Why on earth would you want to put the characters in separate textures?
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Now, as far as using HUD functions, I'm not sure what's possible by manipulating the scenegraph. We'd have to get Hrnchamd in to talk about that and describe exactly what could be manipulated there, but if it is a series of polys being drawn (I assume they're drawing tris or quads), there's a lot that can be done lower-down if we can find the right intercept points.
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Now, as far as using HUD functions, I'm not sure what's possible by manipulating the scenegraph. We'd have to get Hrnchamd in to talk about that and describe exactly what could be manipulated there, but if it is a series of polys being drawn (I assume they're drawing tris or quads), there's a lot that can be done lower-down if we can find the right intercept points.
Because I have no idea how to use a character map with the HUD functions. :cryvaultboy:
I think the best solution would be to open up the possibility to edit the actual pieces of the HUD with the functions, like as if there was some preset reference ID that would reference each element. That way, rather than disabling everything, we could alter them into anything we want. Change the textures into blank ones, move the weapon and spell icons to another area, etc.. But that's just dreaming at this point.
The next best idea to me would be changing the "lock" behavior of the right-click windows when you click the little boxes in the corners. When you "lock" the window, it removes the HUD element but keeps the window glued on screen at all times. If we could click the box and remove the element but still keep the window right-click-only, then everyone could pick what to keep on screen.