EngineReplaceModel: Difference between revisions

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__NOTOC__  
__NOTOC__  
{{Client function}}
{{Client function}}
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.
{{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 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.
 
{{Deprecated feature|3.0111|1.1.1|This function does not support ped and weapon models.}}
 
To replace weapon models you must use their object IDs, not weapon IDs. There is a weapon model list available at [[weapons]].
{{Note|
* 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]].}}


==Syntax==  
==Syntax==  
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
bool engineReplaceModel ( dff theModel, number modelID )
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
===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 16: Line 27:


==Example==  
==Example==  
This example replaces a vehicle model.
'''Example 1:'''
<section name="Client" class="client" show="true">
Client-side example for replacing vehicle model and texture with custom ones.
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
function ReplaceVehicle ( )
outputChatBox ( "> replacing the euros vehicle" )
outputChatBox ( "> replacing the euros vehicle" )


txd = engineLoadTXD ( "data/euros.txd" )
txd = engineLoadTXD ( "data/euros.txd" )
engineImportTXD ( txd, 587 )
engineImportTXD ( txd, 587 )
dff = engineLoadDFF ( "data/euros.dff", 587 )
dff = engineLoadDFF ( "data/euros.dff" )
engineReplaceModel ( dff, 587 )
engineReplaceModel ( dff, 587 )
end
addEvent ( "replaceVeh", true )
addEventHandler ( "replaceVeh", root, ReplaceVehicle )
</syntaxhighlight>
</section>
<section name="Server" class="server" show="true">
Server-side example function for triggering the replace.
<syntaxhighlight lang="lua">
function ReplaceCommand ( )
triggerClientEvent( "replaceVeh", root, replaceVeh )
end
addCommandHandler( "replace", ReplaceCommand )
</syntaxhighlight>
</section>
'''Example 2:'''
<section name="Client" class="client" show="true">
Client-side example for replacing weapons with custom mods.
<syntaxhighlight lang="lua">
function replaceWeapon()
txd = engineLoadTXD ( "m4.txd" )
engineImportTXD ( txd, 356)
dff = engineLoadDFF ( "m4.dff", 356) -- use weapon model ID, not 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
addEventHandler ( "onClientResourceStart", getResourceRootElement(getThisResource()), replaceWeapon)
</syntaxhighlight>
</section>
'''Example 3:'''
<section name="Client" class="client" show="true">
Client-Side example for replacing object collision, texture and model with custom ones.
<syntaxhighlight lang="lua">
function ReplaceObject ( )
col = engineLoadCOL( "MyModel.col" )
txd = engineLoadTXD( "MyModel.txd" )
dff = engineLoadDFF( "MyModel.dff" )
engineReplaceCOL( col, 1234 )
engineImportTXD( txd, 1234 )
engineReplaceModel( dff, 1234 )-- replace the model at least
end
addEvent ( "replaceObj", true )
addEventHandler ( "replaceObj", root, ReplaceObject )
</syntaxhighlight>
</section>
<section name="Server" class="server" show="true">
Server-side example function for triggering the replace.
<syntaxhighlight lang="lua">
function ReplaceCommand ( )
triggerClientEvent( "replaceObj", root, replaceObj )
end
addCommandHandler( "replace", ReplaceCommand )
</syntaxhighlight>
</syntaxhighlight>
</section>


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

Revision as of 20:21, 25 December 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 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:
  • 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.

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

Example 1:

Click to collapse [-]
Client

Client-side example for replacing vehicle model and texture with custom ones.

function ReplaceVehicle ( )
outputChatBox ( "> replacing the euros vehicle" )

txd = engineLoadTXD ( "data/euros.txd" )
engineImportTXD ( txd, 587 )
dff = engineLoadDFF ( "data/euros.dff" )
engineReplaceModel ( dff, 587 )
end

addEvent ( "replaceVeh", true )
addEventHandler ( "replaceVeh", root, ReplaceVehicle )
Click to collapse [-]
Server

Server-side example function for triggering the replace.

function ReplaceCommand ( )
triggerClientEvent( "replaceVeh", root, replaceVeh )
end
addCommandHandler( "replace", ReplaceCommand )

Example 2:

Click to collapse [-]
Client

Client-side example for replacing weapons with custom mods.

function replaceWeapon() 
txd = engineLoadTXD ( "m4.txd" )
engineImportTXD ( txd, 356)
dff = engineLoadDFF ( "m4.dff", 356) -- use weapon model ID, not 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
addEventHandler ( "onClientResourceStart", getResourceRootElement(getThisResource()), replaceWeapon)

Example 3:

Click to collapse [-]
Client

Client-Side example for replacing object collision, texture and model with custom ones.

function ReplaceObject ( )

col = engineLoadCOL( "MyModel.col" )
txd = engineLoadTXD( "MyModel.txd" )
dff = engineLoadDFF( "MyModel.dff" )

engineReplaceCOL( col, 1234 )
engineImportTXD( txd, 1234 )
engineReplaceModel( dff, 1234 )-- replace the model at least

end

addEvent ( "replaceObj", true )
addEventHandler ( "replaceObj", root, ReplaceObject )
Click to collapse [-]
Server

Server-side example function for triggering the replace.

function ReplaceCommand ( )
triggerClientEvent( "replaceObj", root, replaceObj )
end
addCommandHandler( "replace", ReplaceCommand )

See Also