About sFramework
From Steam Workshophttps://imgur.com/YqbBwor.gif https://imgur.com/QBnkvZI.png Information sFramework is the core of the sUDE project. It ships many features and utilities used and/or implemented by sUDE modules :…


Information
sFramework is the core of the sUDE project.
It ships many features and utilities used and/or implemented by sUDE modules :
- Advanced PostProcessing
- Cameras Overlays
- Game and User configuration interface
- Helper classes and utilities for developing and debugging
- Improvements to base game classes
- more...
PostProcessing effects
sFramework ships a centralized post processing effects manager, with the goal of allowing multiple requests of the same effects, without hardcoding them.
SPPEffect
SPPEffect is the "container" of any PostProcess Effect you wish to add to it (e.g. saturation, vignette, motion blur etc.).
SPPEffect myPPE = new SPPEffect();
To add a parameter use the provided setters:
myPPE.setVignette(intensity, color);
myPPE.setRadialBlur(powerX, powerY, offsetX, offsetY);
myPPE.setChromAber(powerX, powerY);
//...
To apply it, "hand it over" to the SPPEManager, which will calculate the correct value of all active SPPEffect and then apply it
SPPEManager.activate(myPPE);
//SPPEManager.deactivate(myPPE); // to deactivate the effect
SPPEffectAnimated
A SPPEffectAnimated is just like a SPPEffect, but it has an animation mechanism which allows you to animate the values of a PostProcess effect.
A SPPEffectAnimated is an abstract class. You need to implement it with your own class and override the onAnimate() method, which will be called on every frame.
There also is a timed variant SPPEffectTimed, which will be automatically deactivated once a certain amount has passed.
To create your animation, simply extend either SPPEffectAnimated or SPPEffectTimed
class MyLoopAnimation : PPELoopedParams{
override void onAnimate(float deltaTime){
/* change PPE values here
setOverlay(...);
setChromAber(...);
setCameraEffects(...);
*/
setVignetteIntensity( Math.Sin(getTime()) );
}
}
class MyTimedAnimation : SPPEffectTimed{
override void onAnimate(float deltaTime){
setVignetteIntensity( Math.Cos(getTime()) );
}
}
A SPPEffectTimed also has a "duration" which can be set with the constructor, or the provided method:
MyTimedAnimation myTimedAnimation = new MyTimedAnimation(6); // the animation will last 6 seconds
myTimedAnimation.setDuration(10.0); // the animation will last 10 seconds
The activation of the animation is identical to any other SPPEffect
MyLoopAnimation myAnimation = new MyLoopAnimation();
SPPEManager.activate(myAnimation);
MyTimedAnimation myTimedAnimation = new MyTimedAnimation(5.5);
SPPEManager.activate(myTimedAnimation);
If you want to manually manage the animation you can use the provided methods
myAnimation.start(); // Set the animation state to "Playing"
myAnimation.stop(); // Reset the time and set the animation state to "Stopped"
myAnimation.pause(); // Freeze the animation values and set the animation state to "Paused"
myAnimation.resume(); // Resume the the animation and set the animation state to "Playing"
Camera Overlays
A camera overlay is nothing else than an image, used like an HUD. The fundemental unit of camera overlays is the SCameraOverlay, a very simple wrapper for the ImageWidget (the DayZ UI component that holds an image).
It can be used in countless ways:
As an animated UI : 
or for emulating headgear damage:
(from sVisual, MotoHelmet in various health state: Pristine, Worn, Damaged, BadlyDamaged and Ruined)
Defining an overlay is very simple and very similar to SPPEffects, in fact there are three types as well and the logic is identical to the SPPEffects:
class MyAnimatedOverlay : SCameraOverlayAnimated {
override void onInit(){
setImage("path/to/texture.edds");
//...
}
//onAnimate() gets called every frame!
override void onAnimate(float deltaTime){
setSize(Math.Sin(getTime()));
//setPosition(...)
//setRotation(...)
//setMask(...)
//...
}
}
To activate/deactivate an overlay, you use the SCameraOverlayManager:
SCameraOverlaysManager.getInstance().activate(myOverlay);
A SCameraOverlay has many attributes you can play with, which can be set either by scripts or in the config. Currently available attributes are:
image=""; // Resource image path, can be whatever an ImageWidget accepts texture
alpha=1.0; // [0.0 - 1.0] Alpha value (transparency)
mask=""; // Resource image path, can be whatever an ImageWidget accepts as mask
maskProgress=1.0; // [0.0 - 1.0] Mask progress
maskTransitionWidth=1.0; // Mask transition width (used as progress + transitionWidth)
position[] = {0.0, 0.0}; // [0.0 - 1.0] X and Y position in screenspace
size[] = {1.0, 1.0}; // [0.0 - 1.0] X and Y size in screenspace
rotation[] = {0.0, 0.0, 0.0}; // Yaw, Pitch and Roll defined in degrees
priority = 0; // Higher priority means closer to the camera (also known as z-depth)
targetCameras[] = {"DayZPlayerCamera"}; // Camera typename on which the overlay will be visible
hidesWithIngameHUD = 0; // [0 = false, 1 = true] Determines if it must hides when the player hides the ingame HUD
Utilities
sFramework also has many other utilities such as:
- sUserConfig : to help in storing and loading custom client settings
Highlights
From source dataFootprint
A 788 KB download, rated a light load on a server.
Last update
Its author last shipped an update 2 mo ago.
sFramework on Nxeon
From our catalogue- One-click install
- Not available. One-click install isn't available for this game's mods yet. Download it and upload it to your server in Files.
- Server load
- light
- Smallest plan we suggest
- DayZ — 6 GB (6 GB RAM). This follows our own load rating above, not a benchmark.
- Latest build
- 2026-08-13, released 2026-08-13, 788 KB
Game versions by loader
| Loader | Game versions | Newest |
|---|---|---|
| Workshop |
From 1 recorded build of sFramework.
Run sFramework on a DayZ server
Deploy a server above, then upload the file in Files.
What kind of mod it is
From the catalogVehicles & ships
Cars, boats, aircraft, ships and other things to drive or fly.
Compatibility
- Game
- DayZ
- File size
- 788 KB
Verified at the source
- ✓Steam WorkshopOfficial listing, checked 2026-10-10Open ↗
- ✓Authorsimonvic, as published on Steam Workshop
- ✓LicenseNot published by the sourceFree
