zigazav Posted August 28, 2012 Share Posted August 28, 2012 I have a question. How do I make a HUD? I know it has something to do with SL scripts, but I'm no good with technical stuff like that. If anyone can help me with this, it would really help. A step by step video would be nice. btw, I'm looking to make an avatar HUD, like the HUDs that come with Sonic characters at the Marketplace when you buy them for example. I'm looking to make an AO HUD for this big project I'm making. Please will someone help me with this. Link to comment Share on other sites More sharing options...
MuffinUnsane1488303563 Posted August 28, 2012 Share Posted August 28, 2012 A HUD is more scripting than texturing. I suggest you ask in the scripting boards for help. The people there are very nice and helped me out. : ) Link to comment Share on other sites More sharing options...
zigazav Posted August 28, 2012 Author Share Posted August 28, 2012 Thanks! I think I will! Link to comment Share on other sites More sharing options...
Luca Coeur Posted August 28, 2012 Share Posted August 28, 2012 This question seems to come up more often lately ;-) My best ressources are: http://secondview.wordpress.com/2007/12/05/scripting-snippets-7-creating-a-hud/ and http://secondview.wordpress.com/2007/12/18/script-snippets-8-text-output-for-a-hud/ and of course the official one: http://wiki.secondlife.com/wiki/Creating_HUDs But you'll soon notice this topic is for scripters and designers. Good scripts without a good user interface doesn't appeal well and vice versa it's even worse ;-) Have fun and good luck Link to comment Share on other sites More sharing options...
Innula Zenovka Posted August 28, 2012 Share Posted August 28, 2012 One practical building tip I think is invaluable for people making huds is make sure that the main face of the hud -- that is, the one the user sees when wearing the hud -- is side 4 of a standard box prim (that is, the face the red arrow goes into when first the prim is rezzed). Or, if it's a multi-prim hud, the object is so arranged that side 4 of the root prim is is the side facing the user's screen (i.e. the red arrow is going into the face the user sees when the arrows are in local mode. This is because, that way, the hud will be correctly aligned when the hud is at its default rotation (ZERO_ROTATION). It's neglecting (or not being aware of) this building point that causes most problems with huds not aligning correctly or vanishing off the side of the screen. 4 Link to comment Share on other sites More sharing options...
zigazav Posted August 28, 2012 Author Share Posted August 28, 2012 Thanks! I didn't know what was the face side of the object! Now, if Firestorm will stop giving me trouble, I MAY JUST be able to make the parts and stuff! I'm hunting for shields for L$ though. When the money hits a certain point, I'll withdraw from the ATM. THen I might be able to get the supplies! Link to comment Share on other sites More sharing options...
zigazav Posted October 29, 2012 Author Share Posted October 29, 2012 @everyone: My computer is broken right now. So until it gets fixed, or my mom gets me another computer, but one that belong to me, no meetings in SL with me me for now, sorry peoplee, my mom just won't alliw me to download on her BF's computer! And I can't download and install something as big as SL onto a shared computer here either! I'm really sorry people! Link to comment Share on other sites More sharing options...
zigazav Posted November 23, 2012 Author Share Posted November 23, 2012 @Everyone: Got my own new computer, so you'll be seeing lots of time of me on SL! Link to comment Share on other sites More sharing options...
Rufus Darkfold Posted December 5, 2012 Share Posted December 5, 2012 One practical building tip I think is invaluable for people making huds is make sure that the main face of the hud -- that is, the one the user sees when wearing the hud -- is side 4 of a standard box prim (that is, the face the red arrow goes into when first the prim is rezzed). Or, if it's a multi-prim hud, the object is so arranged that side 4 of the root prim is is the side facing the user's screen (i.e. the red arrow is going into the face the user sees when the arrows are in local mode. This is because, that way, the hud will be correctly aligned when the hud is at its default rotation (ZERO_ROTATION). It's neglecting (or not being aware of) this building point that causes most problems with huds not aligning correctly or vanishing off the side of the screen. Some non-zero rotations are highly desirable as they allow the use of multiple faces of a flattened prim. To avoid the above problems, I set the required rotation via script when the object is attached. Link to comment Share on other sites More sharing options...
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