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Seawolf

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About Seawolf

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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.

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.

HUD Page 1

Neck Toggle

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.

Sit Toggle

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.

Autofly

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.

Saddle Rez

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.

Digit Curling

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.

Camera Toggle

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.

Audio

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

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.

Mouth

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.

Eyes

These directly control the position of the eyelids.

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

Wiki

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

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

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.

Body Parts

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.

Visual Effects

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.

Colors

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.

Textures

When a body part is capable of texture selection, the various textures are displayed as buttons in this section. The left and right arrow icons will scroll to the next or previous five textures. Clicking the left arrow to go beyond the end of the list (for example, the left arrow on the first page) will take you to the opposite end of the list.

  • 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.

Custom Textures

To use a custom texture, right click -> edit the HUD, and select the Content tab in the edit window. Drag the fullperm textures into the Content tab in the edit window. You may then exit the edit window.

In order to select the textures, click on the bodypart you want to apply the texture to, then click on the white "Activate Custom Inventory Textures" button that is up and right of the texture selection boxes. This will cause the visual list of textures to display the textures currently in the HUD's inventory. Clicking on any of them will apply it to the current bodypart selection.

Please note that some bodyparts, like the teeth and mouth, don't accept texture changes at this time. You can tell which ones don't because when you click on the bodypart, it will say "No Support" in the If you want to apply a custom texture to these, you'll have to do it manually by editing the prims.

Saving Liveries

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. :)
  • Note: When changing a livery, or especially the decals or glow on the arms or wings, do not fly or land while doing so, or the livery will apply to the wrong set of wings or arms. To fix, simply fly and unfly again.
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Page last modified on October 24, 2009, at 12:35 AM