EngineReplaceModel: Difference between revisions

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__NOTOC__  
__NOTOC__  
{{Client function}}
{{Client function}}
{{Note box|Please note the loading order that is used in the examples as other orders can cause textures, collisions or the DFF not to load due to technical limitations}}


This function replaces the given model in the given model ID with the DFF file passed. This function supports vehicles and objects at the moment.
This function replaces the given model ID with the model contained in a DFF file loaded by [[engineLoadDFF]]. This function supports [[vehicle|vehicles]], [[object|objects]], [[ped|peds]] and [[player|players]] but not CJ clothing and body parts.


As of 1.1.1 This supports Ped and Weapon models. For replace weapon models you can't use weapon ID's, you should use object ID's. All weapon model ID's here: [[Weapons]].
{{Deprecated feature|3.0111|1.1.1|This function does not support ped and weapon models.}}


Note: Due to a bug, when replacing models with built in collisions (i.e. vehicles), the collision may not get replaced correctly. The current work around is to load the dff again and do another replace after a short delay.
To replace weapon models you must use their object IDs, not weapon IDs. There is a weapon model list available at [[weapons]].
{{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.
* Default GTA map objects behave inconsistently when using this function on them. If you want to replace models in the original GTA map, use one of the [[EngineReplaceModel notes|methods shown here]].
* A raw data DFF element can only be used once, because the underlying memory for the model is released after replacement.
* If the replacement model is broken and the original model is not loaded/streamed-in at the time of replacement, this function will succeed and you won't see any error message, neither when the model replacement fails once the original model starts to load/stream-in.}}


==Syntax==  
==Syntax==  
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
bool engineReplaceModel ( dff theModel, int modelID [, bool alphaTransparency=false ] )
bool engineReplaceModel ( dff theModel, int modelID [, bool alphaTransparency = false ] )
</syntaxhighlight>  
</syntaxhighlight>  
 
{{OOP||[[DFF|dff]]:replace}}
===Required Arguments===  
===Required Arguments===  
*'''theModel:''' The model to replace the given model ID with
*'''theModel:''' The model to replace the given model ID with
*'''modelID:''' The model it to replace the model of
*'''modelID:''' The model it to replace the model of
{{New feature/item|3.0132|1.3.1|05087|
 
*'''alphaTransparency:''' Set to true to enable special thing
===Optional Arguments===
}}
*'''alphaTransparency:''' Set to true if model uses semi-transparent textures, e.g. windows. This will ensure other objects behind the semi-transparent textures are rendered correctly. (Can slightly impact performance, so only set when required)


===Returns===
===Returns===
Line 25: Line 29:


==Example==  
==Example==  
'''Example 1:'''
<section name="Client" class="client" show="true">
<section name="Client" class="client" show="true">
Client-Side example for replacing vehicle model and texture with custom ones.
This example allows you to replace single or many models (with ability to toggle TXD filtering/DFF alpha transparency) - by using [[table]]. Do not forget to add those file paths to [[meta.xml]]
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
function ReplaceVehicle ( )
function onClientResourceStartReplaceModels()
outputChatBox ( "> replacing the euros vehicle" )
local modelsToReplace = {
{ -- replace object
colFile = "object.col",
txdFile = "object.txd",
dffFile = "object.dff",
modelID = 1337,
alphaTransparency = false,
filteringEnabled = true,
},
{ -- replace vehicle
colFile = false, -- if .col is not present set to false/nil
txdFile = "vehicle.txd",
dffFile = "vehicle.dff",
modelID = 434,
alphaTransparency = false,
filteringEnabled = true,
},
}


txd = engineLoadTXD ( "data/euros.txd" )
for assetID = 1, #modelsToReplace do
engineImportTXD ( txd, 587 )
local modelData = modelsToReplace[assetID]
dff = engineLoadDFF ( "data/euros.dff", 587 )
local modelCol = modelData.colFile
engineReplaceModel ( dff, 587 )
local modelTxd = modelData.txdFile
end
local modelDff = modelData.dffFile
local modelID = modelData.modelID


addEvent ( "replaceVeh", true )
if modelCol then
addEventHandler ( "replaceVeh", getRootElement(), ReplaceVehicle )
local colData = engineLoadCOL(modelCol)
</syntaxhighlight>
</section>
<section name="Server" class="server" show="true">
Server-side example function for triggering the replace.
<syntaxhighlight lang="lua">
function ReplaceCommand ( )
triggerClientEvent( "replaceVeh", getRootElement(), replaceVeh )
end
addCommandHandler( "replace", ReplaceCommand )
</syntaxhighlight>
</section>


'''Example 2:'''
if colData then
<section name="Client" class="client" show="true">
engineReplaceCOL(colData, modelID)
Client-Side example for replacing object model, collision and texture with custom ones.
end
<syntaxhighlight lang="lua">
end
function ReplaceObject ( )


txd = engineLoadTXD( "MyModel.txd" )
if modelTxd then
col = engineLoadCOL( "MyModel.col" )
local filteringEnabled = modelData.filteringEnabled
dff = engineLoadDFF( "MyModel.dff", 0 ) --modelid is everytime 0, when you replace no vehicle
local txdData = engineLoadTXD(modelTxd, filteringEnabled)


engineImportTXD( txd, 1234 )
if txdData then
engineReplaceCOL( col, 1234 )
engineImportTXD(txdData, modelID)
engineReplaceModel( dff, 1234 )-- replace the model at least
end
end


end
if modelDff then
local dffData = engineLoadDFF(modelDff)


addEvent ( "replaceObj", true )
if dffData then
addEventHandler ( "replaceObj", getRootElement(), ReplaceObject )
local alphaTransparency = modelData.alphaTransparency
</syntaxhighlight>
</section>
engineReplaceModel(dffData, modelID, alphaTransparency)
<section name="Server" class="server" show="true">
end
Server-side example function for triggering the replace.
end
<syntaxhighlight lang="lua">
end
function ReplaceCommand ( )
triggerClientEvent( "replaceObj", getRootElement(), replaceObj )
end
end
addCommandHandler( "replace", ReplaceCommand )
addEventHandler("onClientResourceStart", resourceRoot, onClientResourceStartReplaceModels)
</syntaxhighlight>
</syntaxhighlight>
</section>
</section>

Latest revision as of 13:27, 3 November 2022

This function replaces the given model ID with the model contained in a DFF file loaded by engineLoadDFF. This function supports vehicles, objects, peds and players but not CJ clothing and body parts.

To replace weapon models you must use their object IDs, not weapon IDs. There is a weapon model list available at weapons.

[[{{{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.
  • Default GTA map objects behave inconsistently when using this function on them. If you want to replace models in the original GTA map, use one of the methods shown here.
  • A raw data DFF element can only be used once, because the underlying memory for the model is released after replacement.
  • If the replacement model is broken and the original model is not loaded/streamed-in at the time of replacement, this function will succeed and you won't see any error message, neither when the model replacement fails once the original model starts to load/stream-in.

Syntax

bool engineReplaceModel ( dff theModel, int modelID [, bool alphaTransparency = false ] )

OOP Syntax Help! I don't understand this!

Method: dff:replace(...)


Required Arguments

  • theModel: The model to replace the given model ID with
  • modelID: The model it to replace the model of

Optional Arguments

  • alphaTransparency: Set to true if model uses semi-transparent textures, e.g. windows. This will ensure other objects behind the semi-transparent textures are rendered correctly. (Can slightly impact performance, so only set when required)

Returns

Returns true if the model was successfully replaced, false if it failed for some reason, ie. the DFF or the model ID is not valid.

Example

Click to collapse [-]
Client

This example allows you to replace single or many models (with ability to toggle TXD filtering/DFF alpha transparency) - by using table. Do not forget to add those file paths to meta.xml

function onClientResourceStartReplaceModels()
	local modelsToReplace = {
		{ -- replace object
			colFile = "object.col",
			txdFile = "object.txd",
			dffFile = "object.dff",
			modelID = 1337,
			alphaTransparency = false,
			filteringEnabled = true,
		},
		{ -- replace vehicle
			colFile = false, -- if .col is not present set to false/nil
			txdFile = "vehicle.txd",
			dffFile = "vehicle.dff",
			modelID = 434,
			alphaTransparency = false,
			filteringEnabled = true,
		},
	}

	for assetID = 1, #modelsToReplace do
		local modelData = modelsToReplace[assetID]
		local modelCol = modelData.colFile
		local modelTxd = modelData.txdFile
		local modelDff = modelData.dffFile
		local modelID = modelData.modelID

		if modelCol then
			local colData = engineLoadCOL(modelCol)

			if colData then
				engineReplaceCOL(colData, modelID)
			end
		end

		if modelTxd then
			local filteringEnabled = modelData.filteringEnabled
			local txdData = engineLoadTXD(modelTxd, filteringEnabled)

			if txdData then
				engineImportTXD(txdData, modelID)
			end
		end

		if modelDff then
			local dffData = engineLoadDFF(modelDff)

			if dffData then
				local alphaTransparency = modelData.alphaTransparency
				
				engineReplaceModel(dffData, modelID, alphaTransparency)
			end
		end
	end
end
addEventHandler("onClientResourceStart", resourceRoot, onClientResourceStartReplaceModels)

See Also