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NiceKati last won the day on July 28 2018

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About NiceKati

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  1. As the server for the old 32Bit client has been removed, you get more than a DC: It does not work any longer. The conversion of existing outfits to make them usable in the 64Bit client works as desribed first by Rodin https://3dxforum.com/index.php?/topic/9193-rescue-your-saved-dat-from-rochi-dll-to-avatar/
  2. Version 1.0.0


    Hi all Attached is the Manual for the 3DXChat World Editor There is an ENG and DE version. Her original post can also be found here. Quick reference guide below. Happy reading 1 Introduction This document explains how you can start using World Editor. It provides information about all the gizmo properties and system settings. 2 The Gizmos In this chapter we will take a look at how the gizmos work and all the properties which can be modified for each gizmo. We will also talk about transform spaces and transform pivot points. 2.1 The Translation Gizmo The translation gizmo allows you to move objects around in the scene. The following image shows a screen-shot of the translation gizmo: 2.1.1 Using The Translation Gizmo If you click and drag one of the gizmo axis you will perform a translation along the corresponding gizmo axis. The gizmo also has a set of squares. Clicking and dragging one of the squares will allow you to perform a translation along 2 axes at once. If you hold down the SHIFT key, a square will be shown centered around the gizmo position. Clicking and dragging the mouse while the square is selected will perform a translation along the camera right and up axes. This is a little bit like performing a translation in screen space. Note: The move gizmo can be used to perform certain special operations, like the camera axes translation discussed above or vertex snapping etc. When a special operation is being performed, a square will appear in the center of the gizmo. I will be referring to this as the special operation square or special op square for short. Mesh Surface Placement The move gizmo can be used to greatly speed up mesh surface placement. With it you can place an object (or collection of objects) on the surface of a mesh and also align the objects' axes to the surface normal. Here are the shortcut keys that allow you to do this: SPACE – the special op square will appear and if you left click the left mouse button inside the square and then drag while hovering a terrain/mesh, the object(s) and the gizmo will move along the terrain/mesh surface and the objects' Y axis will be aligned with the surface normal; SPACE + X – same, but this time the X axis will be aligned with the surface normal; SPACE + Z – same, but this time the Z axis will be aligned with the surface normal; SPACE + LCTRL – with this combination the object(s)' positions will be snapped to the surface, but no axis alignment will be performed. Note: In this case, because no axis alignment is done for the bjects, the objects will most likely become embedded inside the surface because the system no longer knows how to offset the object accordingly since no reference axis is specified. Grid Surface Placement The move gizmo can also be used to place and align objects on the grid surface using the same combination of keys discussed previously. Note: Grid placement will only be performed if the hotkeys are active and if no terrain or mesh object is hovered by the mouse cursor. Snapping The translation gizmo supports 3 types of snapping: Step, Vertex Snapping and Box Snapping. Step Snapping Step snapping allows you to perform translations in increments of a specified step value. For example, if the step value is set to 1, this means that a translation is only performed when the accumulated translation amount is >= 1. In order to use step snapping, you have to keep the CTRL button pressed and then manipulate the gizmo as you would normally do (using the axes or the squares or pressing the SHIFT key to translate along the camera right and up axes). Vertex to Vertex Snapping Press the V key on the keyboard and then move the mouse around to select one of the vertices of the selected game objects. This is the vertex that will be snapped to the destination position. Once you found the vertex that you are interested in, press the left mouse button and move the mouse around to snap the selected objects. The objects will be snapped to the vertex which is closest to the mouse cursor. Vertex to Grid Snapping This works in the same way as vertex-to vertex snapping, but this time the source vertex will be snapped to one of the grid's cell corner points. Box Snapping Works in the same way as vertex snapping, but it applies to the center and corner points of the objects' bounding box. 2.2 The Rotation Gizmo The rotation gizmo allows you to rotate objects in the scene. The following image shows a screen-shot of the rotation gizmo: 2.2.1 Using The Rotation Gizmo The rotation gizmo has 3 colored circles that can be used to rotate around a single axis. You can rotate around a single axis by clicking on one of the circles and then start dragging the mouse. As you can see in the image above, there is also an outer circle (the one which encloses the rotation sphere and which is also slightly bigger). Clicking on this circle and then dragging the mouse will allow you to rotate around the camera view vector. If you click on a point on the imaginary sphere (not on any of the components that we have discussed so far), you will be able to rotate around the camera right and up axes. Snapping The rotation gizmo supports Step snapping which allows you to rotate in increments of a specified step value (expressed in units of degrees). For example, if this step value is set to 15, a rotation is performed only when the accumulated rotation amount is >= 15. In order to use Step snapping, you have to keep the CTRL button pressed and then manipulate the gizmo as you normally do. Note: Step snapping works only when you are using one of the 3 colored circles. 2.3 The Scale Gizmo The following image shows the scale gizmo: 2.3.1 Using The Scale Gizmo The scale gizmo has 3 colored axes. Clicking on of these axes and dragging the mouse, will perform a scale operation along the specified axis. As you can see in the image above, there are also 3 multi-axis triangles. Clicking on one of these triangles and than dragging the mouse, will perform a scale operation along 2 axes at once. If you want to perform a scale operation along all axes at once, you have to keep the SHIFT key pressed and then drag the mouse around. Snapping The scale gizmo supports Step snapping which allows you to scale in increments of a specified world unit amount. For example, if the step value is set to 1, a scale operation will be performed only when the accumulated scale is >= 1. In order to use Step snapping, you have to keep the CTRL key pressed and then use the scale gizmo as you normally do (drag the axes or the multi-axis triangles or press SHIFT to scale along all axes at once). 2.4 The Volume Scale Gizmo The volume scale gizmo is another type of gizmo which allows you to perform object scaling, but it works a bit differently than the standard scale gizmo. Instead of using axes that can be dragged, you can use handles to resize an object. This in combination with the step snapping functionality can provide a much more intuitive scaling interface in some scenarios. 2.4.1 Using the Volume Scale Gizmo The gizmo is composed of 6 drag handles which can be dragged to scale the object. There are 2 drag handles for each axis. Dragging one of them will scale along the corresponding object local axis. When you drag,the size and position of the object will be affected. Holding down SHIFT before dragging will cause the scale to happen from the center of the object. This key can be modified from the gizmo's inspector. Note: The volume scale gizmo only works when a single object is selected and that object has to have a mesh attached to it. When more than one object is selected, the gizmo will be hidden. Snapping If you hold down LCTRL while dragging the handles, the gizmo will scale the object in increments of a specified step size. 2.5 The Hand Gizmo In fact, this is the Translation Gizmo. But it works as if the Space button is constantly pressed (Mesh Surface Placement mode). 3 Camera control To move the camera you have to hold down the right mouse button and use the following buttons: W → Move forward; S → Move back; A → Strafe left; D → Strafe right; E → Move up; Q → Move down; LALT → Camera orbit (Use F key to focus on selected object first); Camera look araund - Hold down RIGHT mouse button and move mouse; Camera pan - Hold down MIDDLE mouse button and move mouse; 4 Hotkeys W → activate the translation gizmo; E → activate the rotation gizmo; R → activate the scale gizmo; U → activate volume scale gizmo; Q → turn off gizmos. This allows you to perform object selections without having a gizmo active in the scene; G → activates the global transform space; L → activates the local transform space; P → toggles the transform pivot point between Center and MeshPivot. F → focus the camera on the object selection (only works when there is at least one selected object); LCTRL + D → Object duplication; Gizmo specific keys: Translation gizmo: V → while held down, allows you to perform vertex snapping. When released, vertex snapping is disabled; B – while held down, allows you to perform box snapping. When released, box snapping is disabled; LCTRL → while held down, allows you to perform step snapping; SHIFT → while held down, allows you to translate along the camera right and up axes; SPACE – surface placement with Y axis alignment; SPACE + X – surface placement with X axis alignment; SPACE +Z - surface placement with Z axis alignment; LCTRL + SPACE - surface placement with no axis alignment; LALT – activate move scale. Rotation gizmo: LCTRL → while held down, allows you to perform step snapping; Scale gizmo: LCTRL → while held down, allows you to perform step snapping; LSHIFT → while held down, allows you to perform a scale operation along all axes at once. Volume scale gizmo: LCTRL → while held down, allows you to perform step snapping; LSHIFT → holding this down before a drag starts, will cause the gizmo to scale from the center of the object; Object selection specific keys: LCTRL → while held down, allows you to add objects to the current selection. For example, you can hold down this key and click on individual game objects to add them to the selection or drag the mouse while the left mouse button is pressed in order to add objects to the selection using the object selection shape. If this key is not held down, when you select new objects, the previous selection is cleared. Note: If you click on a game object while this key is pressed and the game object is already selected, it will be removed from the selection. LSHIFT → while held down, allows you to deselect multiple objects using the object selection shape. Undo/Redo specific keys: CTRL + Z → Undo; CTRL + Y → Redo; Switch Camera mode: F5 → Builder camera F6 → Character camera F7 → First person camera Character teleportation (in the Editor mode for quick movement): Hold Left Shift and click left mouse button 5 File menu 5.1 Save to File Saves your current world layout to file (.world) 5.2 Save selected to file Saves only selected objects to file. This option is useful when you want to save and share only a part of your world or a group of objects. Example being if you created your own structure and just want to share the structure only, rather than the entire layout of your world. 5.3 Load from File Loads world layout from file. Your current layout will be lost. 5.4 Merge from File Appends objects from file to your current layout meaning you can add specific created designs with objects to your layout without replacing the entire layout. This is related to 5.2. 5.5 Clear all Props Deletes all objects from your layout. You cannot undo this action. 5.6 Load Default World Loads default layout from the server. Your current layout will be lost. 5.7 Old Room Format These are only a temporary option that provides backwards compatibility with the old room format (.dat files). You can open the old layout format in the World Editor and use or save it in the new format so you don't lose it. This older format will be removed in a later patch, due to no longer being used. 5.7.1 Load House 1 Props from server Loads House 1 objects. Your current layout will be lost. 5.7.2 Load House 2 Props from server Loads House 2 objects. Your current layout will be lost. 5.7.3 Load from file (old file format) Loads room layout from the .dat file. Your current layout will be lost. (Do note, .dat file support will be removed in a later patch) 6 Tools 6.1 Undo / Redo Allows you to undo or redo some changes and actions. 6.2 Copy and Delete Copy or delete selected objects. 6.3 The Gizmos Choose 'Gizmo' to work with objects: Translation, Rotate, Scale, Volume Scale, Hand 6.4 Transform space Toggles the Global/Local transform space. 6.5 Transform pivot Toggles the transform pivot point between Center and Mesh Pivot. 6.6 Camera Focus Moves the camera to focus on selected objects. 6.7 Color palette Applies colors to block objects (primitives). 6.8 Group and Ungroup Group and Ungroup objects. If the objects are grouped, you can easily select the whole group by clicking on one object from the group. If the group of objects is selected, then you can select one object with the second click. This allows you to work with an object within the group without ungrouping. 6.9 Snapping Enable or Disable step and angle snapping. 7 Objects This section explains the difference between object types. 7.1 Categories of Objects All objects are divided into categories so that they are easier to find. You can switch categories using the category icons. 7.2 Object Types Objects are divided into types depending on their use. 7.2.1 Blocks (Primitives) Blocks (or primitives) are the basic type of object shapes. They are designed to build your worlds foundations. You can move, rotate, and scale these objects. And also apply color and materials to these how you wish. 7.2.2 Props (Furniture) Most of the objects are furniture type. Characters can use different animations on these objects. These objects cannot be scaled. 7.2.3 Particles / Effects Visual effects such as fire, smoke, electricity. 7.2.4 Animation Triggers If you want some place in your world to function like furniture, then use the necessary animation triggers. These objects are invisible and indicate which set of animations the character will use with it. 7.2.5 Start Point Trigger This object determines the starting position of the characters in your world. This object cannot be deleted or copied, it can only be moved. 8 Materials You can apply materials only to objects of the block type. To apply a material, first select the objects. Then click on the material icon on the materials tab. Link to Gizmos Post on the 3DX Forums: http://3dxforum.com/index.php?/topic/5874-documentation/ An Update from Lisa 28/11/17 New default apartment. Completely created in the Worlds Editor.


  3. Version 1.0.0


    Hi Everyone Attached is a 3DXChat Basic User Manual PDF you can Download that was created by the wonderful NiceKati. This manual has all the information you will need to get you started in 3DXChat. This is the Link to NiceKati original post. Enjoy 3DXChat Basic Manual_EN.pdf 3DXChat Basic Manual_DE.pdf Nym


  4. Good hints, Ayon, but your forgot to mention, that changing the ocean level other than "0" is buggy: In random intervals and after several play sessions the ocean level is set back to zero, and if you did not write down somewhere the exact value you used, you will have a lot of work to set it to the desired level again. A good exemple for this behaviour is the "Kanadische Blockhütte Complett eingerichtet" by Babybell. Obviously it was created by a ocean level of ~ +1.5 m, and I'm sure, this value was strored within the file, but when you load this (fantastic) world file, the ocean level is at zero and everything looks really strange. Raising the ocean level only works for a short time, after some game sessions it gets set back to zero again. The only permanent solution is to lower the whole map by the found amount. My advice: Do not use this setting as long as it ist that buggy.
  5. Maybe I can help you. Contact me by private note and tell me what you try to create, so we can discuss it.
  6. Thank you, Zara, a very informative post. Perhaps you can add some lines about the license stuff and the costs for the music people upload to the stream server. I suppose that most people begin with just uploading their vavourite songs to a free server only to be able to hear them in their own room with friends, but in fact they are broadcasting them into the whole internet.
  7. Absolutely great location with lots of unique details! Bombastic opening, seemed to be a meeting of be best DJs / DJanes around, I love it!
  8. Hi Tamara, please can you extend the "Enviroment" field by the new lightig numbers 0...4? This would be great Kati
  9. After something has happened, what I would interpret as a "silent patch" the problem now seems to be solved: Finally my friend could login today.
  10. No, the billing company is not affected any more, it was a prepaid timecard, which gives you only a code. The linkage to any emai adress/user account is done by 3DXC, and the say that it is impossible to change the emai adress of an existing account, you have to buy a new one.
  11. This is the only explanation I can find till now: The program is installed correctly (I can login and play without problems) She can login to the old version (368) and get her daily xGold She got a new password, the problem is the same Only unusual is the email adress, which cannot be changed.
  12. Thank you, Ayon, this is the normal procedure for me for entering such data , so we tried this first, but without any success. I even tried to enter the data not only with a german keyboard layout, but also with an US version, as the "+" there has another scancode, also no success. Seems that the bug in recognizing the email adress to be valid for this account is on a deeper level.
  13. For me both updates were installed without any problem, but: A friend of mine cannot login since the update, neither on her own computer, nor on mine with her account data, which worked before, up to the update. I can login on her computer with my login data, so everything is installed correctly. She gets no answer from the customer support. At the first glance, this seems like its a problem with the account , not with the application. So it seemed to me also, but it is strange that it occured exactly in the moment when the update was installed after working for about 3 months. That's why I invited my friend to come to me with her (notebook) computer to look after it myself. I came to the conclusion that it is definitely not an account problem, but caused by the updated user interface. She still can login with the (confirmed by 3DXC) email/password combination to an old 368 installation, but not to 372. As written above, she also cannot login with her data on my computer to 372, by I can with my data on hers. She wrote 2 times to the customer support without getting an answer. When she tried to discribe her problem in the 3DXC forum, her post is not published as it had to be reviewed by an admin first, and there it sticks. I'm really angry about the treament of customers and the customer "support". You may doubt if it's an issue of the user interface, as then it would effect all users of 3DX. Considering that there are some issues in the UI, e.g. that you cannot enter password or email adresses containing the capitals "C" or "Z" which make your mouse cursor or the complete user interface in game disappear, as SHIFT+C and SHIFT+Z are hotkeys within the game, but also interfer in e.g. the sharing window for "worlds" and the login screen, I think that for similar reasons it does not work with some email adresses and passwords, because it fails in recognizing some characters. Another issue since the patch is that you cannot use the ENTER key any longer for login but have to click on the login field. Something has changed in the login screen, some bugs were fixed with 372, but it seems that there is at least one not fixed. My friend could use her data before 371 and can use it still for 368, so it has to do with the patch. Meanwhile she changed the password to see which part of her login data causes the problem. The new password works with 368 but not with 372, nothing changed. I think it depends on the e-mail adress, which is a little uncommon, containing a plus sign, but it's her valid email adress which never before caused any trouble. Unfortunately you cannot change your email address. So she got stuck at this point: Since the update to 371 she cannot login to the game with her account payed for 12 months. Her installation is correct (believe me). She contacted the customer support two times without any reaction. Describing her problem in the 3DXC forum is delayed by the admin/mod who has to set free her posting. What can she do to get into the game again? (My description here is so detailed to make clear, that no trivial help is needed, like "work as administrator", "reinstall everything" etc., as I have checked her installation personally, and it is ok.)
  14. Thank you for this really handy tool, Chloe, checked all my .world - files by it and found some duplicates - but not as many as I had feared. As I use scaling up and down extensively, there seems not to be a but in the scaling which causes duplicates, as someone as someone had suspected here. Maybe it is not a bad idea to switch to volume scale Gizmo while trying to select objects in a group and after selection is "stable" switch to the desired Gizmo. Anyway, I was rather content with finding only between 9...30 duplicates in files of 5000...6500 objects.
  15. Für die deutschsprachigen Mitspieler habe ich Gizmos Anleitung für den World-Editor übersetzt und ergänzt. Als PDF-Dokument kann es heruntergeladen und auch ausgedruckt werden. Auf Anfrage einiger Spieler habe ich nun auch eine englischsprachige Version dieser Anleitung erstellt. For the German speaking players I have translated Gizmo's instructions for the World-Editor and added some hints and extensions As a PDF document it can be downloaded and printed. Upon request of some players, I have now also created an English version of this manual. 12.12.2017: Erste Ausgabe / First edition 13.01.2018: Kleine Korrekturen und zusätzliche Hinweise / Small corrections and additional hints 03.03.2018: Überarbeitung mit zusätzlichen Erklärungen und Abbildungen / Revision with additional explanations and illustrations 06.03.2018: Anpassung und Ergänzungen für V .371/.372 / Adaption with additional explanations and illustrations for build 372 10.03.2018: Kleine Korrekturen, englischsprachige Ausgabe / Small corrections and English edition 21.03.2018: Anpassung und Ergänzungen für V .374 / Adaptation and supplements for V .374 3DXChat World Editor_EN.pdf 3DXChat World Editor_DE.pdf
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