Minimap-Editor
Gib deinem Server seine eigene Minimap. Wähle eine Form oder lade deine eigene Maske hoch, verschiebe und skaliere sie auf einem echten Bildschirm, stelle Rahmen, Glow, Ringe, Blip-Clipping, Zoom und HUD-Farben ein und sieh beim Bearbeiten, wie sie über der echten Karte von Los Santos liegt. Lade eine komplette Resource herunter: die Masken-Texturen, das Lua, das jeden Wert anwendet, und eine README, die jeden einzelnen erklärt.
Dieses Tool und seine Hinweise sind vorerst auf Englisch.
What a minimap resource can actually change
The minimap looks like one thing on screen, but it is four separate systems. Knowing which one owns a value tells you how to change it, and what it will clash with.
- The mask. The shape is a texture called
radarmasksm(small map) andradarmasklg(expanded map) that lives in the game's own graphics texture dictionary. Only the silhouette matters, the colours in it do not show up. This page draws that texture for you. - The six rectangles.
minimap,minimap_mask,minimap_blurand the threebigmaprows come fromcommon/data/ui/frontend.xml. They set the anchor, position and size.SetMinimapComponentPositionwrites the same fields at runtime, so no file has to be replaced. - HUD colours. Health bar, armour bar, damage flash, waypoint, route line and the blip colours are entries in
hudcolor.dat, by index.ReplaceHudColourWithRgbasets them at runtime andGetHudColourreads the original back so you can restore it. - The scaleform.
minimap.gfxdraws the health and armour arcs, the border, the sonar sweep and the depth gauge. You can call into it (SETUP_HEALTH_ARMOURhides both arcs) but you cannot restyle it without rebuilding the movie, which breaks with every game update.
That last point is why the resource this page builds draws the border, the glow and the extra rings itself, on a small overlay page that lines up with the same rectangle the Lua gives the minimap. Nothing from the game is replaced, so it survives updates and does not fight other HUD resources.
How to use it
- Pick a preset to start from, or go straight to Shape and choose a silhouette.
- On Layout, set the anchor and drag the minimap in the preview until the spacing looks right. Switch the screen size to check 1080p, 1440p and ultrawide.
- On Style, set the border, the inner line, the glow and the dark plate behind the map. Turn on the night look if you want a second set of colours after dark.
- On Rings, decide what happens to the game's own health and armour arcs, then add your own rings. A ring can follow the shape, follow a circle, or sit under the map as a bar.
- On Game, set the zoom, the blip clipping, the HUD colours and which HUD elements to hide.
- Download resource, drop the folder in
resources, addensureand restart.
Things worth knowing
- Blip clipping is separate from the mask. The mask cuts the map,
SetMinimapClipTypecuts the blips. Set it to the option closest to your shape, or blips will hang outside the edge. - The scaleform caches the rectangles. New component bounds only take effect after the movie is rebuilt. The generated Lua does that by toggling the expanded map once on start.
- The game puts its bars back. Hiding the health and armour arcs is not a one-off call, it has to be re-sent. The generated Lua does it once a second.
- Ultrawide. GTA scales the HUD by screen height over a 16:9 working width, so the minimap keeps its size and just sits further from the centre. The preview and the generated overlay both use that rule.
- Land and sea colour. Those come from the game's own map tiles, not from a HUD colour, so a real recolour means replacing those textures. What this page offers is a tint layer over the map, which also tints the blips, so keep it light.
- Load order. If another HUD resource also moves the minimap, load this one after it, or call its
ApplyMinimapexport when the other one is done.
Everything stays in your browser
The masks, the border art and the zip are all made on your machine. An uploaded mask image is never sent anywhere. Your work autosaves in this browser, Save writes a project JSON you can open later, and Share puts the whole setup in the page address.
Need the mask inside a real .ytd instead of a runtime texture? Take the exported PNG into the Texture Editor. Looking for blip sprites and colours to go with it? Use the Blip, Marker and Checkpoint Browser.
Weitere Tools: config & code
server.cfg-Generator
Bau eine komplette, funktionierende server.cfg mit Hostname, Slots, OneSync, Endpoints, Tags, Resources und ACE-Permissions.
fxmanifest.lua-Generator
Erstell ein gültiges Resource-Manifest: fx_version, Scripts, NUI-Seite, Files, lua54 und Dependencies.
Fahrzeug-Handling-Editor
Stell Masse, Antriebskraft, Grip und Federung über eine UI ein und exportier dann handling.meta oder Runtime-Lua.
