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ActiveWorlds: Avatar Overriding
 
Extending an oft-overlooked Staple of VR
One of the key points about VR has always been about visualisation.
Making things look as they should. Whether that is analysing data sets ,or
sprawling landscapes, VR has always had the power to create form from formlessness.
When it comes to more advanced concepts, like appearance, VR has been able
to alter the shape, form, and style of a person's outward appearance. Never
was this more true in collaborative VR, where large numbers of people see
the VR produced form of a person.
Collaborative 3D social VR systems like ActiveWorlds, IMVU, Moove, SecondLife,
There, all allow the user to choose their own appearance, choose how they
look, how they present themselves. However, it missed something, something
key.
VR is not just a chance for you to choose how you would like to be seen, it
is a chance for others to choose how they would like to see you. To assign you
a form other than the one you chose, and see you in that form, without you ever
needing to be aware they are doing it. Simply overriding their perception of
you, to be something different.
Avatar Overriding in AW
ActiveWorlds is different to most persistent, social, collaborative 3D platforms,
in that it only has very limited support for personal avatars. ActiveWorlds is
based off a client-server model, and so, usually, the only avatars you can wear
in a given world, are those in the selection available on the world's server.
AW does have a personal avatar option, but the individual world operator has
to turn it on, and none of the main community worlds have this option available
forcing users to choose one of only a couple of dozen images they provide. This
is all well and good, after all, the community worlds have to be acceptable
for everybody, and whilst you may have fetishes, it is generally best if other
people who do not share them, do not have to put up with you kited out in leather,
showing maximum skin.
However, there is a way to override or add avatars to the local client in
AW. If this is done, only the people who have made the modifications will experience
them. This can be the perfect way to look good for your lover, whilst nobody
else is aware how little you are wearing; how much you are showing.
To everyone else, you look sedate and dignified. To you and one other who share
modified files, you look anything but - but then, neither do they.
If you look at the top of this article, the two pictures there, are an ActiveWorlds
standard avatar called Sarah. The one on the left, is the Sarah avatar as it
is meant to be viewed. The one on the right, is the Sarah avatar after modifications
were completed, by the same methods as we will be discussing here.
Setting up a Local Path
ActiveWorlds relies on a cache of downloaded files in order to function. When
you first visit a world, it queues everything in the world, or everything that
has changed since last visit into a download path, and transfers them, one file
at a time to your hard drive.
If you have what is called a local path, an area already on your hard drive
where files are stored, AW will 'download' them from there, rather than from
the world, if you have them. If you don't have a file matching the name of the
one it expects, it will take it from the world instead. This is the basis for
the avatar overwrite trick.
To set up a local path, you create a dedicated folder on your hard drive. It
does not matter whether this folder is on the desktop, in 'my documents', 'program
files' or wherever. All that matters is the folder and file structure inside
it.
For the purposes of this tutorial, our local path folder will be:
C:\LocalPath\
Yours can be named anything you like, just so long as you remember what you
called it, and where it is.
You should now have:
C:LocalPath\avatars\
C:\LocalPath\models\
C:\LocalPath\textures\
All that remains now, is to tell ActiveWorlds where your local path is, and
you will have a functional - if empty - local path.
To do this, open ActiveWorlds, and log in as normal. Tourist or citizen it
does not matter. Once in, go to:
Options, Settings, Advanced
About halfway down, is a box labelled Local Path. In here put the file structure
of your local path, right from the drive letter on up. Ours is shown below.

Figure 1: AW Advanced options box
That's it, to create a generic local path. Next, we have to ready our preferred
avatar, the one we will be replacing the existing avatars with.
Preparing an Avatar for Local Path Use
An ActiveWorlds avatar consists of three things:
- A large RWX script graphics file
- A collection of texture files
- A short script in the Avatar.dat file for the world.
All three components must be present, in order for an avatar to function within
ActiveWorlds.
The first step, if you have not done so already, is to download the avatar
you intend to use, from its position on your world, or a worldthat has agreed
to let you use one. It is best not to try on a world that has not agreed to
let you, as avatar files are usually stored in password protected zip files,
which will give you a lot of trouble if you do not know the password.
To find out where you download an avatar from, we look at the ActiveWorlds
cache directory. For the purposes of this tutorial, this is in:
C:\ActiveWorlds41\cache\art\
Whilst your ActiveWorlds folder may be called a different name, depending on
how you installed ActiveWorlds, the cache and art sub folders will be named
and linked as above. In the art folder will be a large number of sub-folders,
with long and complex names. These are what are called Object Paths, and are
the locations on the internet, different worlds store their files.For example,
tyhis is the path for Alpha World:
C:\ActiveWorlds41\cache\art\objects.activeworlds.com-aw
The - marks a web folder, so we replace that with / to access it like a normal
web site, and prefix it with http, like so:
C:\ActiveWorlds41\cache\art\objects.activeworlds.com-aw objects.activeworlds.com-aw objects.activeworlds.com/aw
http://objects.activeworlds.com/aw/
The final result is the URL all Alpha World objects can be found at. There
will be nothing there if you try to access it, but do you rememberthe three
folders we set up for local path? avatars, textures, models. Object paths are
set up in exactly the same way.
http://objects.activeworlds.com/aw/avatars http://objects.activeworlds.com/aw/models http://objects.activeworlds.com/aw/textures
It should come as no surprise to anyone as to what is stored in which folder.
The foldersd are usually non-browsable, so you have to enter in the precise
filename. Textures can end on jpg, gig, png or bmp, depending on the type of
texture, avatars and models both end in .zip.
It is possible to obtain an avatar without knowing its filename, but since
this is not a tutorial on how to steal avatars, we will not cover that here.
Finding the textures
Once you have downloaded the zip file, open the zip and view the rwx file.
Do not unzip it unless you have to, as rwx files will not work in ActiveWorlds
unless they remain zipped.
You will see long lines of RWX coding, looking something like this:
ModelBegin
TransformBegin
Identity
JointTransformBegin
IdentityJoint
ClumpBegin
Color 0.000000 0.000000 0.000000
Ambient 0.000000 0.000000 0.000000
Diffuse 0.000000 0.000000 0.000000
Specular 0.000000 0.000000 0.000000
Opacity 1.000000
LightSampling Facet
GeometrySampling Solid
TextureModes Lit
MaterialModes NULL
Texture NULL
You have to scroll through this lot - notepad's find command is extremely
helpful here, looking for lines like this:
Texture ayskin04
These are wherethe actual texture files are called within the script. For avatars,
these are always jpg files, so we know for this avatar, the file ayskin04.jpg
will be required. Do not download these jpg files.
Go right through the avatar file, make a note of every texture it asks for.
Sometimes you will find a mask file after the initial texture file - note both.
Obtaining Textures
One of the weird ways ActiveWorld has developed is its use of texture files.
You cannot use jpg files on local path.It simply will not work.
Instead, ActiveWorlds takes the jpg files off the server, processes them, changes
them into a proprietory file format called RAS, and sends that to the client,
in the /cache/art/object-path/ folder for that world. This is where you have
to retrieve the files from.
So, instead of ayskin04.jpg, we require ayskin04.ras.
Return to your Activeworlds cache:
C:ActiveWorlds41cacheart[path of world the avatar came from]textures
taking your list of files, search through this folder and copy out the texture
files. Place them with your avatar zip file for now. Mask files will be in the
same file as the original texture, eg. texture01_texture01m.ras, take these
in the same way.
Placing an Avatar on Local Path
We are now ready to extend our local path, so it will override normal settings
for world avatars with yours. To do this, we have to recreate the world path
in our local path. Alter the localpath file structure so it matches the one
below.
C:\LocalPath
\avatars
\textures
\models
\objects.activeworlds.com
\AW
\avatars
\models
\textures
As you can see, we have modified the local path so it includes a complete replica
of the object path for Alpha World. this means it is now capable of overriding
Alpha World downloads. You repeat the same process with the object path for
any other woreld, rememberingthat a - on the object path name in cache, is a
break between directories.
Now we have two choices, the simplest choice is to simply overwrite one ofthe
existing avatars with yours, so you see everyone who chooses that avatar, wearing
yours.
The alternative is to add a new avatar to the world, so that everyone who does
not have the correct modifications, sees you as a 'download failed' sign.
The choice is yours, we will cover both ways.
Overriding An Avatar
Either way we do this, we require a file called avatars.dat. This file
is located in the cache for the world, so for AlphaWorld, its:
C:ActiveWorlds41cacheartobjects.activeworlds.com-awavatars.dat
Open with notepad, and you will see each avatar in the world is listed. Scroll
down to the one you would like to replace, and you will see something like this:
avatar
name=Sarah
geometry=vsarah.rwx
beginimp
fly=qfly2
float=qfloat
walk=qwalkf
wait=qwait2
endwait=qendwait
endimp
beginexp
turn=qturn
happy=qhappyf
angry=qangryf
wave=qwave
jump=qjump
fight=qfightf
dance=qdance7
endexp
endavatar
The line to replace is geometry=vsarah.rwx. Replace this with the file name
of your replacement avatar, save and close.
Now, place your avatar's zip file in:
C:LocalPathavatarsobjects.activeworlds.comAWavatars
Place the .ras files into:
C:LocalPathavatarsobjects.activeworlds.comAWtextures
Now restart AW, go to AlphaWorld and select the Sarah AV. After a short download
attempt, your avatar should now appear.
Adding Onto The End
Either way we do this, we require a file called avatars.dat. This file
is located in the cache for the world, so for AlphaWorld, its:
C:ActiveWorlds41cacheartobjects.activeworlds.com-awavatars.dat
Open with notepad, and you will see each avatar in the world is listed. Each
listing looks like this:
avatar
name=Sarah
geometry=vsarah.rwx
beginimp
fly=qfly2
float=qfloat
walk=qwalkf
wait=qwait2
endwait=qendwait
endimp
beginexp
turn=qturn
happy=qhappyf
angry=qangryf
wave=qwave
jump=qjump
fight=qfightf
dance=qdance7
endexp
endavatar
Copy an entire block - or use the one above, and paste it at the very end of
the file. Change geometry=vsarah.rwx to the file name of your replacement avatar.
Change name=to whatever name you would like displayed in the avatars list, save
and close.
Now, place your avatar's zip file in:
C:LocalPathavatarsobjects.activeworlds.comAWavatars
Place the .ras files into:
C:LocalPathavatarsobjects.activeworlds.comAWtextures
Now restart AW, go to AlphaWorld and open the avatar list. Your avatar will
be appended on the end. Select it and voila.
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