The entire surface of the Earth as a playground for your 3D applications!

 

vieWTerra Platform User Documentation

Version 1.4.2 Release date 05/13/2009

 

 

Copyright VWORLD 2006-2009

 

www.viewterra.com

http://www.vworld.fr


 

SUMMARY

 

I – Minimum system requirements; launching vieWTerra Viewer ………….

 

II – User Interface ……………………………………………………………….

  II.1 The INFO Menu …………………………………………………………….

  II.2 The USER Menu ……………………………………………………………

  II.3 The WEATHER Menu ……………………………………………………...

  II.4 The OPTIONS Menu ………………………………………………………..

  II.5 The TIME Menu …………………………………………………………….

  II.6 The HELP Menu ……………………………………………………………

  II.7 The COMPASS Menu ………………………………………………………

  II.8 The ICONS Menu …………………………………………………………..

 II.9 The USER-CONTROLLABLE ENTITIES Menu …………………………

 II.10 Other information ………………………………………………………….

 

III- Camera system ……………………………………………………………...

  III.1 First person cameras ……………………………………………………….

  III.2 Entities cameras ……………………………………………………………

 

IV- User-controllable Entities ………………………………………………….

 

V- Target Functions ……………………………………………………………..

 

VI- Real-time 3D Editor Tool …………………………………………………..

  VI.1 How to buy a terrain ……………………………………………………….

  VI.2 How to modify a terrain ……………………………………………………

  VI.3 How to edit the ground (land cover) of the selected terrain ……………….

VI.4 How to place objects on the ground of the selected terrain ……………….

  VI.5 How to place footprints objects on the ground of the selected terrain …….

  VI.6 How to place animals on the ground of the selected terrain ……………….

 

VII- Real-time 3D Objects Integrator ……………….……………….………...

  VII. 1 How to create an entity ……………….……………….………………….

  VII. 2 How to share an entity ……………….……………….…………………..

 

VIII- Avatar Creator Tool …………………….……………….……………….

 

IX- MMO Mode …………………………………………………………………

  IX. 1 List of commands ………………………………………………………….

IX. 2 List of smileys ……………………………………………………………..

IX. 3 Pets management ………………………………………………………….

 

X- Miscellaneous ……………….……………….……………….………………

 

 

XI- vieWTerra Databases Integration Tool ……………….…………………..

  IX.I User Interface ……………….………………….………………….……….

 IX.2 Display window ……………….………………….………………….…….

 


 

I – Minimum system requirements; launching vieWTerra Viewer

 

- Processor: 2.0 GHz or higher CPU.

- RAM Memory: 512 MB (1024/2048 MB recommended)

- 3D Graphic Card: 128 MB VRAM Memory (256/512 MB recommended)

Compatibility with OpenGL 1.5 required

- DirectXฎ 9.0b or above.

- Windows XP, Windows Vista

- Fast Internet connexion for on-line mode

 

 

Run  ซ runPublic.exe ป to launch the public on-line version.

Run  ซ runoff.exe ป to launch the off-line version.

 

Betatesters can launch the public version only by running ซ run.exe ป. They are authorized to run vieWTerra in on-line mode only.

 

Select WINDOWED VERSION into the launcher to run vieWTerra in window mode or FULLSCREEN VERSION to run vieWTerra in fullscreen mode.

 

In on-line mode, vieWTerra will be automatically upgraded to the latest version.

 

II – User Interface

 

The Bar Menu at the top of the screen is giving access to various menus. To toggle on/off a menu, click on the corresponding button.

 

 

The number of menus which can be opened at the same time depends on the resolution of the window.

 

 


 

II.1 The INFO Menu indicates the current environment variables:

 

-         Orientation bar

-         User’s location, in latitude/longitude

-         User’s altitude

-         User’s speed

-         Date

-         Time of day

-         Temperature, in Celsius and Fahrenheit degrees

-         Weather conditions (clear, partly cloudy, cloudy, raining, heavily raining, stormy, snowing)

-         Wind direction and speed

 


 

 

 

 

 

 

 

 

 

 

 

 

 

Short cut key for INFO Menu: I

 

II.2 The USER Menu indicates and displays:

 

-         the name of the user and its corresponding status

-         the number of terrains and Terras available

-         the avatar picture of the user. To define an avatar picture, create or copy a JPG format picture, named “avatar.jpg” into the “perso” vieWTerra current directory. This picture has to be preferably a 64x64-sized image

-         the signature of the user. To edit the signature, click on the ABC button and enter a text into the dedicated field. Press ENTER to validate, ESC to cancel

-         the website of the user: To enter a URL, click on the URL button and enter the URL into the dedicated field. Press ENTER to validate, ESC to cancel

-         the SAVE button, allowing to save the user’s parameters

-         the AVATAR button, to open the Avatar Creator Tool (see below)

-         The PETS button, to open the Pets Selection Tool (see below)

-         the TOON DENSITY bar in order to set the number of characters displayed around the current camera

 

 

 

 

 

 


 

 

II.3 The WEATHER Menu allows to change the weather conditions around the current camera. For this, 8 slides can be used to:

 

-         set the WIND SPEED in kms/h

-         set the WIND DIRECTION according to an orientation bar

-         set the CLOUD OVER in %

-         set the ground TEMPERATURE in Celsius degrees

-         set the SNOW COVER, in cms

-         set the PRECIPITATION in % (rain or snow, according to the temperature)

-         set the RANGE in kms: the range determines the perimeter around the current camera in which the various variables set by the user will apply

-         set the VISIBILITY in floating points 0 to 1 value

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

The RESET button allows to set weather conditions back to their normal status. It also allows to specify that the area of modifications is around the user’s camera. It is therefore required to reset the weather conditions prior to modifying them, whenever the user is changing location, otherwise modifications will apply to the user’s former location.

These values are saved for each session.

 

Short cut key for INFO menu: W

 


 

II.4 The OPTIONS Menu allows to set various parameters, such as:

 

-         TERRAIN LOD: quality of the terrain in %

-         TEXTURE LOD: quality of textures in %

-         SHADOWS LOD : quality of shadows in %

-         OBJECTS LOD: quality of 3D objects in %

By pressing on the RESET button these parameters are set back to their default value.

These values are saved for each session. Same for the last position occupied by the user.

-         NAMES button: toggles on/off the place names directory information (Short cut key: U)

-         CLOUDS button: toggles on/off display of clouds

-         FRONTIERS button: toggles on/off display of frontiers

-         WATER button: swaps between displaying water or seabeds’ topography

-         TERRAIN button: toggles on/off the users’ modified terrains and objects

-         BOXES button: toggles on/off the display of objects’ bounding boxes

-         FOV slide: specifies the field of view parameter in %. By pressing RESET, this parameter will be re-initialized to its default value

-         HIGH button: to switch ON/OFF the terrain High Quality mode

-         640x480 to 1600x1200 buttons: selects the window resolution in windowed mode or the screen resolution in full screen mode, according to the video card specifications

-         VIDEO button: to open the VIDEO SETTINGS Menu (see below)

-         MASK button: to open the MASK SETTINGS Menu (see below)

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Short cut key for OPTIONS Menu: O

 


 

II.4-1 The VIDEO SETTINGS Menu allows the user to easily record videos without making use of any dedicated third-party software. However, it is highly recommended to compress the videos using an external software.

 

The various buttons allow to:

- set the framerate of the videos shot (12.5, 15, 20 or 30)

- toggle on/off the compression mode

- toggle on/off the UI recording

- specify the output video format (320x200 to 1024x768)

- specify the max recording time of the video (from 1’ to 4’)

- toggle on/off credits at the end of the video

- start the video by pressing the GO button (Short cut key J allowing to start/stop the recording of a video: the recorded video will be named “viewterra.avi” in the “videos” folder)

-          CLOSE button: allows to close the VIDEO SETTINGS Menu

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

II.4-2 The MASK SETTINGS Menu allows the user to display a 2D mask as an additional layer displayed on top of the 3D view. A mask can be a simple picture or a combination of 2 pictures in which the second one will represent the alpha mask. The format of the picture can only be TGA.

 

- DRAW button: to switch ON/OFF the mask display

To select a picture to be displayed as a mask, click on the ABC button and select the TGA file thanks to the dedicated browser. The process remains the same if the TGA has to be combined with another one representing the alpha mask.

- ON/OFF: toggle on/off the alpha mask

- CLOSE button: allows to close the MASK SETTINGS Menu

 

 

 

 

 

 

 

 

 

 

 


II.5 The TIME Menu
allows to set various parameters such as:

 

 

 

- PAUSE button: pauses/unpauses time (Short cut key F11)

- DATE slide: sets the time of the year (month)

- DAY slide: sets the time the year (day)

- HOUR slide: sets the time of day

- SECOND slide: moves backward/forward in time by the 1/10 second

- ACCELERATION: sets the time acceleration backward/forward (from 0 to 8x)

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Note: all these parameters can be changed, whether in pause mode or not.

The date and time of day are saved for each session. 

 

Two additional options which do not relate to time can be changed in this menu:

- CAPTURE UI button: toggles on/off the UI in the screenshots taken by the user

- CAPTURE QUALITY slide: specifies the quality of the JPG screenshots taken by the user

The user can save screenshots by pressing the V key. Screenshots are saved in the “shots” folder.

Short cut key for TIME menu: T

 

 

II.6 The HELP Menu displays the on-line Help and offers to consult the present User Documentation via the MORE HELP button. 

Short cut key for HELP menu: H

 

 

II.7 The COMPASS Menu allows to display a 2D map embedded in a compass.

Options are:

 

 

-         IMAGERY : displays the map in Imagery mode

-         DEM: displays the map in Digital Elevation Models mode

-         LANDCOVER: displays the map in LandCover mode

-         ZOOM +/-: zooms or unzooms into the 2D map

-         ENTITIES: toogles on/off display of the dynamic entities into the map

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

When the mouse cursor is pointing into the COMPASS Menu:

- use the MOUSE WHEEL to zoom/unzoom

- press LEFT CLICK on the compass circumference and move the mouse cursor in a circle to rotate the compass

- press LEFT CLICK to select a point in the circumference of the compass and then press RIGHT CLICK while continuing to press LEFT CLICK and stop pressing RIGHT CLICK to set the compass arrow to the initial point chosen. Camera angle will be changed accordingly

- when pressing TAB to target a point in the 2D map of the compass, it shows a distance segment in the 2D map and displays the following information:

a) lat long coordinates of the point targeted

b) name of the country or ocean in which the targeted point is located

c) distance separating the position (lat, long) of the user on the ground and the location of the targeted point

- when pressing TAB, press LEFT CLICK to have the camera go straight to the targeted location

- if the ENTITIES button is on, pressing TAB will allow also to target an entity, and in that case, the name of the entity will appear instead of the targeted country/ocean and the distance indicated will represent the distance separating the user from this particular entity. By pressing LEFT CLICK on an entity, the camera will be automatically placed around the targeted entity (see below).  

 

 

II.8 The ICONS Menu:

The ICONS Menu on the left-hand side of the screen appears when the arrow cursor is placed upon it. It gives access to the following sub-menus which can be selected by pressing on LEFT CLICK:

 

1) The SEARCH Menu : opens the place names directory.

Enter the first letter or more letters to select a given place name and have the directory display all the names corresponding. Place names can be oceans, countries, capital cities, towns, villages, mountain ranges, mountain peaks, lakes, rivers, national parks, monuments, places of interest, etc among a 5 million + place names worldwide database.

 

 

Use the lift on the left to scroll into the list.

Use LEFT CLICK to select a place name into the list: a red dot corresponding to the location of the place name selected will appear in the two maps on the right-hand side. The smaller map corresponds to a zoom of the bigger map.

Use LEFT CLICK again on the same place name in the list to be placed directly in that location in the 3D Viewer.

Press ESC to cancel the SEARCH Menu.

 

Short cut key for SEARCH Menu: Z

 

             

2) The MAP Menu: opens the 2D Global Map of the Earth.

Buttons at the top of the screen:

The right box allows to select the type of rendering of the map (IMAGERY, DEM, LANDCOVER). The PATHS button toggles on/off the dynamic entities paths. The ESC button allows to quit the MAP Menu (or press ESC).

 

 

The two middle boxes contain GPS information. The middle-left box indicates the current coordinates of the user which are shown by green lat lon coordinates lines crossing in the 2D map. The middle-right box indicates the targeted location GPS information.

 

In the 2D map: use the mouse arrow to target a location and use the MOUSE WHEEL to zoom/ unzoom into the map (insert window). Press LEFT CLICK to be placed directly in that location in the 3D Viewer.     

 

The left box allows the user to directly enter GPS coordinates. It is possible to use CTRL INSERT to paste coordinates in text mode.  Press ENTER to validate the coordinates and be placed directly in that location in the 3D Viewer.    

 

The avatars’ album at the bottom of the screen allows to:

-         see the localization of the various users’ terrains indicated in green by placing the mouse on the corresponding avatars

-         select an avatar by pressing LEFT CLICK upon it: it will indicate all its terrains in red on the 2D global map. Use LEFT CLICK to be placed directly into one of these in the 3D Viewer

The two ARROW icons on the left-hand side allow to scroll into the avatars’ album.

The AVATAR icon allows to check the new user accounts and to refresh the list.

The CLR icon allows only an Administrator to remove a user from the server.

 

Short cut key for MAP Menu: M

 

 

3) The PHOTO Menu: takes a photo and opens the User Photo Album

 

The photo will be automatically inserted in the first empty box in the User Photo Album which comprises 256 boxes. Enter then the name of the photo which will correspond to the name of a location; this name shall be formed of at least 3 characters. Each photo includes various information, such as the exact location of the camera and its angle when the photo was taken, its hour and date and the corresponding weather parameters chosen at that time by the user.

 

 

NB : the photos are stored in a special .JPG format, into the  “perso/site” folder. These files contain GPS information. Any modification to the files (size, format, compression) will therefore entail losing these information.

 

Press ESC to cancel the PHOTO Menu : the photo will not be saved.

Press ENTER to validate the photo, once the corresponding name has been entered.

 

Each photo saved will generate a new place name, which will be added to the locations stickied in the 3D (red icon) when the NAMES option is on.

 

Short cut key for the PHOTO Menu: S

 

 

4) The ALBUM Menu: opens the General Photo Album

 

Select a photo with the mouse and press LEFT CLICK to be placed directly in that location in the 3D Viewer. The parameters under which the photo was taken will be set in the Viewer

(location of the camera, its angle, photo’s date/hour and weather conditions parameters under which it has been taken).

 

 

2 types of albums can be selected thanks to the dedicated icons:

- USER icon: to see the User Photo Album. In on-line mode, when pressing the SHARE ALBUM button, the user’s photos will be uploaded on the vieWTerra server, allowing other users to see them, select them and travel directly to the location captured on that particular user’s photo.

LOCK MAP button: toggles on/off the way the users travel from one photo location to another (smooth/direct travel)     

IMAGERY, DEM, LANDCOVER buttons: to select the type of rendering of the map

ESC button: to quit the ALBUM Menu.

 

- COMMUNITY icon: to see the Community Album. In on-line mode, when pressing the GET ALBUM button, a menu allows to get all other users Photo Album. The users’ list appears as well as the number of photos each user has shared. Press LEFT CLICK on a user’s name to download its Photo Album from the vieWTerra server. Or press ESC to cancel this menu.

 

The Community Album presents the same functionalities as the User Photo Album but also includes a SORT BY USER button which allows to sort the community users’ photos by user’s name. 

 

5) The GETOBJECTS Menu: in on-line mode, opens the list of users who have created 3D objects and shared them on-line with the community. Press LEFT CLICK on a user’s name to download its 3D objects from the vieWTerra server. Or press ESC to cancel this menu.

Users will then be able to use the objects created by other users in the real-time 3D Editor Tool. (see below).

 

6) The EDITGROUND Menu: opens the real-time 3D Editor Tool, which allows users to create and modify their terrains, and share their creation with other users in on-line mode (see below) 

 

7) The DEMO Menu: launches/stops a 3D real-time demo of the vieWTerra Viewer.

Short cut key for DEMO Menu: D

 

8) The ENTITYTOOL Menu: opens the real-time 3D Objects Integrator, which allows users to create their own 3D objects, specify their characteristics and share them on-line with other users (see below). 

 

9) The CACHE Menu: opens the Terrain Cache Manager.

Buttons at the top of the screen :

The top right box allows to select the type of rendering of the map (IMAGERY, DEM, LANDCOVER). The ESC button allows to quit the CACHE Menu (or press ESC).

 

The two middle boxes contain GPS information. The middle-left box indicates the current coordinates of the user which are shown by green lat lon coordinates lines crossing in the 2D map. The middle-right box indicates the targeted location GPS information.

 

In the 2D map: use the mouse arrow to target a location and press LEFT CLICK to be placed directly in that location in the 3D Viewer.

 

The red areas on the map show the current high resolution areas available on the vieWTerra server.

The green areas on the map show the areas included into the cache.

 

The Terrain Cache Manager is a system allowing to specify the maximum size of the terrain data to be stored on the PC. The user can choose among two cache management types:

- The manual cache system, in which the terrain data will not be erased as long as the user does not ask the system to optimize the cache. This is the default mode, recommended for low-speed Internet connections

- The automatic cache system, in which the system will automatically manage the size of the cache.

 

In both modes, when the user is entering the CACHE Menu, the system checks the integrity of the terrain files stored into the cache. The check process is signaled by a flashing red square at the bottom left corner of the screen. When the process is over the red square disappears. 

 

The top left box allows the user to specify the maximum size of the cache (from 2 to 99 GB). Press ENTER to validate new size. It displays also the current size of the cache.

 

At the bottom of the screen, the AUTO CACHE button is to toggle on/off the automatic management of the terrain cache.

The CLR icon is to optimize the cache: the system will check the files it automatically removes into the cache according to the maximum cache size specified.

 

 

10) The QUIT Menu: to quit vieWTerra (short cut key ESC)

 

 


 

II.9 The USER-CONTROLLABLE ENTITIES Menu:

This menu is accessible from the bottom left-hand side of the vieWTerra Viewer. Place the mouse cursor into this menu and use the MOUSE WHEEL to scroll into the entities list. Press LEFT CLICK to select an entity, or press the corresponding short-cut key indicated into the list (F1 to F8).

 

The user-controllable entities are:

 

 

F1: Human, options: Parachute, Glider

F2: Snowbike, option: Snowboard

F3: Car1, options: Car2, Car3,Boat, Bathyscaphe

F4: Balloon

F5: Helicopter

F6: Aircraft1, options: Aircraft2, Microlight, Aicraft3

F7: Rocket

F8: Space Shuttle, option: Satellite

 

 

 

 

 

 

 

 

 

 

 

 

 

 

When the entity has been selected, it is placed at the camera’s location. 

See below how to attach a camera to an entity, and how to control the entities.

 

 

II.10 Other information:

 

The download bar at the bottom of the screen indicates whether terrain data are currently being downloaded  in on-line mode. The transfer rate in indicated in KB/s.

On top of this center bar is stated the current user’s location in lat lon decimal degrees, and its altitude in meters or kilometers, depending on whether he is moving on the ground level or higher in altitude. The name of the country or the ocean he is visiting is also indicated, as well as the DEM or IMAGERY database minimum resolution of the area.

 

 

On the bottom right-hand side, users may click on www.vworld.fr to visit VWORLD’s corporate website and the vieWTerra platform website.

If the user is moving on a terrain which has already been build upon (a terrain “belonging” to a user), a window is displayed above the VWORLD url indicating the terrain’s owner, avatar, signature and name of the terrain (if all items have been defined by the owner).

If the terrain’s owner has entered his website’s url, the latter can be visited by pressing the @ icon.

To close this window, press on the cross button. 

 

On the bottom left-hand side is stated the name of the ecoregion in which the user is located. Users may click on this name to access the WildWorld website and get information as to this particular ecoregion.   

 

The type of camera used by the user is displayed above the ecoregion’s name.


 

III- Camera system  

     

 

III.1 First person cameras

 

Camera FREE1

Press KEY 1 to set the first person camera 1 (default camera)

 

Use RIGHT CLICK and move the mouse to rotate camera

Use MOUSE WHEEL to move forward or backward

Use LEFT CLICK and move the mouse to shift right/left/ forward/backward horizontally

Use MIDDLE CLICK and move the mouse up/down to move upward or downward vertically

 

Camera FREE2

Press SHIFT + KEY 1 to set the first person camera 2

 

Use RIGHT CLICK and move the mouse to rotate camera

Use MOUSE WHEEL to move forward or backward

Use LEFT CLICK to move forward

Use MIDDLE CLICK and move the mouse up/down to move upward or backward vertically

 

Cameras FREE1 AUTO and FREE2 AUTO

Press KEY 2 or SHIFT + KEY 2 to set the automatic first person camera1 or first person camera2

These cameras are the same as cameras FREE1 and FREE2 except that the camera moves automatically forward. The speed of the camera depends on the altitude. Press CTRL to accelerate, SHIFT to decelerate.

 

For all first person cameras:

 

Press PAGE UP / PAGE DOWN to move upward and downward

Press NUM PAD 4-6 to pan to the left or to the right

Press NUM PAD 8-2 to pan forward and backward

Press NUM PAD 7-9 to rotate camera (Roll angle)

Press NUM PAD 0 to reset the camera angles

Press CTRL to move more swiftly

 

III.2 Entities cameras

 

Entities cameras can be used when the user has selected a user-controllable entity (F1 to F8 keys or USER-CONTROLLABLE ENTITIES Menu) or a dynamic entity (see below)

 

Press KEY 3, KEY 4 KEY 5 or KEY 7 to set the entities third person cameras (EXTERN 1 to 4). EXTERN4 camera can also be set by pressing SPACE BAR

Use RIGHT CLICK and move the mouse to move the camera around the selected entity or to look around the entity for the EXTERN4 camera.

 

Press KEY 6 to set the entities first person camera.

Use RIGHT CLICK and move the mouse to look right/left/up/down

 

 

IV- User-controllable Entities

 

 

-Human:

Press ARROW KEYS UP/DOWN to move backward/forward

Press ARROW KEYS RIGHT/LEFT to turn right/left

Press CTRL to run

 

-Parachute and Glider:

Press ARROW KEYS UP/DOWN to accelerate/decelerate

Press ARROW KEYS RIGHT/LEFT to turn right/left

These entities are moving according to the wind (speed and direction)

 

-Snowbike, Snowboard, Cars and Boat:

Press ARROW KEYS UP/DOWN to accelerate/decelerate

Press ARROW KEYS RIGHT/LEFT to turn right/left

The snowbike and snowboard have to be placed on snow to be able move, the boat has to be placed on water to be able to move

 

-Balloon:

Press ARROW KEY UP to activate the flame

This entity is moving according to the wind (speed and direction)

 

-Helicopter and Bathyscaphe:

Press A KEY to accelerate

Press Q KEY to decelerate

Press ARROW KEYS UP/DOWN to move upward/downward

Press ARROW KEYS RIGHT/LEFT to turn right/left

The bathyscaphe has to be placed in water to be able to move

 

-Aircrafts:

Press A KEY to accelerate

Press Q KEY to decelerate

Press ARROW KEYS UP/DOWN to change pitch angle

Press ARROW KEYS RIGHT/LEFT to change yaw angle

Press NUM PAD 4-6 to change roll angle

Press F KEY to either launch a missile using the F18, or switch ON/OFF the smoke trail using the F4F

 

-Rocket:

Press L KEY to launch a rocket

 

-Space Shuttle and Satellite:

No control keys: these entities will be set to the current location of the camera and automatically move in orbit around the Earth.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

V- Target Functions

 

Press TAB to display the target.

 

A- If the target is pointing at the ground, various information are attached to it:

-         distance from the camera

-         targeted point GPS coordinates, including altitude

-         ground information (LandCover)

-         ecoregion 

 

 

If the camera is more than 55 km high, the target will be accompanied by the same information, except for ground information which will be replaced by the name of the country or the ocean at which the target is pointing.

 

Press LEFT CLICK to automatically travel to reach the targeted location. 

Press LEFT CLICK again to stop this move.

Press @ KEY to enter the WildWorld website and get information as to the targeted ecoregion

 

B- If the target is pointing at an object, various information are attached to it:

-         distance from the camera

-         targeted point GPS coordinates for the accurate point targeted in the entity, including altitude

-         name of the entity, name of the material composing it at the accurate point targeted in the entity

Some entities are coming with metadata which are displayed in a window above the target. These metadata can be dynamic or static information, depending on the entity.

 

Press LEFT CLICK to automatically be placed in entity camera mode around the entity, this being valid only for dynamic entities, including user-controllable entities.

 

C- If the target is pointing at a place name (only if the NAMES option is set to ON), press LEFT CLICK to automatically initialize the camera to the corresponding location.

According to the place name type, the camera will be set differently:

-         if the place name corresponds to geospatial information (oceans, countries, capital cities, towns, villages, mountain ranges, mountain peaks, lakes, rivers, national parks, georeferenced monuments, places of interest, etc) : the camera will be initialized at the corresponding location

-         if the place name corresponds to a user’s preferred site (red label), and therefore is registered in the User’s Photo Album: in this case the user will be placed under the very same conditions under which the photo was taken (same time of day, time of year, weather conditions, location and camera settings)

-         if the place name corresponds to a real photograph (map of the world icon, place name tagged after .jpg) : the user will be placed under the defined conditions under which this photograph was taken. In that case the OPTIONS Menu allows to:

         blend the photograph with the 3D, thanks to the PHOTO VIEW slide

         display a 3D objects and information layer in transparency over the real photograph by using the PHOTO MASK button

         put the camera (moving in the 3D view) back into the original photograph’s angle/position by using the ALIGN button

The photograph will progressively disappear if the user is moving away from the location of the photograph.

This function allows to have real photographs geoferenced directly into the 3D Viewer, and add objects into the 3D Viewer thanks to the real-time 3D Editor Tool (see below) at the exact corresponding location of 3D objects visible in the photograph.  

 

 

The target functions are also used in the Editor Tool and the 3D Objects Integrator (see below).

 

 


 

VI- Real-time 3D Editor Tool

 

To enter the real-time 3D Editor Tool, select the EDITGROUND icon.

This tool allows users to “buy” terrains among more than 20 millions terrains on the entire surface of the Earth. Each terrain covers a 2x2 kms surface and each user may edit its ground and place objects upon it. In on-line mode, all the Users terrains are visible for all users. In off-line mode, the user will see all the terrains stored on his HD. Terrains are stored in compressed files, which take little machine space.

 

VI.1 How to buy a terrain

 

Click on the SELECT icon. Choose a free terrain in the 3D Viewer. Press LEFT CLICK to buy it. Answer YES or NO to the message box to validate your choice.  

 

 

Each terrain can be named. Click on the ABC button and enter this name into the dedicated field. Press ENTER to validate, ESC to cancel.

A URL can be associated to each terrain. Click on the URL button and enter this URL into the dedicated field. Press ENTER to validate, ESC to cancel.

Click on the SAVE button to save these information.

Any terrain can be sold by pressing the CLEAR icon: the current selected terrain will then be available for buying to any other user.

 

VI.2 How to modify a terrain

 

Click on the SELECT icon. Choose one of your terrains in the 3D Viewer. Press LEFT CLICK to select it: its surface will be delimited by white strips.

 

VI.3 How to edit the ground (land cover) of the selected terrain

 

Click on the GROUND icon. A rolldown menu will open on the right-hand side of the screen. Use the MOUSE WHEEL to scroll into the list. Select a ground  type by clicking on its name. Paint your terrain with a land cover type directly in the 3D with the brush represented by a red 3D arrow.

 

 

Click on the PEN1 or PEN2 button to change the size of the brush. 

Click on the CLEAR button to erase all modifications applied previously and get back to default terrain configuration.

Click on the SAVE  button to save your modifications. In on-line mode modified terrains will be automatically uploaded on the vieWTerra server.

 

The types of land covers put at the disposal of the user are varied: some will only modify the textures of the ground, others will automatically plant vegetation, others will allow real-time terraforming of the terrain according to contour lines.

 

The EMPTY type of land cover allows to paint back the original land cover type.   

 

VI.4 How to place objects on the ground of the selected terrain

 

Click on the OBJECT icon. A rolldown menu will open on the right-hand side of the screen. Use the MOUSE WHEEL to scroll into the list. The list shows various categories of objects in brown.

Click on a category to toggle on/off all objects composing this category. These will appear in black.

Click on the name of the object chosen to select it.

 

Place the object directly into the 3D Viewer with the mouse cursor.

Use ARROW KEYS RIGHT/LEFT to rotate the object.

Press R KEY to change the random parameter of the object allowing to change its rendering configuration (orientation, size, color). This function is available only for certain objects such as trees.

Press LEFT CLICK to validate positioning of the object into the 3D.

Duplicate it as needed with the mouse cursor, to place the same object several times in the Viewer while continuously being able to change the replicated objects’ orientation with the ARROW KEYS RIGHT/LEFT, or choose another object from the rolldown menu, or press SPACE BAR to unvalidate the object selected by the mouse cursor.

 

 

 

Special objects:

Some objects dispose of a “clinching” point, allowing to tie them to one another. This clinching point appears in the 3D Viewer under the form of a red arrow, once the object is placed on the ground and validated. In order to place another object on this clinching point, place the cursor beneath the red arrow, which will start animating. Validate your position by pressing LEFT CLICK : your new object will be automatically attached to the previous one.

To toggle on/off the clinching point function, click on the LOCK button.

This clinching point function will be used to create roads, fences, railway lines, ski-lifts, electric lines, walls, etc.

 

Some objects are defined as ground objects. They replace the texture of the ground. For instance they are used to build roads, rivers, city squares, sports grounds, etc. They also modify the nature of the ground in real-time and allow to get rid of the previous ground cover (grass, moss, small bushes).  

  

The Tools category offers 3 special eraser objects:

- the ALL OBJ ERASER: allows to erase all types of objects.           

- the GROUND OBJ ERASER: allows to erase only the ground objects.

- the OBJ ERASER: allows to erase all types of objects, except the ground objects.

 

When one of these eraser objects is selected, the hot points of the objects whose type can be erased by the eraser appear: these hot points are represented under the form of a large white triangle.

When one of these eraser objects is placed on objects it can erase, these triangles turn to red, indicating by these objects can be directly erased by pressing LEFT CLICK in the 3D Viewer. The size of these eraser objects can be changed by pressing NUM PAD PLUS or NUM PAD MINUS.

 

It is also possible to select an object directly into the 3D Viewer thanks to the TARGET function. Press TAB to display the target and move the mouse over an object. Press LEFT CLICK to select the object. A window will open, indicating the name of the selected object and allowing to:

 

-         change its angles thanks to the ROTATION icons

-         change its size thanks to the SIZE icons

-         delete the object thanks to the CLR icon

 

 

Click on the CROSS button to exit this window or press SPACE BAR.

 

Click on the CLEAR button to erase all objects on the terrain.

Click on the SNAP button to snap angles.

Click on the SAVE  button to save your modifications. In on-line mode, modified terrains will be automatically uploaded on the vieWTerra server.

 

 

Other special objects

 

Teleport object:

This object allows the user to define a teleportation path. When placing this object, the user has to place the destination location of the teleport object thanks to the TARGET function. This destination location can be anywhere in the 3D, even on a location which does not belong to the current user. The distance limit of the destination location is 30kms from the teleport object.

 

Teleport objects are usable by pressing G KEY when the user enters into collision with them. A map is therefore displayed allowing the user to know the destination point and its distance from the teleport object before using it.

 

 

 

Information objects:

This category allows to put a text or a picture into those dedicated objects. The menu allowing to enter a text or to place an image is accessible when the object is currently in edition mode (using the TARGET function). By clicking on the ABC icon, the user is offered to enter his text into a dedicated window. The text is limited to a maximum of 512 characters and can include smileys, as defined below in the MMO Mode section. The CANCEL button allows to cancel the current text, the APPLY button allows to validate the current text. It is also possible to import a .TXT file thanks to the LOADTXT icon. A JPEG image can also be included into the objects by simply typing its URL into the object text (e.g.: http://mywebsite.com/mypicture.jpg). The JPEG image will automatically be resized internally in 512x256 format. It is thus not recommended to make use of a higher size image, this to comply with bandwidth restrictions.    

 

These functions allow the users to customize vieWTerra and organize quests, treasure hunts, or more simply share pictures or texts.

 

  

 


 

VI.5 How to place footprints objects on the ground of the selected terrain

 

It is possible for the user to define his own footprints objects by using the Vertex Tool available in the Tools section. A footprints object represents mainly architectural objects and is defined by:

-         its vertices on the ground level

-         its height, in meters

-         its building type

-         its roof type

-         its name

 

In Vertex mode, the user can place the vertices composing the footprint directly on the ground. The shape will be validated when the user places the final vertex at the same location as the first vertex he’s placed.

 

When the shape is done, the user has to define the height of the footprints object, by using either ARROW KEYS UP/DOWN or MOUSE WHEEL. Press LEFT CLICK to validate the object. The object can be defined either by a convex or a concave shape.

 

 

After having validated the object, it is possible to edit it by using the TARGET function. It will open the edit object window and the user will be offered to:

 

-         Erase the object by using the CLR icon

-         Switch on/off its display by using the FLAG icon

-         Add a name to it, or change its name, by using the ABC icon

-         Change its height by using the top UP and DOWN icons or by using NUM PAD PLUS or NUM PAD MINUS. The height is expressed in meters.

-         Change its altitude by using the bottom UP and DOWN icons: this function allows the user to create terraces for example. The altitude is expressed in meters.

-         Change its building type by using the BUILDING icon

-         Change its roof type by using the ROOF icon

-         Change its roof color by using the 3 slides representing its RGB values

 

The user can let the program choose building and roof types by using the PROCEDURAL option types (default values).

 

Note: vieWTerra already includes a certain numbers of areas presenting footprints objects, showing the exact location of buildings in urban areas, or rural areas. If a user owns a terrain including those objects, he will be able to edit each already placed footprints object. There is no limit to the number of footprints objects on a terrain. However, the system limits to 16,000 the number of footprints objects to be displayed on the screen.

 

User defined footprints types:

 

It is also possible to apply a texture map in JPEG format for each footprint. To access this function, the user is offered to choose among nine different types:

 

 

 

-         The four “User light” types: to create vertical building textures including a night map

-         The four “User” types: to create vertical building textures without night map

-         The “User ground” type: to create horizontal building textures

 

The user can choose whether the texture map is to be applied with or without ู tile (horizontal) or V tile (vertical).

 

When the user has made his choice, the system opens a browser for him to select a JPEG file. He can enter a file name which does not exist to create a new texture. Then the UV Creator Tool will open. If the user selects an already existing file name, then the UV Editor Tool will open. The max length of a texture’s name is 20 characters and this texture’s name also defines the name of the building.

 

UV Creator Tool:

 

 

The tool indicates the path and name of the created texture (path relative to the current vieWTerra directory), its tiling information, its size and pixel ratio. The texture size can be changed thanks to the dedicated ARROW icons, if the user is not satisfied by the default size generated by the system.

If the building is defined as “User light” type, the tool also generates a texture light and indicates its path and name (the name will be the same as the building texture plus an “l” at the end of the file name).

 

The CANCEL button allows to cancel the creation of the texture, the APPLY button allows to validate the texture map. The JPG file (or the 2 JPEG files in the case of “User light” types) will therefore be saved into the indicated directory. In on-line mode, the file(s) will be automatically uploaded onto the vieWTerra server.

 

The generated texture map is composed of several colored quads with represent the location of each wall. On the top left corner, a green quad indicates the pixel ratio: it represents a

1 meter *1 meter quad.

Then, the user can make use of any third-party tool to create or modify the texture maps, in order to obtain a perfect representation of the building, since he will be able to place each part of the building at its correct location.

 

In case of “User light” types, the texture light is defined at a small size and allows the user to place the windows he wants to be illuminated at night.

 

Here is a sample of a “User light” building texture type:

 

 

Vertical texture map:

 

Light texture map:

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Once the texture is created, if the user selects the same JPEG file as a texture to be applied on another building, the UV Editor Tool will open and allow the user to define other UVs to be used for the selected building. This function allows the user to make use of the same texture map for several buildings, with the UVs correctly placed according to their shapes, and therefore avoid too much texture maps consumption.

 


 

UV Editor Tool:

 

The tool indicates the path and name of the used texture (path relative to the current vieWTerra directory), the texture size and the tiling information.

 

Below this information, the texture map and its UVs are displayed and a window allows the user to see the building in 3D and to rotate it by using RIGHT CLICK + MOUSE MOVE when the mouse cursor points into this window.

 

Vertical texture maps:

 

To select a wall to be changed (one face of the building), use LEFT CLICK into the 3D window or into the texture map window. The selected face will be displayed in green.

 

When the cursor mouse is placed into the texture map window on a U line or V line, use RIGHT CLICK + MOUSE MOVE to change the current UVs of the selected face.

 

Horizontal texture maps:

 

When the cursor mouse is placed into the texture map window on a UV dot represented by a red square, use RIGHT CLICK + MOUSE MOVE to change the current UV of the corresponding vertex.

 


 

The CANCEL button allows to cancel the modifications made on the UVs, the APPLY button allows to validate those modifications.

 

The names of buildings defined as user types cannot be changed since they represents the name of the JPEG file used to define their texture maps. Therefore, when the edit object window is opened, the NAME icon is replaced by the INTERNET icon which allows the user to upload the building texture JPEG file onto the vieWTerra server. This allows the user to modify a texture map any time, thanks to a third-party tool, and then upload the modifications onto the server in order to share its work with all other vieWTerra users, in on-line mode.

For the nine user-defined types, it is possible to click on the name of the building to directly enter the UV Editor Tool.

 

It is possible to make use of any JPEG file since the browser allows navigating on the user hard disk to select a JPEG file. The selected JPEG file will then automatically be copied into the vieWTerra current user directory. Since vieWTerra makes use of log2-sized texture maps, the user will be offered that the system automatically resizes the selected JPEG file if the file is not log2-sized. When the user select a JPEG file, a light texture JPEG file will be automatically created in case of “User light” types.

 

Thanks to the functionalities described above, the system allows creating very easily and quickly any type of user-defined building, as shown below in a very basic creation example.

 


 

VI.6 How to place animals on the ground of the selected terrain

 

Click on the ANIMAL icon. A rolldown menu will open on the right-hand side of the screen. Use the MOUSE WHEEL to scroll into the list. The list offers various animal types which can be placed thanks to the paint tool in the same way that for painting the ground.

 

Click on the CLEAR button to erase all animals (ALFs)  on the terrain.

Click on the SAVE  button to save your modifications. In on-line mode modified terrains will be automatically uploaded on the vieWTerra server.


 

VII- Real-time 3D Objects Integrator

 

To enter the real-time 3D Editor Tool, select the ENTITY TOOL icon.

This tool allows users to create entities from 3D objects in .3DS format making use of .TGA format texture maps.

An entity is composed of a minimum of one core object and a maximum of 16 additional objects attached to this core object.

The 3D Objects Integrator allows the user to import objects from .3DS format, convert them to vieWTerra’s proprietary .3DO format, specify their rendering characteristics, create entities from these .3DO objects, and share them in the vieWTerra Bank of Objects embedded in the Editor Tool.

 

VII. 1 How to create an entity

 

Each entity shall be sorted by category. First step is to create a category. Click on the CATEGORY icon in order to do so and enter the category’s name into the dedicated field. Press ENTER to validate, ESC to cancel.

The created category appears in the dedicated list.

Once the category is created, press on the ENTITY icon corresponding to the category and enter the entity’s name you want to add in this category into the dedicated field. Press ENTER to validate, ESC to cancel.

 

Press the DELETE icon to suppress a category.

 

A browser opens, which allows to choose the entity’s core object’s name. The folder containing the objects has be the one dedicated to the user. This folder is to be found in the “data/objects/user’s number” path. The user’s number is specified in blue in the top right box of the screen, under the form: “User Directory: user number”.  For instance, if the tool indicates “User Directory: 144”. The .3DS files and their .TGA textures shall be placed into to “data/objects/144” folder. It is possible to create sub-directories in this folder, in order to organize the files’ directory.

 

The browser allows to select only one file at a time and a message box will appear to ask the user if he wants to add additional objects to the entity, within the limit of 16 additional objects. Answer “No” in the message box when all objects have been entered. Note it is always possible to add or remove objects composing an entity.

 

The .TGA textures maps have to be log2 sized (e.g. 128*256) with a minimum size of 8x8 and a maximum size of 4096x4096. If the .TGA files are not log2 sized, the tool will automatically resize them to the correct size and will inform the user of this operation.

 

Once the entity is created it appears in the list at the top of the corresponding category. It is then possible to edit the entity thanks to the BUILD icon attached to each entity’s name.

 

When having entered the BUILD Menu, a new window opens, showing the 3D rendering of the objects composing the entity. This window also contains a 3D axes x, y, z indicator.

 

Icons at the bottom of the screen:

Press the SAVE icon to save changes.

Press the BACK button to come back to the previous menu without recording modifications applied to the entity.

Press the CLEAR button to destroy the entity: it will disappear from the list.

Press the ADD button to add an object to the entity: it will open the same browser described above.

 

The menu on the right-hand side of the screen:

-         displays the names of the entities.

-         allows to change the entity’s angle in the 3D (BETA and ALPHA buttons) and the zoom

These values can also be changed directly into the 3D window:

-         press RIGHT CLICK in the 3D window and move the mouse

-         use the MOUSE WHEEL to zoom/unzoom

 

The SNOW button below ANGLES and ZOOM buttons, allows to toggle on/off the property of the entity to be covered with snow or not.

 

Use CLINCHINGPOINT button to toggle on/off the clinching point of the entity (see above, 3D real-time Editor Tool section).

If the clinching point is selected, the user can change its positions thanks to POSX, POSY and POSZ buttons. The clinching point is represented by a red arrow into the 3D window.

It is also possible to move the clinching point directly into the 3D window. To do so, validate and click on CLINCHINGPOINT. Press LEFT CLICK into the 3D window to move this point into the 3D, according the 3D axes angles.

 

The 3D axes can be locked thanks to LOCK X, Y and Z button on top of the 3D window. In the same way, an angle can be snapped to another thanks to the SNAPANGLES button, and this to allow the user to select the precise angle and axis he wants to change by clicking into the 3D window.

 

The list of 3D objects forming the entity is displayed under the top right box.

To select an object to be edited, click on its name.

The selected object appears in the 3D window in wire mode.

The core object of the entity appears as the first object on the list.

 

Each object offers various changeable parameters. A parameter can be changed by clicking on the corresponding green arrow buttons, or by clicking on the parameter’s name, to enter a value into the dedicated field (press ENTER to validate, ESC to cancel)

 

Changeable parameters for the core object:

-         SCALE: scale factor of the object in %

-         CLIP: clip value in meters: distance beyond which the object will not be visible. The core object must possess higher clip than, or at minimum equal clip to, other objects: it defines the entity’s clip.

-         CLIPSHAD: shadow clip value in meters: distance beyond which the shadow of the object will not be visible. The core object must have a shadow clip higher than, or at minimum equal to, other objects: it defines the entity’s shadow clip.

-         RENDER: rendering option of the object. Can be:

o       DEFAULT: basic rendering

o       REFLECT: metal rendering

o       ARCHI: basic rendering + adapting the object to the ground

o       ARCHI_NOCUL:  no-culling rendering + adapting the object to the ground

o       ARCHI_GROUND: basic rendering + morphing the object with the ground

o       ARCHI_LINEX: basic rendering + adapting the object to the ground in X axis

o       WINDOW: basic rendering + illumination from dusk till dawn

o       LIGHT: lit rendering

o       ARCHI_LINEZ: basic rendering + adapting the object to the ground in Z axis

-         ADAPTLINE: adaptation distance, used only for ARCHI, ARCHI_NOCUL, ARCHI_LINEX and ARCHI_LINEZ renderings. This value defines the distance in meters for which the object will be adapted to the ground. It represents a Y axis distance for ARCHI and ARCHI_NOCUL renderings, a X axis distance for ARCHI_LINEX rendering and a Z axis distance for ARCHI_LINEZ rendering. This distance is shown into the 3D window thanks to a red line.

-         ORIENT: orientation of the object. Can be:

o       DEFAULT: keeps the original orientation

o       SWAP: negative in X axis

o       XZ: swap X and Z axes

o       XZSWAP: swap negative X and Z axes

-         CENTER: defines the hot-point for the object. Can be:

o       NOCENTER: keeps the original hot-point

o       CENTER: hot-point placed in the middle in all axes

o       CENTERY: hot-point placed in the middle XZ axes, Y at the bottom

o       CENTERYX: hot-point placed at the minimum X, Y at the bottom

o       CENTERYZ: hot-point placed at the minimum Z, Y at the bottom

-         SHADOW: toggle on/off the shadow of the object

 

Press CLR button to remove the object. The second object on the list will then appear as the new core object.

 

Changeable parameters for additional objects:

In addition to the parameters described above for the core object, additional objects offer others parameters:

-         POSX, POSY, POSZ: relative position towards the core object Just as for the clinching point, this position can be changed directly in the 3D window thanks to RIGHT CLICK + mouse move

-         ALPHA, BETA, THETA: relative angles towards the core object. These angles can be changed into the 3D: press TAB + LEFT CLICK + mouse move.

 

Just as for the core object, an additional object can be deleted thanks to its CLR button.

 

After having saved the entity, cleared it or cancelled the modifications upon it, the previous menu comes back, displaying the 3D Viewer and the categories/entities list.

Use the MOUSE WHEEL to scroll into this list when several categories of entities are available.

 

To select an entity into the list, click on its name. Place the entity directly into the 3D Viewer to see the final result. Press LEFT CLICK to validate the entity into the 3D or press SPACE BAR to cancel. The entities validated into the 3D Viewer will not be saved and will disappear as soon as the user quits the 3D Object Integrator.

 

VII. 2 How to share an entity

 

To make an entity usable into the vieWTerra Bank of Objects, press its SHARE button. In on-line mode, the user can share his entities with other users by pressing the UPLOAD button on top right-hand side of the screen.

 

 


 

VIII- Avatar Creator Tool

 

The Avatar Creator Tool is accessible thanks to the USER Menu. It allows the user to customize his 3D avatar and to create a preferences list of 8 avatars. The Avatar Creator Tool makes use of procedural algorithms in order to provide the user with an infinite number of combinations.

 

 

The left box displays the current avatar, i.e. the one currently used in-game.

The middle area displays the 8 preferred avatars defined by the user in his preferences list. To select an avatar into this list, click on its picture. Click on its name to enter a new name. Use the dedicated ARROW button to remove it from the preferences list. Use the ADD PREF button to copy the current avatar into the preferences list.

 

The left area is dedicated to the customization functions on the current avatar. The Gender option allows to define the gender of the avatar. Size and Weight slides allow to specify the size and weight of the avatar (from 1.44 to 2.05m and 43 to 149kg for a male, from 1.28 to 1.83m and 31 to 108kg for a female).

Other options allow to define e.g. its face, eyes, shoes, etc. For some options, it is possible to set a color in RGB mode thanks to the 3 dedicated slides.

 

Use the SAVE button to validate the current avatar and to come back in game.

Use the BACK button to cancel the modifications and to come back in game, or press ESC.

 

 

IX- MMO Mode

 

vieWTerra offers an MMO mode in which users can meet, chat and build their terrains in real-time. To access the MMO mode, open the chat dialog box by pressing ENTER key. Press again ENTER to open the Tell area allowing to type a text or a command. Each time the user wants to type a text or a command, he has to open the Tell area thanks to the ENTER key. While in MMO Mode, the short cuts of the various menus are accessible by pressing CTRL + the corresponding key (e.g.: CTRL + M to open the Map Menu).

 

In MMO Mode, the user will no longer be able to change time and weather conditions since he will be playing according to the real-time GMT time. A super-user mode allows the administrators to change these parameters and to send them to other players in order to change to current conditions. Therefore an administrator can change the date, time of day and  weather conditions and send these new settings to others users, in real-time.

 

In MMO Mode, it is still possible to select an area into the Album Menu and join the location attached to the selected photo, but in that case the time and weather conditions settings of the photo will not be taken into consideration (the time will still be GMT time, and the weather conditions will be those corresponding to that time).

 

When the Compass and its Entities option are activated, all the users are located in-game thanks to red dots visible into the Compass.

 

The conditions for use of the various vehicles are different when the user is playing in MMO Mode. Therefore it is not possible to change the type of vehicle used at any time. Conditions are as follows:

- A human can change to car, balloon, helicopter, snow-bike, boat and submarine (only if the player is swimming, for these two vehicles)

- A car can change to human, balloon, helicopter, snow-bike and boat

- A boat can change to human, balloon, car, helicopter, submarine and snow-bike

- A submarine can change to human and boat

- A snow-bike can change to human, balloon, helicopter, car and boat

- A balloon can change to human, car, boat, snow-bike and submarine (if on the ground or right above water), and to helicopter, aircraft, parachute and glider

- A helicopter can change to human, car, boat, snow-bike and submarine (if on the ground or right above water), and to balloon, aircraft, parachute and glider

- An aircraft can change to helicopter, balloon, parachute and glider

- A glider can change to human (if on the ground), and to helicopter, aircraft, parachute and balloon

- A parachute can change to human (if on the ground), and to helicopter, aircraft, glider and balloon

 

 

 

IX. 1 List of commands

 

/connect: to enter the MMO Mode

/disconnect: to quit the MMO Mode

/camp: to enter camping mode. It is then offered to type a message which will be displayed into the 3D, above the avatar. The camping mode allows the user to stay visible two days maximum while off-line. The camping mode will automatically end when the user enters MMO Mode back again.

/uncamp: to quit the camping mode

/move: to allow the user to move 3 seconds without any objects collisions.

/join pseudo: to join another user, e.g. /join Admin in order to join Admin.

/priv pseudo: to enter private conversation with “pseudo”. Private messages appear in blue color and are not displayed into the 3D real-time view.

 

Administrator commands:

/time:  to allow time and weather modifications when in MMO Mode

/settime: to send the current weather and time conditions to other players

/create: to create bots in the area around the administrator

 

IX. 2 List of smileys

 

While typing a text into the Tell area, it is possible to make use of smileys, which will appear both into the chat area and into the 3D. The list of smileys is as follows:

 

:D  :)    ;)   :(   :o  8)  :?   :x

 


 

IX. 3 Pets management

 

The MMO mode offers the possibility of having 1 or 2 pets. While in MMO mode, the pets have a life of their own and follow the user as he changes location. Sometimes, a pet can choose to pay a visit to another user, but it generally stays in the vicinity of its owner. The Pets Selection Tool is accessible thanks to the USER Menu. It allows the user to select 1 or 2 pets and to choose their types. Each pet can be defined according to two main families: the Ground pets and the Sea pets. If the pet is moving at ground level, then its type will be the one defined in the Ground section. If the pet is moving under sea, its type will be the one defined in the Sea section.

 

Each pet can be activated or de-activated thanks to its dedicated ACTIF/UNACTIF button. The SAVE icon allows to validate the user’s selection, the ESC icon allows to cancel the modifications.

 

X- Miscellaneous

 

C KEY: Wire mode toggle on/off short-cut

CTRL + I KEY: more debug information displayed in the User Menu

CTRL + X KEY: enter in Warrior mode. In this mode, it is possible to launch a missile directly from the camera by pressing X KEY. It is also possible to create a large explosion at the target location (press TAB, select an area and then press X KEY).  The explosion will destroy all the elements in the area, including trees, grass, small objects, etc. All destroyed objects/entities will be resurrected in the next session or by entering in the 3D Editor Tool.

 


 

XI- vieWTerra Databases Integration Tool

 

The vieWTerra Databases Integration Tool is a separate tool allowing to integrate Digital Elevation Models (DEM) and Imagery databases, at any resolution, and for any location on the entire surface of the Globe (in Geographic Lat Long WGS84 projection).

To launch the tool, go into “tool” directory and run “viewterra.exe”. Betatesters are not given access to this tool.

 

Note that this tool is presented in its Alpha 1.0 version. Therefore all functionalities are not implemented yet, and the UI interface presents menus or buttons which are not plugged to their corresponding functions yet.

 

This version of the Databases Integration Tool already allows to:

-         import Geotiff DEM and Imagery files,

-         automatically convert them to vieWTerra proprietary format,

-         select the areas to be newly generated,

-         generate these new areas and compress the databases used to vieWTerra format,

-         pre-check the result directly in the bottom window of the tool in real-time 3D,

 

Of course the newly integrated area will also be immediately consultable in the vieWTerra Viewer. However checking in the Database Integration Tool allows to get first impression without having to launch the Viewer separately, the difference being a slightly less refined 3D rendering in the tool, as for instance geometry and shadows are less defined in the tool: the 3D viewer of the Databases Integration Tool does not include the Dynamic Weather System (DWS), but includes the procedural rendering and management of vegetation according LandCover and Ecoregions databases, this to allow instant visual appraisal of the way vegetation is implemented with the newly imported databases. Implementation of vegetation depends also indeed of Imagery and DEM databases.

 

Even if the user has not imported any database yet, the tool already offers a 464m resolution worldwide database for the DEM and Imagery. Land Cover is defined on a worldwide scale at a 928m resolution. It includes classification of more than 100 ground types.

 

XI.I User Interface

 

Various rolldown menus are accessible from the Windows menus at the top of the screen.

 

 

The File menu allows to:

-         create/load and save projects ( .PRJ)

-         import DEM and Imagery files (Geotiff format)

 

Imagery files are composed of RGB 24 bits. DEM files can be 16 bits or 32 bits floating points, thus allowing vertical resolution to be accurate to the centimeter. 

 

The Edit menu includes the “generate” function and several options which are not implemented yet.

The View menu allows to choose from the various display modes. Three modes are currently implemented:

-         display of the 2D map only

-         display of the 3D viewer only

-         display of the both 2D map and 3D view (default mode) 

 

The Layers menu is not implemented yet.

 

The Help menu allows to get information on the vieWTerra platform. 

 

All the icons which are available for use are placed in the top bar of the screen:

- NEW PROJECT: to create a new project

- OPEN and SAVE: to load and to save the project

- GENERATE: to generate the database currently under process without compressing the data files. Useful for quick preview.

- GENERATE PAK: to generate the database currently under process and compress the data files. The system will indicate the % of compression during this generation process; compression rate is usually 80%

- SELECTION: to devalidate the mouse cursor actions in the rendering window

- MAIN : to validate the mouse cursor actions in the rendering window

- ZOOM +/- :  to zoom/unzoom the 2D map

- VISIBILITY ON: to allow immediate setting of the time of day at 12 a.m.

-  VISIBILITY OFF: to allow immediate setting of the time of day at 12 p.m.

-  PRECISION: to enter a rolldown menu and select the resolution of the 2D map (zooming degree) 

- XY/X/Y/Z : toogles on/off the XYZ axes

 

XI.2 Display window:

 

The display window can be either 2D, or 3D or both. To validate any mouse action in this window click on the MAIN icon.

 

 

A) The 2D window: the global map of the Earth is displayed as well as a grid for latitude and longitude at a resolution which depends on the zooming degree. Click into this window to allow mouse actions.

 

The red lines crossing point indicates the current camera position.  

 

The green lines crossing point indicates the current target position. The target allows to get GPS coordinates of a location on the map.

 

Press LEFT CLICK to change the target position

While keeping LEFT CLICK pressed and moving the mouse, the user can move the camera position and then  move along the XZ (long/lat) axes

Press DOUBLE LEFT CLICK to set the camera on the target location

Use the MOUSE WHEEL to zoom/unzoom the 2D map

 

The user imported DEM and Imagery files appear on the 2D map at their exact location.

 

Press RIGHT CLICK and move the mouse to select an area to be generated. The area will be displayed thanks to a red transparency rectangle.

Press the GENERATE or GENERATEPAK buttons to generate the database.

 

 

B) The 3D window: the 3D real-time view is displayed in this window. The user can use this window to move through the global map. Click into this window to allow mouse actions.

 

Use the MOUSE WHEEL to move forward/backward into the 3D.

Press RIGHT CLICK and move the mouse to change the camera angles.

Press LEFT CLICK and move the mouse to pan the camera to the right/left/forward/backward.

Press DOUBLE LEFT CLICK to set the camera at the location pointed by the mouse

Press MIDDLE CLICK and move the mouse to move the camera upward/downward.