EngineLoadDFF: Difference between revisions

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{{Client function}}
{{Client function}}
__NOTOC__
__NOTOC__
{{Note box|Please note the loading order that is used in the examples as other orders can cause collisions, textures or the DFF not to load due to technical limitations}}
{{Note box|Please note the loading order that is used in the examples as other orders can cause collisions, textures or the DFF not to load due to technical limitations.}}


This function loads a RenderWare Model (DFF) file into GTA.
This function loads a RenderWare Model (DFF) file into GTA.


* To successfully load vehicle models, it is necessary to pass the vehicle model id to the function so any embedded DFF extensions (such as collisions) will be loaded correctly.
To successfully load your model with textures, be sure to use [[engineLoadTXD]] and [[engineImportTXD]] before calling this function. If some error occurs while loading the DFF, MTA will output a message - check out [[DFF error messages]] to know what they mean.
* To successfully load your model with textures, be sure to use [[engineLoadTXD]] and [[engineImportTXD]] before calling this function.


This is a client side function. Be sure to transfer your DFF file by including it in the meta file.
This is a client side function. Be sure to transfer your DFF file by including it in the meta file.
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===Returns===
===Returns===
Returns a [[DFF]] element if the dff file loaded, ''false'' otherwise.
Returns a [[DFF]] element if the dff file loaded, ''false'' otherwise.


==Example==  
==Example==  

Revision as of 10:29, 6 July 2016

This template is no longer in use as it results in poor readability.

This function loads a RenderWare Model (DFF) file into GTA.

To successfully load your model with textures, be sure to use engineLoadTXD and engineImportTXD before calling this function. If some error occurs while loading the DFF, MTA will output a message - check out DFF error messages to know what they mean.

This is a client side function. Be sure to transfer your DFF file by including it in the meta file.

The returned DFF element is an element in the element tree, just like vehicles and objects. When the dff is destroyed, ie on resource unload or using destroyElement, any elements that use the DFF, such as vehicles or objects will be reset.

Syntax

dff engineLoadDFF ( string dff_file / string raw_data ) 

OOP Syntax Help! I don't understand this!

Method: EngineDFF(...)


Required Arguments

  • dff_file / raw_data: The filepath to the DFF file you want to load or whole data buffer of the DFF file.

Returns

Returns a DFF element if the dff file loaded, false otherwise.

Example

Example 1: This example loads a combination of a custom DFF and TXD file to replace the Euros vehicle in-game. The collisions are embedded inside the DFF file.

outputChatBox ( "> replacing the euros vehicle" )

txd = engineLoadTXD ( "data/euros.txd" )
engineImportTXD ( txd, 587 )
dff = engineLoadDFF ( "data/euros.dff" )
engineReplaceModel ( dff, 587 )

Example 2: This example loads a combination of custom TXD, COL and DFF files to replace an in-game model of a set of floors.

outputChatBox ( "> loading floor objects" )
col_floors = engineLoadCOL ( "models/office_floors.col" )
engineReplaceCOL ( col_floors, 3781 )
txd_floors = engineLoadTXD ( "models/office_floors.txd" )
engineImportTXD ( txd_floors, 3781 )
dff_floors = engineLoadDFF ( "models/office_floors.dff" )
engineReplaceModel ( dff_floors, 3781 )

Changelog

Version Description
1.4.1-9.07088 Added option to use raw data instead of a file name

See Also