Introduction
Easelt Builder is a visual designer for MTA:SA dx interfaces — draw your HUD or menu, wire up its logic, and export a ready-to-run resource.
Easelt Builder is a browser-based visual designer for building MTA:SA dxDraw GUIs — HUDs, menus, panels, login screens, shops, and multi-window flows. You draw on a canvas, style each element in the inspector, wire up logic in Blueprint, test it live at any resolution, and export a ready-to-run MTA resource — all without leaving your browser.
New here? Jump straight to the Quickstart to build and export your first HUD in a few minutes, then come back to this page for the full picture.
What Easelt Builder is
Easelt Builder turns the tedious parts of dxDraw UI work — hand-calculating pixel positions, guessing at scale, re-testing across resolutions — into a direct, visual workflow. Everything you'd normally hand-write with dxDrawRectangle, dxDrawText, and dxDrawImage you instead draw, drag, and style on a live canvas, then export as a runnable resource.
The whole app runs in your browser. Your work is saved locally and encrypted at rest — nothing is uploaded to a server. Your designs stay on your machine.
Because projects live in your browser's local storage, they are tied to the browser you use. Export your resource to move a design between machines.
Responsive by fractions
The core idea behind Easelt Builder is responsive by fractions: every position and size is stored as a fraction of the screen, a number between 0 and 1 — exactly like well-written dxDraw code. An element at x = 0.40 sits 40% across the screen on *any* resolution, so your UI holds its layout whether a player runs 1080p, 1440p, or ultrawide.
For preview, Easelt Builder renders at a chosen resolution. It converts each stored fraction into a real pixel value and scales text and spacing so what you see matches what players get in-game.
| Concept | How it works |
|---|---|
| Stored value | Every x, y, width, height is a fraction from 0 to 1. |
| Pixel conversion | pixel = fraction * gameWidth — a fraction becomes a real on-screen pixel at the preview resolution. |
| Scale factor | S = gameHeight / 1080 — text and spacing scale relative to a 1080p baseline. |
| Example | x = 0.40 renders 40% across the screen at every resolution. |
Thinking in fractions means you design once and it looks right everywhere — no per-resolution tweaking.
What you can build
The workflow
- Draw on the canvasPlace and arrange your elements visually on the live canvas.
- Style in the inspectorSet colors, sizes, fonts, and other properties for the selected element.
- Add logic in BlueprintWire up interactivity — clicks, state, and window flow — using the visual Blueprint editor.
- Test livePreview your GUI running at a chosen resolution to confirm layout and behavior.
- Export a resourceGenerate a runnable MTA:SA resource you can drop into your server.
How this guide is organised
The documentation is split into five parts so you can find what you need at each stage of a project:
Languages
Easelt Builder is available in five languages, so you can work in the one you're most comfortable with:
- English
- Arabic
- French
- Portuguese
- Spanish
© Easelt · C4