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Features
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1) Wear the HUD
2) Set Password
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3) Setup Light Fixtures, Pyros, Lasers
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4) Reset the System
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5) Test
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| Controlling the appearance of your lights is easy. The process basically goes like this... |
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Copy and Paste. If you have a scene
you'd like to copy into another scene slot, its simple to do. Select
the channel/scene you want to copy. Next,click
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Master and SubGroup Channel Control. Channels are
arranged into to 2 sub-groups 0-15 and 16-31 plus an overall
Master [ALL] Control. Notice on the HUD how they are arranged into 2 columns.
there is a group select button Offline Backup. The floppy disk button is an off-world backup button. More about that later. When you are selected on a channel and scene, hit the Floppy Disk button. The scene is save, not to the HUD memory, but to OD's off-world database. You can retrieve those settings using the DataStore features. Describe below. |
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Many of the appearance properties are controlled by a 3-panel control
button.
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ON - Turns the device ON with a preset brightess, glow, and ambient
light
OFF - Turns off the brightness, glow, and ambient light POP - Turns ON, waits a few seconds, then turns OFF BRIGHT - controls the transparency level of the beam. GLOW - controls the amount of glow in the light beam SIZE - this is a 2 dimensional control panel. click around in the block to size the beam from long and skinny to short and wide and everything in between. OVAL - controls the roundness of the beam. Min values create a flat triangular beam. max values create a perfectly round beam. LenReps - controls the texture repeats down the length of the beam. WidReps - controls the texture repeats around the circumference of the beam. AMBIENT - controls the strength of local ambient light emitted by the light beam. REACH - controls the radius of the ambient light |
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| Texture - choose a texture. Textures come in 3
types
Normal - these are normal fade-out textures that have a smooth faded edge. Blink - these are designed to blink on and off. The speed of the blinking is controlled with the BLINK button. Flow - these textures do not have a faded bottom edge. They are designed specifically to be used with the FLOW control (below). You can add your own textures. Find out how HERE |
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| BLINK - This is the speed of the "blink" when you
have selected a blinking texture. Remember: Not all textures are
designed to blink. Only blinking textures will actually blink.
FLOW - causes the light beam to "flow" from top to bottom. This button controls the speed of the flow and direction ie: top-to-bottom or bottom-to-top TURN - causes the beam to rotate. This button controls the speed and direction of the rotation. "Turn" can be used in combination with various textures and other controls to create some VERY cool visuals. TWIST - causes the light beam to twist along its length. This button control the amount and direction of the twist. |
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| SPIN - causes the light
beam to spin around its endpoint. Meaning.. if the light is
pointing at, say, a keyboard.. SPIN will make it spin around that
keyboard. The SPEED and RADIUS controls are in effect.
POS - cause the light to periodically reposition itself. SPEED controls how often the light will move to a new position. Radius controls the distance away from original "home" the light will move. ORBIT - causes the light to rotate in full circles. Orbit is quite effective when combined with RANDOM. STOP - stops the motion and returns the light to its original position. |
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| SPEED - controls the
speed (and in some cases direction) when the light is in motion.
See SPIN, POS, and ORBIT. In ORBIT mode, speed controls the speed
of rotation as well as the frequency of re-randomizing the motion.
RADIUS - controls the lights range of motion. See SPIN, POS, and ORBIT RANDOM - in SPIN mode the light will spin in a random radius and speed around its target. In ORBIT mode... RANDOM puts the light into a ever re-randomizing pattern. |
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The Texture Buffer Box is a magic little box that eliminates the "gray box" textures in world that many spectators may see when a pyro is first activated or textures are changed on the light.
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Tracking is where you put the lights into a "follow-me" mode. The follow-me target is a small invisible attachment. When enabled, the lights can point at a person who wearing the attachment, or point at a particular place on the stage where the prim may be linked into the build.
- Set a password for your HUD. Click here if you don't know how.
- Wear your HUD
- Look in your inventory and find the object OD Lights Follow Me #1. Wear it.
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at the top of the HUD. Choose RESET from the blue popup menu. You will see the follow prim report in chat, something like this...
OD Lights Follow Me #1: New password has been set
The Follow Me object has now learned your HUD's password.
- Detach (un-wear) the Follow Me object.
- Repeat steps 3-5 with all of the Follow Me's in your inventory.
- Now just give each person the follow channel you want them to have, and have them wear it.
| To activate "following" choose select the channel of
lights that you want to point at the follow-me prim. Remember..
lights are organized into channels 0-31. Once you have selected
the channel of lights you want to put into follow-mode.. simply click
the follow index that you want them to point to. Remember..
there are up to 15 different "follow" prims.
STOP - stops the following action and returns the light to its original rotation. |
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Included in the package are follow-me objects for all of the follow channels, so you don't really need to program them... but this is how they are setup.. just in case you want to change the channel:
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Sequences are strings of commands recorded as you click the HUD
controls. These can be played back on a light channel. This
gives you the capability of recording and playing back color changes,
beam sizing commands, movements, texture changes, etc, etc.
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Adding Your Own TexturesUsing your own textures with the lights is easy. There are 3 different "types" of textures
When you add a texture, you are adding it into one of these three categories. |
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In your lights folder there are 3 "Texture Inventory
Boxes" Normal, Blink, and Flow.
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One of the most powerful aspects of the OD Light HUD is the ability to backup and restore its memories. The HUD memories are backed up 100% off-world databases. This means that they are 100% immune to data loss in-game. If you loose your HUD, or SL eats it, just get a free replacement, name it, and restore the data from your backup. Simple as that.
Naming Your HUD. When you backup your HUD the data is stored according to the name of the HUD. For example, you have a HUD that contains all of your setting for your "Main Stage". You will want to name the HUD something like.. "Light HUD Main Stage". The HUD itself is no-mod so you cannot rename it directly.
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Backup Up Your HUD. After programming your scenes and naming your
HUD, you are ready to do a backup. Click |
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Restore Your HUD. Backing up is useless if you can't restore the
data you backed up! :) Click |
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Additional DataStore functions:
Save Scene. Backs up the current scene only.
Get Scene. Restores the current scene only.
| Reset HUD To Defaults | Click |
| Reload Texture Bank | The set of textures available in the HUD is downloaded from OD's
central database. Periodically there will be free updates.
When you wear your HUD it will check for new textures. If there is
an update available it will let you know. To download the latest
textures Click |
| Hide the HUD | Click |
| Retract Lights | Click
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Certain features and functions require you to register and login to the Lights Management Website. Its easy:


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By purchasing this light system you are acquiring a "license to use" the software and scripts contained therein. This license is non-exclusive and non-transferrable. At it's option OD Designs will provide you with various upgrades. Such upgrades will carry their own "license-to-use", may be mandatory upgrades, and will terminate your "license to use" the older version.