Welcome to High Fidelity, the future of the Internet. The goal of this topic is to collaborate on a set of community standards which can be used by artist. Our mission is to establish community standards on building modular, interactive, quality, seamless in-world components. This post will serve as the master list of those standards so the first post will be updated regularly as new standards are added or changed.
We welcome anyone to participate and collaborate on these standards by posting a response below. Once a recommendation has been approved by X members, it will changed on this post.
Each member of the guild progresses upwards to Artisan status by completing a series of tasks.
- Create X objects following the standards below
- Have those objects reviewed for standards compliance by Y AGoHF members of Artisan level
- Offer those objects above for free in the High Fidelity Market Place
Members who reach this level may use the AGoHF acronym in all their Market Place publishing. It symbolizes objects comply with the standards and are made with a certain level of quality.
An Era is a period of time marked by common characteristics and events. From an artist perspective, defining an era helps to provide continuity of the vision we wish to portray. For example, it may not be desired to have a ray gun appear in a old west setting. For the standards purposes, the goal of an era definition is to help users in the Market Place search for objects that share a common era.
W = Western
S = Space
M = Medieval or dungeon
A = Can be any era. (e.g. bread, cup)
0 = 1980 - 2020
2 = 1920’s
5 = 1950’s
A = Any language, any city
E = English, any city
U = English, any United States city
R = Russian, any city
S = Spanish, any city
City Blocks - CB (with roads, sidewalks)
All blocks are to be 100 HiFi units wide, 100 HiFi units depth, and 3 HiFi units tall.
In Blender this is X units wide, X units depth, and X units tall.
In 3DS MAX this is X units wide, X units depth, and X units tall.
-All textures should be no greater than X by X pixels.
-Only FBX binary formatted textures work in HiFI
- H = Horizontal block
- Txx = Transitional block, used to transition from a flat horizontal block to a sloped block. “xx” in Txx represents the slope amount in degrees. All slopes are in whole amounts with no fraction of a degree. For example: T15 represents a 15 degree slope. The slope must be in one direction only. The point where the slope begins must be in the exact middle of the block.
- Sxx = Sloped block. “xx” in Sxx represents the slope amount in degrees. All slopes are in whole amounts with no fraction of a degree. For example: T15 represents a 15 degree slope. The value of the slope must be continuous. The slop must be in one direction only.
All blocks must have this code in the description in this format:
- Era, Language/City, Block Type
- Example: 0ECBT15 is Era=1980/2020, Language/City=English, Block Type=Transitional City Block with 15 degree slope
Land Blocks - LB (open spaces)
Water Blocks - WB (ocean, lakes, rivers, streams)
Ship Blocks - SB (space and water-based ships)
Building Blocks - BB (like office buildings)
Interiors Modules - IM (doors, windows, walls, portals)
Underground Blocks - UB (caves, underworlds, subway tunnels)
Planet Blocks - PB
Avatar Clothing - AC
Avatar Attachments - AA
Avatar Bodies - AB
Avatar Heads - AH
Transportation Modules - TM (Trains, cars, buses, etc.)
Domain dimensions - Each domain is 16,384 units wide. A unit is considered a meter for the guild’s purposes.
Domain center = The center of a domain is at the coordinates of 8192, 8192, 8192
Axis colors = Red is X, Green is Y, Blue is Z
Axis directions = Width is X, Up/Down is Y, Depth is Z, x red, y green, z blue.
Textures supported = Only FBX binary formatted are supported.