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 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 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==  
'''Example 1:''' This example loads a combination of a custom TXD and DFF file to replace the Euros vehicle in-game. The collisions are embedded inside the DFF file.
See [https://wiki.multitheftauto.com/wiki/EngineReplaceModel#Example unified example available in engineReplaceModel.]
<syntaxhighlight lang="lua">
outputChatBox ( "> replacing the euros vehicle" )
 
txd = engineLoadTXD ( "data/euros.txd" )
engineImportTXD ( txd, 587 )
dff = engineLoadDFF ( "data/euros.dff" )
engineReplaceModel ( dff, 587 )
</syntaxhighlight>
 
 
'''Example 2:''' This example loads a combination of custom COL, TXD and DFF files to replace an in-game model of a set of floors.
<syntaxhighlight lang="lua">
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 )
</syntaxhighlight>
 
 
'''Example 3:''' This example replaces the victim billboards in last venturas (when replacing default models you do not need to replace a COL or DFF)
<syntaxhighlight lang="lua">
outputChatBox ( "> replacing billboards" )
txd_billboards = engineLoadTXD ( "models/vgsn_billboard.txd" )
engineImportTXD ( txd_billboards, 7300 )
</syntaxhighlight>
 
 
'''Example 4:''' This example shows that you only need to load a TXD once, even if you want to replace several different textures
<syntaxhighlight lang="lua">
outputChatBox ( "> replacing billboards" )
txd_billboards = engineLoadTXD ( "models/vgsn_billboard.txd" )
engineImportTXD ( txd_billboards, 7300 )
engineImportTXD ( txd_billboards, 7301 )
engineImportTXD ( txd_billboards, 7302 )
engineImportTXD ( txd_billboards, 7303 )
</syntaxhighlight>
 
'''Example 5:''' This example loads a custom skin mod and replaces SA skin of the defined ID (in this example being '190')
<syntaxhighlight lang="lua">
addEventHandler ( "onClientResourceStart", getResourceRootElement ( getThisResource() ),
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", 190 ); -- 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
);
</syntaxhighlight>
 
'''Example 6:''' This example replaces a default weapon with a custom weapon mod (TXD & DFF)
<syntaxhighlight lang="lua">
function replaceWeapon()
txd = engineLoadTXD ( "m4.txd" )
engineImportTXD ( txd, 356)
dff = engineLoadDFF ( "m4.dff", 356) -- 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
addEventHandler ( "onClientResourceStart", getResourceRootElement(getThisResource()), replaceWeapon)
</syntaxhighlight>
 
'''Example 7:''' This example replaces multiple models at the same time using this function just once. (in this example the Grove street)
<syntaxhighlight lang="lua">
txd = engineLoadTXD ("Los Santos/lae2roadshub.txd")
engineImportTXD (txd, 17595, 17597, 17610, 17611, 17612, 17613)
</syntaxhighlight>


==See Also==
==See Also==
{{Engine_functions}}
{{Engine_functions}}

Latest revision as of 21:37, 29 April 2024

[[{{{image}}}|link=|]] 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

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