Holodeck

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The Production Holodeck - User's Guide

Overview
Preparation
1. Creating Holodeck-friendly objects
2. Make a SCENE
3. Installing New Scenes
4. Naming Scenes
5. Moving things around/adding objects
6. Fixing problem scenes
7. Removing the shell
8. Textures
9. Prims
10. Interference
11. Contact 

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Overview
Scenes are stored in the floor panel; think of it as the cellar.
The control panel is the green frame on the wall; it has the menu notecard in it. 

When you select a scene, it rezzes an invisible prim in the middle of the floor that holds information about the position of the objects. Once a scene is rezzed, make sure you don't move that prim or shift the scene in any way. 

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Preparation

The two scripts you need are packaged in the objects named "Address Script" and "Holodeck Label Script". Rezz those objects and copy the scripts to your inventory.  If you have problems rezzing the objects rezz them in a scripts disabled zone.


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1. Creating Holodeck-friendly objects

Holodeck-friendly objects can be used by other people who have Production Holodecks. They cannot be used in Simple Holodecks. 

Make sure the permissions for each object and any script within it are set to Copy. Put a Holodeck Label Script in each object.  

You can sell these objects without paying us any commission. 

If you are packaging your objects for sale, you may want to use the logo provided so people know it's Holodeck-friendly. The logo should be used as a frame on the full face of at least two sides of the cube. 
 
 
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2. Make a SCENE

You can of course make as many scenes as you like for your own use. But also, if we approve your scenes, we can sell them on your behalf to owners of Simple Holodecks or Production Holodecks.

2.1 Before you start, a VERY IMPORTANT word about permissions...

If you intend selling content that you make in your Holodeck, be very, very careful about permissions. 

For content you are making yourself, set permissions to Copy Mod Tran for each and every object. Otherwise, what you're doing WILL NOT WORK. (When we receive the content we will change it to Copy No Mod No Tran). Also, an object that contains a script that is not Copy Mod Tran will make that scene unusable.

Note: If you have even one object in a scene that is somebody else's free content, you will not be able to sell that scene without their permission. 


2.2 Making scenes for Holodecks

*BE CAREFUL SHARING HOLODECKS*
    
YOU as the purchaser will need to be the OWNER of all the content you put into the Holodeck.

Okay, here you go: 

Think of your objects as bottles of vintage champagne and it will remind you of the process you need to follow. 

First, get all your bottles and checking permissions as you go, drag a Holodeck Label Script to each one. Every bottle needs a label. Careful! More than one label in an object will cause problems. Don't link the objects together. 

Now, in the Holodeck, position your bottles exactly where you want them and then click the New Crate button on the menu. 

Name the crate that appears on the floor whatever you want to call the scene. Then drag a big address sticker (Address Script)  to the crate.

As soon as you do this you should receive a message in chat from each object saying 'Position Stored'. If you don't,  delete the crate, check each object has a label script and re-do the New Crate step.

Shift-select all your bottles (one multiple-selection, not as individual objects), right click and TAKE them into storage racks (your inventory) for ageing. 

When they've aged nicely, (allow 2 seconds) drag them from storage into the Contents tab of the crate. Now right click the full crate back and choose TAKE, so that it goes back into storage awaiting transport. 

Finally, ship the crate to your cellar. Right click the floor panel and choose Edit. Drag the crate to the contents tab, checking there are no counterfeit crates in there [crates with the same name as your new one].

You are now ready to put your scene on the menu; jump ahead to step 4 for this.

**If you're building scenes for a Simple Holodeck:

Consider building the scenes to 90 prims or less so that the whole building will fit on a 512m2 block. A spare shell is included so you can make sure it fits. 


**If you're building scenes for a Production Holodeck:

There are no prim limits and you can build in any dimensions you like up to 130m x 130m. Production Holodecks do not require a shell; you can construct an open-air scene or a complete building. Of course, you may want to build a scene that fits within the standard Holodeck Shell; up to you.


2.3 Sell Your Scenes to Inside This World

There is no guarantee we will buy these scenes but you can offer them to us for sale. Suggest you contact us after you have made one scene so we can review.

If we think your quality and price are acceptable we will pay you 50% of the sales value for any sale through our store. We will pay you an additional 33% for any sale through our vendors on other people's property.


2.4 Sending Your Scene to Inside This World

Permissions for the next owner on your scene will need to be set to Copy Mod Tran for all content including scripts, animations and textures. 

Once you've created the scene in your Holodeck and we've given you an approval number you should rez the scene, wait 5 seconds, select all objects, right click, select MORE, then TAKE A COPY into your inventory. Next, name it whatever you'd like it called and put the approval number we issued you in the Description field. Drop a copy into the inventory of Split Middle.

Warning: if something doesn't work in the scene, even if it's minor, we will send it back to you to fix. It is a matter of policy that we don't fix scenes for people; I'm sure you understand why we have to make that rule.


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3. Installing New Scenes

First, hit the Clear button to empty your Holodeck. Right click the floor panel and choose Edit. Choose the Content tab. 

In your inventory, find the scene you just bought and copy the name of it. Drag it into the Content tab's window. 

Then re-do the menu notecard. Right click the wall panel, choose Edit, then Edit Linked Parts. Left click the wall panel, double click the menu notecard in the Contents tab and paste the scene name into the menu.


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4. Naming Scenes

Right click the WALL panel and click Edit, then in the Edit dialogue box tick Edit Linked Parts. Left click on the middle of the wall panel again then choose the Content tab. Double click the notecard called 'Menu'.  Change the names, remembering you only have 11 letters per scene, including spaces.

The format is "menu name:scene name". If you want to create a 'Hot Tub' button and the name of the scene was Jacuzzi, you would write 'Hot Tub:Jacuzzi'. Without the quotes of course.

The button positions are a little odd. They're just the limitations of the Second Life interface; nothing we can do about them ...

Save the menu and ALLOW 10 SECONDS before loading the new scene.


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5. Moving things around/adding objects

A very good idea is to count the number of prims in the room to start with and calculate how many there will be in the new room. One of the tricky things is making sure you've got EVERYTHING selected when you take it onto inventory. If you know the number of prims you're supposed to have you won't get caught out.

So to start, clear the scene, then select New Crate from the menu. Now load the scene you want to amend and make your changes.

Drop a label script in any new objects and check permissions. Drag an address script to the crate and rename it. Now that you've done that, click the FRAME of the wall panel to reset the scene. You should see 'Position stored' in chat.

As before, drag your bottles into storage, then put them in the crate and put the full crate into storage. Then stash it in the cellar (floor panel), making sure to first delete any box in there with the same name.


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6. Fixing problem scenes

If something has gone wrong with the scene and you need to completely re-make it you can leave all the objects where they are and delete the address script. Here's the quick way to do this:

Turn on transparency. Rez the scene and select the invisible prim that appears on the floor panel. Delete the address script in the Contents tab. You might need a couple of tries; the box is only there a few seconds.

After you've deleted the script, follow Step 5 (above) starting at the second paragraph.

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7. Removing the shell

The Holodeck only requires a linked wall and floor panel to work. To delete the shell, select it, Edit Linked Parts, unlink the wall and floor panels then delete the shell. DON'T DELETE THOSE PANELS! Then re-link the wall and floor panels. If you get a message saying panels too far apart, bring them close enough so they link, then unlink, drag a little further away and try linking again.

IMPORTANT: do not alter the rotation of the floor panel. It must remain set to 0,0,0.


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8. Textures

You can edit the panel and modify the texture in the floor panel. 


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9. Prims

The prims in the particular scene you load will count towards your prim allotment. The inert scenes will not count.


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10. Interference


You'll need to keep a 10 metre buffer between the outermost object you're loading and the outermost object of an adjacent deck.


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11. Contact 

You can join our Holodeck group for support and (subject to guidelines) to promote any new Holodeck-friendly products you produce. 


Loki Clifton/Biscuit Carroll
Inside This World Pty Ltd
www.insidethisworld.com