Space Engineers

Space Engineers

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Rich HUD Master
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Type: Mod
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26.674 MB
10 jan 2020 om 20:26
7 nov om 14:18
79 wijzigingsnotities (weergeven)

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Rich HUD Master

Omschrijving
This is not a mod. This is the master module of the Rich HUD Framework: a set of shared tools made to help modders create custom GUI. It's not strictly necessary for you to subscribe to this. If you have a mod that uses this, then it should be loaded automatically.

Introduction:
This is a framework for creating custom retained-mode GUI in Space Engineers workshop mods using the billboards supplied by the mod API. It's nothing fancy, but it has most of the basic functionality you'd expect from a UI framework: UI layering, configurable keybinds, windowing, and a decent library of common UI elements. For more information, see the readme[github.com] for the Client module and the example mod[github.com].

Discord:
If you have questions, feel free to message me on Discord at DarkHelmet#8946. I'm on Keen's Discord[discord.com], but I'm not usually in chat. Either ping me or PM me.
Populaire discussies Alles weergeven (3)
10
9 aug om 1:26
List of Mod's for Rich HUD Master
dRuPpI
111 opmerkingen
Dark Helmet  [auteur] 55 minuten geleden 
@IotaSphere, I've sent you a DM on Discord.
IotaSphere 3 uur geleden 
@Dark Helmet
I've tried using the CamSpaceNode to rotate a TexturedBox but by default the node is centered in the middle of the screen. I can't seem to figure out the steps to move the node back to where the widget should've been.
I've tried modifying the TransformOffset but I'm not sure the exact steps to convert pixel space coordinates to the coordinates used for the CamSpaceNode.
Dark Helmet  [auteur] 18 uur geleden 
@IotaSphere, yes, RHF can be used to make a mod that renders arbitrary textured quads with tinting and rotation, using Space Engineers' billboards.

Quick technical bits:

- Normal rotation is done via matrix transform on groups of UI elements via HUD Space Node.
- Per-quad/sprite rotation requires you to recalculate the four vertex positions for each quad (2D or 3D).
- Texturing uses the built-in billboard system with Transparent Materials [spaceengineers.wiki.gg].

To get a clearer idea of what my framework actually does, you may want to check out the overview here [github.com]. If you're having trouble figuring out where to start, then the modding-programming channel on the KSWH Discord (linked in the description), may be better.
IotaSphere 18 nov om 19:05 
@Dark Helmet
Does this mod support rendering images or sprites along with rotating/coloring sprites?
Grey-dUd 19 okt om 12:35 
Broken after last patch, Ded. server is shuting down
VUL7UR3 23 jul om 13:03 
Same here. Last update to this mod screwed something up.
Shaquille Oatmeal 29 jun om 16:10 
this mod causes my cursor to flicker on the screen even when im not in a menu, also moving around when i look around, ive tried everything i can think of.
FEEÐBACK 8 nov 2024 om 3:50 
Any chance to add an option to change UI size to fix issues on economy screen store contracts screen and faction creation on 32:9 (5120x1440) ? :/
HawkyHawk 24 okt 2024 om 12:19 
Update, said bug has been encountered when disconnecting any grid w. merge blocks.
HawkyHawk 23 okt 2024 om 8:30 
@Dark Helmet

Currently, this mod will cause a bug when a "pseudo" connected merge block is connected.
The error occurs, when a projected small grid contains a merge block which is turned off, facing a another merge block upon which it is printed. When the merge block from the small grid blueprint is toggled on, an error "Missing blueprint" or similar will be spammed to the client.

The error can be avoided by saving blueprints with merge blocks on, but thought it might be nice if it was fixable. I believe the new update changed some file destinations?

Thanks for the mod btw, cool stuff