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Particle Glow On HUD Buttons? Possible?

Esch Snoats
Artist, Head Minion
Join date: 2 May 2006
Posts: 261
02-21-2008 07:57
Is it possible to have buttons in a HUD and when you click on them they have a particle glow to show that they're selected and on? I know you can do a particle glow on any prim, I just wasn't sure if you could do it with a linked set of prims and in HUD form. Thanks!!

E
Hewee Zetkin
Registered User
Join date: 20 Jul 2006
Posts: 2,702
02-21-2008 10:43
You could brighten the prim face color, but I think particles still don't work in HUD attachments. There's been a bug for a very long time that causes the particles to be emitted in world from the origin of the sim (global <0, 0, 0>;) instead of from the prim on the user's screen. Not sure if they are only visible to the resident with the HUD attachment, but either way they are pretty worthless.
Esch Snoats
Artist, Head Minion
Join date: 2 May 2006
Posts: 261
02-21-2008 10:53
Ok, thank you very much. On to plan B then. :D
Jopsy Pendragon
Perpetual Outsider
Join date: 15 Jan 2004
Posts: 1,906
02-21-2008 10:55
llSetTextureAnim() and a particle texture on a prim might be an alternative... though it could get in the way of clicking that button again. =)
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Esch Snoats
Artist, Head Minion
Join date: 2 May 2006
Posts: 261
02-21-2008 13:17
From: Jopsy Pendragon
llSetTextureAnim() and a particle texture on a prim might be an alternative... though it could get in the way of clicking that button again. =)


If it's just animating the texture on the prim, why would that get in the way of the button? Or is it doing something other than what I'm picturing?

E
Jopsy Pendragon
Perpetual Outsider
Join date: 15 Jan 2004
Posts: 1,906
02-21-2008 14:29
I tend to use extra prims for glow/shadow effects so that they spill over around the item that's glowing or casting a shadow, you could, of course, animate the surface of the button, but it wouldn't be 'glowy'. =)
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* The Particle Laboratory * - One of SecondLife's Oldest Learning Resources.
Free particle, control and targetting scripts. Numerous in-depth visual demonstrations, and multiple sandbox areas.
-
Stop by and try out Jopsy's new "Porgan 1800" an advanced steampunk styled 'particle organ' and the new particle texture store!
Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
02-21-2008 16:58
making the button full bright would get you halfway there. you could also cheat...

2 button textures, showing the button itself and it's surroundings, one with a "glow" on the surroundings, one w/o

the idea is that the actual prim has a picture of a button on it that is smaller than the prim, with the extra space around it matching the background of the hud. then a second image, with the same button, and the surroundings painted with a glow (naybe the button too)... basically like every nice button you see on the web, where the shadows are actually part of the button.
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Squirrel Wood
Nuteater. Beware!
Join date: 14 Jun 2006
Posts: 471
02-21-2008 23:35
Alternative way:

Have another prim below the button that has GLOW set.

Then use llSetTexture or llSetLinktexture to change the texture of that prim between a 100% alpha one and a 99% alpha one.

this will let you turn "glow" on and off.

And yes. this is a workaround as you still cannot script the glow property of prims. (Windlight...)
Ollj Oh
Registered User
Join date: 28 Aug 2007
Posts: 522
02-22-2008 00:39
you should not use particles in the hud. they will spawn at <0,0,0> of your region and not in your hud
Hewee Zetkin
Registered User
Join date: 20 Jul 2006
Posts: 2,702
02-22-2008 01:34
Unless this has been changed within the last week or so, I believe glow actually remains visible even if the prim faces are completely transparent. Which I think is actually a good thing as long as we'll be able to change glow with LSL soon (I'm eagerly awaiting that).

EDIT: Oh. I think I see that you might actually have meant to change the transparency of the prim that's HIDING the glowing one. Sorry for the confusion if so.
Squirrel Wood
Nuteater. Beware!
Join date: 14 Jun 2006
Posts: 471
02-22-2008 03:35
Nope.

A 100% alpha texture will cancel the glow.
A 99% alpha texture will show it again.

Do not fiddle with prim transparency at all.
Just replace textures.