Example of Sim with great intra-sim navigation systems
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frank Foley
Registered User
Join date: 5 Feb 2006
Posts: 45
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06-22-2007 23:04
I am helping run the Nonprofit Commons, a sim of 32 nonprofit organizations, and we are in the process of putting together a system of signs and tools for navigation within the sim. We want to provide avatars with the ability to easily find any one of the 32 organizations housed in the sim, as well as understand their location within the sim.
What sims have you seen that have great navigation systems? Any other thoughts on sim navigation also appreciated.
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Dnali Anabuki
Still Crazy
Join date: 17 Oct 2006
Posts: 1,633
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06-22-2007 23:34
The one I liked was at Harbinger Haven and was a wheel with pictures that gave you a LM for each of the pictures.
There are insta Teleporters that are neat too. You click on a sign and are teleported there.
The reason I like the Harbinger Haven one is that the circle of pics was nice and you get the LMs to keep which teleporters don't give you.
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Warda Kawabata
Amityville Horror
Join date: 4 Nov 2005
Posts: 1,300
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06-23-2007 00:55
Second Ability has a truly awesome map next to the main entry point.
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Aleister Montgomery
Minding the gap
Join date: 30 Apr 2006
Posts: 846
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06-23-2007 04:07
Build a row of teleporters, activate TP routing and set the landing point right in front of them. Every new arrival will pop up at the teleporters (which should have hovering text, in case the textures need some time to load). No need for a map  why should people need to walk in a digital world?
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Qie Niangao
Coin-operated
Join date: 24 May 2006
Posts: 7,138
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06-23-2007 05:38
The Infinite Mind sim has nice navigation, too.
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Ged Larsen
thwarted by quaternions
Join date: 4 Dec 2006
Posts: 294
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06-23-2007 06:05
For a VERY non-fancy, easy to maintain setup, I tossed together this solution for a Sim Directory: http://slged.blogspot.com/2007/06/linji-haven-public-commons.html Basically, if you "touch" any of the logos, it gives you a landmark, and any other items, like notecards, inside the prim. And if you "sit" (label changed to "Teleport"  on any of the logos, it does an intra-sim WarpPos teleport to that location. Configuration involves putting a logo texture on the prim face, and placing the script and a LM into the prim. (The script determines the teleport location from the landmark, so you just change the landmark, to change the teleport target.) I thought it was a quick and easy solution. To try it out, visit: Linji Public Commons, Linji (103, 99, 43).
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Crystal Falcon
Registered Silly User
Join date: 9 Aug 2006
Posts: 631
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06-23-2007 07:59
May I suggest something from my experience? I have given up and left sims where the big map texture was the last thing to rez as I could never figure out where to go... (Don't go just by how it works for you, consider how it works when the sim has 30 people in it, the time dilation is in the gutter and the user has tremendous packet loss!) I've found Aleister's suggestion the easiest to use. Please just be sure your TPs work! There's nothing worse than broken scripts in a directory system.  (And they probably wonder why they never sell much there...)
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Qie Niangao
Coin-operated
Join date: 24 May 2006
Posts: 7,138
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06-23-2007 08:20
From: Aleister Montgomery Build a row of teleporters, activate TP routing and set the landing point right in front of them. Every new arrival will pop up at the teleporters (which should have hovering text, in case the textures need some time to load). No need for a map  why should people need to walk in a digital world? The first time I'm exploring a sim, I actually like a map, not so much for navigation as to see the designer's "grand scheme." But the hovertext suggestion is right on target. I'd take the additional step of making both the object Description (for mouse hint) and especially the llSetSitText() on the pie menu identify the destination, not just "Teleport." (This means the teleport buttons can't be linked because sit text is a property of the object, not the prim -- god knows why.) Another technical consideration: If you need to support corner-to-corner TP, you'll need warpPos teleporters to get enough range. Finally, if the sims will be at all busy, don't have only one landing point for a whole sim, but rather one per major destination, otherwise you get the always popular stack-o-avatars rezzing slowly as the sim tries to pump all their clothing textures down to a constant stream of arriving clients.
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ChristopherBest Daviau
www.GigantiCo.net
Join date: 5 Mar 2007
Posts: 31
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06-23-2007 08:23
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REDUNDANT SYSTEMS— Give them transports, and good maps, and signage. Use color coding.
Don't just study "inworld" consider the work of identity-system firms like:
Pentagram http://www.pentagram.com > portfolio / signage Note the use of colored floor signs in some of their systems.
Vignelli http://www.vignelli.com/vignelli/home/transportation.html View the transportation system graphics of Massimo Vignelli's firm.
THINK ABOUT HOW THE SPACE WILL LOOK WHEN VIEWED (AND ACCESSED) FLYING FROM ABOVE.
For over the top visual display systems, see the sites below. They may be over the top (way over the top for your needs), but they may inspire some new ideas:
http://www.visualcomplexity.com/vc/ http://infosthetics.com/ http://www.nixonnow.org/ That would be "Paul" Nixon, of Apple's design group.
FEEL FREE TO CONTACT ME. SOUNDS LIKE AN INTERESTING PROJECT.
cheers, Chris
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frank Foley
Registered User
Join date: 5 Feb 2006
Posts: 45
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06-23-2007 09:45
Thanks for all the suggestions. I'm going to check out the sims mentioned and keep all suggestions in mind. keep 'em coming!
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Nina Stepford
was lied to by LL
Join date: 26 Mar 2007
Posts: 3,373
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06-23-2007 11:40
i like the above style of tp demonstrated by ged larsen. ive been to sims using something like this and they are very straight-forward to use. particularly when dealing with recognisable logos and trademarks. ive see interesting means of tping the people to their destination. things like magic carpet rides or being pushed in a shopping trolley.
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3Ring Binder
always smile
Join date: 8 Mar 2007
Posts: 15,028
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06-23-2007 11:50
i like the tpye that look like a road sign with arrows pointing in all sorts of directions. you could make them with logos instead of words. they are cute.
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Dnali Anabuki
Still Crazy
Join date: 17 Oct 2006
Posts: 1,633
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06-23-2007 15:05
From: Nina Stepford i like the above style of tp demonstrated by ged larsen. ive been to sims using something like this and they are very straight-forward to use. particularly when dealing with recognisable logos and trademarks. ive see interesting means of tping the people to their destination. things like magic carpet rides or being pushed in a shopping trolley. I love the shopping cart ride!
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Crystal Falcon
Registered Silly User
Join date: 9 Aug 2006
Posts: 631
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06-23-2007 23:46
Along these lines, but not about teleporting exactly is signage, why do so many put signs up above out of camera view? Instead of above a doorway where it's never seen, how about next to the door? Or better, yet, taking the flying view into account, how about in the walkway leading up to the entrance? It's not like snow has to be shoveled away or pedestrian traffic will wear it away after all! Then it can be seen by the camera whether on foot or in flight...  Although floating text seems to prefer a vertical setup, perhaps leaning a TP directory back is still possible? Qie's suggestion is wonderful about spreading out, I'd add keeping store textures at least 64 meters away too, or the directory might never rez! 
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Coughran Mayo
Registered User
Join date: 4 Feb 2007
Posts: 6
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specific characteristics of NonProfit Commons
06-24-2007 07:50
I am happy to see so many replies and will be checking some of the SL and WWW sites mentioned shortly.
It should be mentioned that NonProfit commons navigation needs to accomodate at least 33 distinct destinations, as the sim houses offices for 32 non-profit groups and there is a central amphitheatre for activities. There is also a cafe area, four common areas (one in each quadrant of offices and the possibility of other common space.
I mention this by way of noting that some solutions (like the old time wooden signposts, or rows of teleporters) could be more difficult to resolve than others.
I very much appreciated the comment about putting building numbers on the sidewalk in front. We have an issue with some awnings, but have been considering having those removed. That would open the option of sidewalk numbering to us.
Great ideas, I hope to hear more.
Coughran
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Coughran Mayo
Registered User
Join date: 4 Feb 2007
Posts: 6
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portal central?
06-25-2007 13:53
I was directed by a friend to a navigation system at Forest sangha public space, Forest Sangha (168, 85, 21).
It proved to be an interesting spot, at least the navigation part of it. Only 9 destinations, but that could be modified by making the space larger and installing teleports on both sides of the isle.
I liked it because it was a ring shape, which means if you travel in one direction you ultimately end up where you started after viewing all of your options. Also, each of the teleport hubs has a sign behind it with names and pictures of the destination (mini slid show in some cases).
the best part was that it was in a skybox, and took up no footprint on the sim itself, again allowing it to be large enough for the intended purpose.
This would be a good solution to the central navigation for the sim, although it wouldn't necessarily help once you are on the sim itself. I suppose each tenant could install a teleport back to this central location if we wanted to.
CM
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Abba Thiebaud
PerPetUal NoOb
Join date: 20 Aug 2006
Posts: 563
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06-25-2007 14:21
If you're interested in neat transportation systems, you should ask Marod of S & M Designs about his horse and buggy. You are litterally whisked along in the buggy while a horse clip clops in front of you in the harness. Pick your place on the TP board and the buggy appears.
A
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