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Dragon

Dragon.Dragon History

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%center%[[http://slurl.com/secondlife/Aggro/182/75/81/ | Visit Our Store]] in [[http://secondlife.com | Second Life]]!
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*''Please see the list of [[Known Bugs]].''
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*''Please see the list of [[Known Bugs]].''
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*''Common Issues can be seen in the [[KB/Dragons | Knowledge Base]].''
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*''Common Issues can be seen in the [[KB/Dragon | Knowledge Base]].''
November 21, 2008, at 06:54 PM by Stickman - moved big sections out
Changed lines 18-74 from:
Each dragon uses tamed deformations to enable their long stance and large size with full BVH animation articulation. That means that the underlying avatar's skeleton is stretched to fit snugly inside the dragon's anatomy and the resulting animation is as clean as if the dragon were the size of a human avatar.

* All scripts as of v1.1 are compiled in Mono.
* Animations: 20
* Prejump, Jump, Land
* Walk, Walk Backwards, Run, Turn in Place
* Crouch, Crouch Walk, Crouch turn in place
* Fly Forward, Fly Up, Fly Down, Eagle Dive
* Swim Idle, Swim Forward (Striking the water surface at speed going down or up causes a large particle splash with audio.)
* Slamming into the ground, Getting up (A particle puff cloud appears on impact, as well as an audible THUD.)
* Sit, Away

%center% http://www.seawolf-monsters.com/images/wiki/dragonflight01.jpg


Every available coloration comes with the dragons in the form of a HUD from which you can select pre-configured liveries. This includes the standard dragon colors such as red, blue, green, black, as well as unusual looks and realistic reptilian camouflage.

* Pre-configured liveries: 21
* Potential custom combinations: Quite a lot.
* Livery save slots: 10

%center% http://www.seawolf-monsters.com/images/wiki/dragonhudpage1_01.jpg


The hud's primary functionality is to allow the user to apply colors, textures and visual effects to groups of parts and then save their own completed looks into loadable slots. Relevant textures appear on a scrolling bar for each part. In addition to an RGB controller there are a series of selectable colors, as well as several color save slots.

One of the big aspects of customization are the decals, which overlay the main pieces of the dragon's anatomy. Decals offer an extra customizable tone to the body parts and are capable of some unique effects, including the Star Dragon's glowing starfield which stands out from the rest of the otherwise dark body at night.

Every toggleable and selectable action is operated by the hud. There aren't any dialog menus, and the only time a text command is used is to handle custom liveries, which require you to name them. The hud has a bar mode with a few of the common features, as well as a minimized mode where you only see the bar and page buttons in the corner.

Another unique aspect of these dragons are the facial expressions. The bulk of the head is made up of a single sculpty, which allows us to switch that sculpty with another to change the shape, and offer moods.

To offer more control to expressions, the mouth can be closed, partially open, or all the way open, and the eyelids can be open, halfway open, and closed. Dragons blink, it should be noted that eyelid movement has realistic speed here. The eyes also move around slightly, since idle beings tend to focus on different details in the distance. The effect makes the dragon feel a bit more alive.

The neck can be toggled up and down as well. Having the neck down gives the dragon a more feral look. The neck will automatically go down when the dragon flies or swims. Also note that the neck will automatically go into the up position if the dragon is swimming and near the surface of the water, to give the dragon that "Nessie" effect. :)

* Facial expressions: 7
* Eyelid positions: 3
* Mouth positions: 3
* Neck positions: 2
* Blinking
* Moving eyes

If we come out with updates to the dragon, users will receive them automatically. Updates may take the form of bug fixes and new features.

%center% http://www.seawolf-monsters.com/images/wiki/dragoncolor01.jpg

The dragons come in three sizes, each with three different head variations. Each size also comes with a bipedal dragon which is human-sized, that has the same customization, expressions, jaw operation, and head selection.

* Adult Age
* Ancient Age
* Juvenile Age
* Bipeds included in all three ages
* Three head variations for every age and the bipeds

Note: Bipeds and Juveniles don't come with saddles.

to:
(:include Features:)

Changed lines 23-29 from:
Using the dragon can be boiled down to two steps:

# Drag the dragon folder onto your avatar.
# When switching to another avatar, be sure to click on the undeformer object which spawns.

While there is quite a bit more to the dragon than this as an avatar, that's all which is required to start using the dragon. The AO will take care of the rest of the animations.

to:
(:include UsageGuide:)


[++++HUD++++]

Changed lines 30-57 from:
[++++Issues and Guidelines++++]

*''Why do I need to use the undeformer after taking the dragon off, if my character looks fine?''

SL may render your character as deformed on other people's clients, while rendering your character normally on your own client. You will only need to tap the undeformer and the process will complete with an audo-deletion of itself. This is currently our easiest solution, with the alternatives being teleporting some sims away and back, or relogging. The undeformer object will automatically delete itself after 30 seconds if it's unused.

*''The dragon clips through objects and people, is it possible to have proper collision detection?''

Even while deformed, the avatar's collision box is that of a regular size character, and attachments are phantom. It is possible to provide accurate collision detection, but it's very impractical since it would require constant updating of an invisible object which requires script and object creation/entry permissions on every parcel used. Besides, it's fun to poke the dragon's head through windows and doorways, even if there is a little clipping involved. :)

*''How come fireballs, iceballs, splashes and dust poofs don't show up?''

These features require object creation to be enabled on the parcel where they occur.

*''The flapping noise is starting to get annoying, can I shut it off?''

Yes, on Page 1 of the HUD the button labeled '''Flapping Toggle''' will shut off the flapping noise.

*''Customization performance is INSANELY SLOW, what's going on?''

Chances are you're in an openspace sim, which simply cannot handle complex scripted objects. This is an issue for any complex item in SL on any openspace sim, I'd recommend doing customization in a regular sim. The HUD will inform you that you're in an openspace sim and that performance may be poor when you use any customization button on page 1. You will only get this message once, until you cross a sim border. Alternatively, you can look up the type of sim by finding the total prim count by going to the objects tab in the land window. If the total sim prim count is 3750, it's an openspace sim. Regular sims have 15k prims or more. Slowness may also be induced by the overpopulation of avatars or excessive/inefficient scripted items in the current sim.

Alternatively, there may just be something in the sim that's causing lag. Try moving to a different sim and see if the problem persists.

*''When I select a colorful skin from the texture selection, it doesn't draw with it's proper colors.''

Non-monotone textures should be applied to white parts, tap the white selection under “Default Colors” and the texture should draw correctly. As a rule of thumb for dragon customization (and anything else in SL for that matter) is that monotone textures are usually the best type to tint with colors, and colorful textures are best left “white” so the original colors remain pure. This doesn't mean that colored textures can't look interesting with some tint, but they'll lose their multi-toned effect.

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*Animation and scripting are Stickman Ingmann's fault.

[++To-Document List++]
---
Stickman's to-document list
*All deformation bugs that may crop up and how to fix them.
*bodyparts will randomly lose changes after being put in your inventory -- save your liveries!
*basic color theory? To assist with making liveries
*jiras that can fix known issues or improve functionality/scripts
*What scripts do what things, and which are safe to delete
to:
*Animation and scripting are Stickman Ingmann's fault.
November 21, 2008, at 06:50 PM by Stickman - moved HUD contents
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[+++HUD+++]

'''The HUD operates everything.'''

You will not need to use chat commands or dialogue menus to operate any aspect of this dragon, with just two exceptions: custom liveries and the wiki shortcut. When you save a custom alpha into one of the HUD's slots, you will need to type the name into chat. This will be explained further down this guide. As for the wiki link, SL's security requires you to confirm a page link before the page displays.

[+++HUD Page 1+++]

%center% [+'''Neck Toggle'''+]


%center% http://www.seawolf-monsters.com/images/wiki/icon_necktoggle2.gif


By default, the dragon's neck is up while on the ground, and down when the dragon is flying and swimming. This button will toggle that state. The exception is that while swimming, the dragon's neck will always be down unless near the surface, where the neck will automatically toggle upwards, all Nessie-like. :)

* Toggling flight and swimming will reset the neck position.
* The neck will automatically toggle upwards near the surface of the water.

%center% [+'''Sit Toggle'''+]


%center% http://www.seawolf-monsters.com/images/wiki/icon_sit.gif


Pretty self-explanatory. The style of sitting for these creatures is full on the stomach.

* You will resit after walking if you do not untoggle sit.
* Flight will reset the sit status.

%center% [+'''Autofly'''+]


%center% http://www.seawolf-monsters.com/images/wiki/icon_autofly.gif


This is simply automation of flying forward, which is good for long-distance flights.

* You must be flying, and after toggling autofly, press the forward key to initiate it.
* To stop autoflight, click the HUD button again. Autoflight will also be toggled off if you stop flying.

%center% [+'''Saddle Rez'''+]


%center% http://www.seawolf-monsters.com/images/wiki/icon_saddle.gif


Pressing this will rez a saddle, provided the current parcel has build enabled. Saddles enable two passengers to ride along on the dragon.

[-'''IMPORTANT: THE SADDLE IS A PHYSICAL VEHICLE AND IS BOUND BY THE LIMITATIONS SL IMPOSES ON PHYSICAL OBJECTS'''-]

* The dragon must sit on the red prim inside the loop.
* The passengers must sit on the green prims just over each saddle.
* The saddle uses the same controls as avatar flight, and operates at approximately the same speeds.
* The saddle currently only operates in flight.
* To reduce litter, the saddle will delete itself 30 seconds after it's unsat by the dragon. It will not delete itself otherwise, since it's moddable.

To make a modded saddle rezzable via the hud, you must replace the hud located in the dragon's hip contents with the new copy, and make sure it's named the same.

[-'''Please note we don't offer tutoring on the modding of the saddle, this requires basic knowledge of SL's own editing tools.'''-]

%center% [+'''Digit Curling'''+]


%center% http://www.seawolf-monsters.com/images/wiki/icon_curlhands.gif http://www.seawolf-monsters.com/images/wiki/icon_curlfeet.gif


A minor feature. While the state of the dragon (flying, swimming, sitting) dictates when the fingers and toes will curl, they can be temporarily overridden by toggling these buttons.

* Switching states will reset the fingers and toes.

%center% [+'''Camera Toggle'''+]


%center% http://www.seawolf-monsters.com/images/wiki/icon_camera.gif


This will toggle the special camera used to provide some distance between the dragon and your viewpoint. This is default on and except in some odd cases doesn't really need to be shut off.

%center% [+'''Audio'''+]


%center% http://www.seawolf-monsters.com/images/wiki/icon_audio.gif


The two growls play once per press, while the audio button labeled '''Flap: Toggle''' will toggle the audio of the wings flapping during flight.

%center% [+'''Breath'''+]


%center% http://www.seawolf-monsters.com/images/wiki/icon_fireball.gif http://www.seawolf-monsters.com/images/wiki/icon_iceball.gif


You can toggle whether the dragon breathes fire or ice.

*While in first person view, tap the left mouse button to shoot a fire or ice ball.
*While in first person view, hold down the left mouse button to shoot a continuous stream of fire or ice.
*Fireballs and fire breath is able to set some of the trees in Aggro on fire. Currently we're working on a tree pack to distribute which will be interactive with dragons in ways such as this.
*Uncheck "show avatar in mouselook" in SL's preferences. The dragon's geometry will block your view otherwise.

%center% http://www.seawolf-monsters.com/images/wiki/showavatarinmouselooktoggle3.jpg


%center% [+'''Mouth'''+]


%center% http://www.seawolf-monsters.com/images/wiki/icon_mouth_closed.gif http://www.seawolf-monsters.com/images/wiki/icon_mouth_partiallyopen.gif http://www.seawolf-monsters.com/images/wiki/icon_mouth_open.gif


These three buttons directly control the position of the mouth.

* Talking resets the state of the mouth.
* Opening the mouth is also useful for coloring the inner mouth, teeth and tounge.

%center% [+'''Eyes'''+]


%center% http://www.seawolf-monsters.com/images/wiki/icon_eye_closed.gif http://www.seawolf-monsters.com/images/wiki/icon_eye_partiallyopen.gif http://www.seawolf-monsters.com/images/wiki/icon_eye_open.gif


These directly control the position of the eyelids.

* Going into away mode will reset the position of the eyelids.

%center% [+'''Wiki'''+]


%center% http://www.seawolf-monsters.com/images/wiki/icon_wiki.gif

Takes you here. Click the "go to page" button on the dialogue menu when it pops up.

%center% [+'''Stock Color Presets'''+]

This lets you change the dragon into any of 21 pre-configured liveries. These include standards like red, green, black, realistic variations of iguana, snake, fish, and some unique themes like shiny, starfield, and solid black.

[+++HUD Page 2+++]

%center% http://www.seawolf-monsters.com/images/wiki/hudpage2.jpg

Page 2 of the HUD is where the extensive customization occurs. For simple pre-configured theme selections, see Stock Color Presets section on Page 1.

The basic operation of this HUD consists of selecting a body part at the top, choosing the visual effects and colors you want for it, and repeating for other body parts until you get a look you like. At that point, you can save the look in a slot at the bottom.

%center% [+'''Body Parts'''+]

%center% http://www.seawolf-monsters.com/images/wiki/hudpage2_bodyparts.jpg

Each body part selection allows you to apply colors, textures and visual effects to a series of dragon parts which make up a section. This is substantially easier than using SL's own editor, which would require hand-selecting each individual prim. This is especially useful for changing the scales and body decals, considering the difficulty in selecting the scale prim beneath the decal prim.

* The currently selected body part is highlighted in green.

%center% [+'''Visual Effects'''+]

%center% http://www.seawolf-monsters.com/images/wiki/hudpage2_visualeffects.jpg

Visual effects consist of glow, fullbright, shiny, transparency, and bump. The top row deals entirely with direct glow selection. On the second row, from left to right, is fullbright off, fullbright on, shiny down, shiny up, transparency down, transparency up, no bump, darker bump and brighter bump.

* Shiny and Transparency cannot be activated at the same time, and depending on the part one selection or the other will be blacked out. Example: SL prohibits applying shiny to decals, so the shiny option is disabled on decal body parts.

%center% [+'''Colors'''+]

%center% http://www.seawolf-monsters.com/images/wiki/hudpage2_colors.jpg

From left to right, you have the RGBL color selector, color presets, and color saver.

Generally, it's best to ballpark the dragon's look using the presets, and then tweak the colors using the RGBL mixer. If you need to apply a specific custom color to various body parts, you can set that color aside by holding down the left mouse button on one of the custom color slots until it's saved.

* On saving colors: Holding down the left mouse button on a slot will save the color, while tapping the button will use that color.
* The luminosity arrows at the bottom change how dark and light a color is.

%center% [+'''Textures and Saving'''+]

%center% http://www.seawolf-monsters.com/images/wiki/hudpage2_texturesandsave.jpg

When a body part is capable of texture selection, the various textures are displayed as buttons in this section. The left and right arrows will scroll the textures as entire pages.

Custom textures can be added to the HUD by putting the texture in the HUD's inventory, then clicking on the "Activate Custom Inventory Textures" button to display the choices. Please note that the custom texture needs to be fullperm.

* If a multi-colored texture doesn't look right on selection, make sure the relevant body part is colored white. Any color besides white applied to a prim with a colorful texture will tint that color off, due to the way SL handles primitive tinting.

Finally, at the bottom are ten save slots for your own custom liveries. To save your dragon's current look, tap any of the slots and type a name into local chat when prompted. To delete a livery, hold the left mouse button down on it. To complete the deletion you need to type "YES" in all caps without the quotes.

* When a typing input is required of you, it will be indicated in an IM, so you still don't need to memorize chat commands. :)

to:
(:include HUD:)
November 08, 2008, at 09:45 PM by Stickman - moved mono note
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*'''All scripts as of v1.1 are compiled in Mono.'''
to:
Added line 20:
* All scripts as of v1.1 are compiled in Mono.
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*''All scripts as of v1.1 are compiled in Mono.''
to:
*'''All scripts as of v1.1 are compiled in Mono.'''
Changed lines 12-13 from:
to:
*''All scripts as of v1.1 are compiled in Mono.''
November 07, 2008, at 01:12 AM by Stickman - changed custom texture directions
Changed lines 259-261 from:
Custom textures can be added to the HUD by dragging the texture in from your inventory. Please note that the custom texture needs to be fullperm.

* '''The custom texture will be applied only to the currently selected body part, so if you're installing a new skin texture, make sure that the skin part is selected first before dragging the texture onto the custom texture slot
.'''
to:
Custom textures can be added to the HUD by putting the texture in the HUD's inventory, then clicking on the "Activate Custom Inventory Textures" button to display the choices. Please note that the custom texture needs to be fullperm.
November 05, 2008, at 11:38 PM by Stickman - added release notes link
Changed line 6 from:
*''Version 1.1 has been released!''
to:
*''Version 1.1 has been released! Please read the [[Release Notes]].''
November 05, 2008, at 09:51 PM by Stickman - made v1.1 official
Changed lines 6-7 from:
*''Version 1.1 is in the works. Please be patient, as Second Life is not all we do all day. It will be done soon.''
to:
*''Version 1.1 has been released!''
**''If you missed the update
, you can use the 'Recovery' sign left of the billboard in Aggro: [[http://slurl.com/secondlife/aggro/188/101/81 | SLurl]].''
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*''Gesture commands be found on the [[Gestures]] page.''
October 17, 2008, at 01:41 PM by Stickman - added knowledgebase link
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*''Common Issues can be seen in the [[KB/Dragons | Knowledge Base]].''
October 15, 2008, at 11:03 PM by Stickman - linebreak
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October 15, 2008, at 11:03 PM by Stickman - added note on v1.1 coming soon.
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to:
*''Version 1.1 is in the works. Please be patient, as Second Life is not all we do all day. It will be done soon.''
October 06, 2008, at 07:15 PM by Stickman - Space in feature requests
Changed lines 7-8 from:
*''To make a request, please add it to [[FeatureRequests]].''
to:
*''To make a request, please add it to [[Feature Requests]].''
October 06, 2008, at 06:39 PM by Stickman - added bug and request link
Changed lines 6-8 from:
to:
*''Please see the list of [[Known Bugs]].''
*''To make a request, please add it to [[FeatureRequests]].''

Deleted lines 321-322:
[--This is a superlative-free document. ;>--]
Deleted line 59:
* Juvenile Age
Added line 62:
* Juvenile Age
Added lines 66-67:
Note: Bipeds and Juveniles don't come with saddles.
Deleted lines 313-316:
*''You guys release something like one or two products a year. Why?''

We have real life to contend with, including college with INSANE homework, other hobbies, creative outlets, plus a desire to spend more time on less products than less time on more products.

Deleted lines 325-326:
wings and long neck providing all the balance they would need. Their hands and feet are thickly padded on the bottom.
Deleted lines 241-242:
[+++++'''STICK: WE NEED COLOR THEROY HERE'''+++++]
Deleted lines 332-334:
*teeth don't support glow for technical reasons
*Turn off "view avatar in mouselook" for best preformance
*Head up/down toggle does not work underwater because head auto-toggles up when near surface
September 30, 2008, at 02:08 PM by Stickman - removed extra animation
Changed line 17 from:
* Crouch, Crouch Walk, Crouch Walk Backwards
to:
* Crouch, Crouch Walk, Crouch turn in place
Changed lines 256-257 from:
to:
* If a multi-colored texture doesn't look right on selection, make sure the relevant body part is colored white. Any color besides white applied to a prim with a colorful texture will tint that color off, due to the way SL handles primitive tinting.
Changed lines 327-340 from:
[++++Biology and History++++]

''Written entirely for fun, this section does not deal with any specific operation in SL nor promises any features or abilities not mentioned in the official feature list.''

Wild but sapient, the European Mountain Dragons of old avoided all forms of civilization and generally kept communication with other intelligent creatures to a minimum.

With the overpopulation of the world came forced contact with humans and various other civilized creatures, inducing the dragons to either outright homicidal tendencies, an intense desire to acquire knowledge, submission to outright domestication, and other strange adaptations. It can be said that the dragons became as diverse and unique as humans, in a much shorter historical timespan.

The primary physical attribute are the enlarged wings, which enables flight up to altitudes too thin for most creatures to stay aloft. Their only limit to altitude is the oxygen required to breathe, which is a barrier easily broken by dragons happy enough to wear modern breathing apparatuses.

Another positive aspect of the wings are the large area which provides plenty of lift in thermal updrafts. Dragons are keen to weather and can travel extremely high and over long distances without flapping their wings. Gliding is another dragon activity which has seen many improvements with modern technology such as instrumentation, although many still prefer going "naked" without the aid of equipment.

European Mountain Dragons are well-suited for rough terrain, with their long stance, tail,
wings and long neck providing all the balance they would need. Their hands and feet are thickly padded on the bottom.
to:
wings and long neck providing all the balance they would need. Their hands and feet are thickly padded on the bottom.
Added lines 259-260:
* When a typing input is required of you, it will be indicated in an IM, so you still don't need to memorize chat commands. :)
Changed lines 255-256 from:
* '''The custom texture will be applied only to the currently selected body part, so if you're installing a new skin texture, make sure that the skin part is selected first before dragging the texture onto the custom texture slot.
to:
* '''The custom texture will be applied only to the currently selected body part, so if you're installing a new skin texture, make sure that the skin part is selected first before dragging the texture onto the custom texture slot.'''
Changed lines 245-246 from:
* The luminosity arrows change how dark and light a color is.
to:
* The luminosity arrows at the bottom change how dark and light a color is.

%center% [+'''Textures and Saving'''+]

%center% http://www.seawolf-monsters.com/images/wiki/hudpage2_texturesandsave.jpg

When a body part is capable of texture selection, the various textures are displayed as buttons in this section. The left and right arrows will scroll the textures as entire pages.

Custom textures can be added to the HUD by dragging the texture in from your inventory. Please note that the custom texture needs to be fullperm.

* '''The custom texture will be applied only to the currently selected body part, so if you're installing a new skin texture, make sure that the skin part is selected first before dragging the texture onto the custom texture slot.

Finally, at the bottom are ten save slots for your own custom liveries. To save your dragon's current look, tap any of the slots and type a name into local chat when prompted. To delete a livery, hold the left mouse button down on it. To complete the deletion you need to type "YES" in all caps without the quotes
.
Changed lines 234-235 from:

to:
%center% [+'''Colors'''+]

%center% http://www.seawolf-monsters.com/images/wiki/hudpage2_colors.jpg

From left to right, you have the RGBL color selector, color presets, and color saver.

Generally, it's best to ballpark the dragon's look using the presets, and then tweak the colors using the RGBL mixer. If you need to apply a specific custom color to various body parts, you can set that color aside by holding down the left mouse button on one of the custom color slots until it's saved.

[+++++'''STICK: WE NEED COLOR THEROY HERE'''+++++]

* On saving colors: Holding down the left mouse button on a slot will save the color, while tapping the button will use that color.
* The luminosity arrows change how dark and light a color is.

Changed lines 226-227 from:
%center [+'''Visual Effects'''+]
to:
%center% [+'''Visual Effects'''+]
Changed lines 230-231 from:
Visual effects consist of glow, fullbright, shiny, transparency, and bump. The top row deals entirely with direct glow selection. On the second row, from left to right, is '''fullbright off''' , '''fullbright on''' , '''shiny down''' , '''shiny up''' , '''transparency down''' , '''transparency up, '''no bump''' , '''darker bump''' and '''brighter bump''' .
to:
Visual effects consist of glow, fullbright, shiny, transparency, and bump. The top row deals entirely with direct glow selection. On the second row, from left to right, is fullbright off, fullbright on, shiny down, shiny up, transparency down, transparency up, no bump, darker bump and brighter bump.
Changed lines 230-231 from:
Visual effects consist of glow, fullbright, shiny, transparency, and bump. The top row deals entirely with direct glow selection. On the second row, from left to right, is '''fullbright off''', '''fullbright on''', '''shiny down''', '''shiny up''', '''transparency down''', '''transparency up, '''no bump''', '''darker bump''' and '''brighter bump'''.
to:
Visual effects consist of glow, fullbright, shiny, transparency, and bump. The top row deals entirely with direct glow selection. On the second row, from left to right, is '''fullbright off''' , '''fullbright on''' , '''shiny down''' , '''shiny up''' , '''transparency down''' , '''transparency up, '''no bump''' , '''darker bump''' and '''brighter bump''' .
Changed lines 220-221 from:
http://www.seawolf-monsters.com/images/wiki/hudpage2_bodyparts.jpg
to:
%center% http://www.seawolf-monsters.com/images/wiki/hudpage2_bodyparts.jpg
Added lines 226-235:
%center [+'''Visual Effects'''+]

%center% http://www.seawolf-monsters.com/images/wiki/hudpage2_visualeffects.jpg

Visual effects consist of glow, fullbright, shiny, transparency, and bump. The top row deals entirely with direct glow selection. On the second row, from left to right, is '''fullbright off''', '''fullbright on''', '''shiny down''', '''shiny up''', '''transparency down''', '''transparency up, '''no bump''', '''darker bump''' and '''brighter bump'''.

* Shiny and Transparency cannot be activated at the same time, and depending on the part one selection or the other will be blacked out. Example: SL prohibits applying shiny to decals, so the shiny option is disabled on decal body parts.


Added lines 216-225:
The basic operation of this HUD consists of selecting a body part at the top, choosing the visual effects and colors you want for it, and repeating for other body parts until you get a look you like. At that point, you can save the look in a slot at the bottom.

%center% [+'''Body Parts'''+]

http://www.seawolf-monsters.com/images/wiki/hudpage2_bodyparts.jpg

Each body part selection allows you to apply colors, textures and visual effects to a series of dragon parts which make up a section. This is substantially easier than using SL's own editor, which would require hand-selecting each individual prim. This is especially useful for changing the scales and body decals, considering the difficulty in selecting the scale prim beneath the decal prim.

* The currently selected body part is highlighted in green.

Changed lines 290-291 from:
[--This is a superlative-free document. :>--]
to:
[--This is a superlative-free document. ;>--]
Added lines 280-281:
[--This is a superlative-free document. :>--]
Added lines 206-209:
%center% [+'''Stock Color Presets'''+]

This lets you change the dragon into any of 21 pre-configured liveries. These include standards like red, green, black, realistic variations of iguana, snake, fish, and some unique themes like shiny, starfield, and solid black.

Changed lines 175-177 from:
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to:
%center% http://www.seawolf-monsters.com/images/wiki/showavatarinmouselooktoggle3.jpg

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%center% http://www.seawolf-monsters.com/images/wiki/hudpage2.jpg
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[+++'''HUD'''+++]
to:
[+++HUD+++]
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[++HUD++]
to:
[+++'''HUD'''+++]
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Takes you here. Click the "go to page" button on the dialogue menu when it pops up.
Deleted lines 211-213:

Takes you here. Click the "go to page" button on the dialogue menu when it pops up.

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[+Page 1 Buttons+]
to:
[+++HUD Page 1+++]
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[+++Page 2+++]
to:
[+++HUD Page 2+++]
Changed lines 204-210 from:
to:
[+++Page 2+++]

http://www.seawolf-monsters.com/images/wiki/hudpage2.jpg

Page 2 of the HUD is where the extensive customization occurs. For simple pre-configured theme selections, see Stock Color Presets section on Page 1.

Changed lines 58-65 from:
to:
The dragons come in three sizes, each with three different head variations. Each size also comes with a bipedal dragon which is human-sized, that has the same customization, expressions, jaw operation, and head selection.

* Juvenile Age
* Adult Age
* Ancient Age
* Bipeds included in all three ages
* Three head variations for every age and the bipeds

Changed lines 9-22 from:
[++++Biology and History++++]

''Written entirely for fun, this section does not deal with any specific operation in SL nor promises any features or abilities not mentioned in the official feature list.''

Wild but sapient, the European Mountain Dragons of old avoided all forms of civilization and generally kept communication with other intelligent creatures to a minimum.

With the overpopulation of the world came forced contact with humans and various other civilized creatures, inducing the dragons to either outright homicidal tendencies, an intense desire to acquire knowledge, submission to outright domestication, and other strange adaptations. It can be said that the dragons became as diverse and unique as humans, in a much shorter historical timespan.

The primary physical attribute are the enlarged wings, which enables flight up to altitudes too thin for most creatures to stay aloft. Their only limit to altitude is the oxygen required to breathe, which is a barrier easily broken by dragons happy enough to wear modern breathing apparatuses.

Another positive aspect of the wings are the large area which provides plenty of lift in thermal updrafts. Dragons are keen to weather and can travel extremely high and over long distances without flapping their wings. Gliding is another dragon activity which has seen many improvements with modern technology such as instrumentation, although many still prefer going "naked" without the aid of equipment.

European Mountain Dragons are well-suited for rough terrain, with their long stance, tail, wings and long neck providing all the balance they would need. Their hands and feet are thickly padded on the bottom.

to:
Added lines 264-277:
[++++Biology and History++++]

''Written entirely for fun, this section does not deal with any specific operation in SL nor promises any features or abilities not mentioned in the official feature list.''

Wild but sapient, the European Mountain Dragons of old avoided all forms of civilization and generally kept communication with other intelligent creatures to a minimum.

With the overpopulation of the world came forced contact with humans and various other civilized creatures, inducing the dragons to either outright homicidal tendencies, an intense desire to acquire knowledge, submission to outright domestication, and other strange adaptations. It can be said that the dragons became as diverse and unique as humans, in a much shorter historical timespan.

The primary physical attribute are the enlarged wings, which enables flight up to altitudes too thin for most creatures to stay aloft. Their only limit to altitude is the oxygen required to breathe, which is a barrier easily broken by dragons happy enough to wear modern breathing apparatuses.

Another positive aspect of the wings are the large area which provides plenty of lift in thermal updrafts. Dragons are keen to weather and can travel extremely high and over long distances without flapping their wings. Gliding is another dragon activity which has seen many improvements with modern technology such as instrumentation, although many still prefer going "naked" without the aid of equipment.

European Mountain Dragons are well-suited for rough terrain, with their long stance, tail, wings and long neck providing all the balance they would need. Their hands and feet are thickly padded on the bottom.

Changed lines 9-10 from:
[++++Biology++++]
to:
[++++Biology and History++++]
Changed lines 11-12 from:
''Written entirely for fun, this section does not deal with any specific operation in SL.''
to:
''Written entirely for fun, this section does not deal with any specific operation in SL nor promises any features or abilities not mentioned in the official feature list.''
Changed lines 19-20 from:
Another positive aspect about the wings are the large area which provides plenty of lift in thermal updrafts. Dragons are keen to weather and can travel extremely high and over long distances without flapping their wings. Gliding is another dragon activity which has seen many improvements with modern technology such as instrumentation, although many still prefer going "naked" without the aid of equipment.
to:
Another positive aspect of the wings are the large area which provides plenty of lift in thermal updrafts. Dragons are keen to weather and can travel extremely high and over long distances without flapping their wings. Gliding is another dragon activity which has seen many improvements with modern technology such as instrumentation, although many still prefer going "naked" without the aid of equipment.
Changed lines 17-20 from:
The primary physical attribute are the enlarged wings, which enables flight up to altitudes too thin for most creatures to stay aloft. Their only limit to altitude is the oxygen required to breathe, which is a barrier easily broken by dragons happy enough to the special modern breathing apparatuses.

Another positive feature of the wings are
to:
The primary physical attribute are the enlarged wings, which enables flight up to altitudes too thin for most creatures to stay aloft. Their only limit to altitude is the oxygen required to breathe, which is a barrier easily broken by dragons happy enough to wear modern breathing apparatuses.

Another positive aspect about the wings are the large area which provides plenty of lift in thermal updrafts. Dragons are keen to weather and can travel extremely high and over long distances without flapping their wings. Gliding is another dragon activity which has seen many improvements with modern technology such as instrumentation, although many still prefer going "naked" without the aid of equipment.

European Mountain Dragons are well-suited for rough terrain, with their long stance, tail, wings and long neck providing all the balance they would need. Their hands and feet are thickly padded on the bottom.

Changed lines 11-12 from:
''This is entirely for fun, this section does not deal with any specific operation in SL.''
to:
''Written entirely for fun, this section does not deal with any specific operation in SL.''
Changed lines 15-16 from:
With the overpopulation of the world came forced contact with humans and various other civilized creatures, inducing the dragons to either outright homicidal tendencies, an intense desire to acquire knowledge, submission to outright domestication, and other strange adaptations. It can be said that the dragons became as diverse and unique as humans, in a much shorter timespan.
to:
With the overpopulation of the world came forced contact with humans and various other civilized creatures, inducing the dragons to either outright homicidal tendencies, an intense desire to acquire knowledge, submission to outright domestication, and other strange adaptations. It can be said that the dragons became as diverse and unique as humans, in a much shorter historical timespan.
Changed lines 10-11 from:
''Keep in mind this is fictional, this section does not deal with specific SL features.''
to:

''This is entirely for fun, this section does not deal with any specific operation in SL.''
Changed lines 9-12 from:
Wild but sapient, the European Mountain Dragons of old avoided all forms of domestication and generally kept communication with other intelligent creatures to a minimum.

With the overpopulation
of the world came forced contact with humans and various other civilized creatures, inducing either outright homicidal tendencies, an intense desire to acquire knowledge, or submit to outright domestication.
to:
[++++Biology++++]
''Keep in mind this is fictional, this section does not deal with specific SL features.''

Wild but sapient, the European Mountain Dragons of old avoided all forms
of civilization and generally kept communication with other intelligent creatures to a minimum.

With the overpopulation of the world came forced contact with humans and various other civilized creatures, inducing the dragons to either outright homicidal tendencies, an intense desire to acquire knowledge, submission to outright
domestication, and other strange adaptations. It can be said that the dragons became as diverse and unique as humans, in a much shorter timespan.

The primary physical attribute are the enlarged wings, which enables flight up to altitudes too thin for most creatures to stay aloft. Their only limit to altitude is the oxygen required to breathe, which is a barrier easily broken by dragons happy enough to the special modern breathing apparatuses.

Another positive feature of the wings are

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%center%[++++European Mountain Dragons++++]

to:
%center%[++++European Mountain Dragon++++]

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%center%[++++Mountain Dragons++++]
to:
%center%[++++European Mountain Dragons++++]

Changed lines 9-12 from:
to:
Wild but sapient, the European Mountain Dragons of old avoided all forms of domestication and generally kept communication with other intelligent creatures to a minimum.

With the overpopulation of the world came forced contact with humans and various other civilized creatures, inducing either outright homicidal tendencies, an intense desire to acquire knowledge, or submit to outright domestication.

Deleted lines 2-3:
%center%
Changed lines 3-7 from:
%center%endothermic tetrapoda vertebrate

%center%Enormous
winged chameleons.

to:
%center%

%center%Enormous,
endothermic winged chameleons.

Added lines 3-4:
%center%endothermic tetrapoda vertebrate
Changed lines 227-228 from:
[+Minor Info+]
to:
[++++Minor Info++++]
Changed lines 257-262 from:
[++Blame++]

Art and documentation are Verkin Raven's fault.

Animation and scripting are Stickman Ingmann's fault.
to:
[++++Blame++++]

*Art and documentation are Verkin Raven's fault.

*Animation and scripting are Stickman Ingmann's fault.
Changed lines 199-200 from:
[+Issues and Guidelines+]
to:
[++++Issues and Guidelines++++]
Added lines 73-74:
[+Page 1 Buttons+]
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%center% http://www.seawolf-monsters.com/images/wiki/showavatarinmouselooktoggle3.jpg

to:
http://www.seawolf-monsters.com/images/wiki/showavatarinmouselooktoggle3.jpg

Changed lines 1-5 from:
%center% [++++Mountain Dragons++++]

Enormous winged chameleons.

to:
%center%[++++Mountain Dragons++++]

%center%Enormous winged chameleons.

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Added lines 1-4:
%center% [++++Mountain Dragons++++]
Enormous winged chameleons.

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%center% '''Autofly'''

to:
%center% [+'''Autofly'''+]

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%center% '''Saddle Rez'''

to:
%center% [+'''Saddle Rez'''+]

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%center% '''Digit Curling'''

to:
%center% [+'''Digit Curling'''+]

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%center% '''Camera Toggle'''

to:
%center% [+'''Camera Toggle'''+]

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%center% '''Audio'''

to:
%center% [+'''Audio'''+]

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%center% '''Breath'''

to:
%center% [+'''Breath'''+]

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%center% '''Mouth'''

to:
%center% [+'''Mouth'''+]

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%center% '''Eyes'''

to:
%center% [+'''Eyes'''+]

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%center% '''Wiki'''

to:
%center% [+'''Wiki'''+]

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[+HUD+]
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[++HUD++]
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%center% '''Neck Toggle'''

to:
%center% [+'''Neck Toggle'''+]

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%center% '''Sit Toggle'''

to:
%center% [+'''Sit Toggle'''+]

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[+++Features+++]
to:
[++++Features++++]
Changed lines 53-54 from:
[+++Usage Guide+++]
to:
[++++Usage Guide++++]
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[++Features++]
to:
[+++Features+++]
Changed lines 53-54 from:
[++Usage Guide++]
to:
[+++Usage Guide+++]
Changed lines 68-71 from:
'''Page 1 Buttons'''

'''Neck Toggle'''

to:
%center% '''Neck Toggle'''

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'''Sit Toggle'''
to:
%center% '''Sit Toggle'''

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'''Autofly'''
to:
%center% '''Autofly'''

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'''Saddle Rez'''
to:
%center% '''Saddle Rez'''

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'''Digit Curling'''
to:
%center% '''Digit Curling'''

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'''Camera Toggle'''
to:
%center% '''Camera Toggle'''

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'''Audio'''
to:
%center% '''Audio'''

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'''Breath'''
to:
%center% '''Breath'''

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'''Mouth'''
to:
%center% '''Mouth'''

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'''Eyes'''
to:
%center% '''Eyes'''

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'''Wiki'''
to:
%center% '''Wiki'''

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%center% http://www.seawolf-monsters.com/images/wiki/dragonhudpage1_01.jpg

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%center% http://www.seawolf-monsters.com/images/wiki/dragoncolor01.jpg

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%center% http://www.seawolf-monsters.com/images/wiki/icon_necktoggle2.gif

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%center% http://www.seawolf-monsters.com/images/wiki/icon_sit.gif

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%center% http://www.seawolf-monsters.com/images/wiki/icon_autofly.gif

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%center% http://www.seawolf-monsters.com/images/wiki/icon_saddle.gif

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http://www.seawolf-monsters.com/images/wiki/icon_curlhands.gif http://www.seawolf-monsters.com/images/wiki/icon_curlfeet.gif
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%center% http://www.seawolf-monsters.com/images/wiki/icon_curlhands.gif http://www.seawolf-monsters.com/images/wiki/icon_curlfeet.gif

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%center% http://www.seawolf-monsters.com/images/wiki/icon_camera.gif

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%center% http://www.seawolf-monsters.com/images/wiki/icon_audio.gif

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%center% http://www.seawolf-monsters.com/images/wiki/icon_fireball.gif http://www.seawolf-monsters.com/images/wiki/icon_iceball.gif

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%center% http://www.seawolf-monsters.com/images/wiki/showavatarinmouselooktoggle3.jpg

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to:
%center% http://www.seawolf-monsters.com/images/wiki/icon_mouth_closed.gif http://www.seawolf-monsters.com/images/wiki/icon_mouth_partiallyopen.gif http://www.seawolf-monsters.com/images/wiki/icon_mouth_open.gif

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%center% http://www.seawolf-monsters.com/images/wiki/icon_eye_closed.gif http://www.seawolf-monsters.com/images/wiki/icon_eye_partiallyopen.gif http://www.seawolf-monsters.com/images/wiki/icon_eye_open.gif

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%center% http://www.seawolf-monsters.com/images/wiki/icon_wiki.gif

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to:
%center% http://www.seawolf-monsters.com/images/wiki/dragongheader01.jpg

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%center% http://www.seawolf-monsters.com/images/wiki/dragonflight01.jpg

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% http://www.seawolf-monsters.com/images/wiki/dragonflight01.jpg %

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%http://www.seawolf-monsters.com/images/wiki/dragonflight01.jpg%

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http://www.seawolf-monsters.com/images/wiki/dragoncolor01.jpg
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http://www.seawolf-monsters.com/images/wiki/dragonhudpage1_01.jpg
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http://www.seawolf-monsters.com/images/wiki/dragonflight01.jpg
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These directly control the position of the eyes.

* Going into away mode will reset the position of the eyes.
to:
These directly control the position of the eyelids.

* Going into away mode will reset the position of the eyelids.
Added line 220:
Added line 222:
Added line 133:
*Fireballs and fire breath is able to set some of the trees in Aggro on fire. Currently we're working on a tree pack to distribute which will be interactive with dragons in ways such as this.
Changed lines 135-136 from:
*Fireballs and fire breath is able to set some of the trees in Aggro on fire. Currently we're working on a tree pack to distribute which will be interactive with dragons in ways such as this.
to:
Added lines 147-154:
'''Eyes'''

http://www.seawolf-monsters.com/images/wiki/icon_eye_closed.gif http://www.seawolf-monsters.com/images/wiki/icon_eye_partiallyopen.gif http://www.seawolf-monsters.com/images/wiki/icon_eye_open.gif

These directly control the position of the eyes.

* Going into away mode will reset the position of the eyes.

Added lines 219-222:
[++Blame++]
Art and documentation are Verkin Raven's fault.
Animation and scripting are Stickman Ingmann's fault.

Added lines 138-146:
'''Mouth'''

http://www.seawolf-monsters.com/images/wiki/icon_mouth_closed.gif http://www.seawolf-monsters.com/images/wiki/icon_mouth_partiallyopen.gif http://www.seawolf-monsters.com/images/wiki/icon_mouth_open.gif

These three buttons directly control the position of the mouth.

* Talking resets the state of the mouth.
* Opening the mouth is also useful for coloring the inner mouth, teeth and tounge.

Changed lines 142-143 from:
Takes you here. Click the "go to page" button on that when it pops up.
to:
Takes you here. Click the "go to page" button on the dialogue menu when it pops up.
Changed lines 56-57 from:
You will not need to use chat commands or dialogue menus to operate any aspect of this dragon, with just one exception: custom liveries. When you save a custom alpha into one of the HUD's slots, you will need to type the name into chat. This will be explained further down this guide.
to:
You will not need to use chat commands or dialogue menus to operate any aspect of this dragon, with just two exceptions: custom liveries and the wiki shortcut. When you save a custom alpha into one of the HUD's slots, you will need to type the name into chat. This will be explained further down this guide. As for the wiki link, SL's security requires you to confirm a page link before the page displays.
Added lines 138-143:
'''Wiki'''

http://www.seawolf-monsters.com/images/wiki/icon_wiki.gif

Takes you here. Click the "go to page" button on that when it pops up.

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http://www.seawolf-monsters.com/images/wiki/showavatarinmouselooktoggle2.jpg
to:
http://www.seawolf-monsters.com/images/wiki/showavatarinmouselooktoggle3.jpg
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to:
*Fireballs and fire breath is able to set some of the trees in Aggro on fire. Currently we're working on a tree pack to distribute which will be interactive with dragons in ways such as this.
Added lines 131-136:
*While in first person view, tap the left mouse button to shoot a fire or ice ball.
*While in first person view, hold down the left mouse button to shoot a continuous stream of fire or ice.
*Uncheck "show avatar in mouselook" in SL's preferences. The dragon's geometry will block your view otherwise.

http://www.seawolf-monsters.com/images/wiki/showavatarinmouselooktoggle.jpg

Deleted lines 92-97:
'''Audio'''

http://www.seawolf-monsters.com/images/wiki/icon_audio.gif

The two growls play once per press, while the audio button labeled '''Flap: Toggle''' will toggle the audio of the wings flapping during flight.

Added lines 119-130:
'''Audio'''

http://www.seawolf-monsters.com/images/wiki/icon_audio.gif

The two growls play once per press, while the audio button labeled '''Flap: Toggle''' will toggle the audio of the wings flapping during flight.

'''Breath'''

http://www.seawolf-monsters.com/images/wiki/icon_fireball.gif http://www.seawolf-monsters.com/images/wiki/icon_iceball.gif

You can toggle whether the dragon breathes fire or ice.

Added lines 93-98:
'''Audio'''

http://www.seawolf-monsters.com/images/wiki/icon_audio.gif

The two growls play once per press, while the audio button labeled '''Flap: Toggle''' will toggle the audio of the wings flapping during flight.

Added lines 113-118:
'''Camera Toggle'''

http://www.seawolf-monsters.com/images/wiki/icon_camera.gif

This will toggle the special camera used to provide some distance between the dragon and your viewpoint. This is default on and except in some odd cases doesn't really need to be shut off.

Added lines 105-106:
'''Digit Curling'''
Added lines 109-112:
A minor feature. While the state of the dragon (flying, swimming, sitting) dictates when the fingers and toes will curl, they can be temporarily overridden by toggling these buttons.

* Switching states will reset the fingers and toes.

Deleted line 86:
Added lines 105-106:
http://www.seawolf-monsters.com/images/wiki/icon_curlhands.gif http://www.seawolf-monsters.com/images/wiki/icon_curlfeet.gif
Changed lines 47-49 from:
#. Drag the dragon folder onto your avatar.
#. When switching to another avatar, be sure to click on the undeformer object which spawns.
to:
# Drag the dragon folder onto your avatar.
# When switching to another avatar, be sure to click on the undeformer object which spawns.
Added lines 1-2:
http://www.seawolf-monsters.com/images/wiki/dragongheader01.jpg
Changed lines 96-99 from:
* The saddle uses the same controls as avatar flight.
* The saddle currently only handles operates in flight
.
* The saddle will delete itself 30 seconds
to:
* The saddle uses the same controls as avatar flight, and operates at approximately the same speeds.
* The saddle currently only operates in flight.
* To reduce litter, the saddle will delete itself 30
seconds after it's unsat by the dragon. It will not delete itself otherwise, since it's moddable.

To make a modded saddle rezzable via the hud, you must replace the hud located in the dragon's hip contents with the new copy, and make sure it's named the same.

[-'''Please note we don't offer tutoring on the modding of the saddle, this requires basic knowledge of SL's own editing tools.'''-]

Added lines 85-99:

'''Saddle Rez'''

http://www.seawolf-monsters.com/images/wiki/icon_saddle.gif

Pressing this will rez a saddle, provided the current parcel has build enabled. Saddles enable two passengers to ride along on the dragon.

[-'''IMPORTANT: THE SADDLE IS A PHYSICAL VEHICLE AND IS BOUND BY THE LIMITATIONS SL IMPOSES ON PHYSICAL OBJECTS'''-]

* The dragon must sit on the red prim inside the loop.
* The passengers must sit on the green prims just over each saddle.
* The saddle uses the same controls as avatar flight.
* The saddle currently only handles operates in flight.
* The saddle will delete itself 30 seconds

September 22, 2008, at 03:21 PM by Stickman - updated my todocument list
Changed lines 111-112 from:
Non-monotone textures should be applied to white parts, tap the white selection under “Default Colors” and the texture should draw correctly. As a rule of thumb for dragon customization (and anything else in SL for that matter) is that monotone textures are usually the best type to tint with colors, and colorful textures are best left left “white” so the original colors remain pure. This doesn't mean that colored textures can't look interesting with some tint, but they'll lose their multi-toned effect.
to:
Non-monotone textures should be applied to white parts, tap the white selection under “Default Colors” and the texture should draw correctly. As a rule of thumb for dragon customization (and anything else in SL for that matter) is that monotone textures are usually the best type to tint with colors, and colorful textures are best left “white” so the original colors remain pure. This doesn't mean that colored textures can't look interesting with some tint, but they'll lose their multi-toned effect.
Changed lines 152-153 from:
*jiras that can fix known issues or improve functionality/scripts
to:
*jiras that can fix known issues or improve functionality/scripts
*What scripts do what things, and which are safe to delete
September 22, 2008, at 03:17 PM by Stickman - dot, openspace sim, alt lag
Changed lines 101-102 from:
Yes, on Page 1 of the HUD the button labeled '''Flapping Toggle''' will shut off the flapping noise
to:
Yes, on Page 1 of the HUD the button labeled '''Flapping Toggle''' will shut off the flapping noise.
Changed lines 105-106 from:
Chances are you're in an opensim, which simply cannot handle complex scripted objects. This is an issue for any complex item in SL on any opensim, I'd recommend doing customization in a regular sim. The HUD will inform you that you're in an opensim and that performance may be poor when you use any customization button on page 1. You will only get this message once, until you cross a sim border. Alternatively, you can look up the type of sim by finding the total prim count by going to the objects tab in the land window. If the total sim prim count is 3750, it's an opensim. Regular sims have 15k prims or more.Slowness may also be induced by the overpopulation of avatars or excessive/inefficient scripted items in the current sim.
to:
Chances are you're in an openspace sim, which simply cannot handle complex scripted objects. This is an issue for any complex item in SL on any openspace sim, I'd recommend doing customization in a regular sim. The HUD will inform you that you're in an openspace sim and that performance may be poor when you use any customization button on page 1. You will only get this message once, until you cross a sim border. Alternatively, you can look up the type of sim by finding the total prim count by going to the objects tab in the land window. If the total sim prim count is 3750, it's an openspace sim. Regular sims have 15k prims or more. Slowness may also be induced by the overpopulation of avatars or excessive/inefficient scripted items in the current sim.

Alternatively, there may just be something in the sim that's causing lag. Try moving to a different sim and see if the problem persists
.
September 22, 2008, at 03:14 PM by Stickman - updated bits on undeformer: wording, teleport or relog, and 30s
Changed lines 89-90 from:
SL may render your character as deformed on other people's clients, while rendering your character normally. You will only need to tap the undeformer and the process will complete with an audo-deletion of itself. This is currently our easiest solution, the only alternative way to guarantee deformation is to relog. The undeformer object will automatically delete itself after 20 seconds if it's unused.
to:
SL may render your character as deformed on other people's clients, while rendering your character normally on your own client. You will only need to tap the undeformer and the process will complete with an audo-deletion of itself. This is currently our easiest solution, with the alternatives being teleporting some sims away and back, or relogging. The undeformer object will automatically delete itself after 30 seconds if it's unused.
September 22, 2008, at 03:09 PM by Stickman - updated bits about "naming custom liveries" being the only way. Not worth expounding, worth reword.
Changed lines 24-25 from:
Every toggleable and selectable action is operated by the hud. There aren't any dialog menus, and the only time a text command is used is to name a custom livery to save it away in a slot. The hud has a bar mode with a few of the common features, as well as a minimized mode where you only see the bar and page buttons in the corner.
to:
Every toggleable and selectable action is operated by the hud. There aren't any dialog menus, and the only time a text command is used is to handle custom liveries, which require you to name them. The hud has a bar mode with a few of the common features, as well as a minimized mode where you only see the bar and page buttons in the corner.
Changed lines 54-55 from:
You will not need to use chat commands or dialogue menus to operate any aspect of this dragon, with one exception. When you save a custom alpha into one of the HUD's slots, you will need to type the name into chat. This will be explained further down this guide.
to:
You will not need to use chat commands or dialogue menus to operate any aspect of this dragon, with just one exception: custom liveries. When you save a custom alpha into one of the HUD's slots, you will need to type the name into chat. This will be explained further down this guide.
Changed lines 60-61 from:
http://www.seawolf-monsters.com/images/wiki/icon_necktoggle.gif
to:
http://www.seawolf-monsters.com/images/wiki/icon_necktoggle2.gif
Changed lines 65-66 from:
to:
* The neck will automatically toggle upwards near the surface of the water.
Added lines 76-84:
'''Autofly'''

http://www.seawolf-monsters.com/images/wiki/icon_autofly.gif

This is simply automation of flying forward, which is good for long-distance flights.

* You must be flying, and after toggling autofly, press the forward key to initiate it.
* To stop autoflight, click the HUD button again. Autoflight will also be toggled off if you stop flying.

Changed lines 64-65 from:
'''Sit'''
to:
* Toggling flight and swimming will reset the neck position.

'''Sit Toggle'''
Added lines 72-74:
* You will resit after walking if you do not untoggle sit.
* Flight will reset the sit status.

Added lines 64-69:
'''Sit'''

http://www.seawolf-monsters.com/images/wiki/icon_sit.gif

Pretty self-explanatory. The style of sitting for these creatures is full on the stomach.

Changed lines 60-61 from:
http://www.seawolf-monsters.com/images/wiki/icon_white_necktoggle.jpg
to:
http://www.seawolf-monsters.com/images/wiki/icon_necktoggle.gif
Changed lines 52-53 from:
''The HUD operates everything.''
to:
'''The HUD operates everything.'''
Added lines 56-59:
'''Page 1 Buttons'''

'''Neck Toggle'''

Added lines 62-63:
By default, the dragon's neck is up while on the ground, and down when the dragon is flying and swimming. This button will toggle that state. The exception is that while swimming, the dragon's neck will always be down unless near the surface, where the neck will automatically toggle upwards, all Nessie-like. :)
Changed lines 52-53 from:
attach:iconwhitenecktoggle
to:
''The HUD operates everything.''

You will not need to use chat commands or dialogue menus to operate any aspect of this dragon, with one exception. When you save a custom alpha into one of the HUD's slots, you will need to type the name into chat. This will be explained further down this guide.

http
://www.seawolf-monsters.com/images/wiki/icon_white_necktoggle.jpg
Changed lines 1-2 from:
[+Features+]
to:
[++Features++]
Changed lines 41-42 from:
[+Usage Guide+]
to:
[++Usage Guide++]
Added lines 48-53:
While there is quite a bit more to the dragon than this as an avatar, that's all which is required to start using the dragon. The AO will take care of the rest of the animations.

[+HUD+]

attach:iconwhitenecktoggle

Changed lines 43-44 from:
y helo thar
to:
Using the dragon can be boiled down to two steps:

#. Drag the dragon folder onto your avatar.
#. When switching to another avatar, be sure to click on the undeformer object which spawns.

Deleted lines 100-103:
*''Are you guys hiring?''

No. We're a small group of real life friends who like fiddling around making stuff, and experience from greater non-SL development projects is borrowed for our SL projects. Even if we did hire, our requirements are too impractically high for just SL work.

Added lines 89-104:
*''Shouldn't you sell the biped dragons separately from the quads?''

Anybody who wants just a biped dragon would buy the juvenile dragon anyway, since that package costs about what the price of a biped dragon would be anyway.

*''Has Seawolf switched to avatars now? What about the boats?''

We do whatever catches our fancy, which is sometimes driven on whether or not we can make some sort of innovation. This can be anything in any genre. This doesn't mean we've stopped doing boats, we're just stretching out a little. A single genre can get very stale after a while. ;)

*''You guys release something like one or two products a year. Why?''

We have real life to contend with, including college with INSANE homework, other hobbies, creative outlets, plus a desire to spend more time on less products than less time on more products.

*''Are you guys hiring?''

No. We're a small group of real life friends who like fiddling around making stuff, and experience from greater non-SL development projects is borrowed for our SL projects. Even if we did hire, our requirements are too impractically high for just SL work.

Changed lines 75-76 from:

to:
Definitely! You can send feedback to either Stickman Ingmann or Verkin Raven, although Stick generally handles scripted features/animation and Verkin the art and effects.
Added lines 79-82:
Nope.

*''Can I affiliate vend your stuff?''

Added lines 85-88:
*''Why don't you sell product colors individually?

We've grown up seeing all manners of addon products for games come with all the variations. This includes user-made mods for games and purchasable aircraft for flight simulators. On arriving in SL, I've seen great examples set by people such as Cubey Terra which let you color-change stuff to your liking. As customers ourselves, we've always preferred buying products which offer color changing or at least come with all the colors. We back up this viewpoint by putting out products which come with all the color variations, and minor physical variations where applicable. :)

Added lines 39-40:
If we come out with updates to the dragon, users will receive them automatically. Updates may take the form of bug fixes and new features.
Added lines 71-80:
[+Minor Info+]

*''Are you friendly to critique and feedback?''



*''Do you offer custom work?''

No.

Changed lines 63-64 from:
Chances are you're in an opensim, which simply cannot handle complex scripted objects. This is an issue for any complex item in SL on any opensim, I'd recommend doing customization in a regular sim. The HUD will inform you that you're in an opensim and that performance may be poor when you use any customization button on page 1. You will only get this message once, until you cross a sim border. Alternatively, if the total sim prim count is 3750, it's an opensim. Regular sims have 15k prims or more.Slowness may also be induced by the overpopulation of avatars or excessive/inefficient scripted items in the current sim.
to:
Chances are you're in an opensim, which simply cannot handle complex scripted objects. This is an issue for any complex item in SL on any opensim, I'd recommend doing customization in a regular sim. The HUD will inform you that you're in an opensim and that performance may be poor when you use any customization button on page 1. You will only get this message once, until you cross a sim border. Alternatively, you can look up the type of sim by finding the total prim count by going to the objects tab in the land window. If the total sim prim count is 3750, it's an opensim. Regular sims have 15k prims or more.Slowness may also be induced by the overpopulation of avatars or excessive/inefficient scripted items in the current sim.
Changed lines 63-66 from:
Chances are you're in an opensim, which simply cannot handle complex scripted objects. This is an issue for any complex item in SL on any opensim, I'd recommend doing customization in a regular sim. you can tell by clicking on the sim's name in the titlebar, going to the object tab and seeing what the prim count is. If it's 3750, it's an opensim, if it's 15k, it's a regular sim. Slowness may also be induced by the overpopulation of avatars or excessive/inefficient scripted items in the current sim.

[-'''The HUD will inform you that you're in an opensim and that performance may be poor when you use any customization button on page 1
. You will only get this message once, until you cross a sim border.'''-]
to:
Chances are you're in an opensim, which simply cannot handle complex scripted objects. This is an issue for any complex item in SL on any opensim, I'd recommend doing customization in a regular sim. The HUD will inform you that you're in an opensim and that performance may be poor when you use any customization button on page 1. You will only get this message once, until you cross a sim border. Alternatively, if the total sim prim count is 3750, it's an opensim. Regular sims have 15k prims or more.Slowness may also be induced by the overpopulation of avatars or excessive/inefficient scripted items in the current sim.
Added lines 67-68:
*''When I select a colorful skin from the texture selection, it doesn't draw with it's proper colors.''
Deleted lines 70-73:
*''When I select a colorful skin from the texture selection, it doesn't draw with it's proper colors.''


Changed lines 65-67 from:
''The HUD will inform you that you're in an opensim and that performance may be poor when you use any customization button on page 1. You will only get this message once, until you cross a sim border.''

[+To
-Document List+]
to:
[-'''The HUD will inform you that you're in an opensim and that performance may be poor when you use any customization button on page 1. You will only get this message once, until you cross a sim border.'''-]

Non-monotone textures should be applied to white parts, tap the white selection under “Default Colors” and the texture should draw correctly. As a rule of thumb for dragon customization (and anything else in SL for that matter) is that monotone textures are usually the best type to tint with colors, and colorful textures are best left left “white” so the original colors remain pure. This doesn't mean that colored textures can't look interesting with some tint, but they'll lose their multi-toned effect.

*''When I select a colorful skin from the texture selection, it doesn't draw with it's proper colors.''



[++To-Document List+
+]
Changed lines 65-66 from:
''The HUD will inform you that you're in an opensim and that performance may be poor when you use any customization button on page 1. You will only get this message once, until you cross a sim border.
to:
''The HUD will inform you that you're in an opensim and that performance may be poor when you use any customization button on page 1. You will only get this message once, until you cross a sim border.''
Added lines 65-66:
''The HUD will inform you that you're in an opensim and that performance may be poor when you use any customization button on page 1. You will only get this message once, until you cross a sim border.
Added lines 61-64:
*''Customization performance is INSANELY SLOW, what's going on?''

Chances are you're in an opensim, which simply cannot handle complex scripted objects. This is an issue for any complex item in SL on any opensim, I'd recommend doing customization in a regular sim. you can tell by clicking on the sim's name in the titlebar, going to the object tab and seeing what the prim count is. If it's 3750, it's an opensim, if it's 15k, it's a regular sim. Slowness may also be induced by the overpopulation of avatars or excessive/inefficient scripted items in the current sim.

Changed lines 45-46 from:
hi2u
to:
*''Why do I need to use the undeformer after taking the dragon off, if my character looks fine?''

SL may render your character as deformed on other people's clients, while rendering your character normally. You will only need to tap the undeformer and the process will complete with an audo-deletion of itself. This is currently our easiest solution, the only alternative way to guarantee deformation is to relog. The undeformer object will automatically delete itself after 20 seconds if it's unused.

*''The dragon clips through objects and people, is it possible to have proper collision detection?''

Even while deformed, the avatar's collision box is that of a regular size character, and attachments are phantom. It is possible to provide accurate collision detection, but it's very impractical since it would require constant updating of an invisible object which requires script and object creation/entry permissions on every parcel used. Besides, it's fun to poke the dragon's head through windows and doorways, even if there is a little clipping involved. :)

*''How come fireballs, iceballs, splashes and dust poofs don't show up?''

These features require object creation to be enabled on the parcel where they occur.

*''The flapping noise is starting to get annoying, can I shut it off?''

Yes, on Page 1 of the HUD the button labeled '''Flapping Toggle''' will shut off the flapping noise

Added lines 39-47:
[+Usage Guide+]

y helo thar

[+Issues and Guidelines+]

hi2u

[+To-Document List+]
September 18, 2008, at 12:58 AM by Stickman - formatting change
Changed lines 41-47 from:
-All deformation bugs that may crop up and how to fix them.
-bodyparts will randomly lose changes after being put in your inventory -- save your liveries!
-teeth don't support glow for technical reasons
-Turn off "view avatar in mouselook" for best preformance
-Head up/down toggle does not work underwater because head auto-toggles up when near surface
-basic color theory? To assist with making liveries
-jiras that can fix known issues or improve functionality/scripts
to:
*All deformation bugs that may crop up and how to fix them.
*bodyparts will randomly lose changes after being put in your inventory -- save your liveries!
*teeth don't support glow for technical reasons
*Turn off "view avatar in mouselook" for best preformance
*Head up/down toggle does not work underwater because head auto-toggles up when near surface
*basic color theory? To assist with making liveries
*jiras that can fix known issues or improve functionality/scripts
September 18, 2008, at 12:57 AM by Stickman - added some things to document
Changed lines 37-47 from:
* Moving eyes
to:
* Moving eyes

---
Stickman's to-document list
-All deformation bugs that may crop up and how to fix them.
-bodyparts will randomly lose changes after being put in your inventory -- save your liveries!
-teeth don't support glow for technical reasons
-Turn off "view avatar in mouselook" for best preformance
-Head up/down toggle does not work underwater because head auto-toggles up when near surface
-basic color theory? To assist with making liveries
-jiras that can fix known issues or improve functionality/scripts
Changed line 5 from:
* Animations: ##
to:
* Animations: 20
Changed line 37 from:
* Searching eyes
to:
* Moving eyes
September 14, 2008, at 02:56 PM by Stickman - Removed swim up/down animations
Changed line 10 from:
* Swim Idle, Swim Forward, Swim Up, Swim Down (Striking the water surface at speed going down or up causes a large particle splash with audio.)
to:
* Swim Idle, Swim Forward (Striking the water surface at speed going down or up causes a large particle splash with audio.)
Changed lines 7-8 from:
* Walk, Walk Backwards, Turn in Place
* Run, Run Backwards
to:
* Walk, Walk Backwards, Run, Turn in Place
Changed lines 25-26 from:
Every toggleable and selectable action is operated by the hud. There aren't any dialog menus, and the only time a text command is used is to name a custom livery to save it away in a slot.
to:
Every toggleable and selectable action is operated by the hud. There aren't any dialog menus, and the only time a text command is used is to name a custom livery to save it away in a slot. The hud has a bar mode with a few of the common features, as well as a minimized mode where you only see the bar and page buttons in the corner.
Added lines 25-26:
Every toggleable and selectable action is operated by the hud. There aren't any dialog menus, and the only time a text command is used is to name a custom livery to save it away in a slot.
Changed line 35 from:
* Fast blinking
to:
* Blinking
Changed lines 27-28 from:
To offer more control to expressions, the mouth can be closed, partially open, or all the way open, and the eyelids can be open, halfway open, and closed.
to:
To offer more control to expressions, the mouth can be closed, partially open, or all the way open, and the eyelids can be open, halfway open, and closed. Dragons blink, it should be noted that eyelid movement has realistic speed here. The eyes also move around slightly, since idle beings tend to focus on different details in the distance. The effect makes the dragon feel a bit more alive.
Changed lines 34-36 from:
* Neck positions: 2
to:
* Neck positions: 2
* Fast blinking
* Searching eyes
Changed line 11 from:
* Swim Idle, Swim Forward, Swim Up, Swim Down (Striking the water surface at speed going down or up causes a large particle splash with audio).
to:
* Swim Idle, Swim Forward, Swim Up, Swim Down (Striking the water surface at speed going down or up causes a large particle splash with audio.)
Changed lines 19-20 from:
to:
* Livery save slots: 10
Changed lines 27-34 from:
* Facial expressions: 7
to:
To offer more control to expressions, the mouth can be closed, partially open, or all the way open, and the eyelids can be open, halfway open, and closed.

The neck can be toggled up and down as well. Having the neck down gives the dragon a more feral look. The neck will automatically go down when the dragon flies or swims. Also note that the neck will automatically go into the up position if the dragon is swimming and near the surface of the water, to give the dragon that "Nessie" effect. :)

* Facial expressions: 7
* Eyelid positions: 3
* Mouth positions: 3
* Neck positions: 2
Changed lines 3-4 from:
Each dragon uses tamed deformations to enable regular BVH animation for their long stance and large size. That means that the underlying avatar's skeleton is stretched to fit snugly inside the dragon's anatomy and the resulting animation is clean and thorough.
to:
Each dragon uses tamed deformations to enable their long stance and large size with full BVH animation articulation. That means that the underlying avatar's skeleton is stretched to fit snugly inside the dragon's anatomy and the resulting animation is as clean as if the dragon were the size of a human avatar.
Changed line 7 from:
* Walk, Walk Backwards
to:
* Walk, Walk Backwards, Turn in Place
Changed lines 11-13 from:
* Swim Idle, Swim Forward, Swim Up, Swim Down

to:
* Swim Idle, Swim Forward, Swim Up, Swim Down (Striking the water surface at speed going down or up causes a large particle splash with audio).
* Slamming into the ground, Getting up (A particle puff cloud appears on impact, as well as an audible THUD.)
* Sit, Away

Changed lines 6-13 from:
to:
* Prejump, Jump, Land
* Walk, Walk Backwards
* Run, Run Backwards
* Crouch, Crouch Walk, Crouch Walk Backwards
* Fly Forward, Fly Up, Fly Down, Eagle Dive
* Swim Idle, Swim Forward, Swim Up, Swim Down

Changed lines 1-2 from:
'''Features'''
to:
[+Features+]
Changed lines 5-6 from:
Every available coloration comes with the dragons in the form of a HUD from which you can select 21 pre-configured liveries. This includes the standard dragon colors such as red, blue, green, black, as well as unusual looks and realistic reptilian camouflage.
to:
* Animations: ##

Every available coloration comes with
the dragons in the form of a HUD from which you can select pre-configured liveries. This includes the standard dragon colors such as red, blue, green, black, as well as unusual looks and realistic reptilian camouflage.

* Pre-configured liveries: 21
* Potential custom combinations: Quite a lot
.
Changed lines 14-18 from:
One of the big aspects of customization are the decals, which overlay the main pieces of the dragon's anatomy. Decals offer an extra customizable tone to the body parts and are capable of some unique effects, including the Star Dragon's glowing starfield which stands out from the rest of the otherwise dark body at night.
to:
One of the big aspects of customization are the decals, which overlay the main pieces of the dragon's anatomy. Decals offer an extra customizable tone to the body parts and are capable of some unique effects, including the Star Dragon's glowing starfield which stands out from the rest of the otherwise dark body at night.

Another unique aspect of these dragons are the facial expressions. The bulk of the head is made up of a single sculpty, which allows us to switch that sculpty with another to change the shape, and offer moods.

* Facial expressions: 7
Changed lines 7-9 from:
The selectable liveries are a shadow of the hud's primary functionality, which is to allow the user to apply colors, textures and visual effects to groups of parts and then save their own completed looks into loadable slots. Relevant textures appear on a scrolling bar for each part. In addition to an RGB controller there are a series of selectable colors, as well as several color save slots.
to:
The hud's primary functionality is to allow the user to apply colors, textures and visual effects to groups of parts and then save their own completed looks into loadable slots. Relevant textures appear on a scrolling bar for each part. In addition to an RGB controller there are a series of selectable colors, as well as several color save slots.

One of the big aspects of customization are the decals, which overlay the main pieces of the dragon's anatomy. Decals offer an extra customizable tone to the body parts and are capable of some unique effects, including the Star Dragon's glowing starfield which stands out from the rest of the otherwise dark body at night
.
Changed lines 3-7 from:
Each dragon size makes use of tamed deformations to enable a long stance, and in the case of the adult and ancient a very large size which maintains their articulation. This means that the underlying avatar skeleton fits snugly inside the dragon's anatomy and allows the regular articulation
to:
Each dragon uses tamed deformations to enable regular BVH animation for their long stance and large size. That means that the underlying avatar's skeleton is stretched to fit snugly inside the dragon's anatomy and the resulting animation is clean and thorough.

Every available coloration comes with
the dragons in the form of a HUD from which you can select 21 pre-configured liveries. This includes the standard dragon colors such as red, blue, green, black, as well as unusual looks and realistic reptilian camouflage.

The selectable liveries are a shadow of the hud's primary functionality, which is to allow the user to apply colors, textures and visual effects to groups of parts and then save their own completed looks into loadable slots. Relevant textures appear on a scrolling bar for each part. In addition to an RGB controller there are a series of selectable colors, as well as several color save slots.
Changed lines 1-3 from:
This is the main dragon page from which all related dragon things will be linked from.

I like pie
.
to:
'''Features'''

Each dragon size makes use of tamed deformations to enable a long stance, and in the case of the adult and ancient a very large size which maintains their articulation
. This means that the underlying avatar skeleton fits snugly inside the dragon's anatomy and allows the regular articulation
Changed lines 1-3 from:
This is the main dragon page from which all related dragon things will be linked from.
to:
This is the main dragon page from which all related dragon things will be linked from.

I like pie
.
September 13, 2008, at 05:25 PM by Stickman - Created temporary page
Added line 1:
This is the main dragon page from which all related dragon things will be linked from.
Edit - History - Print - Recent Changes - Search
Page last modified on August 13, 2012, at 06:12 PM