Generating data for pre-made HUD builds
Some creators have a pre-made HUD template that they have used that just needs a data notecard added to it for a new applier set. For example, if you make nail appliers, you may have a HUD design that you always use, and only need to add the new textures. These HUDs may have buttons that minimise or detach them, link to social media accounts, group joiners, notecard and landmark giver buttons etc, and obviously we don’t want to parse all that into applier notecards because you don’t necessarily want the facebook logo on your fingernails! (or do you? I’m not here to judge – but put it on an applier button :D)
If this is you, then read on.
Nail appliers used to be a complicated process of writing individual lines for each texture for each button for each HUD. We have simplified the process down to texturing prims and adding a script that does all that hard work for you.
Please read the instructions below:
Instructions for creating nails using the new slimline nail applier scripts:
Before we get into the applier HUD setup, please ensure your nailpolish textures are no larger than 512×512. Any associated bump and specular maps should be 256×256. There is no need to use 1024×1024 textures for fingernails. Please be kind to the SLenvironment 🙂 The best file format is 24 bit .TGA.
There are 2 options for creating a template based on an existing HUD.
Convert an existing HUD into a template
- Rez your HUD, delete any scripts from inside the root prim and buttons. Unlink any buttons that are not part of the applier button set eg: social media, minimise, detach, clear materials, landmark and notecard givers, group joiners.
- You want ONLY your backdrop/root prim AND your applier buttons. Everything else can go.
- Save it to your inventory as “nail HUD template” or however you want to name it -OR- leave it on the floor for quick access.
Alternatively if you don’t want to take your HUD apart, you can build a template from scratch. Read on!
Build a new template
- in SL, right click on the ground somewhere, select build and click to create a prim. This is the root prim and is necessary for this process
- Build as many prims as you have nail textures. Each nail option should be on it’s own prim. Keep in mind that if you are also using shine and bump maps, the memory available in the script will limit how many nails you can add to a single applier. For safety, keep the number of individual nail options to under 20 per HUD. Arrange the prims against your HUD image.
Naming the buttons
- Name each prim the exact same as the applier prims on your existing HUD. If your HUD prims are called 1 through 8, then the prims in this set should be the same. If your applier prims are red, green, blue, yellow, purple, then name these prims red, green, blue, yellow, purple
Linking the prims
- Select all of your nail buttons using SHIFT, and then SHIFT-select the backdrop prim you created earlier, and link them together. The backdrop prim should be the root prim. If you select it last, this will automatically be the case.
Setting up your textures for generation
- The script is capable of handling quite a few textures, but to manage the limited memory in the script we recommend no more than 20 nail applier buttons per HUD. More than 20 butons with 3 textures each may result in a script crash when you add the controller.
- Texture each nail prim with the nail texture you want. In this step, you can also add your normal/bump map and your specular map and set your preferred gloss and environment value, and any gloss tint. These can be the same across all buttons, or different per button. However you want each nail applier to appear. TIP – The orientation of the nail textures on the buttons is irrelevant. As long as your texture is correctly oriented as per the UV Map included in the kit it will apply properly to the nails
- You must texture *every* face of the buttons, not just the visible face. The script reads only face 0, so if every face is textured correctly, it will get the right info no matter what direction you build your HUD in. Regardless of if your HUD uses single face mesh planes, or 6 sided SL primitive cubes, drag textures into the texturing dialog box, not onto prim faces.
Generating the notecard data
- Find the “Data Notecard Generator – NAILS” script in your Cinnamon or Chai utilities folder. You can unpack this from the items in the Skins and Extras button on your Cinnamon or Chai HUD or find it in your inworld creators kit.
- Drag it into your linkset root prim. Keep an eye on local chat and you will see a bunch of text show up there when you drag the script into your root prim. This is important. Copy all of it from the first line to the last line.
- The Data Notecard Generator script will automatically delete itself once it has done it’s job. If you want to make changes to the textures, you will need to drag the script back in once the texture changes are made.
- In your inventory, create a new notecard. You can create it in your Cinnamon or Chai Utilities folder to keep them together with the scripts, or you can create the notecard in your texture folder with the nail textures you are using. How you organise it in your inventory is up to you. Name the notecard “Texture Data – (whatever you want here)” without the “” quotation marks. eg: “Texture Data – Orange and Red Nail Set” (the punctuation is important. The script doesn’t read anything past the – as that is for your organisation and information. It requires only “Texture Data” to recognise the notecard.
- Use the section after the – dash to add identifying information in case you want to refer to the notecard again. For example: “Texture Data – Shimmery and glittery reds and pinks” will work fine.
- Paste all of the chat lines generated by the Data Generator script into your new notecard and save it. Don’t worry about formatting the notecard for button order, or to remove timestamps or other unrelated chat, the 3rd Party Controller script in the scripting step will do that for you. Extraneous chatter and timestamps is ignored and will not add to the memory usage of the HUD script. You can paste the data in, close the notecard and never think about it again.
If you want your final HUD to have a button to CLEAR MATERIALS from the nails, you will need to apply “null” textures, paste the following lines into the bottom of your notecard – replacing [buttonname] with the actual name of your button.
Paste the null textures into the bottom of your notecard. Make sure you edit [buttonname] to be the same as the button on your final HUD
Scripting the final HUD
- If your existing HUD already has a Slink 3rd party controller and an authorisation script, you need to remove these. They will not work with the notecard you have just created.
- Find the script called “3rd Party HUD Controller” in your Cinnamon and Chai Toolkit, and right click it. Set it to the same permissions as your HUD in step 1 ie: either copy OR transfer. It will not work with both permissions available on it.
- Drag it into the contents of the root prim of your new HUD. It might complain if you have unrelated scripts in your root prim but should still work.
- Drag the newly created Texture Data notecard into the root prim of your existing HUD. If you have set it up properly as per the steps above, it will tell you it’s reading the notecard, when it’s finished, and that it’s deleting the notecard.
- Your HUD will say stuff in local chat. This will never be visible to your customers, only to you.
Initialising, please wait…
[CREATOR-MODE] Running in creator mode. Anything with [CREATOR-MODE] in front of it won't be visible to your customers!
[CREATOR-MODE] Finished reading the notecard, deleting it now!
[CREATOR-MODE] Initialisation complete - ready for action!
[CREATOR-MODE] Available memory: X.XXXXXXX kb
- Now all you need to do is test your new nails on the Cinnamon or Chai bodies. The newly created HUD will also work on Slink Physique bodies, hands and feet!
- Go forth and CREATE!!