HUDs
The boost bar, the item slot, the timer, the player heads frame. Every piece is a texture you can replace.
The HUD archive
Custom HUD packs with previews and one-click install are the next category after skins. The archive will host them like skins: a preview of the bar and the item slot, a zip, and the install steps.
Where the HUD lives
…\SpeedRunners\Content\UI\MultiplayerHUD\ holds about 28 textures: BoostBar.xnb, BoostBar_Half.xnb, Bar.xnb, boost_icon.xnb, PowerUp.xnb and PowerUpBackground.xnb (the item slot), clock.xnb (an atlas), HudHeadBackground.xnb (the frame around the player heads), Star.xnb / winStar.xnb, Point.xnb, LabelWinner.xnb, SuddenDeath*.xnb…
Each is a plain texture (.xnb of a Texture2D). The skin editor's converter reads and writes that format, so a HUD texture is: decode, repaint the PNG, encode, replace.
Replace a HUD texture by hand
- Back up the
.xnbyou want to change. - Convert it to PNG (any XNB extractor, or drop it on the editor's converter when it lands), paint it, keep the size.
- Convert back to
.xnband put it in place. - The game reads the file when a match starts.