Unified
Stage Control System: Lights, Pyros, Lasers
NOTICE: This Documentation Is For Stage Gear v1.3 or later.
If You Are Using An Older Version Than That, Your Docs Are Here: Lights 1.2
OD is proud to present its unified
Control System for
Lighting, Pyros LX, and Lasers LX. All 3 products are controlled
from a single
multi-channel HUD. Previously known as "the Light HUD",
this tool brings lighting, pyros, and lasers together in a homogenous
single
point of control.
Lights, Pyros, and Lasers are all sold
separately but
all use the same HUD. Certain HUD features apply only to lights,
or pyros,
etc. See the complete chart.
The OD Stage System is an extremely
powerful
tool. The possibilities for creating jaw-dropping visual effects
are
almost limitless. At the same time, it is a tool which is
intuitive, and
very easy to use. As any feature-packed item ... you need to read
the
instructions. You can see a demo in-world at OD's Main store on the OD
Designs
sim. TELEPORT
NOW. Enjoy!
[Testimonials][Revision
History][Assistant HUDs][Demo Stages]
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Features
- Tools
- Master control/setup HUD controls
31 channels of lights with 16 scene memories per channel.
- 12 programmable channel groups
allow you to combine channels any way you like.
- 3 types of texture inventory boxes
for adding your own textures to the HUD
- Texture Buffer Box -
Included. Buffers your textures discreetly causing them to rez
instantly for the audience. No more grey-block light beams or
pyros when textures are switched mid-show.
- Attachable "follow-me" tools for
tracking to avatars or pointing at areas of your stage.
- 12+ different light fixtures with FREE
additional light fixtures on the way.
- Ability to build your own light
fixtures.
- Appearance Controls
- Extremely detailed HUD-based
control over the appearance and movement of your light beams.
- Brightness, Glow, Ambient Lighting
Strength and Radius combine to create amazingly realistic visual
effects.
- Easy One-Touch Infinitely
Adjustable Size and Shape of Light Beams (Oval, flat and everything in
between)
- Multi-colors
- Flowing beam textures, Twist and
turn your lights to create jaw-dropping effects.
- 3 movements modes: Spin, Orbit,
and Positioning.. Each with infinitely adjustable Speed and Radius.
Buit-in Randomizing for realistic effects
- Pyros (LX)/ Laser (LX) Integration
- Fully Integrated with OD Pyro
effects and lasers (sold separately).
- Control lights, pyros, and lasers
from a single HUD
- Combine the light HUD with OD
stage Pyros and smokers for unbelievable realistic concert
visuals.
- Textures
- Use your own textures with the
Texture Inventory boxes (included).
- Ever-growing texture library with
free texture updates for life.
- Textures automatically organized
into 3 different types.
- Normal - Standard textures
that fade toward the ends of the light beam
- Flow - Optimized for flowing
movement in the light beam
- Blink - Optimized for
blinking. You control the speed of the flashing light
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- Permissions
- Control
HUD - Copy/Trans - Create
multiple HUDs each programmed to a particular show or stage
layout. Give the HUD to an assistant so they can run your
show. The number of assistants is limited. See Details
- Light Fixtures - Mod/Copy
(scripts are no-mod)
- The standard package includes
numerous light fixtures, including multi-beam fixtures.
- Password protected access - easily
changeable passwords via chat commands. NO
NOTECARDS :)
- Easily change the password of a
rezzed scene with a single chat command. If you need to change
the password of a rez-box packed lighting setup you don't have to
re-pack the lights into the rez box.. just rez and then change the
password en-mass for the entire set of lights at once.
- Channels and Scenes
- 31 Channels with 16 scene memories
per channel
- EASY Channel assignment. NO
NOTECARDS
- Copy-Paste between scene memories.
- 12
channel "Groups". Fully programmable and selectable. Affect
user-configurable groups of channels all at once.
- Built-in library of over light fixture preset memories
- Sequences
- Record and playback 12 looping
sequences of color changes, appearance shifts, movement alterations, or
any other controllable parameter.
- Once recorded a sequence can be
played back on any channel.
- Follow-Me Tracking
- 15 channels of "Follow-Me"
tracking.
- Avatar wears an invisible prim
which allows light(s) to track to him.
- The "follow" prims can be
incorporated into stage builds such that lights focus on different
areas of the stage.
- Off-World Data Storage
- Backup/Restore your HUD's
channel/scene memory and sequences to off-world storage databases.
- If you lose your HUD.. no
problem. Grab an empty one and re-load it with your backed-up
data.
- Web-based Tools
- Organize and name Scenes and
Channels.
- Create printable charts of your
HUD memories for easy use during a show.
- Coming Soon:
- Combine scene memories across
multiple different HUDs.
- Download scene settings from
the public library.
- Optionally share your scene
memories with the community
- Builder library. Build HUD-compatible items into your stage or club.
- Integrate
light-like control into
portions of your stage build itself. Excellent for glow-trim,
controlling colors and ambient lighting on prims in your stage build.
- Other Cool Stuff
- Master Kill Switch - physically
retracts all beams. Very helpful when building your stage.
- Minimizes when not in use to free
your screen real-estate.
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- HUD. This is the control HUD.
Wear it.
- NOTE: Lights, Pyros, and Lasers are sold separately.
- Light Fixtures. There are numerous
different light fixtures. Single beam, multi-beam, floor lights,
etc. Generally there is no difference in functionality across all
of the different types of light beams. ie: any light beam
can do anything. The only exception is.. the floor lights do not
respond to the various motion commands (Spin, Orbit, Pos).
- Lasers. A big variety of different laser fixtures.
- Pyros. Lots of different pyro effects.
- Texture Inventory Boxes. Normal, Flow,
and Blink. These are used for putting your own textures into the
HUD.
- Texture Buffer Box. A magic box that
buffers the textures that are in use on the HUD and eliminates the
"blank" or "grey" look you can get when a texture is loading in game.
Light Fixtures
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Laser Fixtures
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Pyro Effects
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Accessories |
- Light Beam (Multi)
- Light Beam 4x
- Light Beam 4x Floor
- Light Beam 4x
Floor (Multi)
- Light Beam 5x
- Light Beam 5x Fan
- Light Beam 8x
Floor
- Light Beam Bar 3
- Light Beam Bar 5
- Light Beam Dual
- Light Beam
Dual (Multi)
- Light Beam Single 2
- Light Beam Single 3
- LIght Beam Single
4
- Light Beam Single 5
- Light Beam Skull 1
- Light Beam Skull 2
- Light
Beam Sphere (Multi)
- Light Beam Sphere 1
- LIght Beam Sphere 2
- Light Beam
X 5
- Light Beam X 9
- Light Single 1
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- LASER Dual Cone
- LASER Dual Cone Truss
- LASER Dual X
- LASER Dual X
Truss
- LASER Fan
- LASER Quad Cone
- LASER Quad Cone Truss
- LASER Quad
X
- LASER Quad X Truss
- LASER Single
- LASER Single Cone
- LASER
Star
- LASER Triple Cone
- LASER Triple Cone Truss
- LASER X
- LASER
X-Wing
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- PYRO FireBall 1.3
- PYRO Flame Spurt Tall 1.3
- PYRO Flame Star
- PYRO
Helix 1.3
- PYRO Jet Flame 1.3
- PYRO Lighting Tall 1.3
- PYRO Particle
Explosion 1.3
- PYRO Particle Fire 5 Col 1.3
- PYRO Particle Fire Col
1.3
- PYRO Poof 1.3
- PYRO Rain 1.3
- PYRO Side Smoker 1.3
- PYRO Smoke
Colomn 1.3
- PYRO Smoke Wall
- PYRO Smoker HalfRound 10meter
- PYRO Smoker
HalfRound 20meter
- PYRO Smoker HafRound 30meter
- PYRO Smoker Round
1.3
- PYRO Snow 1.3
- PYRO Sparks 1.3
- PYRO Sparks 5x
1.3
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1) Wear the HUD
- The HUD will attach to your screen generally on the left
hand side. Feel free to attach it to whatever HUD attachment
point you like. You can also select the HUD for edit and move it
around on your screen. If you inventory tells you the HUD is
attached but you can't see it you may be able to find it . . . I
Can't See My HUD
2) Set Password and Operation Channel
- The first thing you will want to do is to set a password in
the HUD. The password ensures that no one else can control your
lights. Click
at the top of the HUD. Select UTIL then
PASSWORD. The HUD will prompt you to chat your password on
channel 900. In open chat type....
/900 pword
Obviously you will use your own chosen password and not "pword".
Additionally, you may want to set an "OpChannel". This is the command
channel which your lights operate on. The default channel is zero. If
you experience interferance with someone else's Light HUD (which may
appear as extreme lag). Change your OpChannel to something else. To set
a channel, Click at the top of the HUD. Select UTIL then
OPCHANNEL. The HUD will prompt you to chat your OpChannel
of choice on channel 900. In open chat type....
/900 334
NOTE: Valid OpChannels are 0-99999.
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3) Setup Light
Fixtures, Pyros, Lasers
- Decide which lights you want to setup first. For
example: Overhead beams at the front of the stage.
- Rez some lights on the ground. Find one you like and
position it.
- Set the Channel. Select the light fixture for
editing... edit the description. Change the
description to the channel number you want these lights to respond
to. NOTE: Some of the light fixtures will have additional
text in the descriptor. You may see NOMOVE or other similar
stuff. Leave that text intact. The channel number is the
first few characters of the descriptor.
- Once the channel is set in the description you can drag as
many copies of that light fixture as you need.
- Repeat the process choosing and arranging light fixtures to
suit your needs.
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4) Reset the System
- When you are finished arranging light fixtures (or just
want to test what you have done so far). Click
at the
top of the HUD. Choose RESET from the blue popup menu. This
ensures that all of the lights re-initialize to the channel they are
supposed to be on.
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5) Test
- Choose a channel and a scene number. Try changing
colors by clicking color buttons on the HUD. The lights in your
selected channel will respond to color commands. You are
now in control of your lights.
- Repeat steps 3,4,5 as needed :)
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Controlling the appearance of your
lights is easy. The process basically goes like this... |
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- Select a channel (0-31) and a scene
(0-15).
Lights are generally controlled in groups. A "channel" is
a group of lights that respond "together" to commands issued from the
HUD. You can use a maximum of 31 channels,
of lights. The channels are numbered 0-30. Any number
outside of the range 0-30 will show up as channel 30.
Each channel has the capacity to remember 16 different scenes.
(0-15) A scene is simply.. the appearance and behavior of the
light fixture.
- Edit the appearance of the lights by
manipulating the various controls on the HUD. Bright, Glow,
Colors, Texture, Movement, etc.
- When you achieve a setting you like
click the green SAVE button. This saves the appearance
into the selected scene (0-15)
- Repeat the process. Select the
next channel where you have lights and tweak the appearance as you
like. SAVE your work with the green SAVE button
before moving to a different channel/scene.
- At any time you can recall your saved
scenes simply by selecting the channel and scene you want.
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 to get
the popup menu. Select UTIL then COPY.
Next, choose the destination channel/scene, click to get
the popup menu. Select UTIL then PASTE.
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Preset Library 
The
Stage Control HUD comes with a built-in library of presets. Click
the clipboard button at the top of the hud. This is a set of
pre-configured settings that will get you going quickly.
The X button hides the library. The < > arrow buttons slide the library panel left and right.
How To Use the Library
- Rez some lights, assign a channel, reset the HUD, make sure you have control of the lights.
- Choose a HUD channel where you have some active fixtures.
- Choose a Scene button (0-15)
- The green SAVE button will appear.
- Open the library. Hit numbered buttons until you like what you see.
- Hit SAVE to store the current view into a channel/scene memory.
- Repeat. That's it.
Library Sections
ONE |
Description of this section to follow....
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TWO |
Description of this section to follow.... |
THREE
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Description of this section to follow.... |
FOUR
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Description of this section to follow.... |
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Face Light
Attachments
In the Lights package you get a "Facelight"
attachment. This small invisible prim is an ambient light which
responds to HUD commands much the same as any other light
fixture. Setup is the same as other lights.
- Rez it (or wear it)
- Hit CTRL-ALT-T so you can see it. It's
small and invisible.
- Give it a channel by editing the
descriptor. IN THE
DESCRIPTION YOU WILL SEE SOMETHING LIKE THIS
{88733-2993772-AADFE-233} LEAVE THAT PART ALONE.
Only edit the beginning number, which tells the face light which
channel it will be.
- RESET the HUD.
- You will see a "face" button appear among the light channels. Select it.
- Choose a COLOR, some AMBIENT, and REACH. The Facelight will respond to all of these commands.
- You can also save presets in SCENES, just the same as regular light fixtures.
TIP: Facelights look pretty good with high AMBIENT and low REACH
settings. Too much reach will bleed all over the stage.
TIP: You don't have to wear the facelights. You can put
them anywhere on the stage, or link them into your stage as well.

Channel Groups.
As with any
decent RL light or sound control
console, channels may be gathered together into groups. There are
12 groups (A-L). Each group may control one or more
channels. Each group button is preset to control a certain set of
channels. Touch the various group buttons (A-L).
Different sets of channel buttons will turn green. Any HUD
command (color, size, etc) will affect all lights on all of the green
channels.
It is also possible to customize each group to include whatever
channels you like.
- Click
to get the popup menu. Select UTIL
then SETUPGROUP.
All of the group buttons will turn yellow.
- You will be prompted
to choose the group you want to customize. Click one of the
yellow group buttons.
- The group button you
choose will turn red. All other group buttons will
dissapear. All of the channels currenly selected for this group
will turn green.
- Click the channel
buttons to select (or de-select) whatever channels you want to have
active for this group.
- When you are
finished selecting channels, click the red group button again.
Groups are a
very
powerful feature. With just a little practice you can affect
massive scenery changes with very few button clicks. Possibly
the BEST use groups would be to recall a certain scene on multiple
channels once. For example: Select Group A (it turns green
along with
all of the channels contained in the group).. next choose a
scene. All
of the devices on all of the channels in Group A will recall their
respective scene in one fell swoop. Very useful for drastically
changing the stage with a single mouse click.
Caveat: Channel 31 cannot be assigned to a group. Let's not
worry about why, its one of those nerdy computer things. Please
enjoy the full joy of 31 channels (0-30) which ARE assignable to groups. |
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Many of the
appearance properties are controlled by a 3-panel control button.
- There
is a center panel which can be clicked anywhere along its length.
It gives less - or - more of the effect depending on where you
click it.
- The left hand button sets the property to a minimum value
- The right hand button sets the property to its maximum value
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Some of the 3 panel
control buttons have 2 ranges.
- Note the horizontal line across the center panel.
- The top half of the button gives you full range control,
min to max.
- The bottom half of the button gives you a finer degree of
control in the lower portion of the range. This is useful for some
parameters where you may want a "little" of the effect and its hard to
select with the full range controller.
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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.
HOLLOW - Allows
you to creat the illusion of dual nested light beams. You can control
the size of the inner beam.
MULTI-BEAM
- As of version 1.3, there are multi-beam versions of many of the light
fixtures. The multiple beams can be configured to "nest" into each
other different ways. To play with this feature, rez a "multi" style
light fixture (one with MULTI in the name), bring it online, and play
with the 5 positions of this switch. Try combinations of this will
different amounts of HOLLOW and different SIZE settings. You can get
some pretty cool effects. Also rememeber to try LenReps WidReps and
FLOW.
AMBIENT -
controls the strength of local ambient light emitted by the light beam.
A
WORD ABOUT AMBIENT LIGHT. A typical SL viewer will only render 6
ambient light sources. The AMBIENT setting will source
light from every beam
in the channel. So, its a really good idea to be SPARSE with your
AMBIENT light settings. Turn AMBIENT OFF on the vast
majority of your fixtures. I generally have a channel with 3-4
beams and do most of my ambient light from that channel.
Use GLOW in other beams to simulate light.
REACH - controls
the radius of the ambient light
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COLORS Choose
colors from the color panel.
BEG, END
Select BEG and END to program begin and ending colors of particle
effects. This lets you fade particles from from one color to another.
With lights and lasers, always use the BEG color.
CLR SPEED.
This controls the speed of random color switching. Clicking
on the left side of the button selects slow random color cycling.
The right side of the button selects faster color cycling. There
are 2different modes. Click
in the upper 1/2 of the button and the all of the beams in a fixture
will cycle colors together. Click in the bottom 1/2 of the button and
various beams of a fixture will each cycle with diffent colors. This
can create some beautiful effects when using (multi) light fixtures. Some tips...
- Using (multi) light fixtures click the lower 1/2 of the CLR
SPEED button. Set a little glow. The overlapping colors can
create some beautiful effects.
- Rez a multi-head flame pyro such as the Particle Fire 5 Col.
Click the lower 1/2 of the CLR SPEED button. Each fire column
will cycle with different color fire. You can turn on some
Fixture Orbit.
- etc.
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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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You can cause
motion on lights in 2 different ways: PRESET and MANUAL.
The PRESET mode allows you to choose from several different
pre-configued motion configurations. MANUAL mode lets you
experiment and tweak things to your own liking.
INTERESTING
NOTE: I like to put powerful tools in the hands of the operator
and let them create at their own free will. This give you
tremendous flexibility to create various visual effects.
Some will be very realistic. Some may be very surreal.
Beauty is in the eye of the beholder :)
If you want to tweak and
experiment with motions manually, click the MANUAL button. You
will see 2 different sets of controls. One for FIXTURE and
one for BEAMS.
The FIXTURE buttons control the movement of the entire light fixture
including
the base light "can". In BEAM mode, the light (or laser) beams
themselves can
move freely even if the base "fixture" is not moving. On Light
beams this can cause it to look "wrong". There are "special
effects" applications using different textures and BEAM motions on
light fixtures that do look very cool.
The best way to see how the FIXTURE and BEAM motion modes can interact
with each other is to rez a (Multi) laser fixture and try different
combinations of moves (or play with the motion presets under the PRESET
button)
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.
NOTE:
If the fixture is pointing straight up (or down), spin may not have any
visible effect. In this case you can use ORBIT to achieve the
desired results.
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.
NOTE:
If the fixture is pointing straight up (or down), spin may not have
any visible effect. In this case you can use ORBIT to achieve the
desired results.
STOP - stops the
motion and returns the light to its original position.
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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To use the pre-configured motion setups click on the PRESET button. You will see various sets of buttons.
SIMPLE - These presets are all FIXTURE style motions and do not use any BEAM movements. These fixtures are generally good for:
SPIN - In these
presets the FIXTURE motion is set to SPIN with the BEAMS being moved in
several different ways (SPIN, POS, and ORBIT). These fixtures are
generally good for:
POS - In these
presets the FIXTURE motion is set to POS (periodically re-positioning the entire light fixture) with the BEAMS being moved in
several different ways (SPIN, POS, and ORBIT). These fixtures are
generally good for:
ORBIT - In these
presets the FIXTURE motion is set to ORBIT with the BEAMS being moved in
several different ways (SPIN, POS, and ORBIT). These fixtures are
generally good for:
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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.
- Wear your HUD which contains all presets for the show you are
about to do.
- Rez the buffer box in-world. It can be hidden under your
stage.
- Click
. Select UTIL from the blue popup menu then PreLoadTxture.
- Give the HUD a few moments to communicate with the texture box.

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.
Follow is included with Lights, Lasers, and Pyros.
- There are 15 channels of "Follow". Meaning.. you
can send a channel of lights to point to any of 15 different locations
on the
stage.. or moving avatars.
- The follow-me prims are copy-trans. You can give them
away to whoever needs one, or include them in your builds as needed.
- The follow-me prims are named according to their channel. OD
Lights Follow Me #1, #2, etc.
- THIS PART IS IMPORTANT:
Because of security reasons.. ie: keeping someone else from changing
the password in the follow-prims, before you use the follows they need
to be "initialized" by you the owner. It only has to be done
once, but it does have to be done. Follow this step-by-step
process.
- 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.
- Click
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.
- NOTE: If you change your HUD password the follows you have
given away will stop working. You will need to repeat the
step-by-step process and give new copies to your performers.
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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Setting Up The Follow-Me Attachment - The Fine Print
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:
- Rez the attachment on the ground. Choose a number for
this attachment. The lights will follow attachments numbered from
1-15. Enter the number you want to use in the prim's
DESCRIPTION. This is the exact same process as setting a channel
for a light fixture.
The prim is invisible so you may need to Ctr-Alt-T so you can see
it. Feel free to rename the prim as well.
Obviously you will use your own chosen password and not "pword".
- The follow-me prim is now ready. You can pick it up
and give it to whoever you like.. or link it into your stage build.
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Stage Trim Accessories
The "Stage Trim Accessory Light"
is a generic, full-mod/copy permission prim which contains HUD-responsive scripts. This
prim responds to COLOR, AMBIENT, REACH, and other Light HUD
commands. The idea is that you can integrate light-hud
responsive prims into your stage builds. Excellent for
tinting portions of your stage, adding glow-trim, etc. All
controlled from the same Light HUD.
Included in Lights, Lasers, and Pyros.

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.
- Select a channel and get control of the lights on that
channel.
-
Click
for the blue menu. UTIL then RECSEQ
- Touch
a numbered SEQ button. This select the sequence "slot" that you are
recording into. This number has nothing to do with channels or scenes.
- The numbered sequence button will turn red. This means you
are recording into that sequence slot
- Play with settings on the HUD. colors, size, effects,
movements ..etc etc. everything you do will be recorded as a sequence.
- When you are done hit the STOP button next you your
actively recording (red) numbered sequence button. Recording stops.
- To
play the sequence back touch the numbered sequence button again. It
will turn GREEN. Your sequence will be played back in an infinite loop.
- To stop playback hit hit the STOP button next you your
actively playback (greed) numbered sequence button.
- Sequences are VERY powerful. Consider the following
possibilities...
- You can playback multiple sequences at
once.
- A
sequence can issue commands on multiple channels. Whatever channel you
issue a command on, is the same channel the command will be issued on
when you playback the sequence.
- You can send commands to any given channel from
multiple sequences at once.
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 |

Using your own textures with the lights is easy. There are 3
different
"types" of textures
- 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).
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.
- Choose a box and rez it. (you can also "wear"
the box if you prefer) Drop your texture into the box's
contents. Touch the box. It will turn green for a few
seconds.
- When the box is no longer green you can pick it up and keep
it.
- On your HUD,
Click
for the blue menu. UTIL then TextureBank.
- The HUD will load your textures into its menus.
- Now you can use your textures in the light system.
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MAKE LIGHTS FALL TO THE GROUND
It is possible to make the light
fixtures fall to the ground. Hey, sometimes things go
wrong. People get hurt (fortunately not in-game)
:)
Click the
button at the very bottom of the HUD. You will get a confirmation
menu. Light/Pyros/Lasers will fall to the
ground. NOTE: If a fixture is already on the ground..
or perfectly balanced sitting on a high surface, it may not be
able to fall. Your mileage may vary.

Make
sure your HUD is version 1.2a or higher
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.
Additional DataStore
functions:
Save Scene.
Backs up the current scene only.
Get Scene.
Restores the current scene only.

Click
to access the blue drop down menu..
HELP
|
Brings you to this page.
|
RESET
|
Resets the HUD and brings all light fixtures online. This is what happens during a reset...
- All of the HUD channel buttons dissapear
- The current password and OpChannel are sent to the light fixtures (lights/pyros/lasers)
- The fixtures connect with the HUD and become active.
- The HUD re-displays channel buttons which have active fixtures rezzed.
Only the owner of the lights can reset them.
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RECSEQ
|
Start the recording of a sequence. See Sequences for details.
|
SETUP GROUP
|
Program which channels are active on each group. See Channel Groups for details.
|
DATA STORE
|
The backup / restore menu. See Data Store Functions for details.
|
SHOW ALL CHANNELS
|
Force all of the channel buttons to be visible. Ordinarily only the channels which have active fixtures will be visible.
|
MNIMIZE
|
Minimize the HUD so it takes up very little screen space.
NOTE: Any running sequences are STILL RUNNING even when the HUD is minimized.
|
RETRACT ALL
|
"Retracts" the light fixtures. This becomes
very
useful when you are adjusting your builds and need the light beams to
move up
out of your way. It can also be used as a black-out function. |
UTIL
|
Shows the Utility menu. See below
|
The UTIL menu
INFO |
Tells interesting information about the HUD such as:
|
PASSWORD
|
Set the Password. Details
|
OPCHANNEL |
Set the OpChannel. Details |
NAME HUD
|
Give the HUD a name. You have to rez the HUD on the ground for this to work.
|
PRE-LOAD TEXTURES
|
Load textures into the magic anti-gray buffer box. Details
|
TEXTURE BANK
|
Re-load
textures into your HUD. This updates your light texture
selections. You will have access to all of the standard textures
and textures that you have added to the system. See Adding Your Own Textures
|
UPDATE SCRIPTS
|
Install a script update. Details
|
DEFAULTS
|
Resets all of the channel/scene memories to factory "blank". This wipes out all of your store scene data. All of your scene memories and sequences
will be erased and replaced with factory defaults - plain white beams
and no sequences at all. Obviously.. BE CAREFUL |
COPY
|
Copies
the currently selected channel/scene setting to in internal
"scratchpad" memory buffer. Use this in conjunction with
PASTE to copy and paste settings from one scene to another.
Detail
|
PASTE
|
Pastes
the the scene which was COPY'd into the currently selected
channel/scene memory. Use this in conjunction with COPY to
copy and paste
settings from one scene to another. Detail |
DEREZZ ALL
|
Deletes
every light/pyro/laser fixture within 100 meters of the HUD
wearer. Very useful for cleaning up an area. This
only works if the HUD user is the owner of the fixtures.
|

Certain features and functions
require you to register and login to the Lights
Management Website. Its easy:
- Rez the item: OD Lights Web Registration Orb then
touch it. You will be registered. It gives you a
password. Use that password and your SL name to login at http://www.odmusic.info/odonline/main.php
- Find the lights section. It will look something like this:

- You will see a list of all of the HUDs that you have backed up.
- You can also click on ADD A PERSON to share each HUD with avatars
of your choice.
- Clicking on the name of the hud brings a form where you can edit
the names of channels and scenes. This is useful for making condensed
printouts on hard copy to keep handy when running your shows.


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.