How Do you Make a HUD
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Morgaine Christensen
Empress of the Universe
Join date: 31 Dec 2005
Posts: 319
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02-21-2009 16:16
Okay, I have a stupid question...maybe should of posted this to the Scripting area. I had a custom animation made for an object you push. Sticking it in a static poseball just shows the walking animation and you can't move around. I have tested this in an AO and worn the object...that works but rather awkward and might not be easy for customers to drop in an AO.
I searched the forums and found nothing on HUD making. I am definitely not a scripter nor an animator. Any help or point me in the right direction would be greatly appreciated. Thanks!
Edit: Okay...a HUD is simply an object attached to the HUD option that is scripted?
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Kornscope Komachi
Transitional human
Join date: 30 Aug 2006
Posts: 1,041
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02-21-2009 17:45
Well, a HUD is a prim attached to your screen and it is facing in the X direction. Scripts go into the hud.
Make a new prim about 0.20m all round. colour each side a different colour and attach it to your HUD. You can then see which side attaches and it can be edited in place there.
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Jesse Barnett
500,000 scoville units
Join date: 21 May 2006
Posts: 4,160
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02-21-2009 18:36
Many different ways to do a hud. Here is an example I give out demonstrating a basic design that also passes touches: //Here is a barebones basic HUD that shows how to pass touches //using just one script instead of a script in each button:
//Create a rectangular prim x = .01, y = .1, z = .25 // Create a cyclinder and rotate it on the y axis 90 degrees // Now it is facing parrallel to the ground //Size x = .05, y = .05 z = .015 //Make 2 copies so that you have 3 total and place these on the //rectangular prim. //Attach to the Center Hud point and place this script inside //The rectangle will change it's color depending on whic button //is touched. //The HUD will also state the link # of the button that is touched
integer prim_num; string prim_name; vector color;
say(){ llOwnerSay( "Prim name: " + prim_name + ", link #" + (string)prim_num + " touched." ); } params(){ llSetPrimitiveParams([PRIM_COLOR, ALL_SIDES, color, 0.6]); say(); }
default { touch_start( integer n ) { prim_num = llDetectedLinkNumber(0); prim_name= llGetLinkName(prim_num); if(prim_num == 1){ color = <1, 1, 1>; params(); llOwnerSay("I am the Root Prim"); } if(prim_num == 2){ color = <0, 0, 1>; params(); } if(prim_num == 3){ color = <0, 1, 0>; params(); } if(prim_num == 4){ color = <1, 0, 0>; params(); } } }
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Bree Giffen
♥♣♦♠ Furrtune Hunter ♠♦♣♥
Join date: 22 Jun 2006
Posts: 2,715
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02-21-2009 22:39
Do you really need a hud? A custom animation for an object you push? I think you might be better off putting your animation into the object you are pushing and script that object to play your animation on the condition that the object is worn and you are walking. Basically turning that object into an AO that overrirdes your own personal AO. Sorry I may be thinking of something completely different from what you are proposing.
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Modesta Heying
Registered User
Join date: 13 Dec 2006
Posts: 22
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kind of similar question
02-23-2009 21:13
I know how to use and modify an AO. But how can I get started on making my own custom Animation HUD?
Are there any threads that can get me started on the right track? I want to be able to have separate buttons for sits, walks, runs, etc on the hud.
I hope to hear from someone soon. Thanks.
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Bree Giffen
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Join date: 22 Jun 2006
Posts: 2,715
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02-23-2009 23:40
Modesta, making your own AO is more of a scripting question. You'd probably get a better answer by asking on the scripting tips section of the forum. But from what I have heard before the way to go is to simply look at the scripts of existing AOs out there.
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Morgaine Christensen
Empress of the Universe
Join date: 31 Dec 2005
Posts: 319
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02-24-2009 15:33
Thanks for all the replies. Yes, have thought about an AO; it works fine in mine. I just don't' know enough about HUDs and it is a subject that doesn't seem to be discussed much in general...or not that I have seen. I will try your suggestions Jesse & Korn if nothing more then to have the HUD making experience.
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Seshat Czeret
Registered User
Join date: 26 May 2008
Posts: 152
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02-25-2009 01:17
A HUD is just a prim or object that is attached using the 'Attach to HUD...' instead of 'Attach...' in the right-click menu in the inventory.
There are no other differences between HUDs and other stuff. You make HUDs exactly like you make in-world prim objects, you just use a different part of the inventory's right-click menu to attach them.
Editing a HUD once it's attached is just the same as editing anything else - right click, edit, use the arrows and edit-menu options to edit it.
If the HUD doesn't seem to be visible when you attach it, it's probably too far to one side. Attach it to the centre spot, right click on the HUD and edit it, then drag it across the screen in the direction opposite the location you want it. Then detach it and re-attach it to the location you're after. In other words, if you've attached it to centre right and it's not visible, it's probably off to the right too far. So attach it to the centre, drag it quite a way left, detach it, re-attach it to centre right. Then edit it and position it exactly where you want it.
This is why you don't find much info on HUDs in tutorials and such. There's nothing more to say about making HUDs vs making anything else. All the building and scripting and texturing is exactly the same.
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Osprey Therian
I want capslocklock
Join date: 6 Jul 2004
Posts: 5,049
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02-25-2009 03:11
YadNi has a free Emoter HUD that you can pick apart.
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WhiteStar Magic
Build it+Script it=RUN!
Join date: 24 Jul 2008
Posts: 36
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02-25-2009 08:01
A couple of other points about HUD's to consider. 1) It can communicate internally with "linked", "chat/say/whisper" messages. . (Best to use Linked Messages) 2) It can only communicate to outside devices with llMail, llInstantMessage (to avatar), All forms of Chat. This includes Attached Objects on an avatar. 3) It cannot make changes to things external to itself, unless the item to be changed is scripted to receive information / parameters from the hud. 4) Keeping a HUD small and compact is important ! The smallest prim is 0.010 on any coordinate. The "depth" is irrelevant because the HUD only see's 2 dimensions on the screen. 5) Not everyone is running at the same screen size. IE: 800x600, 1024x768 ad infinitum. so you have to consider how much of the screen your willing to take up & how you will hide things (Buttons/Panels/Displays) when in use or not. Optimization: IF you have a 20 button HUD it is NOT suggested that each button be scripted. Imagine 20 scripts running + the control script in the root prim. EEK ! Because it is linked, you should use the a function to detect which prim was touched, I always add an extra filter in my scripts and verify the name the actual buttons. Reference Links: http://wiki.secondlife.com/wiki/LlGetLinkName http://wiki.secondlife.com/wiki/LlSetLinkPrimitiveParamshttp://wiki.secondlife.com/wiki/Category:LSL_TouchThere are some HUD Developer Kits out there, but Buyer Beware (Many Expensive Freebies) but some good ones too. James Benedek has a bunch of freebies with excellent examples. Link Below: http://www.xstreetsl.com/modules.php?name=Marketplace&MerchantID=54620Also at Yadni's Junk Yard and several other places you can find many free ones that are a good start to see how they are assembled and made. Hope it Helps, Have Fun.
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Modesta Heying
Registered User
Join date: 13 Dec 2006
Posts: 22
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Thanks
03-09-2009 12:33
Great! I'll keep everything in mind.
Thanks again everyone.
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Lindal Kidd
Dances With Noobs
Join date: 26 Jun 2007
Posts: 8,371
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03-09-2009 14:17
"an object you push"...like a wheelbarrow?
Just put the "holding the object" pose in the object. Relabel the "Sit Here" pie menu option to "Push Me". The avatar will still use movement controls to walk and so forth, but while holding the wheelbarrow. Or whatever.
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Doggie Jigsaw
New Mexico, Arizona 1860s
Join date: 19 Nov 2008
Posts: 52
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04-19-2009 15:48
From: Osprey Therian YadNi has a free Emoter HUD that you can pick apart. Must not be the same one I got there, it's no mod, so you can't see the script at all.
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Bree Giffen
♥♣♦♠ Furrtune Hunter ♠♦♣♥
Join date: 22 Jun 2006
Posts: 2,715
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04-19-2009 22:03
I have one. The one with Yadni's blue face on all the buttons? It's mod/copy. I think each button has a script in it too. Try getting another one at his freebie place.
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Six Dosei
Second Lifer
Join date: 10 Sep 2006
Posts: 18
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How do you make an interactive HUD for an object someone else made?
01-16-2010 09:47
Ok, hello everyone! I'm not sure if this thread will be seen but I'm hopeful someone else will read and point me in the right direction! I'm trying to make a HUD but I have no idea where to start. Let me explain what I'm trying to do ...
I recently bought a penis attachment called "HARDWare Lite 'Fat Cock" from EXL. I really like the cock and haven't had a chance to play with it beyond trying it on and telling it what to do (there is no HUD for it, you have to talk to it and tell it what state you want it to be in). This is fine but I'd like to make it easier for me to play with/use later on down the road. The attachment has several settings for the penis 'arousal' states (3 semi-hard, 3 erect), cum (3 total animated sequences) and urinating (2 animated sequences here as well). There are also two 'soft' settings (1 being cut the other state showing foreskin). You can also tell it to change the color of the penis shaft itself, along with the ball/fur color (fur for anthro's).
//Now that you know each state available, here's what I'm trying to achieve ...
What I would like to do, is have a HUD (graphic has already been designed) that the user can touch on their screen; instead of having to (remember) say each command and state. I know I will need to create a thin panel that will attach to the user's screen (or monitor); but what I don't know, is how to make the buttons work.
I would like to have each 'state' change button light up to show which setting the user is currently on; along with a show/hide button to hide the HUD when the user isn't using it. Additionally, I thought it would be nice to have color presets for this project. That way both dark and light furs will have a quicker time getting the color to match themselves, without having to spend time 'talking' to the object (currently you have to 'tell' the objects what color you want them to be with the RGB values). This takes a lot of guess work and time messing around with the object when you shouldn't have to.
I'd like the object to do more, but I think trying to accomplish everything I've already listed here is more than enough for me to try first before going all crazy with extra options.
So all that said, how do I get started with this. More specifically, -where- do I get started on this? I have no clue how to script and to be honest, I'm more than a little scared of messing up royally with this and not having any help.
--
I've been to James Benedek's script area but I don't know what I'm looking at here. Do I just take the scripts he has here and put them in the object I'm trying to make? If so, which scripts am I looking for to add to the HUD?
In closing, I'm hoping to get some help and will post this thread in the Scripting forums as well to see if someone there can help me. Thank you for taking the time to read my post!
~Me
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Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
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01-16-2010 11:58
From: Six Dosei What I would like to do, is have a HUD (graphic has already been designed) that the user can touch on their screen; instead of having to (remember) say each command and state. I know I will need to create a thin panel that will attach to the user's screen (or monitor); but what I don't know, is how to make the buttons work. definitely needs to go to scripting tips, and quite possibly can't be done if the original object scripts are no-mod and only coded to listen to the owner
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