Bringing High Definition to MTA's HUD - #5265
Conversation
- Upgraded the in-game radar and F11 map to use crisp HD textures instead of low-res files. - Modernized the F11 big map with smooth mouse dragging, mouse wheel zooming, and a clean ocean background. - Added a simple right-click destination waypoint that clears automatically when you arrive. - Added dynamic radar zoom that smoothly adjusts based on vehicle and aircraft speed. - Upgraded the HUD with high-definition weapon icons, crosshairs, and cleaner font rendering. - Fixed control conflicts such as the mouse wheel accidentally changing radio stations while zooming.
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W o w !!! What are the new Lua functions/events? |
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I wouldnt say ~35 to 50 MB of VRAM are negligible. There are still lots of users with old ass hardware. And even then, those 50 MB can decide whether you run out of memory or not when playing on some unoptimized servers. So a checkbox in settings toggling it would be the best solution. |
To keep it simple, I focused only on visual improvements. The rest will come in separate PRs later. Eventually, we’ll be able to customize HUD sizes, positions, and more.
Good point. I also think that PR needs to be discussed before merging. |
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I think a lot can be optimized here, unless I missed something, the F11 map loads all 144 png tiles at once and keeps them alive so it's not really streaming, at 256x256 RGBA it's already around 36 MB just for the F11 tiles Check about the fact that DXT5 is used on fully opaque tiles instead of DXT1 (is there a reason to use DXT5?) also noticed most of hud.txd and the crosshairs being uncompressed. This alone you'll probably gain 50-70%, noticed some other stuff but need to test |
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Since this will require quite a bit of discussion, I’ll keep it as a Draft for now. |
Motivation
1080p has long become the standard resolution for playing MTA, yet the game's HUD, radar, and map textures are still running on low-resolution assets designed for the PS2 era back when total system RAM was only 32 MB.
This PR upgrades the visual clarity of the game by moving from low-resolution 512 assets to crisp 2048 HD textures. No shapes or styles were changed; everything keeps the authentic GTA:SA look, just with sharp high-definition assets.
DirectX PNG Streaming vs TXDs
weapons.txd,fonts.txd,hud.txd) to integrate directly with GTA:SA native dictionary lookups.Why implement this natively in C++ instead of Lua?
Doing this in C++ provides several advantages:
Memory & VRAM Impact
The extra ~40 MB footprint is negligible.
What's Changed in this PR
1. Interactive F11 Big Map
map_zoomcvar.2. Minimap & Dynamic Speed Zoom
3. HUD, Weapon Icons & Fonts
Future Roadmap
This PR is the foundational step of a broader modernization effort. Planned next steps include:
Dynamic HUD Scaling & Custom Positioning:
Custom Weapon Icons & Textures:
Extended Radar Customization APIs:
Credits & Special Thanks