EngineImportTXD: Difference between revisions
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{{Client function}} | {{Client function}} | ||
__NOTOC__ | __NOTOC__{{Note|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 | |||
This function imports (adds) a loaded RenderWare Texture Dictionary into a specific model. This is necessary in order for the DFF loader to find any new textures. Please '''call this function before loading the DFF model file''', in order to allow the DFF loading process to find the new textures. This function can also replace default GTA textures, so that it becomes possible to e.g. put custom images on existing billboards. Ped and weapon textures are also supported. | This function imports (adds) a loaded RenderWare Texture Dictionary into a specific model. This is necessary in order for the DFF loader to find any new textures. Please '''call this function before loading the DFF model file''', in order to allow the DFF loading process to find the new textures. This function can also replace default GTA textures, so that it becomes possible to e.g. put custom images on existing billboards. Ped and weapon textures are also supported. | ||
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==Example== | ==Example== | ||
See [https://wiki.multitheftauto.com/wiki/EngineReplaceModel#Example unified example available in engineReplaceModel.] | |||
engineReplaceModel | |||
==See Also== | ==See Also== | ||
{{Engine_functions}} | {{Engine_functions}} |
Latest revision as of 21:37, 29 April 2024
This function imports (adds) a loaded RenderWare Texture Dictionary into a specific model. This is necessary in order for the DFF loader to find any new textures. Please call this function before loading the DFF model file, in order to allow the DFF loading process to find the new textures. This function can also replace default GTA textures, so that it becomes possible to e.g. put custom images on existing billboards. Ped and weapon textures are also supported.
See here for tips on reducing the size of TXD files.
- CJ clothing component textures can be replaced by using the ids listed on this page
Syntax
bool engineImportTXD ( txd texture, int model_id )
OOP Syntax Help! I don't understand this!
- Method: txd:import(...)
Required Arguments
- texture: The TXD that was loaded with engineLoadTXD
- model_id: The model id to import the TXD into
Returns
Returns true if the function executed succesfully, false otherwise.
Example
See unified example available in engineReplaceModel.
See Also
- engineAddImage
- engineApplyShaderToWorldTexture
- engineFreeModel
- engineGetModelFlags
- engineGetModelIDFromName
- engineGetModelLODDistance
- engineGetModelNameFromID
- engineGetModelPhysicalPropertiesGroup
- engineGetModelTextureNames
- engineGetModelTextures
- engineGetModelTXDID
- engineGetModelVisibleTime
- engineGetObjectGroupPhysicalProperty
- engineGetSurfaceProperties
- engineGetVisibleTextureNames
- engineImageGetFilesCount
- engineImageGetFiles
- engineImageGetFile
- engineImageLinkDFF
- engineImageLinkTXD
- engineImportTXD
- engineLoadCOL
- engineLoadDFF
- engineLoadIMG
- engineLoadIFP
- engineLoadTXD
- engineRemoveImage
- engineRemoveShaderFromWorldTexture
- engineReplaceAnimation
- engineReplaceCOL
- engineReplaceModel
- engineRequestModel
- engineResetModelFlags
- engineResetModelLODDistance
- engineResetSurfaceProperties
- engineRestoreAnimation
- engineRestoreCOL
- engineRestoreDFFImage
- engineRestoreModel
- engineRestoreModelPhysicalPropertiesGroup
- engineRestoreObjectGroupPhysicalProperties
- engineRestoreTXDImage
- engineRestreamWorld
- engineSetAsynchronousLoading
- engineSetModelFlag
- engineSetModelFlags
- engineSetModelLODDistance
- engineSetModelPhysicalPropertiesGroup
- engineSetModelVisibleTime
- engineSetObjectGroupPhysicalProperty
- engineSetSurfaceProperties
- engineStreamingFreeUpMemory
- engineStreamingGetUsedMemory