The elements of the HUD may be configured through the “Configuration” menu, under the “GPHUDClient” entry.
These values can be selected and edited by clicking on the names, and generally, unless you know what you are doing, you should “Edit” the top most value (listed as the Instance value).
HudText
and HudTextColor
- these control the text the player will see directly about the HUD elementLogo
- this configures the UUID of the logo textureRpChannel
- allows you to change the channel (from the default of 2) for RP chat… stuff the user says on this channel will be repeated but prefixed by the character's nameTitlerText
and TitlerColor
- these control the floating text that everyone can see above the player's head.WidthMultiplier
- currently doesn't work :P sorryThe main section of this page is made up of 6 “pairs” of configuration details for the quick action buttons. They are numbered from left to right, top to bottom (top left is 1, top right is 2, etc).
Each of these quick buttons may be individually textured and bound to a specific command (including aliases). If you are uploading textures specifically for these icons you should probably try small sizes such as 64×64 or 128×128 as the target area is small and this will reduce texturing transfer, time and memory for your users (as with all texturing).
In addition to this, you may configure and create menus. There is a special menu called “Main” which is the first menu opened when the user clicks on the hud. All menus create a command that invokes them (e.g. “menus.main”) which can then be added to quick buttons or other menus (so a menu may have a button that opens another menu etc…. this is an easy way of implementing confirmation boxes too, link the action to a menu that contains 'are you sure yes/no' and link the action to 'yes' its self).
The layout of the menus is awkward due to the way they are implemented in second life - the ordering of the buttons here is from left to right, but BOTTOM TO TOP.
Note the mentioned limits - only 12 characters tend to fit in dialog box menus on screen, and Second Life internally truncates buttons at 24 characters, thus no button may be longer than 24 characters label, and those 24 characters must be unique for that menu.