elements, so different paths can be taken based on conditions. The general format for a transition is: r L While in a state X, the transition test is run constantly. When Cl is true, the finite state machine will jump to state S. We can set up a transition to test a number of conditions before changing state: Here, Cl and C2 must be satisfied before jumping to state S. The type T can be one of the following: name description and Cl and C2 must be true before we can transition or Cl or C2 can be true before we can make the transition So what can be tested? What could Cl or C2 possibly be? Here are a few examples before the rules are presented: Example 1 This is a single condition test. When the player’s speed is greater than 0.01 metres per second, the state machine wi I I jump to the moving state. Example 2 r---1 There are two conditions being tested here. The first tests for user input ("button1==1"), the second test checks to see if the player speed is above 4 metres per second. So, if the player is providing some input AND is moving relatively fast, we transition to the moving state. The tests always consist of a VARIABLE on the left hand side, a comparison operator in the middle, and a number/string value on the right hand side. See the reference section for which variables can be used. The comparsion operators can be one of <, <=, ==, ~=, =>, > and work as expected in any computer language. Commands These can exist as elements in the on_entry, on_update and on_exit portions of any state. They effectively allow you to program a state. The available commands are: Sounds Sound is only played on the local portable - these commands will do nothing when run on the remote portable. play_sound Will play a sound from a loaded audio bank. Attr. Req. Def. Range Description id no 1 1 to 4 4 Sound handles are maintained, you can use any name yes The sound effect name - this is NOT validated vo1ume no 1 0 to 1 The sound volume to play at pitch no 0 -8 to 8 The audio pitch to play at set_sound_register Set a scream register for a currently playing sound effect (is safe to use even if no sound effect is playing). The effect is based solely on how the sound has been set up in the scream editor. Attr. Req. Def. Range Description id no 1 1 to 4 Which sound to control reg no 0 0 to 3 Register to change var yes An existing numeric variable to use as the source factor no 1 -100 to 100 Applied to the var The register is set using the formula : reg = var x factor. If you want to set the register to a constant, then you can use the special variable ’one’ stop_sound Stops a playing sound effect (is safe to use even if no sound effect is playing) Attr. Req. Def. Range Description id no 1 1 to 4 Which sound to stop time no 0 0 to 1 An optional time over which to fade the sound out Particles Particles are only played on the local portable. These commands have no effect on the remote portabl start_emitter Will start emitting particles from either the player root, a player bone or a model bone. Attr. Req. Def. Range Description id no 1 1 to 10 The particle emitter id effect yes The name of particle effect (an existing resource) type no The emitter attach type (’render’ or ’emitter’) tx, ty, tz no 0 The relative offset from some origin rx, ry, rz no 0 The rotation to apply to the emitter target no none 1 to 2 If given, will attach to a model (else the person) bone no If given, will attach to the given bone of the target stop_emitter Stops a particle emitter Attr. Req. Def. Range Description id no 1 1 to 10 The particle emitter id Rig These change rig properties. Works for both LOCAL and REMOTE portables. set_rig_run_speed Set the avatar run speed. The original value is restored when deactivating the portable. Attr. Req. Def. Range Description value no 3.5 1 to 5. 25 A run speed value (metres per second) set_rig_walk_speed Set the avatar walk speed. The original value is restored when deactivating the portable. Attr. Req. Def. Range Description value no 2.2 1 to 3. 5 A walk speed value (metres per second) Model These commands control any models that are created. set_anim Blends an animation in. There are 3 layers available. Attr. Req. Def. Range Description id no 1 1 to 2 Which model to use layer no 1 1 to 3 Which animation layer to use name yes The animation resource to use blend in no 0. 25 0 to 2 Over what period should the animation blend in weight no none 0 to 1 The initial weight of the animation (cancels blend in if specified) attach Attaches a model to the person, a bone on the person, another model, or the bone of some other model. Attr. Req. Def. Range Description id no 1 1 to 2 Which model to use target no none 1 to 2 Which model to attach to (uses the person if not given) bone no Which bone on the target to attach to tx, ty, tz no 0 The translation from the attach point rx, ry, rz no 0 The rotation from the attach point Animations These commands control any animations that have been triggered. You can have three active animations for a local locomotion object, but remote objects will only run one. Each animation you run creates a layer; these layers can be applied to a single model or split between two models (this means that you can only animate one model on a remote locomotion object). The "set_an command creates an animation layer, and by default it will use layer 1 - remember to change this if you try and animate both models (otherwise you’ II end up starting an animation on model 1 and then recycling that layer for model 2). set_anim_rate Change the rate of playback for an animation Attr. Req. Def. Range Description layer no 1 1 to 3 Which animation layer to use (remote portables ignore layers 2 and 3) var yes An existing numeric variable to use as the source factor no 1 -100 to 100 Applied to the var min no -10 -10 to 10 Allows clamping of the generated rate max no 10 -10 to 10 Allows clamping of the generated rate The playback rate is worked out as: var x factor, clamped between min and max set_anim_weight Change the weight of an animation layer Attr. Req. Def. Range Description layer no 1 1 to 3 Which animation layer to use (remote portables ignore layers 2 and 3) var yes An existing numeric variable to use as the source factor no 1 -100 to 100 Applied to the var The weight is worked out as: var x factor. The value is always clamped to be between 0 and 1. get_anim_time Fetch the current time progress of an animation layer. Attr. Req. Def. Range Description layer no 1 1 to 3 Which animation layer to use var yes A user variable to hold the result in set_anim_time Set the time position for an animation. Attr. Req. Def. Range Description layer no 1 1 to 3 Which animation layer to use (remote portables ignore layers 2 and 3) var yes A variable to read the time from stop_anim Blends out an animation layer Attr. Req. Def. Range Description layer no 1 1 to 3 Which animation layer to use blendout no 0. 25 0 to 1 An existing numeric variable to use as the source Variables These commands are for dealing with user variables (these are created via the configuration, xml in a Variables section). set_var Set the variable to a constant value Attr. Req. Def. Range Description var yes An existing user variable to change value yes The numeric constant to set the variable to decrement_var Decrease a user variable by a fixed amount per second. Attr. Req. Def. Range Description var yes An existing user variable to change value yes The number to reduce the variable by (over a second) limit no A bound for the subtraction (variable will not go lower) The variable is reduced every frame by value x GetDeltaTimeO. increment_var Increase a user variable by a fixed amount per second Attr. Req. Def. Range Description var yes An existing user variable to change value yes The number to increase the variable by (over a second) limit no A bound for the addition (variable will not go higher) The variable is increased every frame by value x GetDeltaTimeQ. copy_var Copy some other variable value (and modify if desired). Attr. Req. Def. Range Description var yes An existing user variable to change value yes An existing variable (user or read-only) factor no 1 -10K to 10K mult iply ’value’ by this factor min no -10K -10K to 10K a minimum clamp value for our variable max no 10K -10K to 10K a maximum clamp value for our variable get_register Copy a repertoire register to a user variable. Attr. Req. Def. Range Description var yes An existing user variable to read into value yes The name of the repertoire register The repertoire register must also be flagged to allow lua read/write from the object editor. Variables There are a number of read-only variables to which you can add several user ones. These variables can be well as transition conditions. User variables are added BEFORE the fsm definitions in the xml file, in a used in some commands "Variables" block: The above settings will create a user variable called "fuel", which starts with a value of 15. User variables can only hold numbers. The player can only add six user variables. Read-Only Variables • speed the player’s current speed in metres per second • one is always 1.0 • buttonl input from the player (0 for not pressed, 1 on the frame the button is pressed, 2 for button being held) • ydelta change in the player’s y rotation • mood - the player’s current mood setting (what the player has set via the emotes menu) • rig - the player gender, 0 for male, 1 for female • rigchange - 0 normally, though temporarily more than 0 if the user has exited the wardrobe and changed gender Although it is possible to create a Locomotion object with only a single gender repertoire (eg. just a male repertoire or just a female repertoire), it is not advisable. If you have a female repertoire only, the client has no way to gracefully let a user whose avatar is male know that the item won’t affect them, or stop them from equipping it. The user with a male avatar would equips an item with only female repertoires in them, there is no warning that the item won’t affect male avatars, and the item will be successfully equipped but appear to do nothing. This is a bad user experience. Registers Repertoires can have animation registers, these allow for a script to vary them to allow for animation blending for example. locomotion portable can set these registers using variables, this is done in the "registers" section in the config.xml (after the variables have been defined): The above configuration will update the animation register "direction" every frame, setting its value to match the variable "ydelta". It’s up to the repertoire to make sense of the actual values. Limits Limits have been placed on the number of various elements and the first fsm has different limits to all the others (because the first fsm runs on the remote portable): • fsm - Limited to five ’fsm’ elements • the first fsm • states - Limited to 20 elements • tests - Limit of 3 tests per state • conditions - Limit of 3 conditions per test • commands - Limit of 4 commands per OnEntry, Onllpdate and OnExit • all further fsms • states - Limited to 20 elements • tests - Limit of 6 tests per state • conditions - Limit of 4 conditions per test • commands - Limit of 8 commands per OnEntry, Onllpdate and OnExit Error Checks The script attempts to catch as many errors during the parse phase as possible. Parse Properties • run_speed must be greater than walk_speed Parse model(local/remote) • model 1 must be defined before model 2 Parse Fsm • Limit fsm count • fsm must contain an "initialise" state • the fsm must not contain a transition which references a non-existent state Parse State • Limit state count • State doesn’t contain a transition to itself • on_entry, on_exit, on_update don’t exceed their limits • No duplicate states exist in the current fsm Parse Transition • Limit transition count • Limit the condition count • The condition will be checked too: • the condition must be of the form "x=y", where: • x is a known variable (either a user variable or read-only variable) • ’=’ is = >>,>=,< or <= • z is number (special cast, can be a string if x=- mood’) • if x—mood’ then y’ must be from the valid list (Neutral, Happy, Sad, Angry, Confused) • the condition attribute in the condition element can only be ’and’ or ’or’. Resource Packs A Resource Pack is a container object for other scripted objects. The scripted objects can load and use any resource attached to the resource pack. This component either identifies an object that is a resource pack, or it identifies an object that uses resource packs. You can use a Resource Pack to: • Create Downloadable Content (DLC). • Split the resources for a single object (most likely a game) across several resource packs for reuse and manageability purposes. Use Cases • DLC: Users receive a standard chess game as a reward when they enter your space. You sell resource packs that change the theme of the chess set, for example, a dragon theme where all the pieces are various dragons. Once the user buys the Resource Pack they can choose to change the theme of the chess set. • DLC: A car racing mini-game has allows users to play the first two tracks for free. To gain access to new tracks and new cars, they need to buy a Resource Pack. • Resource Management: You create a dungeon Realtime game. The basic structure of the game (i.e. battle mechanics, character stats, inventory management) are scripted into the main object. Each dungeon level is packaged into a Resource Pack instead of with the Realtime game object. When the players advance to the next level, the Realtime game unloads the previous level’s Resource Pack and then loads the next level’s Resource Pack. Elements of a Resource Pack A Resource Pack is useless on its own. It must be used by a master object. To successfully make and use a Resource Pack, you need the following elements: Element Description Resource Pack object This object contains the Resource Pack component (with is_resource_pack set to True), the header component, and any resources that you want the master object to use. Master object This is a scripted object (a mini-game or realtime game) that uses the Resource Pack. It contains the Resource Pack component (with is_resource_pack set to False), as wel 1 as all of the other components and resources necessary to make the mini-game or realtime game. Master object script The master object’s Lua script(s) must use the ResourcePack Lua API to load, manage and unload Resource Packs. Resource Pack Properties Properties □ Misc is_resourc>e_pBck objects i s_resfOurc3e_padc True (Collection) Property Description is_resource_pack A flag indicating if the object is a Resource Pack or uses Resource Packs. If the object is a Resource Pack, set to True. If the object uses Resource Packs, set to False. object If the object is a Resource Pack, enter the object ID for each object that uses this Resource Pack. If the object uses Resource Pack, enter the object ID for each resource pack that it uses. Resource Pack Functions The following functions were created/updated for Resource Packs: • The entire ResourcePack Library • Entity.BlendAnimln • Entity.ParticleSetEffeet • Entity.PlayAnim • Entity.SetCollision • Entity.SetModel • Entity.SetSkeleton • Resource.Find • Resource.Run • Texture.Find For more information on each function, see the Lua API Reference. Creating a Resource Pack You can create a Resource Pack object by using the New Object Wizard, or by creating a new object and adding the Resource Pack component. Creating a Resource Pack Object To create a Resource Pack object using the New Object Wizard: 1. In the Object Editor, select File > New Object Wizard > Resource Pack. This creates the object with the necessary components. 2. Add resources to the Resource Pack. 3. Select the Resource Pack component in the Object View panel. 4. In the Properties panel, set is_resource_pack to True. 5. In the Resource Pack component, enter the Object ID for the master object that you want to use this Resource Pack. To do this: a. Select objects under the Resource Pack component in the Object View panel: Unable to render embedded object: File (Resource_Pack_Object_Selection. png) not found. b. Click the Add a new object button: Unable to render embedded object: File (ResourcePack_object002. png) not found. c. Add an ID to the new object: Unable to render embedded object: File (Resource_Pack_Object_Added. png) not found. 6. Finish making the object as normal (thumbnails, age ratings, etc.), and then package and submit it to the Content Delivery System (CDS) . Make sure that the Resource Pack object contains no components other than the Resource Pack and Header. Creating a Master Object 1. Create an object as normal. 2. Add the Resource Pack component and select it in the Object View panel. In the Properties panel, set the is_resource_pack property to False. 3. In the Resource Pack component, enter the Object ID for each Resource Pack object that the master object wi11 use. 4. In the master object’s script, use the ResourcePack Lua library to load and and manage Resource Pack and their resources. 5. Finish making the object as normal (thumbnails, age ratings, etc.), and then package and submit it to the CDS. Adding a Resource Pack to an Existing Master Object If a master object has already been published to the live environment you can add Resource Pack to it by following steps 2-5 above. Managing Resource Packs in Script Loading a Resource Pack 1. Call ResourcePack.Load ( ) to load the Resource Pack. 2. Call ResourcePack . GetLoadProgress ( ) and ResourcePack. GetLoadState ( ) to monitor the loading and make sure that the Resource Pack loads before you begin using its resources. If GetLoadState returns RPState. Error, call ResourcePack. DebugGetLoadError ( ) to see what the error is and to respond to it. Resource Pack load errors should only occur during development. Using the Resource Pack resources To use the resource pack resources: 1. Call Resource. Find ( string resourceName, ResourcePack pack ) to load a resource from the Resource Pack. 2. Call Resource. Run ( string resourceName, ResourcePack pack ) to run the resource. To load a texture, call Texture. Find ( string name, ResourcePack pack ) to find a texture in a Resource Pack. Unloading a Resource Pack To unload a Resource Pack, call ResourcePack.Unload ( ). Make sure all resources are unloaded first. As with all resources including those contained in the master object directly, the client will not handle removing references to resources used by the system when the object is unloaded. It is important that you ensure that no resources from the Resource Pack are in use by the game before calling ResourcePack. Unload (), as the client attempts to use the resource after it has been unloaded. This means clearing models, animations, textures, particles and so on that are currently in use before unloading the Resource Pack that contains them. Similarly to unload the Resource Pack, cancel any deferred loads of resources contained within a Resource Pack, otherwise the deferred loader will continue trying to load the resource. If a Resource Pack is garbage collected then it will automatically call ResourcePack.Unload (), so do not allow a Resource Pack to go out of scope if you wish to continue using its resources. Resource Pack Memory Management Resource Packs consume the memory of the object using them. For example: • If a mini-game embedded in a Public Space uses resources from a Resource Pack, then those loaded resources consume and are bound by the scene’s memory budget. • If an active item uses resources from a Resource Pack, then the resources consume and are bound by the active item’s memory budget. When a script calls a Resource Pack there is also some memory consumption from the object itself (a normal object load). 3 PS Home uses a portion of the PlayStation®3 HDD for its cache. Objects that dynamically load many resources from a Resource Pack can quickly consume the cache. Consuming Memory and Loading Resources When loading a Resource Pack you can choose to load each resource in one of two ways: • Automatically: The resource loads with the Resource Pack. • Deferred Loading: You can set the resource to deferred loading. By choosing deferred loading, the resource only consumes memory when specifically loaded. Deferred Loading works the same way in Resource Packs as it does with any other scripted object. Make sure that you load the Resource Pack before trying to load the resource and that you unload all resources before unloaded the Resource Pack. Resource Pack Validation Guidelines Use the following guidelines to ensure your Resource Pack object meets the validation requirements: • When you submit a Resource Pack to the Content Delivery System (CDS) for publishing in the live environment, you must also repackage its master object and resubmit it to the CDS. • When you subject a master object to the CDS for publishing in the live environment, you must also repackage all its Resource Packs and resubmit them to the CDS. • A Resource Pack can be used by only one master object. A master object can use as many Resource Packs as you want. Bear in mind testing and CDS implications. • Each resource that a master object uses from a Resource Pack must meet the validations, limits and TRCs of that master object. Embed Objects into Scenes Embedding a scene object means taking an object from the Object Editor and embedding it in a scene by adding it to the scene and selecting "scene object" as a component for that object. The object becomes part of the scene and is stored in the scene’s memory. It has its own Object ID, components and resources. You can embed an object in a scene in the following ways: • Add a Scene Object component to the object. This component also allows you to define instance parameters, which can then be set in the Scene Editor. • Add a Furniture component to the object. This is the only way to add a furniture object to a public space. You can embed objects with a Furniture component in public spaces only, however you cannot embed Character components. After you create an object, you can embed it within a scene (see Adding Objects to a Scene) by dragging the object from the Objects section of the Palette panel in the Scene Editor. You set the object you want to embed through the Object ID property of the created object. Examples of Embedded Scene Objects The following examples use embedded objects: • Mini-games: In the Object Editor, the object has a Mini Game component, a Lua Environment component, and a Scene Object component. It is placed in a scene several times with several instance parameters set (see Instance Parameters). • Realtime Games: In the Object Editor, the object has a RealTime Game component, a Lua Environment component, and a Scene Object component. It is placed in a scene several times with several instance parameters set that adjust the difficulty of each instance. • Furniture: In the Object Editor, the object has only a Furniture component. It is placed as an Object node in the scene because this is the only way to add Furniture objects to a public space. • Scripted Animation: In the Object Editor, this object has a Lua Environment component and a Scene Object component. When placed in a public space through an Object node, you can choose instance parameters that define which animations are played and in what order they are called through the object’s Lua script. An embedded object retains its full functionality, so if you place a chair it still acts as a chair, and if you place a mini-game it still acts as a mini-game. Why use Embedded Scene Objects? We recommend that you use embedded objects rather than scene scripts for the following reasons: • You can reuse the object in other scenes. • You can easily update content by resubmitting only the embedded object to the Content Delivery System (CDS). Note that whenever an embedded object is updated, all scenes that use that embedded object must go through Quality Assurance (QA) again. For objects with their own Lua script resource, embedded objects also enable you to set instance parameters. By setting an instance parameter that your script accesses, you can have different behavior between different instances of an object in a scene. Restrictions • You can embed objects which have either the Scene Object component, or Furniture component. • You cannot use Character components as embedded objects, not even those with the Scene Object component. • Embedded furniture objects can be used only in public spaces. • There is no defined limit to the number of instance parameters you can add to your object. However, instance parameters consume memory, so you are constrained by object memory limits. • To set instance parameter values in the Scene Editor, you must have the object with the Scene Object component on your machine. • If you move a scene to another machine or a directory that has furniture objects embedded in it, you can still package the scene without the objects on your machine. However, in this case you must supply the Furniture objects to the CDS when submitting the scene for publishing to the live client. Embedding Actives If an object with an Active Item component is embedded in a scene, it loses: • Safe Volume: The object no longer has a safe volume. • Save Data: The object loses access to Save Data. • Targeting: The object loses all targeting associated with it (as do all objects that are embedded). 9 We do not recommend embedding objects with an Active Item component because the active loses the features and functionality that define it as active. Tips • You can specify that objects download with a scene when a user downloads the scene, rather than downloading by default when the user enters the scene. See Downloading Objects with Scenes. • Design an active item’s script to handle returns. Certain returns do not always function the same way for embedded objects. For example, System.videoSystemLock () does not lock the video system if a scene script or embedded object is using it, and thus will never return True. Active items that play video screens can play video only when this function returns True, so an embedded active item with a video screen will never play video. See also: • Defining Instance Parameters • Adding Objects to a Scene • Working With Objects in a Scene Creating a Scene Object Using the Object Editor When you submit a scene with Scene objects to be published in the live client, the Scene objects must also pass QA. This means that the objects must fulfill all the requirements for objects (such as thumbnails, localization, age rating information, memory Iimits). To create a Scene object: 1. In the Object Editor, navigate to the required object. 2. Select Object > Add New Component. The Add Component dialog opens. 3. Select Scene Object and click Add. The Scene Object component is added to the Components list, as shown in the following example. Object View - | Components + Header + Furniture j Entity + j Game Spawner S ±) ED- | j Scene Object! | Resources | Localisation Metad ata 4. When you select the Scene Object component the Properties panel displays its additional properties. See Scene Object Component. You can add a number of additional properties to each embedded object, to define the instance parameters available in the Scene Editor. Furniture Objects When you export a piece of furniture from Maya, you can immediately embed it in a scene without making any updates or changes through the Object Editor. Using Lua Script This section applies only to objects with a Scene Object component. In terms of instance parameters, the script queries the value of a parameter, and then performs an action depending on the value returned. In your script, you must: • Define each of your instance parameters. • Specify an action for each value of each parameter. For example, if it is a boolean parameter, you must have one action for True and another action for False. The following Lua API function is crucial to instance parameters: object. GetinstanceParameter (). This function queries a parameter value. In the Object Instance Example, the script queries the enum_parameter named ’ enumparam’. enumparam has four possible values: e , n, u, m, which you can select in the Scene Editor. It loads a different .mdl file depending on what value is returned (e, n, u or m) : enumParam "enumparam" ) enumModelLi object:GetInstanceParameter( st = { e = "E", n = "N", u "U", m = "M", } enumEnt = Entity.Create() enumEnt: SetModel( enumModelList\[enumParam\] ) Using the Scene Editor To add an object to a scene: 1. In Scene Editor, open the .scproj file for your public space. 2. In the Palette panel, drag the required object from the Objects section to either the Game Objects folder in the Project panel, or directly into your scene: Project With the Object selected in the Project panel or in the Design View, go to the Properties panel, click and select the object you require: 3. next to Object ID The Properties panel updates with the object’s Display Model, Object ID, and Object Name properties. You set these properties when you edited the object in the Object Editor. If your object has a Scene Object component, its properties are also displayed. 4. You can choose the following instance parameters in the Scene Editor: a. Deselect the booleanparam option to set the value to False. Select the booleanparam option to set the value to True b. Select the value you require from the enumparam drop-down list. c. In the Object Editor, you set the default value as well as the range of possible values. Enter a number that is within the range that you defined in the Object Editor and in your script in the numericparam field. d. Enter one of the values that you defined in your script for the string parameter in the stringparam field. 5. Repeat this step for all the scene objects that you want to use. 6. To see how the object instance parameters work in a scene, download the Object Instance Example and use it with at least two Object nodes. Defining Instance Parameters Instance Parameters are starting values or properties that you can choose for your object. The starting values or properties correspond to values and properties that you define within the object’s Lua script. They allow you to have several instances of the same object in a scene, each with unique starting values or properties. For example, you can have several instances of the same object with an instance parameter named enumparam. Each instance could have possible values of e, n, u, m, with a default value of e. A different model file loads, depending on what value you choose for enumparam when you place this object as an embedded object in the Scene Editor. $ Instance parameters are only available in Public Spaces. For example, you can set one instance of the object to e, loading the e.mdi: You can set another instance of the same object in the same scene to n, loading the n.mdl file. Both instances of the same object are in the same space simultaneously. The following object is set to e on the left and n on the right: Instance parameters are useful only for objects with a Lua Environment component. If you do not use a Scene Object component, the only way to achieve multiple instances of an object is to create a new object that is nearly identical, then change the parameters through the script and Object Editor, before placing the new, nearly identical object in the scene. In Lua, you can use a workaround where you name a Mini-game Trigger radius and reference the name in the object’s Lua script. This is not best practice because the Scene Editor has no validations to check against name mismatches. With Object nodes there are validations to ensure that the parameter values and names given in the Scene Object component match those set in the Scene Editor. © You can download a sample object called Object Instance that demonstrates what you can do with instance parameters and the Scene Object component from https://home.scedev.net/projects/samples. Adding an Instance Parameter To add an instance parameter to a Scene Object: 1. In the Object View panel, select the parameter type for the Scene Object, for example, enum_parameter, and then click Add a new parameter in the toolbar. A new node is displayed under the selected parameter. Object View i+ i+ El E E Components Header Furniture j Lua Environment j Active Item j Scene Object string_para meters boolea n_pa ra meters n u meric_pa ra meters j enum_para meters 1 .HEes" Resources Localisation Metad ata ira meter 2. You can set the values and name of this new parameter in the Properties panel Properties □ Misc defad Lvalue name values defay H_value The parameter's default value 3. Enter the default value of the instance parameter in the default_value field. 4. Enter the name of the instance parameter that you call in the script in the name field. The name must be in lowercase. 5. Enter the other values that the enum_para meter can be set to in the values field (enum_parameter only). 6. Enter the maximum value to which the parameter can be set in your script in the max_value field (numeric_parameter only) 7. Enter the minimum value to which the parameter can be set in your script in the min_value field (numeric_parameter only). Objects with Instance Parameters Setting Parameters Enum_Parameter is the only parameter for which you need to define all possible values in the Object Editor. For all other parameters, you enter only the name of the parameter and its default value in the Object Editor. To set an instance parameter: 1. Add the instance parameter. 2. In the Properties panel, enter the name of the parameter (using the name of the parameter from your script) and enter each of its values: 3. Repeat this step for as many parameters as you have defined in your script, then save your object. There is no limit to the number of parameters you can have on your object, only memory limitations. Before you add an object in the Scene Editor, make sure that the object is successfully packaged and passes validation. All objects must be successfully packaged before submitting to the Content Delivery System (CDS) for publishing. For more information on object requirements and limits, see HDK Tools Validations. Modified and Invalid Instance Parameters Assume you do the following: 1. In the Object Editor, create an object with a Scene Object component with instance parameters. 2. Add the object to a Public Scene in the Scene Editor and set the instance parameters for that object. 3. Return to the Object Editor, and change the instance parameters. After re-opening the scene, you might receive the following warning message: You receive this warning when you remove instance parameter values in the Scene Object component (Object Editor) that were used in the Object node in your scene. You also receive this warning if you delete an instance parameter altogether. For example, with the Instance Object Example: 1. Two Object nodes in a scene reference the same object. This object has one enum parameter. One of the Object nodes sets this parameter to e and the other sets it to n. 2. The object is re-opened in the Object Editor and the enum parameter’s Iist of valid values is changed from e, n, u, m to u, m. 3. When the scene is re-opened in the Scene Editor you receive the warning messages saying that the instance parameter values have been modified. Solutions The warning message indicates that the instance parameter values you chose in the Scene Editor no longer correspond with the values listed in the Object Editor. You can resolve the issues in several ways: • Click Proceed in the Update Scene Objects dialog. This action resets the invalid parameter value to the default value. If the instance parameter has been completely deleted, the parameter and its value is removed from the Object node. • If you do not want to use the default values, update the Object node manually. Furniture and Decorations Picture Frames and Wall Decorations Picture Frames are a type of furniture item placed on the walls of Personal Spaces (wherever picture hooks have been placed). They can display JPG and PNG images taken from the PS3 hard drive, or from a library of stock images. © You can have any kind of wall decoration - not just picture frames. For example: a moose head, lacrosse sticks, clocks. The wall decorations are still created and exported as picture frames, but just do not have the components to display and swap images. There are two types of picture frames: • Static Picture Frames: These are wall decorations that do not have the ability to display a picture from the user’s PlayStation®3 HDD. • Dynamic Picture Frames: These are picture frames that allow users to display pictures from their PlayStation®3 HDD. Picture Frames work like any other piece of furniture and therefore they can be acquired: • As part of a core update • From the PlayStation®Store (for free or paid for) • As a redeemed Home Reward O Picture Frames are only available in America (SCEA), Japan (SCEJ) and Asia (SCE Asia). American users (SCEA), Japanese users (SCEJ), and Asian users (SCE Asia) can view each other’s images that are placed within their Picture Frames. European users (SCEE) are not able to see any of them. European users (SCEE) are able to see picture frames that do not allow users to upload pictures. Be aware of the following issues regarding the use of Picture Frames: 9 The system software generates thumbnails automatically whenever the user manipulates an image file on the XMB™. However, thumbnails are not generated while a game is running. This means that when the user acquires new images on their PlayStation®3 HDD while using PS Home (for example by capturing screenshots within PS Home), thumbnails will not be created for those images. Consequently, the user will not see the thumbnail preview for those images and will have difficulty putting them in Picture Frames. The network can get overloaded or the speed may drop significantly if the network connection speed is slow, the image file size is large, or if there are a number of viewers looking at the picture in the owner’s Personal Space. Keep in mind images are sent in an uncompressed state from the owner’s PlayStation®3 HDD to each one of the viewers. Users will have difficulty targeting Picture Frames if the Picture Frame is placed a great distance off the floor. Picture Frames You access picture frames and wall decorations from the Picture Frames category of the furniture placement system. Format, Size and Flagging of Content Dynamic Picture frames can display JPG and PNG image formats. Progressive JPGs and interlaced PNGs require much more memory, and usually result in an error message. Use only small progressive JPGs and interlaced PNGs, or avoid these file types altogether. 9 Every user is responsible for the images they choose. Other users cannot change other people’s images, but other users can flag them. Placing Picture Frames on Hooks Users place picture frames on picture hooks. Users cannot add, delete or move picture hooks, so if you want to support picture frames in a space, you must add picture hooks to the scene, using the Scene Editor. You can add any number of picture hooks in a space, but you should have at least 3 hooks. If a user selects a picture frame from the furniture menu, the picture frame is automatically attached to the first available picture hook. The user can then move the picture frame to a different picture hook. If all picture hooks are occupied the user is prompted to remove an existing Picture Frame before being able to place another. For more information, see Adding Picture Hooks. You remove Picture Frames from a Personal Space like any other piece of furniture. Interacting with Picture Frames The interaction with Picture Frames is like the interaction with a piece of furniture. Menu Options The different options are shown in the Action menu. However there are slight differences depending on the type of user. Standard Features /Viewer Features • Zoom: Takes the user into zoomed viewing mode in exactly the same way as for a normal poster or video screen. • About: Displays the Picture Frame’s name and its thumbnail. Owner Features • Browse Pictures : Browses for the images available and changes the picture in the frame. • Edit Picture: Edits the options of the picture in the frame. • Move: Opens the move furniture dialogue for the frame. • Remove: Removes the frame from the wall. • About: Displays the Picture Frame’s name and thumbnail. Dynamic Picture Frames There are two types of picture sources: • Standard pictures provided by PS Home: • Stock of default images included with the frame. • Packs of pictures provided free of charge (such as freely available masterpieces, images from new artists, advertising). • Purchased images (such as game posters, custom artwork). • Custom pictures provided by the user: • From the PIayStation®3 hard drive. Editing Pictures After the user has selected the image for the picture frame, there are three basic options for how the picture is sized into it: • Fit proportionally (default): This keeps the image in its original aspect ratio and fit it into the frame, placing white bars above and below or to the sides as needed • Fill proportionally: This keeps the image in its original aspect ratio and fit it into the frame, cropping above and below or to the sides as needed • Fill: This stretches or squashes the image as needed to fill the chosen frame Viewing and Visibility When they are first placed, Picture frames display the default texture. The owner of the space can choose picture frames and load images in them. The owner can change images in pictures frames at any time. They select them from their PlayStation®3 HDD, or from stock photos in the Default Images folder, if the PS Home for user’s region provides them. When an image is loading into a picture frame, the owner and everyone else in the space who can see the image sees this loading image: When the owner removes an existing image, the frame reverts to the default image. If an image fails to load, the frame displays the following image with an indication of the possible error: A user viewing the picture frame might not see the loaded image because of age restrictions or parental control levels. If a user is not permitted to view a certain image, they see the default image instead of the intended image. Users outside of SCEA and SCEJ regions see only the original texture only. Creating Picture Frames in Maya To create a simple picture frame in Maya: 1. Select File > New Home Furniture Item. 2. In the New Home Furniture Item dialog, enter a name for the new furniture object and click OK: 3. To create a simple cube-shaped picture frame, select Create > Polygon Primitives Cube. You can make your picture frame in whatever shape you want, as long as it does not exceed the dimension limits. See HDK Tools Validations. Picture Frames are placed on picture hooks in users’ personal apartments. Any part of the picture frame that is not in the positive Z-axis may not be visible since it may be rendered behind the picture hook and thus behind the wall. Dynamic picture frames only: If you are making a dynamic picture frame, select Create > Polygon Primitives > Plane to add a plane. This is the geometry on which the user’s picture will go. This sample aligns the plane with the front of the picture frame, which is on the positive side of the depth-axis. This must be in the positive Z-axis; otherwise the ’screen’ may not appear in the live environment Specify the picture frame dimensions. The required maximum dimensions for picture frames is 2 m (X axis) x 2 0. 3 m (Z axis - for example, protrusion). 5. You can now set up geometry and collision. Display the Persp/OutIiner View by clicking 6. Dupl icate the picture frame shape and drag one to Geometry and the other one to Collision. 7. Drag the plane shape to Geometry: ■ r ■ — ■■■■■ L m (Y axis) x Display Show Panels softModl Handle defaultLightSet defaultO bjectS et 8. You can now apply ATG Shaders. Display the Hypershade/Persp View by clicking 9. Select the ATG material to be applied to the picture frame and click to open the Attribute Editor. 10. In the ATG Material tab, select the material type required from the Select drop-down list (in this example, the default material is selected): | ^ Select | default missive glf£ (I ter preitjfctfl Jt preit_glas5 din water 11 . Display the Persp/OutIiner View by clicking and select the picture frame (in this example, pCubel and pCube2) 12 . Bao- Display the Hypershade/Persp View by clicking Selection from the pop-up menu displayed: right-click over the desired ATG material and select Assign Material to ATGTCaterBJl... rranw- uopit: i.'ilth hlstEriz RjemGW Mater dJ Qro i Lin From t sHertirp.: '■bdm SSlEIt Output MXkS Herzme ClddLeO&'lLDl*^ h (mi SdltlLli; J ftjemff-Te x "om ■□nfcans" K-l-i i>'! "AT.hVilpriri ' 13. Dynamic Frames Only: Dynamic Frames allow users to load pictures from their PlayStation®3 HDD. The picture is loaded onto a texture that you identify as the texture for the picture to replace. In Maya, you assign as placeholder texture to the geometry shape on which you want to users to place pictures. In the Object Editor, you identify the placeholder texture in the properties of the Furniture component. See Exporting Picture Frames. To Assign a Placeholder Texture: a. Create another ATG Material, and select default type. b. In Material Parameters > Colour Map, choose a placeholder texture. This example uses the Placeholder^, dds texture in \artsouce\Generic_Shared_Textures: ATGMateiiel: ATGMeterie13 •0 Focus | & Pi$ sets | ▼ default *Mo tiesorbUon* v Refresh [ ^ Select SO ? Render State Lighting EsfreAttribs Status IN Tex Coord ITT Colour Map m z e generic_sharedJe>:lures\P1aceholdeJ„c.dds 9 c. After you have applied the textures, press the 6 key to see the changes. Your picture frame is now ready to export. See Exporting Picture Frames: For more information on creating furniture, see Furniture and Decorations and Maya. Exporting Picture Frames This section applies to any type of picture frame made in Maya. To export picture frames: 1. Select Home > Export Wizard or click The Export Wizard dialog is displayed r Export: Wizard Presets (3 Ptufile: Description: Description: Options: Furniture Export furniture geometry and collision riesci. L-USLUMI Export Geometry 5 Export Collision [71 Update Object Catalogue [71 Post Export Validation 2. Select Furniture from the Profile drop-down list. 3. Ensure all of the export option boxes are checked. 4. Click Export. The Furniture Object Editor dialog is displayed: 5. Enter the name you want to use when exporting your object in the field displayed. 6. Click the pencil icon. The Edit dialog displays the parameters that need to be set for the object metadata: 7. Select Picture Frame from the Category drop-down list. 8. Select Picture Frame from the Appliance drop-down list. 9. Click Edit next to Thumbnails to select the thumbnail images of the item in the Thumbnail Editor dialog: For more information on selecting thumbnail images, see Editing the Thumbnails. 10. To export the Picture Frame object, click Commit All Changes in the Furniture Object Editor dialog. At this point, Static Picture Frames are now complete. You need only complete the steps required for all objects (age rating, profiling, etc.). 11. For Dynamic Picture Frames only: complete these steps: a. Open the Object Editor. b. Select the object just created. c. In the Object View panel, select the Furniture component. d. In the Properties panel, click the button next to the texture_to_replace field and browse to and select to the texture to be replaced. In this example, \generic_shared_textures\placeholder_c. dds was used: Properties □ Misc a I ways_alllcw_reta rqeti ng appliance camera_dist3nce ca mera_fcc us_offset collision False Picture Frame 0 0 , 0,0 collision model seats textu re_to_repl ace model ■[Collection) ,,, .generic_sharedJextures’ ,! filaceholder_c.dds Your Dynamic Picture Frame is now complete. You need only complete the steps required for all objects (age rating, profiIing, etc.). Adding Picture Hooks Picture Hooks allow users to place picture frames (static and dynamic) on walls in personal spaces, so that they can then hang pictures on the walls. You add picture hooks to the personal space using the Scene Editor. You don’t need an asset file to add them to a scene. You should add at least three picture hooks to your scene so that users can use their picture frames as they acquire them. For more information on picture frames, see Picture Frames and Wall Decorations. To add a picture hook: 1. Open the scene in the Scene Editor. 2. Drag the Picture Hook object from the Palette panel to either the Project panel, or directly onto the scene. 3. Position the Picture Hook object against a flat wall: Game Elements Default Furniture Point ■ Seat . Seat Area ['.J Picture Hook ^ ,.J Spawn Point *'■ ^ Level Tools Objects ¥ Particles ¥ Screens Scripts ¥ Sound ¥ Triggers Project ¥ x j Game □ r {J] Game Objects E]( ' j Collision File El (Jj Environment Map EK Light Probe File Eltjg] Model Picture Hook Spawn Point - Picture frames are not designed to be placed on curved surfaces, so avoid placing picture hooks on curved walls. Picture frames can be placed on picture hooks and rotated to any angle. Leave enough room around the edges for this to work. Placing a hook very high up makes the hook and picture frame difficult to target. Test picture hooks in scenes before publishing them in the live environment. See also Designing a Home Space. Picture Frame Commerce and Regional Restrictions The following restrictions apply to Picture Frames: • Dynamic Picture Frames are only available in the SCEJ, SCEA and SCEAsia regions. They are not available in the SCEE region. • Static Picture Frames are available in all regions. • Picture Frames can only be purchased within the region they are available. For example, Picture Frames within SCEJ region can only be purchased in SCEJ, but not in SCEA, SCAsia, or SCEE regions. • Pictures Frames acquired in one region cannot be sold in a different region. • Picture Frames acquired in one region are visible in any other region where Picture Frames are available: • SCEJ users can see SCEA Picture Frames and vice versa • SCEE users will only see the default texture (texture_to_replace) in Dynamic Picture Frames. • SCEE users can see Static Picture Frames. Creating a Seat To make a piece of furniture that avatars can sit on, you must set up your furniture item as a Seat object. Adding Seats in Personal Spaces and Clubhouses To add seats to your personal space or clubhouse, you cannot just import furniture as a user would if they were in the space. You must first design the geometry and collision of the seat in Maya. Using the Scene Editor, you then add the Seat Area and Seat objects from the Palette panel to turn that area of geometry into a seat. a You can use this process for public spaces as well. With public spaces, you can also use Scene objects from the Object Editor to decorate your space. For more information, see [Embedded Objects], To add a seat: 1. In the Scene Editor, drag the Seat Area object from the Palette panel into the Project panel, or directly onto the scene: Palette Project |_] Game □ \[_J Game Objects EEK ' j Collision Foie EEK ' j Environment Map EH. Light Probe File 0[; J Model Spawn Point 2 . Position the Seat Area on the scene to where you would like users to be able to sit down. i In Maya, the Y Positive axis is the front. When using pivot rotation to align furniture with seating locators, keep in mind that the seat’s front positive may not be the furniture’s front positive after pivot rotation. Make sure that you rotate the seat locators only on the y-axis. If you rotate them on other axes, the position locator in Maya will not match the position of the locator in PS Home. Model all furniture pieces so that world 0 is the floor level: Collision and Graphics ¥ Game Elements ¥ Level Tools ¥ Objects ¥ Particles ¥ Screens ¥ Scripts ¥ Sound ¥ Triggers ¥ Project ¥ X |^j Game J0 t E T-l Game Objects EL;.I Collision File E r... Environment Map E l./.J Light Probe File S f J Model Spawn Point 3. Drag the Seat element from the Palette panel onto the Seat Area element in the Project panel: Palette Project E| Game □ O Game Objects EK'.J Collision File EH'.'.J Environment Map EEK Light Probe File O The Seat appears in the Seat Area, and your seat is now created in the space. Seat Locators Select a Character Seat Locator of the appropriate height from the Furniture Tool Shelf in Maya (Home_Furn). You can choose from the following: • Low: reclining seat height (0.35 m) • Medium: standard seat height (0.5 m) • High: bar stool style seat height (0.7 m) The seat heights are not exact measurements, so place your Character Seat Locators in Maya before modeling your seat. You can then build the geometry as far as possible to fit the avatar pose. For more information and illustrations of seat heights, see Dimensions. Positioning Seat Locators You can reposition seat locators (named HomeSeat) wherever you want. The position information is automatically included when you export your model: Multiple Seat Locators Furniture items can have up to three seats. For furniture that seats more than one, just add more Character Seat Locators: The tools (Maya, Scene Editor and Object Editor) automatically validate the number of locators and generate an error if you exceed the maximum number allowed. Reclining Seats When creating your seating locator, you can use the Recline parameter so that the avatar can lean back into a relaxed position (for example on a recliner sofa). To set the Recline parameter: 1 . Se I ect a HomeSeat. 2. In the Attribute Editor, select Extra Attributes. 3. 0 (no recline) is selected in the Home Seat Recline drop-down list by default: T Extra Attributes V" Home Seating Home Seat Recline 0 ▼ Home Seat Height 0,350 To set up a reclining seat, select 1 from the Home Seat Recline drop-down list. Selecting Default Shaders for Furniture The ATG Shaders used in designing Home content are not present until the Home HDK has been installed. To select the default shaders for furniture in Maya: 1. Open the Hypershade dialog and select ATGMaterial from the Materials list: Create Bins t Create Maya Nodes T Surface A ATG Material Anisotropic 6 linn = Lambert 2. Open the Attribute Editor and select the default material type from the Select drop-down list: I w Select | ■rr-.M Category > dcfwlt en-iE&ivie qlii (j har preitjjtfadt preitjglass ddn rtflttr The ATG Shader is automatically configured with three mapping nodes as follows: Colour Map □EM Normal Map z Specular Map \A rt s ourc e V3e ne ric hare d_T e x toe s \P lac e ho lie r_s. deb a \A rt s ourc e ''.Ge ne nc _S hare d_T e x toe s \p lac e ho lde r_gre y_c. dds j 0 \A rt s ourc e V Se ne ric _S har e d_T e x to e 5 \P lac e ho lie r_n. deb 1 m 0 m Each map channel has a default placeholder texture. You can replace any of these textures with your own texture maps, leaving the placeholders in any unused channels. Menu Categories for Furniture The furniture menu in the client has specific categories where furniture and decorations are listed by type: • Appliances • Chairs • Cubes • Flooring • Footstools • Lights (candles, desk lights, standard lamps, etc.) • Ornaments • Picture frames / Wall hangings • Sofas Storage Tables The category a furniture item appears in depends on what is set in the metadata description of the object. Validating and Exporting Furniture To export a furniture item: 1 . Launch the Export Wizard from the Home drop-down menu or by clicking © The Quick Export option (also available from the Home Tool shelf or the Home menu) exports the scene using the last settings used. The Export Wizard dialog is displayed: 2. Select the Furniture export profile from the Profile drop-down list. When you export, the project’s data is exported to an intermediate folder, which is automatically created with the same name as the Maya file when the first export takes place. This folder contains a number of files required by PS Home to build the final environment and an export log file that contains useful data about the export. 3. Select the export quality from the Preset drop-down list. The Default preset is currently the only option available for furniture. 4. For custom presets, check or uncheck the export option boxes, as required: Options: J Export Geometry 171 Export Collision [71 Update Object Catalogue [71 Post Export Validation All the boxes are checked by default and on most occasions can be left. However, if for example, you are working on just your collision geometry, you can uncheck all the boxes except Export Collision. This saves the exporter having to re-export the geometry. If the Post Export Validation box is checked, the Export Wizard validates your content to make sure it is compliant with PS Home requirements. For more information on what is validated, see HDK Tools Validations. Only uncheck this box if you are sure that you will not be packaging the content for submission to PS Home (for example, if you are just testing the export to Scene Editor or Object Editor). 5. Click Export to start the export of the data. 6. During export, the Furniture Object Editor loads the object catalog. You can use this tool to add object data to your exported object, so that it is already recorded in your object when you open it in the Object Editor later. This can be useful, as you can add names, descriptions and thumbnail images that make it easier to identify the object in the object catalog: To edit the object data, click the pencil icon: The Edit dialog is displayed: Edit each field to your requirements: a. Enter the name of the creator of the item in the Author field. This attribute does not appear in PS Home and is only for your own reference. b. Enter the version number of the item in the Version field. This attribute does not appear in PS Home and is only for your own reference. We recommend versioning as follows: • First version of the furniture: 1.0.0 • Any update during QA: +0. 0. 1 • Resubmission (for whatever reason): +0. 1 c. Enter the name of the company for whom the item has been created in the Company field. This item does appear in PS Home. d. Click Edit next to Thumbnails to select the thumbnail images of the item in the Thumbnail Editor dialog: Thumbnail Editor Small Thumbnail 128x12-3 The thumbnail displayed in the on-screen display when lists of objects are shown, e.g. when purchasing an object. Browse Large Thumbnail 32flx176 A larger image of the object. Browse Publisher Thumbnail 123x123 The logo of the publisher that created the object. Browse Apply to one language only en-GB Cancel OK For more information on selecting thumbnail images, see Editing the Thumbnails. e. Select the category in which the item will appear in when the user is adding new furniture in PS Home from the Category drop-down list. f. Select any special functionality that the furniture might have from the Appliance drop-down list. You should select Plain Object for all furniture items, except for Seats and Picture Frames as these items have special behaviors. At the end of the export process, the Export Log dialog displays the results of the export and lists any errors © warnings f and comments , for example: N Export Log i - Filter a Errors (1) Warnings [57] Comments (14) Options Find Log m testlog | Message A- "S \ WARNING: Semi-prelit mesh detected: ceilingJghtsShape. Semi-prelit meshes a... \ WARNING: mesh railing_eft_stairsShape covers 2 .1 % of the Ikfrtmap texture £ \ WARNING: mesh left_doorShape covers 14.0% of the lightmap texture \ WARNING: mesh right_doorShape covers 14.0% of the lightmap texture \ WARNING: mesh skylightShape covers 11 6*4 of the ightmap texture \ WARNING: mesh skylightwindowShape covers 2C .2% of the ightmap texture ■a \ WARNING: mesh railing_righft_stairsShape covers 3.6%= of the lightmap texture V \ WARNING: mesh ceiling JightsShape covers 11 .4% of the ghtmap texture "s m \ WARNING: mesh windowJramesShape covers 17.3% of the lightmap texture iii \ WARNING: mesh left_rear_sheffShape covers 43.6% of the lightmap texture — \ WARNING: mesh right_rear_shelfShape covers 44.1% of the lightmap texture \ WARNING: mesh fireplaceShape covers 23.1% of the lightmap texture \ WARNING: mesh windows JeftShape covers 13.3% of the lightmap texture \ WARNING: mesh windowsrightShape covers 20.5% of the lightmap texture V \ WARNING: mesh columns Shape covers 42.2 % of the lightmap texture . \ WARNING: nesh steos small Shane covers 12.1% of the liahtmao texture 4 rrr If there are no errors, select Next to move onto the next step. If the log reports errors, you must correct them before continuing. If your export is successful, "Export Complete" is displayed. A Home model file (. mdl) containing the geometry and a matching Havok file (.hkx) containing the collision data are created. In addition, an object file (.object) is exported that references all the other files to create the final Home furniture item. When validation and export have successfully completed, you can edit the scene or object/component created in Maya (if necessary) and package it in the Editing tool. You use the Scene Editor for scenes and the Object Editor for objects or components. The scene or object/component must validly export and be packaged by the associated Editor before you can submit it for quality assurance. Textures for Furniture Texture Allocation The texture allocation is the equivalent of a 512 texture set made up of three 512x512 pixel maps, a color map with alpha channel, normal map and specular map with alpha channel.The allocations are saved in the DDS NVIDIA format with the DXT5 compression. You can split this 512x512 set into any size, providing both dimensions are to the power of 2 (i.e. 16, 32, 64, 128, 256), for example, 256x256 and 128x512. Texture 2 with 256x256 pixel resolution Texture 1 with 256x64 pixel resolution Workflow The aim is to achieve the highest fidelity with as little texture space as possible. Tiling textures have been proved to give the level of fidelity required for things, such as fabric, so only use unique textures where absolutely necessary. The following image shows a typical example of the size of one tile of each texture: As you can see, textures 1 and 2 are laid out according to their tiling regions Flat color materials are often present in the furniture for materials such as chrome, so you need only create a color swatch 16x16 to achieve the required result. Normal Maps Normal maps can be created using the NVIDIA Photoshop filter. By creating the equivalent black and white bump map and running the filter will achieve the correct results. The following image shows the correct setup for the NVIDIA filter. The only options you should change are the Filter Type and Scale. Smaller detailed textures such as fabric would suit a sample type of 4 or 3 and a scale of 5, whereas large details would suit a higher sample type and larger scale. Specular Maps Home supports Specular Intensity plus Specular Power, that is Specular Color and Specular Roll Off respectively. The Specular Intensity is represented by the RGB channels in the image, and the Specular Power is represented by the alpha channel. We recommend that you keep the original .PSD file and all its assets. These files are not needed to package PS Home content, but can be used if re-editing content. The example pack is supplied with a typical .PSD and its elements. The Furniture Shelf and Furniture Menu The Furniture Shelf, Flome_Fum contains tools specific to creating furniture, as well as some common tools. The Home_Furn tab has the following buttons: Button Name Description Export Launches the Export Wizard. Wizard Quick Exports the scene using the last settings. Export PS3 Launch on PlayStation®3. Model Viewer Add Seat Locator Places a Character Seat Locator item at the origin of the current Maya Scene with the name ’HomeSeat’. These items show the seating positions on your furniture and display the space used by a seated character. F ^ Collision Mesh Attributes Adds a Convex Mesh parameter to the currently selected shape. % Create Light Locator Adds a light locator item that can be moved into position to determine the location of the point light source for a Lamp. See Creating a Lamp. Unable to render embedded object: File (col 1isionattribute.png) not found. Collision Creates a collision box, sphere cylinder or capsule shape, respectively. See Collision in PS Home. These options are also available in the Home > Furniture menu: Rules and Conventions for Modeling Furniture This section gives recommendations to help you to make furniture items efficiently and economically. To make sure that your furniture items pass export validation, see: • Dimensions for furniture size recommendations. • Content Requirements for the technical requirements of your Home content. • Profiling in the Client for information on profiling your Home content. Collision Use primitive shapes when making furniture collision. See Collision For Furniture and Objects for more details. Axis Model all furniture pieces so that world 0 is the floor level. In Maya, the Z Positive axis is the front (a chest of drawers, for instance, would have drawers facing positive Z). When using pivot rotation to align furniture with seating locators, keep in mind that the seat’s front positive may not be the furniture’s front positive after pivot rotation. Make sure that seat locators are rotated in the y-axis only. If they are rotated in other axes, the position locator in Maya will not match the position of the locator in PS Home. You must rotate it parallel to the ground and not put at an odd angle. Hierarchy Place your collision geometry under the Collision Group/node. The following image gives a view of the correct hierarchy setup B B B B B O' O o o ♦ o ♦ Home_World_1 Collision I—o Collison_mesh_1 Lights L -o sun LightVolume I—o light_vol 9 Geometry —o walls_ceiling -o floor 1 -o border ■o grass Layers For organization purposes and ease of use, make two layers: • A layer named GEOM containing the Geometry Group/Node and its children. • A layer named COL containing the Collision Group/Node and its children. The following image shows the correct layers setup: ^■— * frtptor F f= 3 -iiJy .fivers tiptens H=p <5 \ » Level of Detail and Triangles Although there is a recommended maximum, keep models efficient by using as little geometry as possible whilst retaining the required quality and level of detail. For example, a sofa may be 3,850 triangles, but a picture frame consists of 84 triangles, as shown in the following images: Sofa with 3,850 triangles Picture frame with 84 triangles 4,000 triangles should be sufficient, so try and avoid long hard edges by beveling and cutting-in where necessary. Naming Conventions Assets All assets in PS Home follow the same naming conventions. All names are capitalized and use underscores for separation of category. For example, all assets created for ’Brand Name’ would be named in this format: BrandName_AssetType. Examples of correct and incorrect naming: Correct Name Format Incorrect Name Format BrandName_DesignType. ma BrandName_DesignType_c. dds BrandName_DesignType_n. dds brandName_designtype. ma BrandName_designtype_co1. dds brandname_design_type_n. dds Textures All Textures within Home have a specific suffix depending on whether they are color, specular or normal maps. You must name all your textures via the previous naming convention adding the appropriate suffix. Color maps add ’_c’, specular maps ’_s’ and normal maps '_n'. For example, a sofa upholstery color texture would be named Flome_SofaUpholstery_c and the normal map would be Flome_SofaUpholstery_n followed by the appropriate file extension. Project Directory The project directory is a folder named by the scene file, such as chairj or Flome_ArmChair01 . It contains another folder named Textures. Place all your DDS texture files in this folder. Your scene will then source textures from this folder. The following image shows a project folder containing all relevant files: Q Home ai Chfomq_c.dds J?iChrQme_n.dds ^f ChfQme_s.dds Q Grey20 _c. dds 3 : iaceholder_n.des j@rtainwhite01.pal MP**iWhlte01_c, Create Light Locator. 3. Position the light locator to determine the exact location of the point light source: Focus Environment Character - i - ■ ■■ ■ ^ , low MD Furniture Display Show Panels View Shading Lighting Show Renderer Panels PS3 Model Viewer Reload Model Material Effects Verts: M/A M/A Ho default 0.755 1 Edges: Modeling Explore Folders Fix Add Low Seat Locator Add Mid Seat Locator Add High Seat Locator persp □ Z7? Home_Lamp01 El EJ —? Geometry lampl I—o standi El O —? Collision I—o pCubel Faces Tns: UVs About HDK... Add Arcade Screen Add Collision Mesh Attributes Create Light Locator Create Collision Shape Attribute: Box Create Collision Shape Attribute: Sphere Create Collision Shape Attribute: Cylinder Create Collision Shape Attribute: Capsule r HomeLight © defaultObjectSet Attribute Editor: HomeLight ^jnj X List Selected Focus Attributes Help HomeLight HomeLightShape PropertyLocator: [HomeLightShape Presets - Property Locator Attributes Mask generic shared textures/placeholder adds ►J Extra Attributes Notes: HomeLightShape Select Load Attributes Copy T ab Close persp 3 There is a limit of one light locator per lamp but there must be one light locator so that the model exports as a lamp. The offset and light mask texture for the light locator is displayed in the Object Editor under Components > light > lights > light(O). 4. The texture used by the mask for the point light is displayed in the Attribute Editor (the default mask is a solid white texture). To mask particular areas of the light source, change the texture to a cube map (for example, when the model includes a lamp-shade you may want the light to only illuminate through the gaps in the lamp-shade) To change the color of the light, simply change the white within the mask to a color. The default values for the point light in a lamp are Attenuation Start = 0, Attenuation End = 2.5 and Attenuation Power = 2. For more information on point lights in Home, see Adding Dynamic Lighting. 5. Export the lamp furniture object, ensuring that you check the Update Object Catalog box. For more information on the export process, see Validating and Exporting Furniture. Furniture Block System For Japanese Live Page *SrO)S*IgjK^-y(i^*>b rii^P'^yXfAj Overview A standard furniture item is an object with a Furniture component, but no Active Item component. An ’active item’ is an object with both a Furniture and Active Item component (see Active Items). The budget for placing furniture in a space is presented to users as consisting of 100 "blocks". Each standard furniture item takes up one block. Active items can use between 1 and 100 blocks depending on their complexity, this value is set using the Object Editor. All active items created before HDK 1.65 consume 22 blocks. When users place items of furniture, the user interface shows them: • How many blocks they have already used • How many blocks are still avaiI able • How many blocks the selected item in the catalogue requires • Whether the object will fit in the Apartment or Clubhouse If users remove a furniture object, the user interface tells them how many blocks will be released by removing it. The number of blocks used by a furniture item is also reported to the user at the point of purchase. Remote users only see that an item has been added, moved or removed when the local user has confirmed the action. Handling Fragmentation When users place and remove furniture, furniture memory can become fragmented. For example, there may be 22 free blocks, but if the required memory is not consecutive, the user cannot place an active item in the space. The PS Home client handles fragment ion by reloading the layout of furniture in the space, which defragments the furniture memory. Active Item Resource Usage The resources an Active item uses can vary depending on the type of component you create. You can create Actives so that users could, potentially, add up to 50 Active items with a small memory budget, or just a handful of high-memory interactive items. Active items with lower memory usage are more appealing to users as it means they can place more items. When you have created your Active items, you must profile them in the Client so that they can be accurately rated for the resources they use. See: • Determining Active Item Resource Usage • Optimizing Actives Memory Usage See also: • Furniture Validations - summarizes both HDK automatic validations and manual validations for furniture • Active Item Validations - summarizes the automatic and manual validations that are required or recommended for active items • Object Editor Validations - summarizes the HDK automatic validations and manual validations for the Object Editor Determining Active Item Resource Usage For Japanese Live Page »Sr( 7) 0 - is It C *> b ry K/Ox K**0)U v-xffiffllKDaSj The amount of system resource an Active Item uses determines how many blocks of the furniture budget it consumes (out of a maximum of 100). You must declare the resource usage of an Active Item before it can be packaged. How Resource Usage Relates to Furniture Blocks Active Item resource usage is rated in the following areas: • Main Memory • Host Memory • VRAM • PPU Time • Network Usage Each value is specified in its own custom units. The following table lists how much resource is allocated for each resource type Resource Type Resource Usage Ma i n 48 KB per block Host 112 KB per block VRAM 304 KB per block PPU (while object is not in use) 0. 1 ms per block PPU (while object is in use) 8 ms Network (while object is not in use) 0.1 kbytes/s per block Network (while object is in use) 2 kbytes/s For example, a value of ’2’ for VRAM means that the Active item does not use more than 608 KB of VRAM. Resource allocations for memory (Main, Host and VRAM) are strictly enforced: if the item uses more memory than has been allocated it will stop working. Resource allocations for PPU and Network use are not strictly enforced: the occasional spike in usage is acceptable. The Active Profiler The Active Profiler tells you how many furniture blocks are required to properly accommodate an Active Item. You can access it using the console command activeprofile. Actioe Profiler Duck Down Records Boombox (035FE919-4FAB4330-B5D1 bSSti -D3880C5D) FIELD STAT DEClL CURR RCHT PERK PPU 0.47ms [22] [5] [12] [12] Main 201 .3Kb [22] [5] — — Host 230.6Kb [22] [3] — — = • - DRAM 1536.6Kb [22] [6] — — NET 0.0KB/S [22] [1] m m The profiler displays a table with the following columns: Column Heading Description FIELD The type of resource usage being measured STAT The current reading in its native format DECL The number of blocks currently declared in the Object Editor CURR The current number of blocks required by the object for the resource type RCNT The highest recent (within the last 10 seconds) peak value PEAK The highest recorded number of blocks required by the object since profiling began The CURR values are used when reporting PPU and Network usage, the PEAK values are used when reporting memory (Main, Host and VRAM) usage. Determining Resource Usage To determine resource usage values for an active item: 1. Launch the PS Home client in online mode (see Testing Content in Online Mode) and use the navigator to go to a Personal Space. 2. Use the Dev Debug Console command activeprofile. 3. Ensure that your Active Item is in your inventory (see Managing the User Inventory) and place the item in your scene. 4. While the item is not being used, make a note of the typical values shown for PPU time (PPU) and network usage (NET). Occasional spikes in these values are acceptable, the value recorded should be the highest value that frequently occurs in the CURR column. If the item includes features which run when the item is not being used (such as playing music), enable these features, then exit the activity before recording the PPU and Network usage values. Active Profiler Duck Down Records Boombox (035FE919-iiFABii330-B5D1D556 -D3880C5C) FIELD STAT DECL CURR RCHT PEAK PPU 0 - -M 7 ns [22] [5] [12] [12] Main 201 .3Kb [22] [5] — — Host 230.6Kb [22] [3] — — URAM 1536.6Kb [22] [*] — — NET O.0KB/S [22] [1] m m I II *9 J J 5. Join the Active Item and perform a full load test of the item, testing all the available functionality. If the Active Item supports networking, test the item with as many users as it supports. Note down the peak values recorded for Main, Host and VRAM. While testing, also ensure that the values for PPU and NET do not frequently exceed the stated maximum values (again, occasional spikes are acceptable). Specifying Resource Usage Values To specify resource usage values for an Active Item: 1. In the Object Editor, select the Active Item that you wish to set the resource usage for. 2. Select Object > Edit Resource Usage. 3. Enter the five recorded values into the relevant fields. 4. Click OK to save your changes. Once the resource usage values have been entered, the object should be fully tested. If the object no longer functions correctly, it is likely that the resource usage values have been set too low. O A value of ’0’ or a blank field means ’undefined’. An object with undefined values will not pass validation and cannot be packaged. See also: • Profile GUI • ProfiIing Objects Optimizing Actives Memory Usage For Japanese Live Page There are certain actions you can take to help optimize memory usage and so make your active furniture item more attracti users. For example: to • To reduce run-time costs, compile all scripts and make use of the Environment library. • To avoid getting a high (inefficient) slot rating from the profiler, make sure that your item uses resources in a balanced way. For example, if an item uses a small amount of Main memory, a small amount of Host memory, but a very large amount of VRAM, it is given quite a high slot rating. To reduce the slot rating, you could try to reducing the amount of VRAM used, perhaps increasing mesh complexity to compensate. This might greatly reduce the slot usage without having to compromise on item quality. Avoid making changes that are likely to affect item quality. For example, reducing the texture resolution may be feasible from a design point of view, but is not desirable from the artist’ s point of view. Object Editor The Object Editor is a tool for creating, editing and packaging object definitions that are loaded by PS Home. Using the Object Editor, you can compile, edit and manage new and existing objects and their assets and components. The Object Editor works as an HDK-specific XML editor that enables: 1. Easy management and modification of objects that have been authored, validated and successfully exported from the Home DCC Tools. 2. Creation of object types not exported using the HDK authoring tools (such as the Home DCC Tools). Object Creation Workflow The following process diagram shows a typical sequence of tasks for creating a new object in the Object Editor. Although the steps are ordered sequentially, they do not necessarily reflect the exact order in which you do things. An explanation of the processes follows the diagram. jTm Save your object at each stage in the process of using this tool. The following table summarizes what you do at each stage of object creation: Task Description 1 . Create a new object/ Add an existing object Create a new object, or add an existing object (made using DCC tools) to edit in the Object Editor. 2. Add New Local Resource Add the resources contained in your folder that you want to use with your object. For example, add a . lua file as a local resource for a mini-game object. Repeat this step for as many resources as you want to use with the object. 3. Add New Component Add components to define how your object will behave in PS Home. For example, if you added a . lua resource in step 2 that uses the osd library, add an OSD component so that your object can use and access OSD. 4. Add Localization Add the object’s information in different languages. 5. Edit ThumbnaiIs and Age Rating Add thumbnails and age rating information. These items are required to successfully package your object. 6. Save and/or package the object Save your object frequently. When you are ready to send it to QA, package it. Object Editor Interface When you first open the Object Editor, you see the following interface: Item Number Name Description 1 . Quick action buttons Actions are: Save, Create New Object, Open Object, Package Object, and Delete Object. 2. Quick action edit buttons These buttons are Copy, Undo, Redo Undone Action, Cut, Paste, Delete, Lock From Editing and Unlock To Allow Editing. 3. Quick action edit object buttons Allows you to edit thumbnails, edit age ratings, edit an object’s dynamic resource usage, add a new component, add a new local resource, and edit an object’s repertoires. Also allows quick testing of the selected object on your PS3 and importing localization information for the current object, or for all objects in your build folder. 4. HDK Project panel Displays the currently loaded HDK Project. For more information on this panel, see HDK Project Panel. 5. Object Search panel Displays a welcome message when first opened. When you enter a search or click Show all, the selected objects, or all the objects in your /build/objects directory are displayed. 6. Search field and button Enter search terms in the field and click Search, or click Show all. 7. Search fiIter boxes Enter search terms in the field and click Search, or click Show all. 8. Object Summary panel This panel displays the object name, object ID, description, and the 128x128 thumbnail. If an object is not localized, the Object Summary panel displays a warning, like in the image below: Object Summary CS 1 "Not Localised* NetBag For more information on localizing objects, see Localizing Objects. 9. Add Item and Remove Item buttons Many object components can contain sub items. These buttons allow you to add/ remove sub items to the currently selected object. For example, if you add a Scene Object component, then select one of the Scene Object parameter lists (String, Boolean, Numeric, Enum) in the Object View panel, you can use the Add Item button to add a new parameter to that parameter list. Conversely, selecting the newly added parameter and then pressing the Remove Item button will remove that parameter. 10. Object View panel Displays the Components, Resources, Localization, and Metadata nodes for the selected object. 11. Scripting panel Allows HDK API script commands to be executed. For more information see, HDK API Scripting. 12. Output panel Displays the results when you package and save your object. 13. Viewer panel Provides a view of the currently selected resource. For more information see, Viewer Panel 14. Properties panel Displays a description of the item you selected. Showing, Hiding and Moving Panels in the Object Editor You can show and hide panels by using the Window menu: If the name of the panel has a check next it, it’s displayed in the Object Editor. Uncheck the name of the panel to hide it. You can attach panels to the main Object Editor interface, have them as standalone windows or as tabs in the same dialog: • To detach a panel and have it as a standalone window, place your cursor over the title of the panel and drag it out, away from the interface or any other panel it’s attached to. Alternatively, double-click on the panel’s title. • To attach a panel, drag it over the interface or the panel that you want to attach it to. Alternatively, double-click on the panel’s title. • To move a panel to a particular position on the interface, start dragging the panel until the following in displayed: Keep dragging the cursor until it’s over the position you want indicated on the above control, then drop the panel into that position. If you attach a panel to another panel, you can view the panels using the tabs: |y| Metadata [?] Components Localization Object Search HDK Project Viewer Output Object Search Panel The Object Search panel allows you to search and browse for objects in your \build\ob jects folder. You can search using any of the following criteria: • Object ID • Object Name • Resources • Metadata • Components • Localization To search for an object, enter all or part of one of the above things and click Search. To show all objects, click Show all. By default, all criteria are included in the search. To exclude a criterion from the search, deselect the corresponding checkbox under Search Criteria. Click on an object thumbnail to open it for editing. To edit multiple objects at once, hold Ctrl or Shift when selecting the objects. 3 Not all features are available when multiple objects are selected. Unavailable features are grayed out. Object Summary Panel The Object Summary panel displays information about the currently selected object(s). Object Summary ^ X Engine Settings Sample 5C1 S3 E28-86974F88-8 E55G692-0B746520 A sample to demonstrate the use of the Engine Settings API inside a scene. The following items are displayed: • Object Name • Object ID • Object ThumbnaiI • Object Description For information on how to change these items, see Completing the Object Header, Overwriting and Copying Objects and Preparing Objects for Packaging. Object View Panel The Object View panel displays the full contents of the currently selected object(s). The content is grouped into four categories: • Components: The building blocks of an object • Resources: External files used by the object • Localisation: Text strings in multiple languages • Metadata: Information about the object The settings of components, resources and metadata can be viewed and configured in the Properties Panel after clicking on them. Localization entries can be viewed in the Properties Panel: to edit them see Localizing Objects. To change the default display language for objects in the Object Editor, click on the root node of the Localisation section. The two buttons at the top of the Object View panel allow adding and removing of component sub items. In the example screenshot above the Add Item button can be used to add seats to the Furniture component as the Seats list is selected. The search box at the bottom can be used to filter the content of the Object View panel. This is useful for finding a particular resource. HDK Project Panel The HDK Project panel allows you to browse and edit the currently open Project (* *.hdkproj) file. HDK Project X Change View TheSimpsons Evergreen T errece Minigame TerraceGanme The Family Homer : HomersShirt Homers Pants Homers Hair E-jjsfr Baft : Bart Man E Maggie Maggie E ■■£: Marge Marge Hair I El-EB 1 Lisa Lisa Saxophone Santas Little Helper Santas _7. e ElelperFollower OtherCharacters Disco Stu HDK Project Views The HDK Project panel has the following views: • Project View: Displays your objects in a hierarchical structure. This is the default view. • Smart View: Displays your objects in a hierarchical structure and categorizes the object resources. You cannot edit content in this view. • Folder View: Displays the contents of your entire project as a folder view. You cannot edit content in this view. Changing the Project View To change the project view, click Change View on the HDK Project panel and select the view you require. Output Panel The Output panel displays information, errors and warnings during operations such as saving, packaging and validation. Output: ^ X Info: Objects) saved, to locate the objects), please use the search ^ Info: - Validation Results - Error: Validation: "Hhe network_session property within the mimi_ganne component is set to false but the session_size propi Info: - Info: Objects) saved, to locate the objects), iplease use the search Info: Found asset: objects/B0157887-23D74BCC-B EB35437-4DC2BtiA4/edrtor.oxml Info: Found asset: objects/BC 157887-23D74BCC-B EB35497-4DC2BQ A4/object:«xnl Info: Found asset: objects/BO 157SS7-23D74BCC-B!EB954974DC2BM4/resourceso(Tinl Info: Found asset: MiniGames/materialapi/models/MaterialSpherejnd!l Info: Found Intermediate Hie: c:/hdk165/interniedlate/minigames/materialapi/models/matefialsphere.atgi Info: Found asset: minigames/materialapi/moddsAexlunes/cyanbrand.dds Info: Found asset: minigames/materialapi/modelsAextunes/apimatexamplejnJI.dds Info: Found asset: minigames/materialapi/modelsAextunes/apimatexample_s.dds Info: Found asset: MiniGames/materialapi/models/UVSphere.mdl Info: Found Intermediate Hie: c:/hdk165/interniediate/minigames/materialapi/models/uvsphere.atgi Info: Found asset: minigames/materialapi/modelsAextures^oor_H]metre_squanes_c.dds ^ i_i _ . r_ . i —l. _ _ _i_j _ J-ii- i_._ n-i _ 4 rrr | ^ Text from this panel can be copied and pasted into a text editor for searching or saving. Properties Panel The Properties panel allows you to view and edit items that have been selected in the Object View Panel. The contents of the panel depends on what has been selected. Click on the name of a property to show contextual help for the property at the bottom of the panel. Contextual help is not available for all properties. Scripting Panel The Scripting panel displays the Object Editor’s Python terminal. This allows for HDK API scripts to be run either inline or from a file. For information on HDK API scripting, see HDK API Scripting. Viewer Panel The Viewer panel displays a preview of the most-recent Iy selected resource in the Object View Panel. The Viewer can display models (*. *mdl), textures (.dds) and text files (e.g. Lua, XML etc). When viewing models: • Hold the left mouse button to rotate the model • Hold the right mouse button to zoom • Hold the middle mouse button to pan When viewing text files, you can make edits and then save the changes by clicking the Save button. Setting Object Editor Preferences To set your Object Editor preferences: 1. Select Edit > Preferences to display the Preferences dialog Preferences Application <31= . E=: File Commands E Misc Project Settings Image size Size24x24 Defaults OK Cancel 2. Update your preferences as required, by clicking on the area on the left side of the Preferences dialog, then making the changes needed on the right side of the dialog. If at any point you want to return any changed values to the installation defaults, click the Defaults button. can change the following aspects of the Object Editor: • Application Select the image size for the Object Editor toolbars from the Image size drop-down list. • File Commands To change the File Commands preferences: a. If you want the Object Editor to create a new .hdkproj file if an existing file has not been opened, select True from the Auto New Document drop-down list. b. Enter the number of recent file names saved by the Object Editor in the Recent Files Count field. Project Settings To change the Project Settings preferences: a. Specify the command line argument for your comparison program, for example, "%l" "%2" in the Commandline arguments field. b. Specify the location of your file comparison program in the File comparison program field. For example, for Beyond Compare it is C:\Program Files (x86) \Beyond Compare 2\BC2.exe. c. Specify if resources should be added when you drag an object to the project in the Project Resource Options field. The default value is True because some objects are extremely large and it takes time to find all of their subsequent resources. 3. Click OK to save your changes. Object Structure and Files An object comprises: a header, components, resources, localization and metadata: Composite Description Header (default and mandatory) Contains identity tags such as author, description, display name, object version and contextual help text. See Completing the Object Header. Components For example, Furniture, Lua Environment, Targetable, Scene Object, Entity, Particles, Network, Event Timer, OSD, Rig, Clothing, Arcade Game, MiniGame, Screen, Pad, Renderer, Camera. See Working with Object Components. Resources Asset files, including textures, for example, .dds, .bnk, .xml, .ddl, .lua. See Adding and Deleting Object Resources. Localization If there is regional variation in objects, such as language, pricing, branding, this is where it is specified and described. See Localizing Objects. Metadata Information that describes the object, including information found in the header, localization information, and terms for searching and category classification. See Object Metadata. These main composites of an object are visible in a folder structure in the Object View: Object View Components + Header ] Lua Environment j Entity j Particles _j Network ] Renderer J Camera _ j System + J Repertoire ] Portable + _j Resource Pack + | Resources + j Localisation Metadata Object View El Components ! Resources! _] configuration .xml j ap_attack 0j ap_pose1 j ap_pose1Jn j ap_pose2 j ap_pose2Jn j ap_standidle j ap f_pose1 j apf_pose1_in J bnk.audio J male J female J male_emotes [1 female_emotes 3 I'ua.boot + j Localisation Metadata Object View B + B Components Resources Localisation! ■ _j Ik Name ■ 3 k Desc J kCategory ■■ 3 kPosel ■■ 3 kPose2 J kAttack Metadata Objects are stored as a folder that is named by the unique ID of the object (for example, 0000000000000011). The folder contains the following files: • object.xml: Describes the object. • resources.xml: Lists any resource files. • localisation.xml: Lists all localizable strings. • Any resource files: For example, .mdl, .lua, . hkx, part icle. xml. When packaged with the Object Editor, these files are combined into an archive that can be uploaded to the server and submitted to the quality assurance process for PS Home. Object Files When you create an object, either through exporting geometry from Maya, or by creating a new object in the Object Editor, several files are automatically created that the Object Editor needs to manage the object. They are: • catalogueentry. xml • editor.xml • localisation.xml (list of localization information for the object) • metadata, xml • object, ode • object.xml (describes the object) • resources.xml (lists any resource files) When you export objects from Maya, a set of intermediate ATGI format files are created. The minimum intermediate files that the Object Editor needs are: • . hkx • . hkx • .xml • .atgi As you add components, resources, and other information (for example, age rating) to the object, the appropriate files are updated. For example, updating the object localization updates the localisation.xml file. Changing Object Types To change an object type, for example from ’hair’ to ’hat’, you must change the object type wherever the type is defined (in both a component and in the metadata): • For furniture items, change the type in the Furniture component and metadata. • For clothing items, change the type in the Clothing component and metadata. Working with HDK Project Files For Japanese Live Page THDK^Pvx^ HDK projects allow you to organize the objects that you are working on effectively. You can send your project file to someone else to work on, or work on a project file sent to you by someone else. HDK project fiI es are stored as the .hdkproj file type. Note: • Pre HDK 1.70, .hdkproj files also had a paired . hdkproj. computername. local file, these files are no longer needed in HDK 1.70 • The ability to organize resources into groups feature has been removed. • Resources are no longer loaded at project load time, you need to click Show Resources in order to show the resources. Creating a New Project To create an HDK Project in the Object Editor: 1. Select File > New Project. 2. In the Save As dialog, enter a name for the project. 3. Click Save. The project is displayed in the FIDK Project panel. HDK Project Change View Sample Project Once you’ve created your project, you can add groups and objects to them. For more information, see Organizing Objects Using HDK Projects. Saving a Project To save a project in the Object Editor, select File > Save Project. Alternatively: 1 . Se I ect File > Save Project As 2. In the Save As dialog, enter the new name for the project 3. Click Save Zipping a Project File You can zip your project files and send them to someone else, for example, another developer. To zip a project file: 1. In the HDK Project panel, right-click on the project and select Zip up all assets from the pop-up menu displayed. 2. In the Save As dialog, enter a name for the .zip file. 3. Click Save. © You can also zip a single object or group of objects by right-clicking and zipping at the project level that you require. Opening a Zipped Project File To open a zipped project file: 1. Unzip the archived project file to your preferred location on your computer. 2. Navigate to the build folder. 3. Copy the build folder and any other folders at the same level as the build folder, and paste the folders into the root of your HDK installation directory, i.e. . Overwrite the existing folders. In the following example, you copy the build and the intermediate folder. intermediate 4. Copy the .hdkproj file that you received in the zip (depending on the sender’s setup, you might have to search for the .hdkproj file). Paste the file to a location of your choice and open it from the Object Editor. 5. In the HDK Project panel, expand the project. You will notice that the object has no resources. 6. To display the object resources, follow the procedure in Recovering Object Resource Files. 7. Select File > Save Project to save the project. Comparing a Packaged Object with the Copy in your Object Directory If changes are made to object files after the object is packaged, you can run a comparison between the object files in the package and the object files in your directory. To compare a packaged object with the copy in your object directory: 1. In the Object Editor, display the HDK Project panel and navigate to the object you are interested in. 2. Package the object. 3. Expand the object’s Packages folder in the HDK Project panel to view the packaged object. 4. Right-click on the required .zip file and select Diff package against disk from the pop-up menu displayed. 5. Expand the object’s Resources folder to view the resources that were modified after the object was packaged. The modified objects are highlighted, for example: - Sample project l- Sample object - Resources edftor.oxml object xml resources xml Network xml MiniGame.lua metadata xml localisation xml object .ode scene_mini_game_small .png scene_mini_game Jarae .png catalogueentryxml validations xml Q-EB Packages F3 DC E435-D A5 A4 B7^SC97E D3 D-E3967C D9 .zip 6. right-click on the highlighted files and select Compare against package from the pop-up menu displayed. If you have set up a comparison program for use with the Object Editor, it will open and show the differences between the two files. If you have not set up a comparison program, you are prompted to do so, see Setting Object Editor Preferences for more information on setting up your comparison program. Reloading a Project You might want to reload a project if you have one of the following scenarios: • You manually edited the content of a project outside the Object Editor and wish to display the changes made in the Object Editor. • You want to cancel the changes you made since the last time you saved the project. To reload a project: 1. In the HDK Project panel, right-click on the project you require, and select Revert to Saved from the pop-up menu displayed. A warning message is displayed. 2. Click OK. The saved project data is reloaded from disk. Remembering the last open Project If you have a project open and you close the editor, the editor will load that project when you restart the application. You can close a project by clicking: FiIe—>CIose Project Organizing Objects Using HDK Projects Adding a Group to a Project To add a group to a project in the Object Editor: 1. Open the project you want to work on. 2. In the HDK Project panel, right-click on the project or existing group that you want to add the group to and select Add Group from the pop-up menu displayed. A folder representing the new group is displayed: HDK Project □ Change View My Sample Project Untitled 2 3. Right-click on the new group, select Rename and enter a name for the group. a You can create groups within groups to achieve a file structure and drag and drop a group into another group. Deleting a Group from a Project To delete a group from a project, right-click on the group in the HDK Project panel and select Remove from Project, a Deleting a group removes all object references, Some groups are read-only. Adding an New Object to a Project To add a new object to a project in the Object Editor: 1. Right-click on the project or group that you want to add the object to and select Create new object here from the pop-up menu displayed. The Object Creation Wizard is displayed: 2. Follow the steps in Creating a New Object. Once an object has been added, it is displayed in the HDK Project panel, for example: HDK Project Change View □ # My -Sample Project B -BS Arcade Games i- Sample: Arcade Cabinet Adding an Existing Object to a Project To add an existing object to a project you can either: • Drag and Drop the object from the Object Search panel into the appropriate group. • Right click in the Project View and click "Browse & Add" this will pop open an Object Search, from here you can find the objects you wish to add to the project. Removing an Object from a Project To delete an object from a project, right-click on the object in the HDK Project panel and select Remove from Project from the pop-up menu displayed. The object is removed from the project but isn’t deleted. Viewing the Location of an Object or Resource in the Build Folder To view the location of an object or resource in the build directory, right-click on the object or resource and select Show in Explorer from the pop-up menu displayed. Windows Explorer opens and displays the object or resource that you selected. Working with Templates in Projects When you load a project with x number of objects you may get a prompt like this: This prompt indicates that you have a template that is out of date. Your choices are: • Skip - Skips the update process and lets you carry on with your work. • Show - Highlights the objects in the project view which are out of date. • Update All and Save - Updates the templates - i.e. selects the objects that are out of date, updates them and saves them. There are now also two options in the Project View menu that deal with Templates: • Select all out of date templates - This will highlight all objects that are out of date. • Update selected templates - If the template is out-of-date, you will get this option, this will update the object to the latest template. Creating a New Object You cannot compile character components (such as clothing) or scene components (such as furniture) from scratch in the Object Editor. You must first create them and export the geometry using the DCC tool (for example, Maya). The only objects that can be compiled without using the DCC tools are non-furniture, non-clothing objects such as 2D and 3D interactive content. These are the only types of object that you can create in the Object Editor. To create a new object without specifying its type or automatically adding any specific components or resources: 1. Click the New Object button on the toolbar, or select File > New Object. The New Object Name dialog is displayed r "i New Object Name Enter Object name: Cancel C reate 2. Enter the name of the object and click Create. The object is created and added to your \build\objects folder. To create a new object by specifying its type (ensuring that they contain the standard components and resources): 1. Select File > New Object Wizard... or right-click on the appropriate project or group In the HDK Project panel and select Create new object here from the pop-up menu displayed. 2. Select the required object type, then click Next: 3 If you select Game or Companion, you will be prompted to make additional selections based on the type of game or companion required. For more information, see Game Components and Creating Companion Objects. 3. Enter a name and description for the object, then click Next: 0bject Creation Wizard Add a name and description for the object. Object Name: Description: Previous •_• Next 4. Enter the name of the folder where you want the object’s resources to be placed: 3 By default, the name of the folder is the same as the object’s name. 5. Click Create. The object is created and added to your \build\objects folder. The Resources folder in the HDK Project panel contains a list of all files related to an object, including source files of the models. If you select Resources in the Object View panel, the resource files added to the object are displayed. You can then edit the components and replace the resources with your own custom files. The following table shows the standard components and resources that are created for each object type: Object Components Resources Active Item Header Furniture Lua Environment ActiveMode1. md1 ActiveModel. hkx ActiveMode1. safevo1ume. hkx Active Item Active, lua Active Mini Game Header Furniture Lua Environment Network Mini Game Active Item Game Spawner ActiveMode1. md1 Network, xml ActiveMode1. hkx ActiveMode1. safevo1ume. hkx Mini Game, lua Active Realtime Game Header Furniture Lua Environment Active Item Real Time Game ActiveMode1. md1 Network, xml ActiveModel. hkx ActiveMode1. safevo1ume. hkx RealTimeGame. lua Arcade Cabinet Header Furniture Entity Game Spawner ArcadeCabinet. mdl screen, dds ArcadeCabinet. hkx Arcade Game Header Lua Environment Arcade Game Screen Pad Renderer ArcadeGame. lua Avatar Animation Pack Header configuration, xml Lua Environment ap_attack. ani ap_pose1. ani Entity ap_pose1_in. ani Particles ap_pose2. ani Network ap_pose2_in. ani Renderer ap_standidle. ani Camera apf_pose1. ani System apf_pose1_in. ani Repertoire audio.bnk Portable male, xml Resource Pack female, xml male_emotes. xml female_emotes. xml boot, luac Companion Header wolf, md1 Lua Environment wolfjo. md 1 smoke, efx Targetable fly. efx Entity traiIs. efx Particles config. xml Network sphere, hkx Screen idle.ani Pad walk, ani Renderer applaud, ani Camera an_flap. ani System an_sat. ani Light anjand. ani Portable an_twist. an i Text Label an_yawn. ani Resource Pack an_fly. ani dance, an i run.ani shakefists. ani wolf, skn audio. bnk boot, luac Embedded Realtime Game Header Network, xml Lua Environment Scene Object Real Time Game RealTimeGame. lua Resource Pack Header Resource Pack N/A Scene Mini Game Header Network, xml Lua Environment Network Mini Game Mini Game, lua For more information on using components, see Working with Object Components. For information on using resources, see Managing Object Resources. Overwriting and Copying Objects You can overwrite or copy an object from both the FIDK Project panel and the Object Search dialog in the Object Editor. Overwriting Objects To overwrite an object: 1. In the Object Editor, search for and select the object that contains the data you want to copy. 2. Select File > Save Object As. . . to display the Save As dialog: 3. Enter a name for the object, and click Select Object to overwrite. The Object Search dialog opens. 4. Click Show all or search for the object you want to overwrite. 5. Select the object and then click Open. The object is overwritten and renamed. You can use this option to rename an object by selecting the same object in step 1 and step 5. Copying Objects To create a copy of an object: 1. In the Object Editor, search for and select the object you want to copy. 2. Select File > Save Object As... to display the Save As dialog. 3. Enter a name for the object and click Create new object. A copy of the object is created. Viewing and Searching for Objects Viewing All Available Objects You can use the Object Editor to view all the objects in your /build/objects folder. To display all available objects in the Object Search panel, click Show all or leave the search field blank and click Search. Al the objects in your /build/objects folder are displayed, for example: Object Search © I.X] All l—M m 11 .. j rM •* ] Collision Callback RepertoineSampleM. Example Dynamic Lighting Osk Example Entity States Sample Entity Animation Media Library Example Club Membership 2D Blending Sample Blending Sample Pad Example ft N P Ticketing Sample Femaleti 1 _RJ Bod . (0) Tic Tac Toe Simon Sample: .Arcade Cabinet bob Active Chair 1 i Jiiiipjpllg OSD Example |[#Legal] CompanionSample ArcadeTutorialS Arcada C-obina-t Search Results found: 37 Show all Object folder: C:\HomeHDK\build\objects Search Criteria ■J] Objeot ID •/ Objeot V Metadata 7 Components J Resources Localization Searching for Objects You can search for an object using their object ID, name, resources, metadata, components, and localization data. To run a search: 1. Specify the criteria you require in the search field at the bottom of the Object Search panel: You can enter full or partial search terms. For example, to search for a ’Knight Table’ furniture item, check the Object box and type the following: • ’Knight Table’: Returns items with ’Knight Table’ in their name. • ’Knight’: Returns objects with the term ’Knight’ in their name. • ’Table’: Returns objects with the word ’Table’ in their name. Common PS Home terms such as ’Table’ return a long list of results. 2. To run an ’or’ search or wildcard search, you can use the following characters: • A semicolon (;) - acts as an ’or’ term. You can tell the Object Editor to search for objects with one term OR another. For example, ’chair ; table’ returns all objects that are either chairs or tables. • A percent sign (%) - allows you to ignore any content between search terms. For example, if you know an object ID begins with CB3 and ends with OB, enter ’ CB3 % OB’ as a search term. The search returns all matching objects. Search Examples The following table shows some examples of full and partial search terms that you might use for different search criteria: Criteria Full term Partial term Object ID xxxxxxxd-fdxxxxxxxx-xxxxxxdd xd Object Oval Table Oval Tab Resources AwesomeThumbnail_1. png meThumb Metadata Table Tab Components Furniture Furn Localization Tavolo avo When you enter a search term, all the items that match the search criteria are displayed in the Object Search panel. The following image shows the results for a search for the Simon mini-game sample: Object Search Simon Search Show all Object folder: C: HomeHDK\build\objects Search Criteria p] Object ID J] Object 7 Resources [71 Metadata [7] Components [71 Localization simon Results found: 1 The following image shows results for a partial search, _en, which returns all of the objects with the Lua Environment component Object Search Collision Callback RepertoineSarmpleM... Example Dynamic Lighting Osk Example Entity States Sample Entity .Animation Blending Results found : 43 Show aJJ Object folder: C:\HomeH DK\hui ^objects Search Criteria Object ID Metadata Object Components Resources Localization Editing Multiple Objects Using the Object Editor, you can edit certain properties for several objects at once. Note that: • You cannot multiple delete content. For example, you cannot remove a component objects simultaneously. You must do this with each object individually. • When you multiple edit metadata, thumbnails and age ratings, you overwrite any age rating information that existed on any of the objects previously. There is overwriting. or resource from several metadata, thumbnails and no way to stop the You can multiple edit the following properties: • ThumbnaiIs • Age Ratings • Components • Resources • Metadata • Localization default language To edit multiple objects at once: 1. Hold down the Ctrl key and select those objects that you want to edit in the Object Search panel or the HDK Project panel. 2. Edit the objects as you would for a single object. 3. Click the Save All button in the toolbar or select File > Save All after making a change. If you do not select a save all option, a dialog is displayed, asking you to save each object in the multiple edit. This means that, if you edit 100 objects, you will be asked 100 times if you want to save the object. Completing the Object Header Every object must have a header. The header contains basic information about the object that is displayed in PS Home to the users, and important localization information. To complete the header in the Object Editor: 1. In the Object View panel, select the Header component. 2. In the Properties panel, enter the author of the object in the author field. This field is never displayed in PS Home Properties □ □ Header author description help_text name object_version Publisher template tern pi ate_vers ion □ Misc legal kDesc 'kName 1.0 (Collection) author The author of the object 3. If required, select the description for the object from the description drop-down list. The list is provided by importing the localization file for the object. See Localizing Objects. 4. Add text to be displayed in the contextual help system for your mini-game or realtime game objects in the help_text field. Use this field to display useful and accurate information about what the user is interacting with in the game. As for the description field, you must add the text to the localisation. xml file, then reference it here. If you leave this field blank, no help is displayed. 9 This field supports only mini-game and realtime game objects. If you add help text for any other type of object, you get the following message: "Object has an entry for ’help_text’ but does not have a mini_game or a realtime_game component". 5. If required, select the name for the object from the name drop-down list. The list is provided by importing the localization file for the object. 6. If the object has a version, enter the iteration in the object_version field. A game launch object uses this property to determine which version of the PlayStation®3 game title it supports. 7. Enter the name of the publisher in the Publisher field. The name is visible to users when purchasing the item, and when they select the item and then select the About option. Character Limits Information about the object must not exceed the maximum number of characters: Information Maximum Characters Author Author information is not included in the object packaging, so there is no memory limit, but be reasonable with what you enter. Object Description 4,096 bytes Help Text No hard character limit as the limit depends on the amount of available memory in the OSD memory pool. However, for contextual help to be useful it needs to be succinct (but not so brief as to be ambiguous or obscure). Object display name 128 bytes Publisher Name (can also appear as ’Company Name’) 128 bytes Entitlement ID 32 bytes Category ID 57 bytes Product ID 49 bytes Element field 40 bytes Thumbnail Publisher/Small/Large image URL 256 bytes each $ Character limits are in bytes, which is the UTF8-encoded string size for the field. Example The following example shows the author heading, and provides a brief explanation of characters per byte. For a full list, see HDK Tools Validations. author is restricted to string lengths totaling 127 bytes. The number of characters available varies depending on the characters being used, due to UTF-8 encoding. For example, Chinese characters normally require three bytes to encode, so in Chinese characters, 127 bytes is approximately 42 characters. description has a maximum of 4095 bytes, which is approximately 1365 Chinese characters. © Descriptions support new lines in the form of ’ ¥n’, descriptions. which is particularly useful for developers entering Japanese ^''"Object View ^ X j Components El 3 Header Lua Environment j Network j Event Timer 3 OSD Properties El Header author Martin Wong description Object Description help_text name Object Name 1 object_version Publisher Sony Computer Entertainment template tern plate_vers ion E Misc legal {Collection] Object Summary ¥ X Game Launching Sample 0 C (MMMMXMMMJOWMW-OO(MMMMMHMJODO018 Demonstrates custom menus via Osd Api Properties E Header author Martin Wong description Object Description hdpjext t j name Object Name objeot_version leaend_hide Publisher legend_createCancei template game Mude2 tern plate_vers ion game Model menu _G a me Mode E Misc Object Description legal Object Name Working with Object Components You can add components to and delete components from single objects. For more information on editing multiple objects, see Multiple Objects Editing. For a list of invalid component combinations, see HDK Tools Validations. Adding a Component To add a component to a single object in the Object Editor: 1. Click Add New Component in the toolbar or select Object > Add New Component : The Add Component dialog listing all the available components: is displayed, 2. Select the required component, then click Add. To select more than one component, hold down the Ctrl key while making your selection. The component you added is displayed in the Object View panel under Components Object View □ ] Components l±l Header 0 - .Active Item | Resources | Localisation j Metadata Editing a Component After you have added a component to your object, you can edit its properties. Select the component in the Object View panel to display its properties in the Properties panel. The following example shows the Network component, which requires several Lua functions registered against certain events common to the network framework: Properties □ Misc | 3uto_replic3te | False cf definition networkjoinl on_bag_c rested DnBagCneatedO on_bag_deleted On Bag Deleted O' on_message_received On Received MessageO auto_repi'Ecate Choose whether the object should be automatically replicated to.. Repeat this process for each component, as necessary, until the object you are creating meets the required criteria. For more information on each component, see Object Component Properties Deleting a Component To delete a component: 1 . 2 . select the component in the Object View panel. Do one of the following: Click the Delete button in the toolbar. Press the Delete key on your keyboard. Se I ect Object > Delete Component. Object Component Properties Components define how the object is treated and what resources are allocated for the object by the client. Certain scripting resources are available to an object only when it contains the relevant component. For example, the controller Pad scripting library is available only if the Pad component is included. This saves memory by only allocating the resources that are needed for each object. Not all component combinations are currently supported. However, additional component combinations will be developed in the future. For a list of invalid component combinations, see HDK Tools Validations. The Object Editor’s packaging tool checks component combinations. When it finds invalid combinations, it stops the packaging process, and lists the conflicting components. For information on how to add components, see Working with Object Components. Callbacks Several components have callbacks in their properties that can call a function in an attached script when a certain event occurs in PS Home. For example, the on_update callback calls the specified function on each frame update. Callbacks affect the object’s performance in PS Home, so do not specify empty functions. For example, an object’s Lua Script contains the function: function OnLocalPlayerLeave() end This function does nothing, but it is specified in the Mini Game component’s properties: Properties □ Misc is_a I lowed_c hat_bu bble_c ha nge is_a I lowed Ja bel_c ha nge joinjype nethVork_session on_add_playsr on_ca njoca l_playerJoi n on_custom_exit_menu_option_selected onjoca I _player_ joi n onjoca l_pl ayerjeave onjoca l_player_u pdate_ga meplay on_remove_player on_render on_send_welcoms_message on_update session size False False normal True On Local PlayerLeaveQ 2 a With these settings, whenever a local player leaves the mini-game, the client calls the function OnLocalPlayerLeave (), but as it does nothing, it wastes processing time and adversely affects the mini-game’s performance. For callbacks such as onjocalplayerjeave the effects may not be noticeable, but on callbacks that occur more frequently, such as on_render, on_update, the effects can be significant. Object Component Types With many components, such as the Scene Object component, the button to the left of the localization buttons ( enabled to allow you to add more of that type of component to the object. After adding the component, select one of the parameters (boolean, string, enum, numeric). The button changes to Add a new parameter, which allows you to add a default parameter to your object. is Objects consisting of furniture or clothing should have already been created and exported using the HDK DCC tools, so they should already comprise those components. In some cases however, you might want to extend the interactive functionality of these type objects using additional components. The following table lists the objects that you can edit in the Object Editor: Component Name Description Active Item An active item is an item of furniture that can have a script attached. All active items need a Furniture component as well as an Active Item component. However, they lose furniture behavior (for example, seating or lighting behavior). To regain furniture behavior, you must script it. Arcade Game Subscribes to the ArcadeGame library and related functionality common to most interactive 2D content. Also registers an update/tick function. Camera Subscribes to the Camera library and related functionality. Clothing Registers an object as a clothing item, along with its associated model and texture resources. Do not create clothing objects in the Object Editor. Create them using the DCC tool (Maya) and export them. After valid and successful export from the DCC tool, you can you edit the objects in the Object Editor. Entity Subscribes to the Entity library and related functionality common to most non-furniture/non-clothing 3D models. Event Timer Registers a Lua function to be triggered every X milliseconds. Furniture Registers an object as a furniture item, along with its associated model, texture and collision resources. Do not create furniture objects in the Object Editor. Create them using the DCC tool (Maya) and export them. After valid and successful export from the DCC tool, you can you edit the objects in the Object Editor. Game Launch Subscribes to the game launching framework with access to the GameLaunch and GameLaunchExporter libraries. See Additional Game Launching Information. Game Launch Properties Allows the object to launch a PlayStation®3 title without using the Home Game Launching framework. Use the Lua API function System.ExecTitle to launch the title. If session management is required then you need to develop this yourself within the Lua script. Otherwise, use the Game Launch component instead to take advantage of the Home Game Launching framework. The Game Launch Properties component does not itself have properties. For more information, see Launching From Mini-games. Game Spawner Required for an arcade cabinet, or to make a mini-game an active item. Group Adds the Group Lua library to the object. This library is used to query the status and details of the user’s group or form/join a group if they are not already in one. Group Door Adds the GroupDoor Lua library to the object. This library allows new Group Doors to be created and entered. Light Add the Dynamic Light Lua library and related functionality to the object. Lua Enviroment Registers a Lua environment as an integral part of an object. This gives you access to most of the libraries in the Lua API (apart from the scene library where only objects owned by the scene are granted permission to use it, including scene objects (including embedded active items) and mini-game objects. Scene Scripting also has access to the scene library). Certain libraries require specific components to be added to the object: • Pad • Entity • OutboundMessage • ReceivedMessage • NetPropertyBag • Camera • GameLaunch libraries • Light • Osd • Renderer • Sprite • SpriteAnim • Repertoire • Rewards • Screen • Portable • Active • ArcadeGame Memory Slots Allows custom memory slots to be defined for the object. These memory slots can be referred to in the object’s Lua scripts to load resources in to specific memory pools. For more information about memory slots see Object Memory Controls. Mini Game Subscribes to the MiniGame library and related functions common to most interactive 3D content. Also registers an update or tick function. Network Subscribes to the network framework with access to the following libraries: • NetPropertyBag • OutboundMessage • ReceivedMessage OSD Subscribes to the OSD framework with access to the following libraries: • Osd • OsdBasicChip • OsdBasicSingleGraphic • OsdBasicText • OsdObject • OsdSelectionParent • OsdTextLines • OsdTextPanel Pad Subscribes to Pad library for dealing with pad buttons. Particles Currently only environment effects are supported, not object particle effects. Real Time Game Subscribes to the RTGame and RTGameObject libraries. It allows the object to support realtime gaming. Renderer Subscribes to the Renderer framework for dealing 2D rendering support in full screen and gains access to libraries: • Renderer • Sprite • SpriteAnim Resource Pack Allows use of the Resource Pack system. Both a Resource Pack object and an object which uses Resource Packs requires this component. Repertoire Gives the mini-game, realtime game, or FullBodySuit access to the Repertoire Editor, allowing you to add custom avatar animations. This component is only compatible with mini-games, realtime games or FullBodySuit. Rig Registers object with applicable body types and other skeleton-related properties for clothing. Scene Object Allows an object to be embedded within a scene. Also provides access to instance parameters. Scene Transition Adds the sceneTransition Lua library to the object. This library is used to script custom transition sequences between scenes. Screen Subscribes to the screen library for rendering media onto 2D surfaces. System This component does nothing. Do not use. Targetable Registers a Lua function to call when an object is activated by a character. Additional Game Launching Information The component reference above is supplemented in this section in relation to creating game launching objects: Component Name Description Lua Environment Adding this component assigns the object a Lua environment for scripting. The name of the file is denoted by the