EngineReplaceModel notes: Difference between revisions

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(Created page with "=Replacing models in the original GTA map= Replacing models in the original GTA map may not work correctly. There are two work arounds: ==Work around 1:== Move camera away du...")
 
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=Replacing models in the original GTA map=
=Replacing models in the original GTA map=
Replacing models in the original GTA map may not work correctly. There are two work arounds:
There are two ways to replace models in the original GTA map:


==Work around 1:==
==Method 1: Move camera away during replace process==
Move camera away during replace process:
<section name="Client" class="client" show="true">
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
     local modelId = 12853
     local modelId = 12853
Line 18: Line 18:


     setTimer( function()
     setTimer( function()
                setCameraTarget( localPlayer ) -- Move camera back after a delay
        setCameraTarget( localPlayer ) -- Move camera back after a delay
            end
    end, 50, 1 )
            ,50,1 )
</syntaxhighlight>
</syntaxhighlight>
</section>


==Work around 2:==
 
Create custom object and hide original:<br/>
==Method 2: Create custom object and hide original==
''(Requires col, txd and dff)''
<section name="Client" class="client" show="true">
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
     local modelId = 12853
     local modelId = 12853
Line 41: Line 41:
     engineReplaceModel( dff, modelId )
     engineReplaceModel( dff, modelId )
</syntaxhighlight>
</syntaxhighlight>
</section>
====Additonal code if model has LOD:====
''(To determine the LOD model ID, use the editor resource, or refer to this [https://github.com/multitheftauto/mtasa-resources/blob/master/%5Beditor%5D/editor_main/server/mapEditorScriptingExtension_s.lua#L50 this table])''<br/>
If the model has a LOD version, that will need to be hidden:
<syntaxhighlight lang="lua">
    local modelIdLOD = 13245
    removeWorldModel ( modelIdLOD, 100, x,y,z ) -- Hide LOD
</syntaxhighlight>
Optionally create a MTA LOD replacement so there is no hole in the map from a distance:
<syntaxhighlight lang="lua">
    -- This step is optional
    objLOD = createObject( modelIdLOD, x,y,z, 0, 0, 0, true )
    setLowLODElement(obj, objLOD)
</syntaxhighlight>
And for extra points, add a custom dff for the MTA LOD replacement:
<syntaxhighlight lang="lua">
    -- This step is optional
    txdLOD = engineLoadTXD( "garageLOD.txd" )
    dffLOD = engineLoadDFF( "garageLOD.dff", 0 )
    engineImportTXD( txdLOD, modelIdLOD )
    engineReplaceModel( dffLOD, modelIdLOD )
</syntaxhighlight>
=Additonal Note=
'''Sometimes you need to replace the model far away from where the model/texture change is being made'''
so if you are in the game and you are trying to replace a model then get away from the model till it is gone from your draw distance for making sure that this problem won't happen

Revision as of 22:51, 1 November 2019

Replacing models in the original GTA map

There are two ways to replace models in the original GTA map:

Method 1: Move camera away during replace process

Click to collapse [-]
Client
    local modelId = 12853

    setCameraMatrix( 10000, 0, 0 ) -- Move camera far away

    col = engineLoadCOL( "garage.col" )
    txd = engineLoadTXD( "garage.txd" )
    dff = engineLoadDFF( "garage.dff", 0 )
     
    engineReplaceCOL( col, modelId )
    engineImportTXD( txd, modelId )
    engineReplaceModel( dff, modelId )

    setTimer( function()
        setCameraTarget( localPlayer ) -- Move camera back after a delay
    end, 50, 1 )


Method 2: Create custom object and hide original

Click to collapse [-]
Client
    local modelId = 12853
    local x,y,z = 661, -561, 17

    obj = createObject( modelId, x,y,z )
    removeWorldModel( modelId, 100, x,y,z ) -- Hide original

    col = engineLoadCOL( "garage.col" )
    txd = engineLoadTXD( "garage.txd" )
    dff = engineLoadDFF( "garage.dff", 0 )
     
    engineReplaceCOL( col, modelId )
    engineImportTXD( txd, modelId )
    engineReplaceModel( dff, modelId )

Additonal code if model has LOD:

(To determine the LOD model ID, use the editor resource, or refer to this this table)
If the model has a LOD version, that will need to be hidden:

    local modelIdLOD = 13245
    removeWorldModel ( modelIdLOD, 100, x,y,z ) -- Hide LOD

Optionally create a MTA LOD replacement so there is no hole in the map from a distance:

    -- This step is optional
    objLOD = createObject( modelIdLOD, x,y,z, 0, 0, 0, true )
    setLowLODElement(obj, objLOD)

And for extra points, add a custom dff for the MTA LOD replacement:

    -- This step is optional
    txdLOD = engineLoadTXD( "garageLOD.txd" )
    dffLOD = engineLoadDFF( "garageLOD.dff", 0 )
    engineImportTXD( txdLOD, modelIdLOD )
    engineReplaceModel( dffLOD, modelIdLOD )

Additonal Note

Sometimes you need to replace the model far away from where the model/texture change is being made so if you are in the game and you are trying to replace a model then get away from the model till it is gone from your draw distance for making sure that this problem won't happen