EngineLoadTXD

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

This function loads a RenderWare Texture Dictionary (TXD) file into GTA. The texture dictionary can then be used to provide textures.

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

[[{{{image}}}|link=|]] Tip: Do your TXD files take megabytes of disk space? You can read some tips on reducing the size of TXD files to compress them without ruining texture quality.

Syntax

txd engineLoadTXD ( string txd_file / string raw_data [, bool filteringEnabled = true ] )
Difference between texture filtering modes (left = filtering disabled, right = filtering enabled).

OOP Syntax Help! I don't understand this!

Method: EngineTXD(...)


Required Arguments

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

Optional Arguments

  • filteringEnabled: Whether to enable texture filtering.

Returns

Returns a TXD if the file was loaded, false otherwise.

Remarks

Left: anisotropic + mipmaps; Middle: filteringEnabled = true; Right:: linear interpolation + mipmaps without anisot

The filteringEnabled property overrides the filtering modes in each texture of the TXD with point filtering. It also sets the uAddressing and vAddressing to WRAP. If textures come with mipmaps then they are disabled which is especially visible without anisotropic filtering. It is recommended to set filteringEnabled to false if the TXD was created with mipmaps (the filtering mode can be changed in a TXD editor).

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.

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

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

Example 2: This example replaces a standard SA skin (in this example ID '190) with a custom skin model (DFF & TXD)

addEventHandler ( "onClientResourceStart", resourceRoot,
	function ()
		txd = engineLoadTXD ( "skinmodel.txd" ); -- change 'skinmodel' to your mod's file name
		engineImportTXD ( txd, 190 ); -- change the ID 190 into the GTA skin ID you with to replace with mod

		dff = engineLoadDFF ( "skinmodel.dff" ); -- change 'skinmodel' to your mod's file name
		engineReplaceModel ( dff, 190 ); -- change the ID 190 into the GTA skin ID you with to replace with mod
	end
);

Example 3: This example replaces a default weapon with a custom weapon mod (TXD & DFF)

addEventHandler ( "onClientResourceStart", resourceRoot,
	function ()
		txd = engineLoadTXD ( "m4.txd" )
		engineImportTXD ( txd, 356)

		dff = engineLoadDFF ( "m4.dff" ) -- use weapon model ID, not GTA weapon ID (model ID from https://wiki.multitheftauto.com/wiki/Weapons)
		engineReplaceModel ( dff, 356) -- Likewise, model ID, for M4 as example it's 356
	end
);

Example 4: This example loads a combination of custom COL, TXD and DFF files to replace an in-game model of a set of floors.

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