How To Make Texture Change Hud Sl
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Texture HUD for Creators
– total Transmission-
Click to open this manual as pdf
ane. Arrangement features
ane.1. Short description
- Lepidoptera Texture HUD is the system for remote control of 2nd Life avatar'due south Cloth outfit through the HUD on the screen. Version for Creators is fully customizable organization for the Style Creators who are able to adapt information technology to fit their Creations.
- Although information technology has been originally designed for clothes, information technology works with whatever objects where the part can be identified by its face and link number. Then it tin exist used by the Creators of e.g. houses, vehicles, plants, furniture, jewelry etc.
- With the HUD you can control the texture, texture parameters every bit scale and showtime, color, transparency, bright, shininess, bumpiness and glow of the cloth. Of the entire fabric or every face and link independently.
- If you prefer using specular and normal textures for materials effects, the HUD won't interfere unless they will exist replaced by traditional shininess and bumpiness control.
- Texture Scale and Showtime of texture on the cloth are adaptable and can exist used as assault the cloth once or sent from HUD for every texture independently.
- The HUD itself has the buttons allowing the Customer's resizing, detaching, minimizing and clearing the settings to originals.
- The pack contains the HUD example + simple fabric example to ease familiarization of the employ. The main office is a pack of two essential scripts. Ane for the HUD and 1 for the cloth. No additional scripts are used in final production.
- However, the pack brings you the rich bonus of Tools scripts that tin can be used every bit back up for some burdensome works of building and arrangement of your own HUD version. After the job these scripts volition self delete.
- The HUD is fully customizable and tin exist created from your own prims, sculpts or meshes with your total buying and permissions. You lot can edit and rearrange it any fourth dimension.
- It tin contain any reasonable number of textures to piece of work with. Theoretical limit is 230 texture boxes every bit SL allows upwards to 256 prims in a linkset.
1.2. Security
- For both the final User and the Creator, none of the texture UUIDs are ever visible or editable during the works. Textures placed on the boxes in the HUD are being read from prim sides directly to coding tool script without displaying and since this moment remain encrypted. The final Client can read them from the config notecard but merely as a code. Even during transfer from HUD to the textile they are protected so eavesdropping of the information transmission is useless. Decoding is performed in the cloth internally. The code is unique for the Creator, information technology means that the HUD can transport the proper textures only to the cloth of the same Creator.
- Communication channel between the HUD and fabric is unique for the Owner, information technology means the concluding Customer. Two equal products from one Creator bought by dissimilar Clients do non interfere with each other.
- The name of the HUD must friction match the rules embedded in the material script. Someone else's HUD won't communicate.
- Unlike clothes with dissimilar object description exercise not interfere with each other even if they have the aforementioned Owner and Creator. So, e.g. irresolute the color of Client's shoes won't accidentally break their shirt, no affair where they take been bought.
- The HUD can be rezzed exclusively by the Creator for their configuration works. Rezzing by other person, even Owner causes immediate deletion. The Client is authorized to attach the HUD and use information technology to command the cloth, non to examine what is inside. You practice not need any additional script for "do not rezz" control. It's all built in.
- The DEMO version of the cloth is presumed as fully functional but with DEMO symbol prim added. Moreover, later the specific time the DEMO cloth becomes invisible and requires re-wear and transparency remove using the HUD.
i.3. Lag reduction
- The entire organization uses merely i script for the HUD and one for the cloth.
- There is the only one list of textures inside, hence, the memory is reduced to reasonable minimum.
- The advice from the HUD to the cloth works only during the single command transfer then the HUD sleeps waiting for the adjacent button affect.
- Listening by fabric lasts for 999 seconds since the contempo command, and so if not in use it goes comatose until awaken past owner's touch or reset past next wearing.
2. Using the HUD
2.one. Abilities and control
2.2. How it works?
Face up buttons – selection of face up or linked part that y'all desire to be textured, colored etc. It can be individual part or all parts at once. Selection of the new face doesn't modify anything immediately on the cloth. It simply changes the active confront on which the adjacent texture will exist placed. The recent Face Button is always highlighted to remind which face is active.
( SeeHINT below).
No thing where the HUD is attached or which HUD folio is being displaying, the Face Buttons announced automatically always on internal side of the screen, contrary to the edge, to avert hiding them by the screen borders.
Texture boxes – selection of the texture you want to identify on cloth. It volition ship the texture change command to the last selected face and link of the cloth.
Texture/Customize button – selection of one of ii HUD pages:
- Texture Selection Page with the grid of bachelor textures placed on clickable boxes and
- Custom Page to customize the original texture with some extra settings. It contains the additional sliders, buttons and parameter displays to set up the post-obit: Color, Transparency, Full Bright, Shininess, Bumpiness, Glowing.
Clear button – clearing of all settings from Custom page and reset them to the default values:
Color RGB = 255, 255, 255 (white), Transparency = 0 (full opaque), all furnishings functions Off.
Minimize push button – hiding the HUD by minimizing it to the minor rectangle on the screen. To restore the full size of the HUD, click the mini box.
Detach push – clearing the screen by removing the HUD and returning it to the inventory. To show the HUD again, information technology must be attached once more. To avert removing of other screen attachments we recommend to exercise it with Add option. The last position of this copy of the HUD volition exist stored and it will appear at the aforementioned position. You can arrange this position by SL standard Edit Tool.
Resize buttons – HUD size aligning with + and – buttons for increase and subtract by small steps.
If yous reached the size limits, you lot volition be informed via chat.
On HUDs there is always conflict between the size and the visibility. Different kinds of monitors have dissimilar quality and resolution parameters. Some of the creators don't intendance nearly the customers making their HUDs so huge that they cover a half of the screen. This Resize feature helps with getting the best visibility backdrop of the HUD objects textures on your type of monitor with minimum coverage of the screen.
Color Sliders – adjustment of the colour with sliders for respectively Red, Green, Blue, within the range 0 – 255 where 0 ways "no color" and 255 means "full intense color".
Clicking the slider in any higher or lower point of the detail slider sets the relevant colour more or less intense. The value volition be shown on the brandish below the slider.
To prepare the color precisely to the requested value, click and hold the mouse left push button, then slightly move the pointer over to get the expected value, so release it to transport the command to the textile.
Transparency Slider – adjustment of the transparency, within the range 0 – 100%, where 0 transparency means total opacity and 100% transparency ways the texture invisible.
Color and Transparency displays – numerical indicators of R, Grand, B, T bodily level.
Furnishings buttons – selection of the level of: Full Bright, Shininess, Bumpiness, Glow.
- Total Bright has simply 2 states On/Off.
- Shininess has 4 levels: None, Low, Medium, Loftier.
- Bumpiness has 18 levels: None, Brightness, Darkness, Woodgrain, Bark, Bricks, Checker, Concrete, Crustytile, Cutstone, Disco, Gravel, Petridish, Blobby, Siding, Stonetile, Stucco, Suction, Weave.
- Glow has eleven levels: Off, 1, 2, 3, 4, v, 6, 7, eight, 9, Full.
Different levels are indicated past different colors or their intensity on the buttons and the level description below them.
HINT: note the special trick made to ease customizing multipart dress.
When you used any modification e.g. colour or transparency change for the texture, it remains active and when you select another texture for this face up, it appears with this variation. You lot tin come across immediately how it looks like customized.
If you endeavor to do the same for the other face, the texture appears first with the original color simply the settings on sliders remain. If you want to get the same way as for previous confront just click the edge of color or transparency slider to make information technology active without changing the value. It will change the texture color to the aforementioned style equally it was for the previous face.
This way you lot can get precisely the same color setting for all parts yous want to exist in this style. If y'all don't want it, click Clear Button or alter the side by side confront or texture as you wish/as needed.
2.iii. The HUD Texture script and the Set Texture script
Ii scripts, >i< HUDTexture in cooperation with >i< SetTexture , control all procedures of the texture and other parameters transfer necessary for their functionality as described in a higher place.
The only important affair to do related to the scripts is to properly proper noun the HUD, the cloth and their descriptions.
The HUD:
The script >i< HUDTexture on every reset checks and renames the HUD root past the formula:
"Texture HUD " + [description].
For instance when the clarification is "My Formal Dress" so the full name of the HUD volition be automatically fix to "Texture HUD My Formal Dress".
The Cloth:
The script >i< SetTexture tin can exist placed in any prim of the cloth. We recommend to use the main mesh prim as the host for this script. The description of the prim where the cloth script resides must exist the aforementioned as the HUD description to work without interfering with other clothes.
Case:
Allow's say y'all desire to have the cloth set up with the names: My Formal Wearing apparel +[type/size] eastward.m. My Formal Dress Maitreya. The clarification will be My Mode Studio. Yous want the Client to come across both like that.
Then, name and describe the root every bit above but the prim with the script describe equally My Formal Apparel [without an extension]. Practise it with other type/size dresses of this drove.
This fashion y'all will get the wearing apparel of family My Formal Clothes with description common for every dress. This clarification will exist also the role of HUD's name. The HUD will cooperate with all dresses of the collection.
The other HUD "Texture HUD My Torn Pants" will exist ignored because it is designed to control the clothes of family My Torn Pants, merely.
The Demo version of the cloth:
The DEMO version of the cloth is presumed as fully functional but with DEMO symbol prim added. Eastward.g. Lepidoptera default is a ribbon labeled Complimentary Demo spinning over the avatar'southward trunk. However, after the specific time the DEMO cloth becomes invisible and requires re-wearable and transparency remove using the HUD.
To recognize that it is the Demo version, the script requires that the Demo Prim is linked every bit the last ane with the name "DEMO".
The config notecard:
The changeable data of the process is written in the config notecard.
Every time the script is reset, the notecard or permission rights changed, the scripts reads the notecard over again to ensure that all settings are bodily. During the reading the HUD doesn't work and the red notification hover text shows the reading status. Subsequently a short while the HUD is ready again.
ii.4. Configuration Notecard
Configuration notecard MUST be named " config " and placed in the HUD Content together with the script >i< HUDTexture . It contains the essential information for the script about the textures and the way of their placement on links and faces.
You lot will be provided with the example notecard to see how it should exist written.
The template notecard contains:
- a short balance for the Creator virtually the rules of its filling.
- information for the script about the placement on links.
- data for the script near the placement on faces.
- the encrypted UUIDs of textures.
Full general Rules:
- The script reads the configuration by the line number. Do NOT modify the lines order.
- Empty line or line with "//" on the beginning all the same counts as a line.
- Practise Non add or remove whatever line or character by pressing accidentally any key.
- Put your data exclusively beneath the labels "WRITE Beneath".
Configuration of FACES ORDER
Confront Buttons (see the pictures) are for determining which face or link in the cloth will be textured next.
The order counts from the top down.
In this settings you lot will land which button sets which face up. The rule is simple.
The first face up number on the list is for the first (highest) button, second number for second push button etc.
Write in the marked line the faces numbers related to Face Buttons gild.
Notation: number for "All faces" = -1.
Amount of entries MUST equal the amount of Face Buttons. Four buttons = four numbers entered.
All other, unused Face Buttons will remain hidden. Leaving this line empty removes all Face Buttons from the HUD and the default All Sides pick will be valid.
Example:
Face Buttons from the top are: Shirt =face 2, Belt =face 0, Skirt =face one, All =face -1. Then write in: ii, 0, i, -1
Configuration of LINKS ORDER
In this settings you will state which button sets which linked prim of the cloth. The rule is the aforementioned every bit for faces.
Write in the marked line the linked prims numbers related to Face up Buttons order.
Note: number for "All links " = -1, for "All links merely the root" = -iii.
For textile being ane prim repeat this prim link number so many times as yous take the Face Buttons, for multiprim cloth, enter link number acceptable to Button.
Instance 1:
Material from Confront Buttons setting example above has but ane prim with link No.two with 3 faces. Then write ii, 2, two, 2
Note: there's no other prim except No.2, so order 2,two,2,-3 will give the same result.
Example 2:
Fabric from Face Buttons setting example above has Shirt on link iii, the remainder on link 2. Then write iii, two, ii, -three
Face Buttons, FACES Lodge and LINKS ORDER lists cooperate ane with another.
| BUTTON | Shirt | Chugalug | Skirt | All |
| FACES | 2 | 0 | ane | -1 |
| LINKS | iii | 2 | 2 | -iii |
- Face Button "Shirt" will then control face up two of link 3
- Face up button "Belt" face 0 on link two
- Face button "Skirt" face ane on link 2,
- button All will set selected texture on All Faces of all the cloth prims.
Configuration of CODED TEXTURES listing
Hither is the identify to paste the coded UUID list copied from the local chat, created by >i< Coding4Note script. Write in, from the marked line, ane coded UUID per line.
See beneath the case of config notecard:
// —– Start from hither——-
// WRITE Beneath: FACES Gild
2, 0, 1, -ane
// WRITE Below: LINKS ORDER
3,2,2,-3
// WRITE BELOW: CODED TEXTURES
32c3e2f8076b5000d40458c019256fe48702
43a46a090babc0f87403bf502af6b7c8b3a0
….. other coded UUIDs………
2.5. Coding For the Notecard Tool
The script >i< Coding4Note reads the texture UUIDs i past ane straight from the HUD texture boxes and without revealing them, information technology performs the coding process.
After it the list of encrypted UUIDs will be chatted to the Creator in batches of 20 lines.
This is to avoid SL chat issue of the lines breaking and even messing them up if the bulletin is long.
To make the Tool work, put information technology inside the HUD, so answer the question about corporeality of boxes you want to read. Click Submit, then all is done and script deletes itself.
Copy the UUID list from the local chat history.
Paste it in the config notecard (run across description above).
Remove the other chat lines leaving the pure UUIDs.
Ensure that the listing contains only UUID, i per line and without commas, quotation marks or any other accidentally remaining characters or lines.
iii. The HUD making
3.1. The HUD Maker Tool
The >i< HUDMaker is the script that tin create virtually ready HUD merely from scratch. During this action y'all don't have to be an expert of building and linking principles because this Tool will practice everything for you.
Prepare your keystone.
Rez a single box on the floor. Resize it to 0.03, 0.03, 0.03. This is our recommended size for a start. Information technology tin can be changed now or subsequently if you would similar. Have it to your inventory. Create some other box of any size and put the formerly created box from inventory into its Content. Don't bother painting.
Finally yous should become the prim box with another, pocket-sized prim box inside. The most important function of this stage is that from at present on you are the Owner and the Creator of this prim having total perm rights to information technology.
Put the script >i< HUDMaker into the keystone prim.
The beginning and about of import point to rez and link the prims is granting the permission for information technology. This is a standard LL condition and MUST be confirmed. Otherwise the script will stop, waiting for the permit.
Later it y'all will run into so called TextBox with the following request:
TEXTURE boxes volition be distributed as the grid
of ROWS, COLUMNS and GAPS betwixt them.
Enter the numbers of TEXTURES, COLUMNS,
EXTRA PRIMS if you need some
and f for fixed or c for calculated GAPS.
Example: 20,5,4, c"
What are Extra PRIMS?
Some Creators like to add additional info, links to Facebook, Market place, grouping joiners etc. to their products. There are the prims which won't take role in the HUD control only can be customized with your ain links, scripts your 3D logo, notecard givers or other spam makers. If you lot don't want to badger your customer declare it as zero.
Then…
Put the number of textures, then comma, then numbers of columns, comma, then the number of additional prims, comma, then the letterc or f.
Spaces between numbers are ignored. The rows will be calculated by the script automatically.
Unacceptable, erroneous data as "maybe 20 lol, idk,0, f " will cause warning Incorrect ENTRY!! And the script will ask again.
If you take xx textures to use y'all tin accommodate them as e.thousand. 5 rows and iv columns or two rows and 10 columns etc. Every bit you wish.
Try to avoid odd proportions as 3×7, it doesn't look prissy with lacking boxes.
Respond f will set the fixed distance between the boxes for 0.001, this is good for estimating how big should be the HUD lath to contain all boxes within its surface.
Reply c will order calculation of the gaps depending on the proportions of the root board and the box size to get evenly distributed texture boxes. Try the both options and compare.
HINT: Actually, system checks just for reply f for Stock-still. Any other graphic symbol entered instead will be treated equally answer c for Calculated.
Click Submit push and enjoy the magic.
The script will rez and adjust necessary prims to be regular HUD. The prims volition exist placed where they are supposed to be accordant to link order. In turn, the link order will be accordant to the proper functions of the buttons. The link numbers volition be displayed on the surfaces to let you lot check if it is in order. Prims will be named later the function and link number due east.g. texture box xix, face up push 26. Unused sides of prims will become invisible. Page 'Textures' will apply faces No.4 on its prims, page 'Customize' will utilize the faces No.ii as front side.
When the job is done the script will delete itself and the small box from the contents. This is to avert restart of new Making on already made linkset.
Play with your HUD Maker, attempt which option is nicer for you lot. Alter the keystone size and proportions, put the script once again and find your ain style of the layout.
HINT: You can make another HUD with different settings using the HUD Maker OR rearrange your already fabricated HUD with the HUD Builder script described below. You tin can do it many times to rearrange your pattern and compare furnishings of changes.
Later all automated settings you can add whatever y'all want manually. E.g. resize and reposition the root for your ain layout, movement the groups of boxes, prepare some gaps to divide them with the descriptions like Belt, Buttons etc. if you employ special textures simply for that grouping. There is the time for you ain invention.
Second Folio of the HUD
Finally, you can reposition manually the buttons and sliders on the 'Customize' page of the HUD wherever you prefer to have them. Look at the pictures in a higher place and note that functions of these objects are strictly determined. They can be repositioned simply the human relationship Link Number to Function remains. Prim placed by the Builder or Maker script on HUD on position where is the Glow button on the picture will always exist the Glow button. If in doubt, after massive rearrangement, look at the prim name and then you will run into which group this prim belongs to.
Disabling selected effects
If yous do not want to utilise any feature from this part of the HUD you lot tin can unlink or hide the button prims group. For example, if y'all utilise specular or normal textures in your product, you can hide standard Shininess and Bumpiness buttons.
Unlink – Recall, unlink only the cease of the link chain. This way y'all can unlink Bright, Shine, Bump, Glow buttons with their displays or even the entire back side of the HUD. Just you lot cannot unlink anything from the middle. You cannot unlink the Color Sliders but remain the Glow button.
Look at the link numbers. You cannot unlink prim xl and leave prim 42 because later such unlink prim forty will be replaced with quondam prim 41 breaking the original link numbers gild.
Complicated? So, use another play a joke on.
Hide – If y'all want to inactivate any function only hibernate the relevant button moving information technology deeper inside the HUD board making it untouchable.
If the unabridged Second Page is unlinked, HUD automatically blocks possibility to turn page 'Textures' to useless, empty page 'Customize'.
Face up buttons
Place the textures with the names/symbols of your cloth parts on the Face buttons. Leave alone the buttons you don't need or pigment them with black color etc. Put textures only on front and dorsum side, leave other sides transparent.
The HUD always has total ready of 9 Face Buttons merely only the buttons in use are present on side when the HUD is done. The residue is hidden automatically.
Texture the HUD itself with your own mode
When the concluding prims arrangement is acceptable, texture the root with your own textures using the instance HUD as the template. To facilitate it, the HUD Maker Tool creates the root already with the Lepidoptera HUD default texture. Pay special attending to the painted buttons positions on the root board (Texture/Custom, [+], [-], [_], [X] ). On your own texture the button icons should be in exactly the same positions as on the template.
Dimensioning for the root buttons is as follows:
- Height of the all buttons is x% of the root texture height.
- Width of the all square buttons is 10% of the root texture width.
- Width of the all rectangle buttons is 20% of the root texture width.
- Positions of the neighboring buttons are respectively 10% then 20% from the edge.
Advanced designers can supervene upon our uncomplicated root board with the other shape or mesh to get the special visual furnishings.
Place the cloth textures on the texture boxes
Fill the texture boxes with the textures you have presumed for the textile. Identify them on all sides of the box. Actually, merely the back side, face 2 counts merely it easier to cover the entire box. Pay attention to alter just texture, not transparency.
HINT: If it happens, you tin can fix it with the provided >i< BoxesBacksideTransp Tool script.
If yous have complicated texture you lot can arrange front end side (face 4) of the box to show the well-nigh meaning office or symbolic icon of this texture to help the client with a distinction between the textures. On other box sides go on it in the right form.
Example ane : The textile rivets or buttons – Allow's say, you have consummate cloth map of a jacket with 10 buttons and you use information technology to set the texture on the buttons. It looks nice on the fabric face but on tiny texture box of the HUD information technology will look like several very small unrecognized dots on ugly stain. And so, gear up this texture on the entire box as it should exist placed on the cloth, then on front side only resize it to the dimension of the button or replace information technology with other texture showing any symbolic grade of the button. All will exist articulate then.
Instance 2 : Invisible texture – set the texture equally Transparent from the Edit/Texture tab options, it will cover and hide the unabridged box, and then click Select Face selection and use face up iv merely by clicking the forepart side then gear up whatsoever symbol as the "invisibility icon" texture. We use icon with the cerise X on white background. Come across the moving-picture show on the offset of this instruction.
HINT: Remember that the HUD uses the texture only from the face 2 and the front faces are but for the visual showing how the texture looks like. Moreover, the HUD does NOT read the texture when it is at the Client'south. At this fourth dimension it sends the encrypted UUID from the notecard, only. Hence, the real texture is necessary only at the moment of reading and coding it to notecard with Code for Notecard Tool script at the Creator's workshop. Later on it, you can practice anything yous want with the HUD'southward texture boxes to protect your textures.
Set the texture parameters
The textile commonly has different dimensions of dissimilar parts. The same texture looks different on large surface of a jacket and small surface of its pocket. So we should be able to make our texture wider, smaller or shifted to match the neighborhood.
In that location are 2 options:
- Set up the texture parameters on the cloth function – east.1000. make your belt texture size high for ane and broad for 10 on material, shifted for -0.02 because you take found this nice. All textures sent from the HUD to the belt volition spread to this settings. The same texture sent to pants will be placed as information technology is fix on pants face up.
- Set the texture parameters on the HUD texture box – e.one thousand. make your texture box A with a small offset and texture B box with a double calibration. All commands sent from the HUD with such organization will comprise the texture with the settings together.
Case: Blouse Texture A has green, dense and small flowers, while the blouse Texture B has reddish, big and sparse flowers but we want to take similar flowers pattern. So, permit usa make the texture B scaled three times smaller, then the view on cloth volition be similar to texture A. To do this, scale the texture on face 2 of the HUD texture box accordingly.
Select the option
- The first selection texture parameters on the cloth part is default. Yous don't have to do anything to ready it.
- If you prefer the settings sent by the HUD, add together "HUD" on the beginning of the name of the main cloth prim (not the root, the mesh role). E.g. "HUD My Apparel" instead of "My Dress". The name of your root, it means the name visible for the Client volition remain untouched.
When the HUD is already done
When y'all take your very own HUD don't forget to brand a security copy.
The HUD tin exist used once again with the same amount of textures. Y'all tin can use its copy instead of making a new one from the beginning.
If you want to utilize the HUD with different amount of textures, use the HUD Maker, declare a new number of texture boxes then get the new HUD and keep the copy of this version, too.
Another trick is to use your old HUD, unlink redundant prims or link additional ones, then use the HUD Builder to rearrange the object to be regular HUD again.
Nosotros take tried our best to make information technology piece of cake to build with the HUD Maker and Architect Tools but much easier is to use a ready-to-utilise template from your copies collection.
Important!
If you work in team ensure that the final Creator of the HUD is the aforementioned person every bit the final Creator of the cooperating cloth. Moreover, Do NOT put the script >i< HUD Texture inside rezzed HUD unless you are certain that it is your creation.
DO Not rez the HUD example!
4. The HUD Tools
Using these Tools is very simple. Just put the script within the HUD or inside its Content tab in Edit.
The script can ask sometimes for any parameters, but makes everything almost instantly and so when the job is done it removes itself remaining the HUD make clean.
4.ane. Say Link Face up Texture Tool
Equally it has been already mentioned, all the HUD parts are arranged as the linkset where the items functionality is determined past the place in the chain of the linked prims. Sometimes it is important to know which prim is which.
Do not trust the link number indication from some advanced SL viewers every bit Firestorm. This feature works incorrect for years, information technology is known to developers but hasn't been fixed, all the same.
Put the script >i< SayLinkFaceTex within the HUD or any object you want to examine. Affect whatever prim within the object. The script will tell you:
- The touched prim link number.
- The total amount of prims in this link.
- The touched side (face).
- The total number of faces in this prim.
- The texture UUID on the touched face if you have rights to read it.
To get UUID you must be an owner of the texture or to have all necessary permissions. If the texture is protected, the script volition say a cord of zeroes instead of the UUID. This is Linden Lab restriction, not only script itself.
Delete the script later on use simply if you lot forgot it, the script will impale itself anyway later on 2 minutes from the last touch.
4.2. The HUD maker, the HUD Builder and the HUD Re-architect Tools
The HUD Maker is the script that can create the most set HUD from the scratch. But from i prim.
Information technology has been already described in details to a higher place at paragraph 3.1.
Others scripts from this paragraph work very similar with some features described below.
The HUD Architect is a script that tin can create the about set HUD from a ready of already linked prims.
Information technology can exist quondam, broken HUD or any linkset of random-positioned prim boxes. This Architect will rearrange any linkset entirely. All HUD parameters volition be automatically configured.
The HUD Builder is presumed in main as the tool to rearrange the HUD with some mistakes or the old HUD that will exist adapted for another cloth.
However, it tin be used with any linked prims collection, even haystack of wooden boxes chaotically gathered and linked.
Put the script into the linkset root, y'all will see the TextBox with the question:
TEXTURE boxes will be distributed as the grid
of horizontal ROWS and vertical COLUMNS
with gaps between them
Enter the numbers of TEXTURES, COLUMNS
and f for fixed or c for calculated gaps
Example: 20,5,f
Note: All linked prims over the amount of texture boxes and other HUD elements will be treated as Extra Prims, similar info, Facebook link etc.
The HUD Re-builder works more often than not the same mode but its purpose isn't building the HUD anew.
This tool works with already congenital HUD, with a lot of work done then we noticed that our experiments or setting changes gone too far and it'due south hard to repair information technology. Using HUD Architect is the fastest way to recreate factory settings, buttons or sliders positioning etc. with limited loss of textures placement and settings.
Using the HUD Builder, we will lose all our difficult task of textures placement on buttons and on texture boxes considering they will be replaced with the link numbers.
Then, if we accept this part already done, we tin use the HUD Re-builder. This tool restores all prims positions and sizes to the factory settings without irresolute the user's textures.
Anyhow, e'er the best solution is to salvage a Security Re-create instead 😉
4.3. Resize Texture Boxes Tool
This script >i< ResizeTexBoxes helps with matching the texture boxes with the HUD root lath.
When you see that the root has the right size but there is too much empty infinite betwixt the texture boxes, you tin can increase them as without breaking the positions. In turn, if you root is and must remain smaller and the boxes touches each other with edges, you tin easily decrease them in i click instead of resizing them manually one by one.
To make the Tool work put information technology inside the HUD and so respond the question about amount of boxes you desire to resize and its new size. Click Submit then all is done and script deletes itself.
4.iv. Texture Boxes Backside Transparency Tool
This script >i< BoxesBacksideTransp has two functions.
- It helps with restoring unused box sides transparency if during texture settings something has gone wrong. Normally, the HUD Maker leaves the backsides of the prims properly done but information technology is very easy to brand mistake during the new textures placement.
- Information technology resets the texture parameters afterwards the HUD Making or Building when the link number display feature sets them for number presentation texture. It reduces fourth dimension during placement of material texture on texture boxes because you don't need to change the size and commencement manually. The default setting is Scale 1/1 with nix get-go.
To make the Tool working put information technology inside the HUD then reply the question about amount of boxes you lot want to reset. Click Submit and so all is washed and script deletes itself.
In whatsoever cases you lot need back up exercise not hesitate to contact the states in-world.
When you need to customize this HUD to meet your special requirements contact us and we volition endeavor to help.
If y'all don't like this product tell us why.
Any ideas, suggestions, inventions that could amend this HUD arrangement are very welcome.
Muza Waco and Lilray Honig
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Source: https://lepidopteracreations.wordpress.com/texture-hud-full-manual/
Posted by: friendhintailging.blogspot.com

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