General Attraction Submission Format

From Blue Mars Developer Guidebook

Jump to: navigation, search
There are security restrictions on this article

Contents

Overview

This document will describe general attraction submission formats for Blue Mars Developers.

Standard Folder Path Format

City data folder

Your City data should be stored in the following location:

<Tool install location> / Game / Levels / <Company Code> / <Company Code>_<City Data Path>


Setting up the file structure for your Blue Mars directories is easy. Please use the template function in the City Editor: File->New... and enter your level name. The level name is composed of <Company Code>_<City Data Path>.

The <Company Code> has a Maximum of 6 alphanumeric characters, and the letters must be Uppercase. You can reserve this code when you buy your first City, or you can find your company code from the Account Info tab in developer MyPage if you already have your own City.
The company code is followed by an underscore character( _ ), then the <City Data Path>. This is something that you will choose when you buy a City.


In the following example, 'TEST' is the <Company Code> and 'MyCity' is the <City Data Path>. The two are connected by an underscore.

Image: CityEditor_FileNew_TEST_MyCity.PNG


This will create a directory in the /Game/Levels folder called TEST(<Company Code>) and in that directory it will create a directory called TEST_MyCity(<Company Code>_<City Data Path>). So the resulting folder of this example is Game/Levels/TEST/TEST_MyCity.

Tip: Changing the City data path after you've already created your City is a tiresome and tedious task. So we strongly recommend that you decide on a <City Data Path> before you start developing your new City.

You will see that the <Display Name> which you choose when you buy a City is the name that will appear in the Places Browser in Blue Mars. The <City Data Path>, on the other hand, will be used not only for the directory folder name but also as a database entry. Once you buy the City you cannot change the <City Data Path>, but you will be able to change your City's <Display name> later.


Under the Game/Levels/<Company Code>/<Company Code>_<City Data Path> directory, you should create the following sub-folders to better organize your files.
Updated 9/14/2010: In the next update, these sub-folders will be created automatically when you create a new City.

Folder Name Used For
B2C .b2c file, submitted from your Block tenant.
BLD .bld file, to be downloaded by your Block tenant when you lease out your Block to other developers,

or to be used to build Shops/Residences by yourself.

Blocks System reserved

Do not delete or rename.

Entities Storing the .ent file for your custom entities.
Layers System reserved

Do not delete or rename.

Libs See below
Libs/Config .cfg file of your City.

Note: Using the .cfg file is an obsolete method; we recommend that you use a FlowGraph with AR/Start node.

Libs/Particles .xml file for your own particles.
Libs/UI 2D user interface component files such as .swf or .gfx.
Materials Material files of your City.
Objects Object data of your City. You may also store the material and texture in this folder.
Scripts See below.
Scripts/Entities .lua file of your custom Entities.
Scripts/FlowNodes .lua file of your custom Flow Node.
Sounds Sound data file of your City such as .wav or .fsb
Textures .dds file of your City.

Tip: You may create your own sub-folders in the above folders.

Company common data folder

The files stored in the "Common" folder can be shared by all of your Block Developers or Cities under your company. Therefore, if you need to separate some data or source files for a particular City, you can place them under the City folder. These files can only be used by that particular City.

The Company common folder will have the same sub-directories as the City folder.
Important:

The data stored in the "Common" folders will be shared with the Block creators in all of your Cities. Therefore, you must NOT change any of the data in the "Common" folders after you release it to the public, in order to prevent missing textures, broken scripts and geometry, and other unexpected results.
If you REALLY want to change data that has been released, you can, but you should make sure to announce the change to your Block Developers and company members prior to applying your changes.


Standard Object Naming Format

When naming an object use underscore "_" or no space between words. Do NOT add blank spaces in the names of Objects or Directory names.
Objects should be named as shown in the following examples:

CoconutTree
Flower_yellow


The same restrictions apply to material and texture files as well.

Standard Texture Naming Format

As with Objects, texture files should also NOT have a blank space in the file name or directory names.

For normal map

All texture image files that are used for Normal maps should be named with "_ddn.dds" as shown in the following examples:

bumpy_stone_ddn.dds
WoodBark_ddn.dds


Standard Submission Data Format

Avatar Reality only accepts the .CTY file format for submission. To create a .CTY file, please follow these steps.

  1. Open your City from the City Editor.
  2. Use [File] > [Generate surface texture] command to compile your terrain information.
  3. Use [Blue Mars] > [Export] > [Check city in BlueMars] command to make sure your City works properly in the test environment of Blue Mars.
  4. Use [Blue Mars] > [Export] > [Export CTY...] to create a .CTY file of your City data.
  5. Use [Blue Mars] > [Export] > [Export Common CTY...] to create a .CTY file of your company Common data.
  6. Upload both .CTY files to the FTP server, as described on the welcome e-mail which you received when you purchased a City hosting plan.


Note: The total size of the .CTY files of both your City and company common data must not exceed the file size limit applicable to your City hosting plan.

Problems with this wiki page? Contact us either by: Support Email or Support Ticket System

Blue Mars Guidebook Privacy Policy
Blue Mars Guidebook Community Guidelines

Personal tools