diff --git "a/DEV/1.86 Docs/HDK Help_djvu.txt" "b/DEV/1.86 Docs/HDK Help_djvu.txt" new file mode 100644--- /dev/null +++ "b/DEV/1.86 Docs/HDK Help_djvu.txt" @@ -0,0 +1,140621 @@ +1. HDK Help . 9 + +1.1 Recent Changes in the HDK Help Wiki . 9 + +1.2 Welcome . 10 + +1.2.1 What’s New in this Release . 11 + +1.2.2 What’s New in Lua . 13 + +1.2.3 What’s New in the HDK API . 14 + +1.2. 4 Known Issues . 14 + +1.2. 5 Bug Fixes . 16 + +1.3 Brand Guide Iines . 16 + +1.4 Getting Started . 17 + +1.4.1 HDK Overview . 18 + +1.4. 1.1 What is the Home Development Kit? . 19 + +1.4. 1.2 Developing with the HDK . 20 + +1.4.1.3 Art and Sound Tools . 21 + +1.4.1.4 Animat ion Overview. 22 + +1.4.1.5 Scripted Assets Overview . 22 + +1.4. 1.6 The Editors . 25 + +1.4.1.7 Screens Overview . 26 + +1.4.1.8 Character Components and Furniture Creation . 27 + +1.4.1.9 Game Launching and Home Rewards . 28 + +1.4.1.10 ProfiIing Overview . 29 + +1.4. 2 Instal I ing the HDK . 29 + +1.4.2.1 VaIidating the Installation . 37 + +1.4.2.2 Content Folders . 37 + +1.4.2.2.1 Creating Content Folders . 38 + +1.4. 2. 2.2 Switching Content Folders . 40 + +1.4.2.2.3 Upgrading Content Folders . 41 + +1.4.2.3 Installing the Home Developer Package . 44 + +1.4. 2. 4 Configuring the Network . 44 + +1.4.2.5 Launching the Tools . 45 + +1.4. 3 The Home Cl ient . 46 + +1.4. 3.1 Launching the Home Developer SELF . 46 + +1.4.3.2 Testing Content in Online Mode . 50 + +1.4.3.3 Reference Tool Dip Switches . 52 + +1.4. 3.4 The DEV DEBUG Menu. 53 + +1.4. 3.5 The Debug Console . 54 + +1.4.3.6 Taking Screenshots . 57 + +1.4.3.7 Debug Console Command Reference . 58 + +1.4.3.8 PIayStation®Home Error Codes . 62 + +1.5 Objects . 64 + +1.5.1 Active Items . 64 + +1.5.1.1 Adding Mini-game Components . 66 + +1.5.1.2 Adding Script Components. 69 + +1.5.2 Portable Objects . 74 + +1.5.3 Animation Packs . 74 + +1.5.4 Locomotion Objects . 74 + +1.5.4.1 Creating Locomotion Objects . 75 + +1.5.4.2 Configuring Locomotion Objects . 78 + +1.5.5 Resource Packs . 88 + +1.5.5.1 Creating a Resource Pack . 90 + +1.5.5.2 Managing Resource Packs in Script . 90 + +1.5.5.3 Resource Pack Memory Management . 91 + +1.5. 5. 4 Resource Pack Validation Guidelines . 91 + +1.5.6 Embed Objects into Scenes . 91 + +1.5.6.1 Creating a Scene Object . 93 + +1.5.6.2 Defining Instance Parameters . 95 + +1.5.7 Furniture and Decorations . 100 + +1.5.7.1 Picture Frames and Wall Decorations . 100 + +1.5.7.1.1 Picture Frames . 101 + +1.5.7.1.2 Creating Picture Frames in Maya . 103 + +1.5.7.1.3 Exporting Picture Frames . 108 + +1.5.7.1.4 Adding Picture Hooks . Ill + +1.5.7.1.5 Picture Frame Commerce and Regional Restrictions . Ill + +1.5. 7. 2 Creating a Seat . 112 + +1.5.7.3 Selecting Default Shaders for Furniture . 115 + +1.5. 7. 4 Menu Categories for Furniture . 116 + +1.5.7.5 Validating and Exporting Furniture . 117 + +1.5.7.6 Textures for Furniture. 121 + +1.5.7.7 The Furniture Shelf and Furniture Menu . 123 + +1.5.7.8 Rules and Conventions for Modeling Furniture . 124 + +1.5.7. 9 Creating a Lamp . 127 + +1.5.8 Furniture Block System . 127 + +1.5.8.1 Determining Active Item Resource Usage . 128 + +1.5.8.2 Optimizing Actives Memory Usage . 132 + +1.5. 9 Object Editor . 133 + +1.5.9.1 Object Creation Workflow . 133 + +1.5.9.2 Object Editor Interface . 135 + +1.5.9.2.1 Object Search Panel . 137 + +1.5.9. 2. 2 Object Summary Panel . 138 + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +1.5. 9.2. 3 Object View Panel . 139 + +1.5. 9.2.4 HDK Project Panel . 140 + +1.5. 9. 2. 5 Output Panel . 141 + +1.5. 9.2. 6 Properties Panel . 141 + +1.5. 9.2. 7 Scripting Panel . 142 + +1.5. 9. 2. 8 Viewer Panel . 142 + +1.5.9.3 Setting Object Editor Preferences . 144 + +1.5.9.4 Object Structure and Files . 146 + +1.5.9.5 Working with HDK Project Files . 148 + +1.5.9.5.1 Organizing Objects Using HDK Projects . 150 + +1.5.9.5.2 Working with templates in Projects . 152 + +1.5.9.6 Creating a New Object . 152 + +1.5.9.7 Overwriting and Copying Objects . 155 + +1.5.9.8 Viewing and Searching for Objects . 156 + +1.5.9.9 Editing Multiple Objects . 160 + +1.5.9.10 Completing the Object Header . 161 + +1.5.9.11 Working with Object Components . 163 + +1.5.9.12 Object Component Properties . 165 + +1.5.9.12.1 Active Item Component . 168 + +1.5.9.12.2 Arcade Game Component . 169 + +1.5.9.12.3 Camera Component . 169 + +1.5.9.12.4 Clothing Component . 170 + +1.5.9.12.5 Entity Component . 170 + +1.5.9.12.6 Event Timer Component . 170 + +1.5.9.12.7 Furniture Component . 171 + +1.5.9.12.8 Game Launch Component . 172 + +1.5.9.12.9 Game Spawner Component . 173 + +1.5.9.12.10 Header Component . 174 + +1.5.9.12.11 Light Component . 175 + +1.5.9.12.12 Lua Environment Component . 176 + +1.5.9.12.13 Mini Game Component . 177 + +1.5.9.12.14 Network Component . 177 + +1.5.9.12.15 OSD Component . 178 + +1.5.9.12.16 Pad Component . 179 + +1.5.9.12.17 Particles Component . 179 + +1.5.9.12.18 Rea I Time Game Component . 179 + +1.5.9.12.19 Renderer Component . 183 + +1.5.9.12.20 Repertoire Component . 183 + +1.5.9.12.21 Resource Pack Component . 188 + +1.5.9.12.22 Scene Object Component . 189 + +1.5.9.12.23 Screen Component . 190 + +1.5.9.12.24 Targetable Component . 190 + +1.5.9.13 Managing Object Resources . 191 + +1.5.9.13.1 Adding and Deleting Object Resources . 191 + +1.5.9.13.2 Overriding Object Resources . 195 + +1.5.9.13.3 Recovering Object Resource Files . 196 + +1.5.9.14 Localizing Objects . 197 + +1.5.9.15 Object Metadata. 201 + +1.5.9.16 Compiling Scripts in the Object Editor or Scene Editor . 203 + +1.5.9.17 Managing the User Inventory . 203 + +1.5.9.18 Defining Animation Registers . 204 + +1.5.9.19 Rewards and Commercial Items . 205 + +1.5.9.20 Preparing Objects for Packaging . 207 + +1.5.9.21 Packaging Objects. 212 + +1.5.10 Game Components . 214 + +1.5.10.1 Arcade Games . 214 + +1.5.10.1.1 Rendering a Sprite . 216 + +1.5.10.1.2 Animating a Sprite . 218 + +1.5.10. 1.3 Adding Audio . 220 + +1.5.10.1.4 Deploying an Arcade Game in a Scene . 221 + +1.5.10.1.5 Deploying an Arcade Game in Furniture . 224 + +1.5. 10. 2 Mini-games . 226 + +1.5.10.2.1 Mini-game Design . 229 + +1.5.10.2.2 Maximum Number of Players in Mini-Games . 233 + +1.5.10.2.3 Example Mini-games . 235 + +1.5.10.2.4 Queueing Best Practice . 237 + +1.5.10.3 Realtime Games . 238 + +1.5.10.3.1 Creating a Realtime Game . 239 + +1.5.10.3.2 Joining a Realtime Game . 239 + +1.5.10.3.3 Realtime Game Tokens . 240 + +1.5.10.3.4 Realtime Network XML . 241 + +1.5.10.3.5 Realtime Game Network Guidelines . 244 + +1.5.10.3.6 Realtime Game Network XML Message Tips . 246 + +1.5.10.3.7 Realtime Design Tips . 247 + +1.5.11 Companion Objects . 248 + +1.5.11.1 Creating Companion Objects . 250 + +1.5.11.2 Adding Companion Names . 256 + +1.5.11.3 Recreating Companion Objects . 256 + +1.5.11.4 Companion Object Configuration File . 256 + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +1.5.11.4.1 Local and Remote Models . 257 + +1.5.11.4.2 Defining Particle Effects for Companions . 258 + +1.5.11.4.3 Air Element . 259 + +1.5.11.4.4 Ground Element . 262 + +1.5.11.4.5 Companion Animations . 265 + +1.5.11.4.6 Defining Sound Effects for Companions . 266 + +1.5.11.4.7 Proport ion Attributes . 267 + +1.5.11.4.8 Specifying a Twist Layer . 268 + +1.5.11.4.9 Actions and Behaviours . 269 + +1.5.11.5 Example Companion Configurations . 270 + +1.5.11.5.1 Configuration 1 -Walk and Wait . 270 + +1.5.11.5.2 Configuration 2 - Hop and Look . 271 + +1.5.11.5.3 Configuration 3 - Roaming Behavior . 272 + +1.5.11.5.4 Configuration 4 - Basic Air State . 273 + +1.5.11.5.5 Configuration 5 - Multiple Air States . 274 + +1.5.11.5.6 Configuration 6 — A11 Behavior States . 275 + +1.5.11.6 Allocating Memory for Companions . 276 + +1.5.12 Character Components . 278 + +1.5.12.1 Character Component Creation Workflow . 279 + +1.5.12.2 Character Component Types . 279 + +1.5.12.2.1 Avatar Slots . 280 + +1.5.12.2.2 Composite Character Components . 285 + +1.5.12.2.3 Fitting Components Together . 291 + +1.5.12.2.4 Menu Categories for Clothing . 292 + +1.5.12.3 Creating a Character Component . 293 + +1.5.12.4 Creating Headgear Components . 294 + +1.5.12.4.1 Hair Creation Guidelines . 295 + +1.5.12.4.2 Creating a Hat . 312 + +1.5.12.4.3 Creating Headphones . 316 + +1.5.12.4.4 Creating Jewelry . 319 + +1.5.12.4.5 Creating Spectacles . 320 + +1.5.12.4.6 Creating Facial Components . 328 + +1.5.12.5 Bui Iding LODs. 329 + +1.5.12.5.1 Bui Iding LOD 1 329 + +1.5.12.5.2 Bui Iding LODs 2 and 3 336 + +1.5.12.6 Creating Fat and Thin Targets. 340 + +1.5.12.7 Applying Skinning and Weighting . 342 + +1.5.12.8 Saving a Character Component . 348 + +1.5.12.9 Exporting a Character Component . 348 + +1.5.12.10 Previewing Character Components in PS Home . 353 + +1.5.12.11 Character Component Creation Rules and Conventions . 357 + +1.5.12.12 General Character Component Quality . 360 + +1.5.12.13 Character Component Modeling Best Practice . 368 + +1.5.12.14 Creating Object Variations with the Variation Editor . 369 + +1.5.13 Game Launch Objects . 373 + +1.5.13.1 Title IDs and Communication IDs. 374 + +1.5.13.2 Developing a Game Launch Object . 375 + +1.5.13.3 PS Home Game Launching Menu. 379 + +1.5.13.4 The Game Launch Object Component . 380 + +1.5.13.5 Static XML Game Launching . 383 + +1.5.13.6 Custom Lua Scripted Game Launching . 388 + +1.5.13.7 Supporting Game Launching in your Title . 390 + +1.5.13.8 Launching From Mini-games . 393 + +1.5.13.9 Game Launching Samples . 393 + +1.5.13.10 Game Launching FAQs . 398 + +1.5.14 Portable Items . 399 + +1.5.14.1 Creating Portable Items . 399 + +1.5.14.2 Configuring Portable Items . 401 + +1.5.15 Avatar Interaction Packs . 403 + +1.5.15.1 Creating Avatar Interaction Packs . 404 + +1.5.15.2 Configuring Avatar Interaction Packs . 404 + +1.5.16 Group Animation Packs . 407 + +1.5.16.1 Creating Group Animation Packs . 408 + +1.5.16.2 Configuring Group Animation Packs . 409 + +1.5.17 Sound Packs . 411 + +1.5.17.1 Creating Sound Packs . 412 + +1.5.17.2 Configuring Sound Packs. 413 + +1. 6 Scenes . 415 + +1.6.1 PS Home Spaces . 416 + +1.6.1.1 Designing a Home Space . 419 + +1.6.1.2 Clubhouses . 424 + +1.6.1.2.1 Creating Clubhouses . 425 + +1.6.1.2.2 Adding a Club Bulletin Screen . 426 + +1.6.1.2. 3 Testing Clubhouses . 427 + +1.6.1.2. 4 Launching a Clubhouse . 428 + +1.6.1.3 Regional and Global Instances . 429 + +1.6.1.4 Scene Flags and Settings for Spaces . 430 + +1. 6. 2 Environments . 431 + +1.6.2.1 Environment Rules and Conventions . 432 + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +1.6.2.2 Environments and Scale . 433 + +1.6.2.3 Environment Lighting . 434 + +1.6. 2. 4 Environment Lightmaps . 446 + +1.6.2.5 Environment Textures . 464 + +1.6.2.6 Shaders . 465 + +1.6. 2. 7 Blend Shaders . 466 + +1.6.2.7.1 Creating Textures for the Blend Shader . 466 + +1.6. 2. 7.2 Setting up the Blend Shader . 467 + +1.6. 2. 7.3 Assigning a Color Set to a Shader . 469 + +1.6. 2. 7.4 Painting Vertex Color onto the Model . 470 + +1.6. 2. 7.5 Blend Shader Settings . 473 + +1.6.2.8 Validating and Exporting Environments . 475 + +1.6.2.9 Imogen - PS Home Distributed Lighting Exporter . 480 + +1.6. 2. 9.1 Imogen Requirements . 480 + +1.6. 2. 9.2 Imogen Overview . 481 + +1.6.2.9.3 Installing the Imogen Client . 483 + +1.6. 2. 9.4 Installing the Imogen Slaves . 483 + +1.6.2.9.5 Installing the Imogen Coordinator . 484 + +1.6. 2.9.6 Displaying the Imogen Control Panel . 484 + +1.6.2.9.7 Displaying the Imogen Peers Dialog . 485 + +1.6.2.9.8 Validating and Exporting for Imogen Distributed Lighting Exporter . 486 + +1.6.2.9.9 Notes and Troubleshooting . 489 + +1. 6. 3 Scene Editor . 489 + +1.6.3.1 Scene Editor Interface . 490 + +1.6.3.1.1 Scene Editor Design View . 490 + +1.6. 3.1.2 Scene Editor Navigation . 491 + +1.6. 3. 1.3 Scene Editor Panels . 491 + +1.6. 3.1.4 Scene Editor Toolbar Buttons . 496 + +1.6.3.2 Setting Scene Editor Preferences . 500 + +1.6.3.3 Opening Scenes in the Scene Editor . 503 + +1.6. 3.4 Adding Objects to a Scene . 505 + +1.6.3.5 Adding Assets to a Scene . 506 + +1.6.3.6 Working With Objects in a Scene . 508 + +1.6.3. 7 Game Object Types . 509 + +1.6. 3.8 Scene, Object and Asset Properties. 520 + +1.6.3.9 Downloading Objects with Scenes . 532 + +1.6.3.10 Dynamic Spawning . 535 + +1.6.3.11 Targeting System . 539 + +1.6.3.12 Launching a Scene in PS Home . 546 + +1.6.3.13 Preparing Scenes for Packaging . 549 + +1.6.3.14 Packaging Scenes . 556 + +1.7 Scripted Content . 557 + +1.7.1 Lua Scripting . 558 + +1.7.1.1 Scene Scripting . 558 + +1.7.1.2 Object Scripting . 560 + +1.7.1.3 Lua Resources . 562 + +1.7. 1.4 Compiling Scripts When Packaging. 568 + +1.7.1.5 Profiling Lua Scripts . 570 + +1.7.1.6 Scripting Tips . 574 + +1.7.1.7 Debugging Lua Script using SLED . 575 + +1.7.1.7.1 Debug Library and Public Library . 575 + +1.7.1.7.2 Launching the .self in Debug Mode . 579 + +1.7.1.7.3 Creating and Managing Projects . 581 + +1.7.1.7.4 Creating and Managing Lua Scripts . 583 + +1.7.1.7.5 Preparing Scripts for Debugging . 585 + +1.7.1.7.6 Setting Breakpoints . 586 + +1.7.1.7.7 Controlling Script Execution . 587 + +1. 7.1.7.8 Monitoring Variables . 588 + +1.7.1.7.9 Debugging using SLED - Example . 589 + +1.7.1.8 Lua Garbage Collection . 592 + +1.7.1.8.1 Managing Garbage Collection . 595 + +1. 7. 2 Lua Features . 601 + +1.7.2.1 Object Information . 602 + +1.7.2.2 Scene Information . 603 + +1.7.2.3 System Information . 604 + +1.7. 2. 4 Person Information. 605 + +1.7.2.5 Retrieving Object Metadata . 607 + +1.7.2.6 Lobby Instances . 608 + +1.7.2.7 Relocating to Instances . 610 + +1.7.2.8 Managing Groups . 612 + +1.7.2.8.1 Using the GroupDoor Library . 613 + +1.7.2.9 Using the Clubs Library . 619 + +1. 7. 2.10 Adding Dynamic Lighting. 627 + +1.7.2.11 2D Blending. 631 + +1.7.2.12 Rendering 3D Graphics . 635 + +1.7.2.13 Customizing Displays . 636 + +1.7.2.14 Setting the Rendered Text Font . 637 + +1.7.2.15 Using the 0SK Library. 638 + +1.7.2.16 Using the XMB™ Media Lua Library . 638 + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +1.7.2.17 PS Home Camera . 641 + +1.7.2.18 Adding Network Communication . 644 + +1.7. 2. 19 DME Limits . 652 + +1.7.2.20 Additional Guides on Scripting . 653 + +1.7.2.21 Intersection Testing . 653 + +1.7.3 HDK API Scripting . 656 + +1.7. 3.1 Running Scr ipts . 656 + +1.7.3.2 Importing Python Scripts . 657 + +1.7.3.3 Custom UI Elements. 658 + +1.7. 3.4 Custom Menu Example . 660 + +1.7. 3. 5 HDK API Guidelines. 662 + +1.7.3.6 HDK API Executable. 662 + +1.8 Animation and Effects . 663 + +1.8.1 Sky Design . 664 + +1.8.1.1 Sky Design Workflow . 666 + +1.8.1.2 Example Sky Scene Files . 667 + +1.8. 1.3 Home Cloud Modeler UI . 667 + +1.8.1.4 Sky Tool UI . 676 + +1.8.1.5 Creating a Home Sky . 688 + +1.8.1.6 View Your Sky . 703 + +1.8.1.7 Adding Sky to Your Scene. 707 + +1.8.1.8 Sky Prof i I ing . 710 + +1.8.1.9 Sky Design UI Nodes . 714 + +1.8.1.10 Atmosphere Lua Reference . 724 + +1.8.1.11 Sky Design Quick Start Tutorial . 728 + +1.8.1.11.1 Initializing a Home Sky Scene . 729 + +1.8.1.11.2 Creating Background Sky Color . 731 + +1.8.1.11.3 Creating High Wispy Clouds . 732 + +1.8.1.11.4 Creating Particle Cloud Dome . 735 + +1.8.1.11.5 Creating Sky Fog . 737 + +1.8.1.11.6 Creating Scene Fog . 738 + +1.8.1.11.7 Exporting and Viewing the Sky on the PlayStation®3 . 739 + +1.8.2 ATG Particle Effects Tool . 739 + +1.8.2.1 ATG Particle Effects Tool Interface . 740 + +1.8.2.2 Particle Effect Nodes . 741 + +1.8.2.3 Working with Particle Effects . 747 + +1.8. 2. 4 Creating a Particle Effect. 748 + +1.8.2.5 Using Shapers in Particle Effects . 753 + +1.8.2.6 Particle Effect Console Commands . 755 + +1.8.2.7 Particle Effects Profiling . 755 + +1.8.2.8 Exporting Particle Effects . 756 + +1.8.3 Avatar Animation . 757 + +1.8.3.1 Avatar Animation Repertoires . 757 + +1.8.3.1.1 Repertoire - Relationships . 758 + +1.8. 3.1.2 Repertoires - Actions & Behaviors . 759 + +1.8.3.1.3 Repertoires - Animation Resources . 764 + +1.8. 3.1.4 Repertoires - Blend Tree Animation. 765 + +1.8.3.1.5 Repertoires - Conditions . 767 + +1.8.3.1.6 Repertoires - Output Nodes . 772 + +1.8.3.2 Repertoire Editor . 774 + +1.8.3.2.1 Repertoire Editor Interface . 776 + +1.8. 3.2.2 Adding a Repertoire . 781 + +1.8.3.2.3 Adding an Animation Resource . 783 + +1.8. 3. 2.4 Repertoire Act ions . 784 + +1.8.3.2.5 Repertoire Behaviours . 785 + +1.8. 3.2. 6 Repertoire Editor’s Output Node . 787 + +1.8.3.2.7 Repertoire Conditions and Logic . 789 + +1.8. 3.2.8 Repertoire Condition Rules . 796 + +1.8.3.2.9 Repertoire Locomotions . 798 + +1.8.3.2.10 Repertoire Emotes . 802 + +1.8.3.2.11 Repertoire Emote Localization . 807 + +1.8.3.2.12 Repertoire Transitions . 808 + +1.8.3.2.13 Repertoire States . 809 + +1.8. 3. 2.14 Repertoire Animation Blending Workflow . 812 + +1.8.3.2.15 Repertoire Animation Blending . 812 + +1.8.3.2.16 Validating Repertoires . 814 + +1.8.3.2.17 Viewing Repertoires in PS Home . 815 + +1.8.3.2.18 Accessing Repertoires in Script . 816 + +1.8.3.2.19 Repertoire Editor Node Reference . 817 + +1.8.3.3 Avatar Animation Packs . 828 + +1.8.4 Other Animation and Animation Effects . 830 + +1.8.4.1 Creating a Simple Animated Object . 831 + +1.8.4.2 Exporting a Simple Animated Object . 833 + +1.8.4.3 Creating an Entity with a Simple Animated Object . 834 + +1.8. 4. 4 Scripted Entity Animation . 837 + +1.8.4.5 Scripted Material Animations . 841 + +1.8. 4.5.1 Scripted Material Animation Example . 843 + +1.9 Media . 846 + +1.9.1 Media Memory Usage . 847 + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +1.9.2 Media Formats for PS Home . 852 + +1.9.2.1 Image Formats . 852 + +1.9.2.2 Video Formats . 854 + +1.9.2.3 Audio Formats . 862 + +1.9.2.4 Media Format Reference . 863 + +1.9.3 Introduction to Audio . 863 + +1.9.3.1 Creating an Audio Asset . 863 + +1.9.3.2 Adding Sounds to a Scene . 864 + +1.9.3.3 Adding Audio Assets to a Scene . 866 + +1.9. 3.4 Working with Sound Objects. 869 + +1.9.4 Introduction to Screens . 871 + +1.9.4.1 Screen Types . 871 + +1.9.4. 2 Creating Screens. 873 + +1.9.4.3 Streaming Content on Screens . 878 + +1.9.4.4 Troubleshooting Screens . 881 + +1.9.4.5 HSML Fi le Format. 881 + +1.9.4.6 Media RSS File Specification . 882 + +1.9.4.7 Screen Format Quick Reference . 885 + +1.9.5 Video Recorder . 886 + +1.9. 5.1 Upload Videos to the Web. 890 + +1.9.5.2 Video Recorder Guidelines and Tips . 893 + +1.9.5.3 Video Recorder Reference . 893 + +1.9.6 VCR . 896 + +1.10 Art Tools . 897 + +1.10. 1 Maya and the HDK . 897 + +1.10.1.1 Maya Workflows . 899 + +1.10.1.1.1 General Maya Operations . 899 + +1.10.1.1.2 Smooth Edge Optimization . 900 + +1.10.1.1.3 Environment Optimization . 903 + +1.10.1.2 The Maya Interface . 905 + +1.10.1.2.1 Home.Env Shelf . 905 + +1.10.1.2.2 Home.Char Shelf. 907 + +1.10. 1.2.3 Home_Furn Shelf. 908 + +1.10.1.2. 4 Home_AvatarAnim Shelf. 909 + +1.10.1.2.5 Home Drop-down Menu . 909 + +1.10.1.3 Geometry Guidelines . 914 + +1.10.1.4 Maya Textures. 914 + +1.10.1.5 Maya File Structure. 919 + +1.10.1.6 Validating and Exporting in Maya . 920 + +1.10.1.7 Export Profiles . 926 + +1.10.1.7.1 Maya Avatar Animation Scene . 926 + +1.10.1.7.2 Maya Character Component Scene . 927 + +1.10.1.7.3 Maya Environment Scene . 927 + +1.10.1.7.4 Maya Furniture Scene . 928 + +1.10.1.7.5 Maya Joint Animation Scene . 929 + +1.10.1.7.6 Maya Model Scene . 930 + +1.10.1.7.7 Maya Prelit Model Scene . 930 + +1.10.1.7.8 Maya Rigid Body Animation . 931 + +1.10.2 Animation Tools . 932 + +1.10.2.1 Animation Compression Tools . 932 + +1.10.2.2 Avatar Animation Tools . 934 + +1.10.2.2.1 Avatar Animation - Creating and Exporting . 935 + +1.10.2.2.2 Avatar Animation Puppet Poser . 940 + +1.10.2.2.3 Avatar Animation Puppet Rig. 941 + +1.10.2.2.4 Optimizing Animation to Reduce Memory Usage . 944 + +1.10.2.3 Joint Animation and Rigid Body Animation . 950 + +1.10.3 Character Tools . 951 + +1.10.3.1 Vertex Normal Tool . 952 + +1.10.3.2 Weighting Tool . 954 + +1.10.3.3 Replace Fat and Thin Blend Shapes . 955 + +1.10.3.4 Character Component Reference . 956 + +1.10.3.4.1 Character Component Facial Hair . 957 + +1.10.3.4.2 Character Component Hair . 958 + +1.10.3.4.3 Character Component Headgear . 959 + +1.10.3.4.4 Character Component Headdress . 960 + +1.10.3.4.5 Character Component Full Headdress . 961 + +1.10.3.4.6 Character Component Jewellery (Left Ear) (Right Ear) . 962 + +1.10.3.4.7 Character Component Spectacles . 963 + +1.10.3.4.8 Character Component HeadPhones . 964 + +1.10.3.4.9 Character Component Hands . 965 + +1.10.3.4.10 Character Component Torso . 966 + +1.10.3.4.11 Character Component Legs . 967 + +1.10.3.4.12 Character Component Feet . 968 + +1.10.3.4.13 Character Component Torso & Legs . 969 + +1.10.3.4.14 Character Component Legs & Feet . 970 + +1.10.3.4.15 Character Component Torso & Legs & Feet . 971 + +1.10.3.4.16 Character Component FullBodySuit . 972 + +1.10.4 Furniture Tools . 973 + +1.10.4.1 Furniture Actives and Arcades . 974 + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +1.10.4.2 Furniture Chairs and Seating . 975 + +1.10.4.3 Furniture Lamps and Lights . 976 + +1.10.4.3.1 Maya Light Mask Baking . 978 + +1.10.4.4 Furniture Picture Frames and Wall Decorations . 980 + +1.10.5 Environment Tools . 981 + +1.10. 5. 1 Maya Lights. 982 + +1.10.5.2 Lighting Set Editor. 984 + +1.10.5.3 Dynamic Reflection Editor . 986 + +1.10.5.4 L0D Groups and LODs. 987 + +1.10.5.5 Atgi Locators. 988 + +1.10.5.6 Creating Particle Locators . 990 + +1.10.5.7 Cloth Simulation for Meshes . 991 + +1.10.6 Static Lighitng (Prelit Meshes) . 994 + +1.10.6.1 Lighting Optimization . 100 + +1.10.6.2 Light Probe Dynamic Lighting . 100 + +1.10.6.3 Static Lighting Export Settings . 100 + +1.10.6.4 Static Lighting RNM and L0M. 101 + +1.10.7 Shader Reference . 101 + +1.10.7.1 Prel it Default . 101 + +1.10.7.2 Prel it Glass . 101 + +1.10.7.3 Prel it Blend . 101 + +1.10. 7.4 Default. 102 + +1. 10. 7. 5 Glass. 102 + +1.10. 7. 6 Blend. 102 + +1.10.7.7 Hair . 102 + +1.10. 7.8 Water. 102 + +1.10.7.9 Skin . 103 + +1.10.7.10 Emissive. 103 + +1.10.7.11 Render State. 103 + +1.10.7.12 Texture Scrolling and Flipbook Animation . 103 + +1.10.7.13 Shader Parameters - Tinting . 103 + +1.10.7.14 Lighting Tab. 103 + +1.10.7.15 Real Time Reflections . 103 + +1.10.7.16 Blend Shader Blending . 104 + +1.10.7.17 Environment Maps . 104 + +1.10. 7.18 Lightmap UV set 2 . 104 + +1.10.7.19 Vertex Alpha . 104 + +1.10.8 Col Iision Tools . 104 + +1.10.8.1 Primitive Collision & Mesh Collision . 105 + +1.10.8.2 Collision For Active Items . 105 + +1.10.8.3 Collision For Furniture and Objects . 105 + +1.10.8.4 Collision For Companions . 105 + +1.10.8.5 Collision For Environments . 105 + +1.10.8.6 Collision For Avatars. 105 + +1.10.8.7 Customize Collision Filter . 105 + +1.10.8.8 Scripting and Debugging Collision . 106 + +1.10.8.8.1 Lua Collision Functions . 106 + +1.10.8.8.2 Debugging Collision Items . 106 + +1.10.8.9 Collision Requirements and Recommendations . 106 + +1.10.9 Optional Home Tools . 106 + +1.10.9.1 Source Animation Reference Tool . 106 + +1.11 Testing, Validating and Submitting Content . 106 + +1.11.1 Content Requirements . 106 + +1.11.1.1 Memory Limits . 106 + +1.11.1.1.1 Memory Limits for Spaces . 106 + +1.11.1.1.2 Memory Limits for Scripted Objects . 107 + +1.11.1.1.3 Memory Limits for Non-Scripted Objects . 107 + +1.11.1.2 Models and Meshes . 107 + +1.11.1.3 Dimensions . 107 + +1.11.1.4 ThumbnaiIs . 108 + +1.11.1.4.1 Scene Thumbnails . 108 + +1.11.1.4.2 Navigator Thumbnails . 108 + +1.11.1.4.3 Furniture Thumbnails . 108 + +1. 11. 1.4. 4 Clothing ThumbnaiIs . 109 + +1.11.1.4.5 Companion Thumbnails . 110 + +1.11.1.4.6 Active Item ThumbnaiIs . 110 + +1.11.1.4.7 Unusual Thumbnails . 110 + +1.11.1.5 Age Restrictions . 110 + +1.11.1.6 General Design Guidelines . 110 + +1.11.1.7 Save Data Guidelines . 110 + +1.11.1.8 Non-Player Character Guidelines . 110 + +1.11.2 Profiling in the Client . 110 + +1.11.2.1 Profi le GUI. Ill + +1.11.2.2 Character Viewer . Ill + +1.11.2.3 HDK Browser. 112 + +1.11.2.4 ProfiIing Scenes . 112 + +1.11.2.4.1 PPU Statistics . 112 + +1.11.2.4.2 Dev Debug Console Commands . 112 + +1.11.2.4.3 Frame Rate . 112 + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +1.11.2. 4. 4 ProfiIing Particles . 113 + +1.11.2.5 ProfiIing Objects . 113 + +1.11.2.5.1 Individual Non-Scripted Objects . 113 + +1.11.2.5.2 Profiling Character Components . 113 + +1.11.2.5.3 Profiling Companion Objects . 113 + +1.11.2.5.4 Objects with Network Components . 113 + +1.11.2.6 Command Line Batch Packaging . 113 + +1.11.2.7 Batch Validator . 113 + +1.11.2.7.1 Launching and Running the Batch Validator . 114 + +1.11.2.7.2 Batch Validator Metrics . 114 + +1.11.2.7.3 Batch Validator Results . 114 + +1.11.2.7.4 Using the Batch Validator for Furniture and Clothing . 114 + +1.11.2.7.5 Batch Validator Clothing Limits . 114 + +1.11.3 HDK Tools Validations . 115 + +1.11.3.1 Global Validations . 115 + +1. 11.3.2 Model Validations. 115 + +1.11.3.3 Space Validations . 115 + +1.11.3. 4 Character Components (Clothing) Validations. 116 + +1.11.3.5 Custom Avatar Animation Validations . 116 + +1.11.3.6 Furniture Validations . 116 + +1.11.3.7 Active Item Validations . 117 + +1.11.3.8 Object Editor Validations . 117 + +1.11.3.9 Scene Editor Validations . 117 + +1.11.4 Submission Testing and the CDS . 118 + +1.11.4.1 Submission FAQs . 118 + +1.11.5 Using TTY for Debugging . 118 + +1.11.6 Launching and Testing Content . 118 + +1.12 Systems and Services . 118 + +1.12.1 Collision in PS Home . 118 + +1.12.1.1 Seating and Collision . 118 + +1.12.2 PS Home Physics . 118 + +1.12.2.1 Client Update Rates. 118 + +1.12.2.2 Pulse Forces . 119 + +1.12.2.3 Out of Date Physics Updates. 119 + +1.12.2.4 Physics Functions. 119 + +1.12.3 Chat System in PS Home . 119 + +1.12.3.1 Channels . 119 + +1.12.4 Network Platform . 119 + +1. 12.4. 1 NP Lua API . 119 + +1.12.4.2 Using the Async Library. 119 + +1.12.4.3 NP Request Queue . 120 + +1.12.4.4 NP Entitlements. 120 + +1.12.4.5 NP Ranking . 120 + +1.12.4.6 NP Ticketing . 120 + +1.12.4.7 NP Ticketing Test Server . 120 + +1.12.4.8 NP Title User Storage. 120 + +1.12.4. 9 NP Trophy. 120 + +1.12.4.10 NP Best Practices . 120 + +1.12.4.11 NP Restr ict ions . 121 + +1.12.4.12 Example - NP Ticketing Mini-game . 121 + +1.12.5 Launch into PS Home from XMB™ or PS3 Title . 121 + +1.12.5.1 Returning to PS Home from PS3 Title - Game Return. 121 + +1.12.5.2 Launch into PS Home from XMB™. 121 + +1.12.5.3 Testing Game Return. 121 + +1.12.6 The DUALSHOCK<3 Controller . 121 + +1.12.6.1 Handling User Input. 121 + +1.12.6.2 Pad Icons in Localization . 122 + +1.12.7 OSD (On Screen Display) Lua Library . 122 + +1.12.7.1 OSD Elements . 122 + +1.12.7.2 Creating OSD Elements. 122 + +1.12.7.3 Blocked OSD Functions. 123 + +1.12.7.4 Create Custom OSD Elements with XML . 123 + +1.12.7.5 Troubleshooting OSD Elements . 123 + +1.12.7.6 OSD Reference . 123 + +1.12.8 PS Home Rewards . 123 + +1.12.8.1 Rewards Entitlement ID . 123 + +1.12.8.2 Awarding Reward Tickets. 123 + +1.12.8.3 Collecting Reward Tickets . 124 + +1.12.9 Commerce in PS Home . 124 + +1.12.9.1 Developing and Publishing Commerce Content . 124 + +1.12.9.2 Creating a Commerce Point . 124 + +1.12.9.3 Types of Commerce. 125 + +1.12.9.4 Quick Purchase . 125 + +1.12.9.5 Troubleshooting Commerce Content . 125 + +1.12.10 Save Data Service . 125 + +1.13 Samples . 125 + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +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) + +37 minutes 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 +