Blue Mars Sandbox Shop Editor
From Blue Mars Developer Guidebook
Warning: Shop Editor has been discontinued and is no longer supported.
To create and upload Shop interiors, please use Interior Editor.
Sandbox Shop Editor is a tool for setting up shop interior, by adding and placing shelves, lights and decorative elements.
Shop Editor is provided for shop owners for arranging shelves, lights and decorations inside a shop. Each shop owner will receive an exterior model of his/her shop from the block owner, similar to one shown in the image. In this particular building, there are multiple shops, defined by their locations and volume, which match the room layout the building. By selecting one of the available shop, the shop owner can enter the shop and arrange it as desired, using commands from the "Shop" menu group. These commands are described below in detail.
The geometry of the shop and all its surroundings are provided only for reference: they can not be modified in any way. In fact, they can not even be selected in Shop Editor. This restriction is implemented to ensure that owners of neighboring shops do not accidentally overwrite/modify the shop layout, for example, by moving walls inside the building.
Shop Editor Commands
Before doing anything in the shop editor, you must obtain and load a .B2S file, using "File -> Open" command. This file contains the geometry layout of your assigned shop (or shops). One example is provided in "MyData/test_shop/ShopSample.b2s" file. After loading a B2S file, Shop Editor will check its content, and depending on the number of found shops, will perform the following steps:
1. If the B2S file contains a single shop, this shop will be automatically selected.
2. If the B2S file contain multiple shops, "Shop -> Select Shop" command will be executed, showing a drop-down list of avaialble shops.
3. If the B2S file contains information about pre-assigned shop, this shop will be auto-selected, for convenience. This selection can be changed at any time, using "Shop -> Select shop" menu command.
Once a B2S file is loaded, all commands in "Shop" menu group are enabled. They are described below.
- Select a shop...
This command opens up a drop-down list of all available shops in the loaded B2S file. Select one, click "OK", and you will be relocated to the center of the selected shop. In the upper-right corner of the screen, a shop name, a shelf-counter and a light-counter will appear, which show the number of currently installed shelves and lights. These counters are initially empty. WARNING: when a new shop is selected, the content of the current shop is lost.
- Place items which you want to sell (Shelf)
Use this command to add and place shelves inside the shop. A "shelf" is code-word for an item set up for sale in this shop. The data for newly added items is expected to be in XML format, that should be created beforehand, using "Pack for upload" command, either in Item Editor (for static items) or Cloth Editor (for wearables). Please refer to Item Editor or Cloth Editor wiki pages to learn more about these tools. After adding a new shelf, the shelf counter will increment up to the maximal allowed value, which is calculated for each shop individually. This limit is based on the size of the shop; you can not change it. After adding a shelf, it can be positioned and oriented inside the shop as desired, using "Edit -> Editing Mode -> Move, Rotate" commands. The shelf must stay within the shop limits.
- Turn on lights (up to 3)
Each shop can have up to three point light sources, regardless of the size of the shop. Lights also must stay within the boundary of the shop. These lights do not cast shadows.
- Decorate interior by placing objects
Decorations are simple non-interactive geometry models, specified in .CGF data format that may be placed inside the shop to make it look attractive. Also, decoration may serve as billboards, with a product photos of the items that are set for sale in this shop. Billboards are especially useful, when the actual items are very small, for example, ear-rings. A large billboard might help players to notice these items better. Decorations also may serve as stands, pedestals, manikins for cloth, hangers, et cetera. There is no hard limit on the number of decorations. However, the total number of shelves, lights and decorations must not exceed 100.
HINT: when positioning objects in a small shop that actually has walls and a ceiling, increasing camera field-of-view might be a good idea. Wider field of view allows to see more of the shop interior, without actually moving the camera outside the shop bounds. To change the camera view, use Control+Arrow Up (wider, zoom out), Control+Arrow Down(zoom in), Control+Home will restore the default camera settings.
Use this command to position camera at the center of the current shop.
Toggle preview/edit modes. In preview mode, an avatar will appear, so the current shop layout can be checked against the human size.
- Pack folder for upload...
This command saves the shop interior into itemdata.zip file, which will be placed in the same folder, where the .B2S file is located. Also, it creates display.xml file, which contains information about all shelves, lights and decorations in the shop, their position, orientation and other properties. You can examine the content of this folder using the "File -> Open project folder" menu command. Packed data can be re-opened, if you want to continue working on this shop later. To do that, use "File->Open zip..." menu command and select the "itemdata.zip" file. Before opening the .zip file, please open the .b2s file and select the same shop, if not done that already.
- Capture icon
This is the final step in the shop-editing cycle. It creates a 512x512 icon.jpg file with the current view of the shop, required for uploading your data. Before calling this command, make sure that the shop interior is clearly visible. This command can be repeated multiple times. The icon.jpg file will be overwritten.
- Open upload page
Opens the Blue Mars Developers Login Page where you can upload your data, check the status of previous submissions and manage your account.
An example: setting up shop interior
In this example, we will start with an empty shop and add functional and decorative elements to it.
- Start the Shop Editor, by clicking this icon:
- Use "File -> Open" menu command and select the .b2s file you downloaded for your Shop, or in this example, "MyData/test_shop/ShopSample.b2s" file. This file is provided with the developers' pack and contains four shops. While the file is loading (it may take a few seconds), you can watch the progress in the status bar.
- When loading is finished, a drop-down shop selector will appear. Select "ShopBlue" entry, click "OK", and will be placed in the middle of that shop, facing entrance. The image below shows the left wall of the ShopBlue, where we going to place shelves. As you can see, it's totally empty. For better viewing, set HDR option "on", using "Display -> Lighting -> HDR" menu command (keyboard shortcut H). HDR option is always turned on in the game, thus, it's better to use it in the editor, too.
Blue shop interior, initially empty
Note, that a shop must have at least one shelf, before it can be packed and uploaded. For that purpose, we will use the green jacket model, provided in "MyData/test_cloth/" folder. If you haven't done so yet, please create a wearable jacket, following steps outlined in the Cloth Editor Manual, available here. In Cloth Editor, the jacket must be created and attached to the female avatar and then packed for upload. After packing, a display.xml file will be created in "MyData/test_cloth/" folder. Now, a shelf with the jacket asset may be created. Use "Shop -> Place items which you want to sell" command and select "../MyData/test_cloth/display.xml" file. The jacket will appear at the center of the shop. Using "Edit -> Editing Mode" move and rotate commands (keyboard shortcuts 1 and 2), place the jacket closer to the wall, as shown below.
- Next, we will place one item for sale (a.k.a. "shelf").
Added one shelf, containing a green jacket.
- Next, add decorations. Use "Shop->Decorate interior by placing objects" command and point the file browser to provided "MyData/test_furniture/footrest.cgf" model, which we will use as an improvised stand for the jacket. As every newly added object, the footrest will appear in the center of the shop. Using "Edit -> Editing Mode" commands, place the footrest model under the jacket, as shown below. You can clone loaded decorations using "Edit -> Clone" (Control+C) commands and arrange them as you wish.
Added footrest as a stand for the shelf.
- Use "Shop -> Turn on lights" command to add up to three light sources. If you know that this shop will be located in a city with changing time of day, you should check how this shop will look look at different times, by moving the "Time" slider (). To find out if the time of day will be changing in game, open "View -> Open view pane -> Time of day" window and check the "Play speed" parameter, located on the left side of the window. This value is set by the city owner. If play speed is non-zero, the time of day will change. In ShopSample.b2s, the time is fixed at 17:32 hours, so there is no need to move the "Time" slider. If you zoom outside the building, by rolling the mouse wheel, you will see the sky of the destination city, at permanent sunset. (displayed on top of this page).
- During shop set-up, you may use "Shop -> Re-center" command anytime, to move to the center of the shop.
- Use "Shop -> Preview" command to check how newly installed elements match the avatar hight. Generally, it is a good idea to place shelves where avatars can easily "see" them. You can move, rotate and scale any item on the scene using "Edit -> Editing Mode" commands.
Previewing the shop: the jacket appears well placed.
- When the shop is ready for uploading, it needs to be packed. Set the camera so that all important features are visible and use "Shop -> Pack interior for upload". A screen shot of the current view will be taken (the editor screen will flicker momentarily) and the data pack will be created in the project folder. The project folder is defined by location of the B2S file, which was opened earlier. In this case, it will be "MyData/test_shop/". You can examine this folder using "File -> Open project folder" command. After packing, the project folder will have three new files, that will be required for uploading:
- display.xml, the list of all shop elements and their positions inside the shop: shelves, lights, decorations;
- itemdata.zip, geometry models, materials and textures;
- icon.jpg, a screenshot of the the shop.
The icon file can be recaptured using "Tools -> User commands -> Icon capture" menu command. You may want to increase the camera viewing angle to get a wider view of the shop. Use "Display -> Camera view angle" commands to increase/decrease the angle (keyboard shortcuts Control+Arrow Up and Control+Arrow Down). The icon image below was captured at very high angle, resulting in "fish eye view" of the shop.
- You are now ready to upload your Shop interior to the Avatar Reality database! You can find the tutorial for that in the Setting Up Shop as a Content Creator article.
- Re-opening the zip file. Once the shop is packed and itemdata.zip archive file is created, you can re-open this archive to continue editing the shop interior. If you just started the editor and want to use previously saved data, please first open the .b2s file and select the shop you've been working on (the .zip file does not contain this information, so you have to make these steps manually), then use "File -> Open zip..." command and point the file browser to itemdata.zip. The saved shop data will be loaded into the editor. When prompted whether you want to overwrite existing files, answer no.
Presently, Shop Editor has limited functionality for setting light sources: only one type (ARFillLight, similar to a point light) and no color/intensity controls. Also, at this moment, there is no support for animated decorations. These additions are scheduled in later releases.
There is a limit of 30 materials per shop interior upload.
To post a discussion topic, or report a bug, please use the Blue Mars Developer Forum page. Please be as specific as possible and use screen capture of troublesome cases.