A Huge Furniture room for you to have fun in, this furniture room contains a large flat landscape for designing your own little place in the universe. Containing a total of 4225 furniture node spaced perfectly apart to help with better prop placement.


Developers: If your looking to make addon pieces you will be adding directly to the scene (not as furniture) skin the pieces to the "skeleton.Room" joint and export using the skeleton from the furniture room example provided on imvu developer page, you can then add it to this existing scene as a new mesh piece.

If your looking to make specific furiniture items for this scene the furniture nodes are spaced exactly 1000m from each other in 3ds max, with the starting node's x-y position being 0. This was created this way to better aid those who are making modular systems so that they can insure the items will work properly, as I've found not all rooms furniture nodes are spaced evenly apart (including some of mine and some of IMVU's).

There is a secondary ground mesh (bodypart 0) placed in the scene, this mesh piece can be replaced or turned into a water field to enhance the scene. (for replacing see above statement).

well thats it for derivers! happy deriving!! :D


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DERIVERS, ADDITIONAL INFO:
Working with the Skybox
Introduction

Many games and other chat applications use what are called skyboxes for there world enviornment and seeing how well they work both with other applications as well as IMVU, I developed a skybox system to help give abit more realistic sky for use within IMVU. '

Skyboxes require five or six images for each rendered "sky." These images are fairly strait forward but do have some requirements for orientation, field of view and resolution. In the skyboxes I've created for IMVU, these contain 6 images for the main skybox and 1 additional image for the ground texture, generally the same as the 'bottom' image for the skybox.

When working with the skybox you will need to make a set of 6 images, see figure 1 below. These images will determine the look and feel of each direction that the individuals face when looking around the scene with the camera. The skybox textures themselves should be 512x512 jpg's with 10-15 percent compression (to keep quality and reduce file size).

Figure 1
Figure 1

As shown above the images for the skybox will all innerconnect with each other when they are finally assimbled in the scene, each block above shows which piece it would be replacing in the skybox, south, west, north, east, top and bottom. When working to make a seamless skybox its important to insure that the connecting parts will blend toegther to remove any seams that may show up if not blended.

Figure 2
Figure 2

As shown in figure 2, once all the images are loaded up into the scene, the individuals in the scene will be compeletely surrounded by the skybox. each side interconnects with the other on all 4 edges of the skybox, and when the textures are made seamless with eachother this makes it so that it appears as there is a complete background surrounding the individual (see figure 3).

Figure 3
Figure 3

If your working with one of the skyboxes that has 2 ground textures, the second is placed in the scene so that you can make it into a water form or add a transmap (requires a xrf file) so that you can place holes int the ground.

 
Adding your own scene to the Skybox

This section is for developers who create there own meshes, so that they can add there scene into one of my skyboxes.

Joints: The skybox is Skinned to the MasterRoot of the scene, so if your going to add your scene to the skybox, all you must insure is that your scene includes the original MasterRoot in the IMVU example scenes.

Geometry Tab: If your working with a skybox that has the extra ground plane in it, Mesh 0 is the ground.xmf and Mesh 1 is the skybox.xmf. If you want to replace the ground plane with your own, replace Mesh 0, however to reduce overall size of your cfl and reduce load time for the client, when you replace Mesh 0 make sure that your xmf file is named 'ground.xmf' this will override the default one and keep it from being saved in your cfl file.