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Custom radar blip rotation issue


Reynolds_

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I'm trying to make a simple radar which is rectangular and looks like the one from Grand Theft Auto V. I've managed to do most of the work and did a couple of edits from other resources when I needed to. My problem is that the 'map rotation' & the 'blip rotation' doesn't quite match up and sometimes I end up being at four different positions depending on how I rotate my mouse.

Pictures:

http://imagerz.com/QBVAX0tvAwMMUltEQAVQ

http://imagerz.com/QBVAX0tvAwMMUltEQwVQ

http://imagerz.com/QBVAX0tvAwMMUltEQgVQ

http://imagerz.com/QBVAX0tvAwMMUltERQVQ

The corresponding renderer:

  
function updateHUD1 ( ) 
    if not guiGetVisible(Radar.Frame) then return end 
    local hp = getElementHealth ( getLocalPlayer() ) 
    if hp > 100 then hp = 100 end 
  
    local armor = getPedArmor ( getLocalPlayer() ) 
    if armor > 100 then armor = 100 end 
  
    guiSetSize ( Radar.Armor, 0.465*armor*0.01, 0.056, true ) 
    guiSetSize ( Radar.Health, 0.465*hp*0.01, 0.056, true ) 
  
    dxSetShaderValue( Radar.maskFX, "sMaskTexture", Radar.maskTexture ) 
     
    local x,y = getElementPosition( localPlayer ) 
    local zoom = 13     
        x = ( x ) / 6000 
        y = ( y ) / -6000 
    dxSetShaderValue( Radar.maskFX, "gUVPosition", x,y ) 
    dxSetShaderValue( Radar.maskFX, "gUVScale", 1/zoom, 1/zoom ) 
  
    local _, _, c_Rot = getElementRotation( getCamera()); 
    local _, _, p_Rot = getElementRotation( localPlayer )        
    dxSetShaderValue( Radar.maskFX, "gUVRotAngle", math.rad( -c_Rot )) 
  
    dxDrawImage(70*sW, 562*sH, 0.64*265*sW, 0.83*135*sH, Radar.maskFX, 0,0,0, tocolor(255,255,255,210)) 
    dxDrawImage(149.5*sW, 618.025*sH, 10*sW, 10*sH, "map/img/radar_player.png", -p_Rot+c_Rot, 0, 0, tocolor(255, 255, 255, 255))     
  
end 
addEventHandler( "onClientRender", root, updateHUD1) 
  

The masking shader:

  
  
// 
// Example shader - hud_mask.fx 
// 
  
#include "fx/matrix.fx" 
  
/////////////////////////////////////////////////////////////////////////////// 
// Global variables 
/////////////////////////////////////////////////////////////////////////////// 
texture sPicTexture; 
texture sMaskTexture; 
  
float2 gUVPrePosition = float2( 0, 0 ); 
float2 gUVScale = float( 1 );                     // UV scale 
float2 gUVScaleCenter = float2( 0.5, 0.5 ); 
float gUVRotAngle = float( 0 );                   // UV Rotation 
float2 gUVRotCenter = float2( 0.5, 0.5 ); 
float2 gUVPosition = float2( 0, 0 );              // UV position 
  
  
/////////////////////////////////////////////////////////////////////////////// 
// Functions 
/////////////////////////////////////////////////////////////////////////////// 
  
  
//------------------------------------------- 
// Returns UV transform using external settings 
//------------------------------------------- 
float3x3 getTextureTransform() 
{ 
    return makeTextureTransform( gUVPrePosition, gUVScale, gUVScaleCenter, gUVRotAngle, gUVRotCenter, gUVPosition ); 
} 
  
/////////////////////////////////////////////////////////////////////////////// 
// Techniques 
/////////////////////////////////////////////////////////////////////////////// 
technique hello 
{ 
    pass P0 
    { 
        // Set up texture stage 0 
        Texture[0] = sPicTexture; 
        TextureTransform[0] = getTextureTransform(); 
        TextureTransformFlags[0] = Count2; 
        AddressU[0] = Clamp; 
        AddressV[0] = Clamp; 
        // Color mix texture and diffuse 
        ColorOp[0] = Modulate; 
        ColorArg1[0] = Texture; 
        ColorArg2[0] = Diffuse; 
        // Alpha mix texture and diffuse 
        AlphaOp[0] = Modulate; 
        AlphaArg1[0] = Texture; 
        AlphaArg2[0] = Diffuse; 
      
  
        // Set up texture stage 1 
        Texture[1] = sMaskTexture; 
        TexCoordIndex[1] = 0; 
        AddressU[1] = Clamp; 
        AddressV[1] = Clamp; 
        // Color pass through from stage 0 
        ColorOp[1] = SelectArg1; 
        ColorArg1[1] = Current; 
        // Alpha modulate mask texture with stage 0 
        AlphaOp[1] = Modulate; 
        AlphaArg1[1] = Current; 
        AlphaArg2[1] = Texture; 
  
  
        // Disable texture stage 2 
        ColorOp[2] = Disable; 
        AlphaOp[2] = Disable; 
    } 
} 
  

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If I change gUVRotCenter to the (x,y) position normalized to the map's size, it will have a "globe effect" instead of the effect I want. To be honest, low-level graphics manipulation has never been my thing. Could you recommend a way to make this work properly using the shader I posted?

e.1.: btw this problem appeared first when I resized the map from the resource I edited. The rotation was completely fine with the original width/height params.

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You should read what I've originally posted. I've never claimed that that particular part of the script was mine, the renderer was from another resource, but I did the radar frame itself, I resized the whole radar to fit my particular GUI and I edited a lot of other stuff on it. It is just the case that the part from the other resource (which I had to use because I am a noob when it comes to graphics rendering) is the very reason the script does not work properly.

Anyways, how would I set about taking the cursor's relative position & w/h into consideration? As I said, the whole thing is a black spot for me, so I would appreciate it if someone could give me some help as to how I should begin editing the script. Another thing is that the problem happened when I edited the script originally found in the resource you posted, to be exact, when I resized the original map to fit my radar frame. The cursor's size was not the problem, resizing the map was. I did resize the cursor but it didn't affect anything, however, as soon as I changed the dimensions of the map, even if I scaled it down instead of changing the whole w/h ratio, it screwed up and didn't rotate properly.

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