EngineLoadDFF: Difference between revisions

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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.


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.  
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==  
==Syntax==  
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===Required Arguments===  
===Required Arguments===  
*'''dff_file:''' The path relative to your resource's root directory to the dff file you want to load
*'''dff_file:''' The path relative to your resource's root directory to the DFF file you want to load


===Optional Arguments===
===Optional Arguments===
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===Returns===
===Returns===
Returns a ''dff'' object if the dff file loaded, ''false'' otherwise.
Returns a [[DFF]] element if the dff file loaded, ''false'' otherwise.


==Example==  
==Example==  
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engineReplaceModel ( dff, 587 )
engineReplaceModel ( dff, 587 )
</syntaxhighlight>
</syntaxhighlight>


'''Example 2:''' This example loads a combination of custom DFF, TXD and COL files to replace an in-game model of a set of floors.
'''Example 2:''' This example loads a combination of custom DFF, TXD and COL files to replace an in-game model of a set of floors.
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engineReplaceModel ( dff_floors, 3781 )
engineReplaceModel ( dff_floors, 3781 )
</syntaxhighlight>
</syntaxhighlight>


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

Revision as of 23:17, 21 November 2007

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.

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, [number model_id] ) 

Required Arguments

  • dff_file: The path relative to your resource's root directory to the DFF file you want to load

Optional Arguments

  • model_id: The model id that should be associated with the dff, when loading a vehicle. Always pass 0 (or nothing at all) if you are replacing something else than a vehicle.

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", 587 )
engineReplaceModel ( dff, 587 )

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

outputChatBox ( "> loading floor objects" )
txd_floors = engineLoadTXD ( "models/office_floors.txd" )
engineImportTXD ( txd_floors, 3781 )
col_floors = engineLoadCOL ( "models/office_floors.col" )
dff_floors = engineLoadDFF ( "models/office_floors.dff", 0 )
engineImportCOL ( col_floors, 3781 )
engineReplaceModel ( dff_floors, 3781 )

See Also