Space Engineers

Space Engineers

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Rich HUD Master
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Type: Mod
File Size
Posted
Updated
26.674 MB
Jan 10, 2020 @ 8:26pm
Nov 7 @ 2:18pm
79 Change Notes ( view )

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Rich HUD Master

Description
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.
Popular Discussions View All (3)
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Aug 9 @ 1:26am
List of Mod's for Rich HUD Master
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111 Comments
Dark Helmet  [author] 7 hours ago 
@IotaSphere, I've sent you a DM on Discord.
IotaSphere 9 hours ago 
@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  [author] Nov 19 @ 5:26am 
@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 Nov 18 @ 7:05pm 
@Dark Helmet
Does this mod support rendering images or sprites along with rotating/coloring sprites?
Grey-dUd Oct 19 @ 12:35pm 
Broken after last patch, Ded. server is shuting down
VUL7UR3 Jul 23 @ 1:03pm 
Same here. Last update to this mod screwed something up.
Shaquille Oatmeal Jun 29 @ 4:10pm 
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 Nov 8, 2024 @ 3:50am 
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 Oct 24, 2024 @ 12:19pm 
Update, said bug has been encountered when disconnecting any grid w. merge blocks.
HawkyHawk Oct 23, 2024 @ 8:30am 
@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