Difference between revisions of "EngineLoadCOL"

From Multi Theft Auto: Wiki
Jump to navigation Jump to search
 
(4 intermediate revisions by 3 users not shown)
Line 1: Line 1:
 
{{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 loads a RenderWare Collision (COL 1/2/3) file into GTA. The collisions can then be used to provide collisions for in-game objects.
 
This function loads a RenderWare Collision (COL 1/2/3) file into GTA. The collisions can then be used to provide collisions for in-game objects.
Line 8: Line 7:
  
 
This is a client side function. Be sure to transfer your COL file by including it in the meta file.
 
This is a client side function. Be sure to transfer your COL file by including it in the meta file.
 
+
{{Note|Collision libraries (.col files containing multiple collision models) are not supported. See [[COL]] for details. Or you can try [[engineGetCOLsFromLibrary]], if you'd like.}}
'''Note:''' collision libraries (.col files containing multiple collision models) are not supported. See [[COL]] for details.
 
  
 
==Syntax==  
 
==Syntax==  

Latest revision as of 06:20, 5 February 2021

[[{{{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 loads a RenderWare Collision (COL 1/2/3) file into GTA. The collisions can then be used to provide collisions for in-game objects.

For vehicles, please omit this function by embedding your COL file into your DFF file. This way, you can be sure that the COL file is correctly (and automatically) loaded when calling engineLoadDFF.

This is a client side function. Be sure to transfer your COL file by including it in the meta file.

[[{{{image}}}|link=]] Note: Collision libraries (.col files containing multiple collision models) are not supported. See COL for details. Or you can try engineGetCOLsFromLibrary, if you'd like.

Syntax

col engineLoadCOL ( string col_file / string raw_data ) 

OOP Syntax Help! I don't understand this!

Method: EngineCOL(...)

Required Arguments

  • col_file / raw_data: The filepath to the COL file you want to load or whole data buffer of the COL file.

Returns

Returns a COL if the file was 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" )
engineReplaceModel ( dff, 587 )

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

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 )

Changelog

Version Description
1.4.1-9.07088 Added option to use raw data instead of a file name

See Also

BETA: FROM VERSION 1.5.8 r20704 ONWARDS
BETA: FROM VERSION 1.5.8 r20704 ONWARDS
BETA: FROM VERSION 1.5.8 r20704 ONWARDS