CreateThread(function()
Scaleforms.CallScaleformMovie('nbk_minimap_untransparent',function(run,send,stop,handle)
Grun,Gsend,Gstop = run,send,stop
TriggerEvent('nbk_circle:RequestHudDimensionsFromMyUI',myui_width,myui_height,function(obj)
--myui_width,myui_height (my layer's width and height)
hud = obj
local isBig = IsBigmapActive()
local isRender = IsMinimapRendering()
updateMinimap(isBig,isRender)
end,0.26,-0.3,false) -- edit here to offset the hold minimap and the untransparent-layer (offsetx,offsety,maskwithoutblur)
end)
end)
RegisterNetEvent("nbk_circle:OnMinimapRefresh")
AddEventHandler('nbk_circle:OnMinimapRefresh', function(isBig,isRender)
TriggerEvent('nbk_circle:RequestHudDimensionsFromMyUI',myui_width,myui_height,function(obj)
hud = obj
updateMinimap(isBig,isRender)
end,0.26,-0.3,false)
end) --When you change your resolution/hide radar/etc it will be called.
Other related resources (dependencies on nbk_minimap_untransparent ):
Other gameplay preview when using nbk_circle (16:9 and 2k resolution) :
Hey @negbook , i am asking my self how did you set the minimap_mask right?
When i try to modify my textures like radarmasksm or gfx files like minimap.gfx to a different init behaviour, i still have my waypoint out of my minimap. i know the actual mask is a square… and i tried to replace them inside the gfx file… but its not really doing what i want.
My question, how to modify the minimap_mask texture or behavior for different clipping paths for example? I checked this resource and i the only thing what i found was the scaling of the minimap_mask and minimap_blur. You still see that squarish clipping path… but it looks better than my version.