EngineLoadTXD: 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}}
 
This function loads a RenderWare Texture Dictionary (TXD) file into GTA. The texture dictionary can then be used to provide textures.
This function loads a RenderWare Texture Dictionary (TXD) file into GTA. The texture dictionary can then be used to provide textures.


This is a client side function. Be sure to transfer your TXD file by including it in the meta file.
This is a client side function. Be sure to transfer your TXD file by including it in the meta file.
{{Tip|Do your TXD files take megabytes of disk space? You can read some [[Optimize_Custom_TXD|tips on reducing the size of TXD files]] to compress them without ruining texture quality.}}


WARNING: [[engineLoadDFF]] MUST be called before this function is called.
==Syntax==
 
==Syntax==  
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
txd engineLoadTXD ( string txd_file )  
txd engineLoadTXD ( string txd_file / string raw_data [, bool filteringEnabled = true ] )
</syntaxhighlight>  
</syntaxhighlight>
 
[[Image:Filtering.jpg|thumb|Difference between texture filtering modes (left = filtering disabled, right = filtering enabled).|284x230px]]
{{OOP||[[TXD|EngineTXD]]}}
===Required Arguments===  
===Required Arguments===  
*'''txd_file:''' The relative path to the txd file you want to load
*'''txd_file / raw_data:''' The [[filepath]] to the TXD file you want to load or whole data buffer of the TXD file.
===Optional Arguments===
*'''filteringEnabled:''' Whether to enable texture filtering.
===Returns===
Returns a [[TXD]] if the file was loaded, ''false'' otherwise.


===Returns===
===Remarks===
Returns a ''txd'' object if the file was loaded, ''false'' otherwise.
[[Image:Texfilter_comparison.png|thumb|'''Left:''' anisotropic + mipmaps; '''Middle:''' filteringEnabled = true; '''Right:''': linear interpolation + mipmaps without anisot]]
The '''filteringEnabled''' property overrides the filtering modes in each texture of the TXD with point filtering. It also sets the uAddressing and vAddressing to WRAP. If textures come with mipmaps then they are disabled which is especially visible without ''anisotropic filtering''. It is recommended to set ''filteringEnabled'' to false if the TXD was created with mipmaps (the filtering mode can be changed in a TXD editor).


==Example==  
==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.
'''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.
<syntaxhighlight lang="lua">
<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 replaces a standard SA skin (in this example ID '190) with a custom skin model (DFF & TXD)
<syntaxhighlight lang="lua">
addEventHandler ( "onClientResourceStart", resourceRoot,
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


enginePreloadModel ( 587 )
dff = engineLoadDFF ( "skinmodel.dff" ); -- change 'skinmodel' to your mod's file name
txd = engineLoadTXD ( "data/euros.txd" )
engineReplaceModel ( dff, 190 ); -- change the ID 190 into the GTA skin ID you with to replace with mod
engineImportTXD ( txd, 587 )
end
dff = engineLoadDFF ( "data/euros.dff", 587 )
);
engineReplaceVehicleModel ( dff, 587 )
</syntaxhighlight>
</syntaxhighlight>


'''Example 3:''' This example replaces a default weapon with a custom weapon mod (TXD & DFF)
<syntaxhighlight lang="lua">
addEventHandler ( "onClientResourceStart", resourceRoot,
function ()
txd = engineLoadTXD ( "m4.txd" )
engineImportTXD ( txd, 356)
dff = engineLoadDFF ( "m4.dff" ) -- 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
);
</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 4:''' 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">
<syntaxhighlight lang="lua">
outputChatBox ( "> loading floor objects" )
col_floors = engineLoadCOL ("models/office_floors.col")
txd_floors = engineLoadTXD ( "models/office_floors.txd" )
engineReplaceCOL (col_floors, 3781 )
engineImportTXD ( txd_floors, 3781 )
 
col_floors = engineLoadCOL ( "models/office_floors.col" )
txd_floors = engineLoadTXD ("models/office_floors.txd")
dff_floors = engineLoadDFF ( "models/office_floors.dff", 0 )
engineImportTXD (txd_floors, 3781 )
engineImportCOL ( col_floors, 3781 )
 
engineReplaceObjectModel ( dff_floors, 3781 )
dff_floors = engineLoadDFF ("models/office_floors.dff")
engineReplaceModel (dff_floors, 3781)
</syntaxhighlight>
</syntaxhighlight>
==Changelog==
{{ChangelogHeader}}
{{ChangelogItem|1.4.1-9.07088|Added option to use raw data instead of a file name}}


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

Revision as of 08:36, 7 September 2019

[[{{{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 Texture Dictionary (TXD) file into GTA. The texture dictionary can then be used to provide textures.

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

[[{{{image}}}|link=|]] Tip: Do your TXD files take megabytes of disk space? You can read some tips on reducing the size of TXD files to compress them without ruining texture quality.

Syntax

txd engineLoadTXD ( string txd_file / string raw_data [, bool filteringEnabled = true ] )
Difference between texture filtering modes (left = filtering disabled, right = filtering enabled).

OOP Syntax Help! I don't understand this!

Method: EngineTXD(...)


Required Arguments

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

Optional Arguments

  • filteringEnabled: Whether to enable texture filtering.

Returns

Returns a TXD if the file was loaded, false otherwise.

Remarks

Left: anisotropic + mipmaps; Middle: filteringEnabled = true; Right:: linear interpolation + mipmaps without anisot

The filteringEnabled property overrides the filtering modes in each texture of the TXD with point filtering. It also sets the uAddressing and vAddressing to WRAP. If textures come with mipmaps then they are disabled which is especially visible without anisotropic filtering. It is recommended to set filteringEnabled to false if the TXD was created with mipmaps (the filtering mode can be changed in a TXD editor).

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.

txd = engineLoadTXD ("data/euros.txd")
engineImportTXD (txd, 587)

dff = engineLoadDFF ("data/euros.dff")
engineReplaceModel (dff, 587)

Example 2: This example replaces a standard SA skin (in this example ID '190) with a custom skin model (DFF & TXD)

addEventHandler ( "onClientResourceStart", resourceRoot,
	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" ); -- 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
);

Example 3: This example replaces a default weapon with a custom weapon mod (TXD & DFF)

addEventHandler ( "onClientResourceStart", resourceRoot,
	function ()
		txd = engineLoadTXD ( "m4.txd" )
		engineImportTXD ( txd, 356)

		dff = engineLoadDFF ( "m4.dff" ) -- 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
);

Example 4: This example loads a combination of custom COL, TXD and DFF files to replace an in-game model of a set of floors.

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