Weapon wheel guide

Matching Your Minimap and Weapon Wheel Into One HUD Style

A practical guide to giving your FiveM minimap and weapon wheel one HUD style: accent colors, base tones, text, detail level and size.

Why these two pieces decide how your HUD looks

Most FiveM HUDs are assembled from many resources: a status bar here, a speedometer there, a notification script from somewhere else. Players forgive a lot of that. What they notice is the minimap and the weapon wheel, because the map is always on screen and the wheel opens in the middle of the screen dozens of times per session. If those two agree on color and mood, the whole HUD looks planned. If they clash, no amount of polish on smaller elements will fix it. So treat the pair as one design decision. Pick the minimap style first, since it is visible the longest, then choose and tune the wheel to follow it.

Step one: pull the accent from your minimap

Every styled minimap has one color that carries the look, usually the roads, the route line or the frame. Write that color down. In the weapon wheel studio, pick a design palette whose accent is close to it, then open the colors panel and fine-tune the accent until it matches. On most designs the accent drives the selected slot, highlight lines and small details, which is exactly where the eye goes when the wheel opens. A teal map with a teal selection wedge looks like a set. A teal map with an orange wedge can work too, but only if you choose that contrast on purpose and repeat it somewhere else in your HUD.

Step two: match the base and the text

The accent gets attention, but the base color sets the mood. If your minimap has a near-black background, keep the wheel's base, panel or plate color in the same dark range so the two do not look like they came from different lighting. Then look at text. The wheel has separate color controls for the weapon name, ammo count and clip count. Set them to the same white, off-white or tinted grey your map uses for street names. It is a small change that makes a big difference, because text is where players look most closely. Readable, consistent text across map and wheel is what makes a HUD feel professional.

Step three: balance the level of detail

A heavily textured minimap next to a heavily ornamented wheel gets busy fast. As a rule, let one of the two carry the detail and keep the other calmer. If your map is flat and minimal, you can afford a detailed wheel such as Chrono, Cathedral or Prestige. If your map already has textures, terrain shading or a thick frame, choose a quieter wheel such as Minimal, Halo, Onyx or Phantom, or turn down effects in the studio. Most designs expose effects like patterns, grain, wear or glow as adjustable settings, so you can dial the wheel down until it sits comfortably next to the map.

Step four: size and final check

Proportion matters as much as color. A large wheel next to a small, tight minimap feels heavy, and a small wheel on a server with a big bold map can look like an afterthought. The studio lets you set wheel size to small, normal or large and adjust icon size separately. Use the live preview to open the wheel with TAB, click through slots, switch scenes and try vehicle mode, then compare against the original GTA wheel. If the pair looks right in both a bright daytime scene and a dark one, you are done. The wheel is built exactly as you leave it, so this final check is worth a few minutes.