Quote: "you could make multiple textures each having a different number defining how much ammo you have, and a script inferfacing with the gun so depending on how much ammo you have left, a different texture with the corrisponding texture with the number is on the gun.
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thats almost what I was thinking, except then I would have to make an infinte # of textures, which could really take up alot of space.
I would probably have to make a 1x3 plane (or 1 by 2 depending on how much ammo there is per clip) that sits just above the gun display, and the individual boxes of 2 faces would have to have different textures, and those textures would have to be called on. the 3rd digit would remain transparent until the ammo goes beyond 99. so then I would only have to make a texture of the number 1, 2, 3, 4, 5, 6, 7, 8, and 9.
But what would you do to show the number of bullets you have left in total then? I would probably have to make another 1x3 plane thats smaller, move it on the 3d model just under the other gui plane, with the same proporties except the different texture would be called on when you reload, etc. see what I mean in the pic I attached.
But I bet then the next concept can be applied to various other displays, such as compasses or things of that nature, like radar, couldn't it?
you could even have the gui move around via animations, which would be called on when the gun is interfaced, if the're free floating on planes, like some sort of the gun displays in dead space.