EngineLoadDFF: Difference between revisions

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==Syntax==
==Syntax==
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
dff engineLoadDFF ( string dff_file / string raw_data, int model_id [, bool is_raw = false ] )
dff engineLoadDFF ( string dff_file / string raw_data )
</syntaxhighlight>
</syntaxhighlight>
===Required Arguments===  
===Required Arguments===  

Revision as of 07:13, 26 February 2015

This template is no longer in use as it results in poor readability.

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, int model_id ) 

OOP Syntax Help! I don't understand this!

Method: EngineDFF(...)


Required Arguments

  • dff_file: The filepath to the DFF file you want to load
  • model_id: The model id that should be associated with the dff. (This value is ignored after 1.3.1 and can be set to zero for all models)

Returns

Returns a DFF element if the dff file loaded, false otherwise.

Syntax

dff engineLoadDFF ( string dff_file / string raw_data )

Required Arguments

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

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", 0 )
engineReplaceModel ( dff, 587 )

Example 2: This example loads a combination of custom TXD, COL and DFF files 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", 0 )
engineReplaceModel ( dff_floors, 3781 )

See Also