Copy the URL for the avatar you want and paste it into your Console Properties using the Shaper. If this doesn't work, edit AVATAR= and VIPAVATAR= in your worlds.ini file.
Please keep in mind that Models and Articulated Models are only available to VIP members. The avatars listed here are supposed to be safe for use in GroundZero, that means no obscenely large or NSFW avatars. If I do add something here not allowed in GroundZero, a warning will be attached.
Each avatar will have technical specifications and other goodies attached, viewable on this page. Credits and licensing information can be found in the directory that the model file is stored in.
Technical specifications are as follows:
- TYPE: Whether the avatar is a 2D hologram, 3D model, or 3D articulated model. 3D avatars require you to have a VIP account on Worlds to use, and articulated models are capable of segmented skeletal animations. Custom 2D avatars can only be seen by people who explicitly enable them in their worlds.ini file.
- FACES/TRIS: The number of polygons required to construct the 3D avatar on-screen. Higher face counts mean more detail, but longer draw call times which means worse performance. Tris are the amount of faces used on graphics devices which do not support drawing quads. For WorldsPlayer, you should try to keep the polygon count below 10,000 wherever possible. Many official Articulated avatars are no more than 1k to 3k tris at most.
- SIZE ACCURATE: Whether or not the size of the avatar accurately represents the size of the character or object it depicts. Very large models (such as the Feisar and Icaras WipEout ships) are not size accurate since they would be too large to use in GroundZero. Most of these avatars are size accurate.
- FRANCHISE: The video game, TV show, movie, or other series which the avatar comes from, if applicable.
Ranga Tempest (Low poly)
Webmaster note: This model was ported lazily and needs work. Materials are broken, face count is unoptimzied.
Playstation 1 & TV
Webmaster note: Face count was decimated as much as possible without losing too much detail, some adjustments were made. UVs on legs are broken. Textures & UVs may need to be split to preserve texture quality.