NUILight 0.1
58
5
58
5
I implemented a html/ css/ js rendering engine in the game, it the same as NUI from FiveM but much lighter for low end devices.
Next time I'll fix the known issues and maybe start working on an sdk.
If you are creating an html page you need to set the bg to transparent.
Btw, i couldn't record a video because my laptop started lagging while recording in 720p 20 fps, so i appreciate it if someone made a video to represent my mod : )
installation: place everything from the bin folder to the game root folder
how to use :
-open the settings.ini file and remove the old html path and use you own html path
( i added a demo html file to test and you need to allow transparancy in the page because the engine render the whole page on top of the full game window)
-ToggleVisibility change it to whatever you like and same with CaptureInput
-when you open the game, you aren't gonna see anything until you press F10 or what ever you chose to toggle the browser visibility and F3 to release the mosue and keyboard to interact with the html page.
This project is still in the beta, so there are some bugs like :
- the overlay won't hide when the pause menu is on
- the overaly won't hide when a black screen like the quitting or saving screen is visible
- Ultralight isn't fully rendering the css
So if you encountered any bugs inform me
FAQ:
Why i used Ultralight instead of the currently used Cef
-It's a light weight engine consuming around 10 to 20mb of ram without affecting the gameplay especilly on low end devices like mine and it's capable of running 60fps.
Why is it capped to 60fps
-Because this will maintain the stability of the game ( i'm using the cpu instead of the gpu to render the OSR browser, if i don't cap it we will have an enormous cpu load)
Why Ultralight doesn't render fully the css
-Tbh i didn't know about that until i tried, so i'm thinking of making a variant of the project using Cef but it will be heavy on low end devices (consuming around 100 to 200mb of ram)
Note: this still in the beta so don't attack me in the comments section, you can tag me in the official discord server @SHADOW 5Mods official server
Credits : ShadowOne
I appreciate it if someone donates to support the project Ko-fi
Next time I'll fix the known issues and maybe start working on an sdk.
If you are creating an html page you need to set the bg to transparent.
Btw, i couldn't record a video because my laptop started lagging while recording in 720p 20 fps, so i appreciate it if someone made a video to represent my mod : )
installation: place everything from the bin folder to the game root folder
how to use :
-open the settings.ini file and remove the old html path and use you own html path
( i added a demo html file to test and you need to allow transparancy in the page because the engine render the whole page on top of the full game window)
-ToggleVisibility change it to whatever you like and same with CaptureInput
-when you open the game, you aren't gonna see anything until you press F10 or what ever you chose to toggle the browser visibility and F3 to release the mosue and keyboard to interact with the html page.
This project is still in the beta, so there are some bugs like :
- the overlay won't hide when the pause menu is on
- the overaly won't hide when a black screen like the quitting or saving screen is visible
- Ultralight isn't fully rendering the css
So if you encountered any bugs inform me
FAQ:
Why i used Ultralight instead of the currently used Cef
-It's a light weight engine consuming around 10 to 20mb of ram without affecting the gameplay especilly on low end devices like mine and it's capable of running 60fps.
Why is it capped to 60fps
-Because this will maintain the stability of the game ( i'm using the cpu instead of the gpu to render the OSR browser, if i don't cap it we will have an enormous cpu load)
Why Ultralight doesn't render fully the css
-Tbh i didn't know about that until i tried, so i'm thinking of making a variant of the project using Cef but it will be heavy on low end devices (consuming around 100 to 200mb of ram)
Note: this still in the beta so don't attack me in the comments section, you can tag me in the official discord server @SHADOW 5Mods official server
Credits : ShadowOne
I appreciate it if someone donates to support the project Ko-fi
Dodano: 1 dzień temu
Ostatnia aktualizacja: 23 hours ago
Last Downloaded: 7 minut temu
7 Komentarzy
More mods by ShadowOne:
- HUD
- .Net
5.0
420
10
1.1.0
By ShadowOne
I implemented a html/ css/ js rendering engine in the game, it the same as NUI from FiveM but much lighter for low end devices.
Next time I'll fix the known issues and maybe start working on an sdk.
If you are creating an html page you need to set the bg to transparent.
Btw, i couldn't record a video because my laptop started lagging while recording in 720p 20 fps, so i appreciate it if someone made a video to represent my mod : )
installation: place everything from the bin folder to the game root folder
how to use :
-open the settings.ini file and remove the old html path and use you own html path
( i added a demo html file to test and you need to allow transparancy in the page because the engine render the whole page on top of the full game window)
-ToggleVisibility change it to whatever you like and same with CaptureInput
-when you open the game, you aren't gonna see anything until you press F10 or what ever you chose to toggle the browser visibility and F3 to release the mosue and keyboard to interact with the html page.
This project is still in the beta, so there are some bugs like :
- the overlay won't hide when the pause menu is on
- the overaly won't hide when a black screen like the quitting or saving screen is visible
- Ultralight isn't fully rendering the css
So if you encountered any bugs inform me
FAQ:
Why i used Ultralight instead of the currently used Cef
-It's a light weight engine consuming around 10 to 20mb of ram without affecting the gameplay especilly on low end devices like mine and it's capable of running 60fps.
Why is it capped to 60fps
-Because this will maintain the stability of the game ( i'm using the cpu instead of the gpu to render the OSR browser, if i don't cap it we will have an enormous cpu load)
Why Ultralight doesn't render fully the css
-Tbh i didn't know about that until i tried, so i'm thinking of making a variant of the project using Cef but it will be heavy on low end devices (consuming around 100 to 200mb of ram)
Note: this still in the beta so don't attack me in the comments section, you can tag me in the official discord server @SHADOW 5Mods official server
Credits : ShadowOne
I appreciate it if someone donates to support the project Ko-fi
Next time I'll fix the known issues and maybe start working on an sdk.
If you are creating an html page you need to set the bg to transparent.
Btw, i couldn't record a video because my laptop started lagging while recording in 720p 20 fps, so i appreciate it if someone made a video to represent my mod : )
installation: place everything from the bin folder to the game root folder
how to use :
-open the settings.ini file and remove the old html path and use you own html path
( i added a demo html file to test and you need to allow transparancy in the page because the engine render the whole page on top of the full game window)
-ToggleVisibility change it to whatever you like and same with CaptureInput
-when you open the game, you aren't gonna see anything until you press F10 or what ever you chose to toggle the browser visibility and F3 to release the mosue and keyboard to interact with the html page.
This project is still in the beta, so there are some bugs like :
- the overlay won't hide when the pause menu is on
- the overaly won't hide when a black screen like the quitting or saving screen is visible
- Ultralight isn't fully rendering the css
So if you encountered any bugs inform me
FAQ:
Why i used Ultralight instead of the currently used Cef
-It's a light weight engine consuming around 10 to 20mb of ram without affecting the gameplay especilly on low end devices like mine and it's capable of running 60fps.
Why is it capped to 60fps
-Because this will maintain the stability of the game ( i'm using the cpu instead of the gpu to render the OSR browser, if i don't cap it we will have an enormous cpu load)
Why Ultralight doesn't render fully the css
-Tbh i didn't know about that until i tried, so i'm thinking of making a variant of the project using Cef but it will be heavy on low end devices (consuming around 100 to 200mb of ram)
Note: this still in the beta so don't attack me in the comments section, you can tag me in the official discord server @SHADOW 5Mods official server
Credits : ShadowOne
I appreciate it if someone donates to support the project Ko-fi
Dodano: 1 dzień temu
Ostatnia aktualizacja: 23 hours ago
Last Downloaded: 7 minut temu





Quick update on the NUI mod:
I've been testing the Ultralight engine more and found some limitations with CSS rendering and networking that weren't obvious at first. These are known issues with the library itself.
*Good news: I'm already working on a CEF-based version that will have full NUI capabilities (proper CSS, networking, the works). It'll use more RAM (100-200MB) so it'll be better for mid/high-end systems.*
The current Ultralight version is still available for low-end users who just need basic HTML rendering. Both versions will coexist.
Thanks for bearing with me while I build this out. More soon.
sorry for the low quality video, i made this showcase video after closing most of the processes on my laptop
great!can you open source?
@JoyLucien Seriously? The free version of Ultralight is junk.The proper version is $3000 annually. Are you going to pay that? In other words, who cares if it's open source without the proper rendering engine. And even then, SP is a f****ing joke compared to FiveM when it comes to HTML...you need a server for proper streaming for example to display youtube videos. Anything that plain HTML/CSS does, you can do with sprites, external images, natives, and some imagination. Without consuming tons of RAM or VRAM and without capping your FPS.
@lelac14 Thanks for the feedback. The beta uses Ultralight specifically for low-end performance (I explain why in the FAQ). A CEF version is planned for stronger devices. This is a solo project and I'm building it step by step. Appreciate you checking it out.
@ShadowOne That makes more sense. But what are you thinking about applications. A cool one would be to play videos like hypnonema but without streaming - i.e. .videos on your local drives on a tv prop (render target). Also does it support c# binding? Or are you thinking just UI elements...again, what language would use to for native functions or even Windows AP calls?
https://github.com/charming-byte/fivem-hypnonema/releases
@lelac14 Thanks for the feedback. You're right that my project is different from Hypnonema — they're swapping TV textures with video, while mine renders HTML/JS to an overlay. That said, CEF (which I'm switching to) does support video playback natively, so you'll be able to play local videos or YouTube inside the browser window. Actual texture swapping onto props is a separate feature I haven't tackled yet — possible long-term but not the current focus.
On C#: Not yet, but eventually yes. The plan is to expose an API so C# mods can send data to the browser (or receive from it). That's post-beta though.
Native functions/Windows API calls from JS would need a bridge — also on the roadmap once the core renderer is stable.
Appreciate you thinking about possibilities. One step at a time.