Particle Glow On HUD Buttons? Possible?
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Esch Snoats
Artist, Head Minion
Join date: 2 May 2006
Posts: 261
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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
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Hewee Zetkin
Registered User
Join date: 20 Jul 2006
Posts: 2,702
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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.
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Esch Snoats
Artist, Head Minion
Join date: 2 May 2006
Posts: 261
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02-21-2008 10:53
Ok, thank you very much. On to plan B then. 
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Jopsy Pendragon
Perpetual Outsider
Join date: 15 Jan 2004
Posts: 1,906
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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
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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
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Jopsy Pendragon
Perpetual Outsider
Join date: 15 Jan 2004
Posts: 1,906
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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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Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
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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
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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...)
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Ollj Oh
Registered User
Join date: 28 Aug 2007
Posts: 522
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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
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Hewee Zetkin
Registered User
Join date: 20 Jul 2006
Posts: 2,702
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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.
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Squirrel Wood
Nuteater. Beware!
Join date: 14 Jun 2006
Posts: 471
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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.
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