World sizes - Cell grid

This is a small tutorial about world sizes p10 ,p20, p30... and how you can recognize the size of a world , by using the cell grid. Also some tweaks about how to use the space beyond the building limits.

  Using models in AW

Also the choice of the models is important in Activeworlds. Here you will read why objects need to be "low polygon" in a real-time 3d environment. Stacee(#319521) used in her classes some examples of car models to show the difference between low polygon and high polygon models.

  Using textures in AW

We already did speak about solutions to improve the famerate : we told that size of the objects and textures is important. In 2011 we had some modeling and texturing classes in AW by Stacee(#319521) . These classes have been repeatedly published in the AW Forum , in the AW newsletter and also in the Yellow Gazette. And you can read about it in this AWTimes too. Now we are going to talk more detailed information about that.

  Zip / unzip - object password - FTP

When you are making your own object path, you will have read that some files need to be zipped (models, avatars, .bmp (mask files), .wav , .mid and groups), before you put them into the object path. In this item you will learn how to "zip" those files. If you download objects with their texture, you will probably need to "unzip" them first. Finally, if you make your own objects, you can also put a password on those objects, which is also done in the zipping program.

  Object Path Content and Management


In Object Path Management, we will talk about which content you can put into the object path folders. Managing the OP (=object path) involves keeping the files in their correct subfolders, and keeping extraneous files in the key subfolders to a minimum, or even putting those into non-key subfolders. Management also includes making sure all files are valid and functional, especially zipped files


  Making your own object path

If you have a world on your own, you can choose to make your own models or choose to buy some nice models for your worlds or choose to use some freeware models. Those models won't be found in the standard object paths offered by Activeworlds. By using your own special models, you can make your world more exclusive and make it different from the other worlds. Some building worlds have wide range of objects, builders prefer building in a world wih a huge object choice. Here you can read how you can start with your own object path.

  Object error messages

In Activeworlds you have the possibility to view the error messages in the chat window. This is an interesting tool for those who are building or for those who have their own world. They can see at once (while they are building) if the object is correct or if the texture of picture link is correct or not. Read here also about how to solve the error messages. Finally also some tweaks about chatting : description chat, timestamps and chatlogs.


  Improving the framerate

Tips and tweaks for a better framerate

When moving around with your avatar, you will notice sometimes that the speed of the computer decreases , and underneath the aw screen, you will notice at the same time that the framerate decreases (="fps" or frames per second) . The lower the framerate, the slower you can move around throughout the world. The ideal would be of course , that there is a high framerate everywhere, and that you don't have problems with "lagging". In this article we will mention the elements which cause a lower framerate, and the solution for each problem, in order to get a high framerate again.

  Cache and cache management

What is cache ?

Each time you enter a world, then you will see that all objects are first "hour-glasses" , and then the models start loading but without a texture. Then you still need to wait a while until the textures are loaded upon the objects. Not only objects, but also the skybox, the terrain, the water, clouds , pictures, sounds , music, avatars and the sequences must be loaded. All these items are stored into the memory of your computer. When you reenter the same world the day after, then you will notice that everything is loaded already, because all objects are still stored in the memory of your computer, so you won't lose time with waiting until everything is loaded again. These stored items are called "cache".

  Using ".ini"- tweaks

In the Activeworlds program , there are some limitations, which you can change yourself manually by going to the aw.ini - file. Some of the tweaks you can do :

Increase the maximum view , increase the maximum number of objects that you can select simultaneously, increase the maximum number of screenshot pictures , ...etc.

  Screenshot / Printscreen : Making pictures

In this AWTimes website you can see a lot of pictures taken during the Explorer's Club Event. Here you have a few tips how to do become a photographer yourself.

There are 2 ways to make pictures : the "screenshot" and the "printscreen", both ways have their advantages and disadvantages , but both are very useful for making pictures for folders, webpages, blogs, etc....

  Using Voice chat


Since the introduction of free citizenship in June 2013, all visitors can add other visitors as contact persons and they can join them, invite them, or send them telegrams.. Also the introduction of free voice chat for all private p20 worlds or larger is a major improvement, because there are already a lot of possibilities to use free voice chat , like e.g. Skype. We can say that communication in Activeworlds has improved. Now you only need to learn how to use the voice chat ....



  Using picture files in AW

This webpage of the AWTimes newsletter is about creation, modeling , using bots, utilities and lots of useful tips. The best place to look at how creations are made are building worlds, where everyone can right-click upon the objects and see how they have been built. And you see that there is a lot of programmation and creativity involved.

Here you can read how is the best way to use picture files ....