EngineReplaceModel: Difference between revisions
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__NOTOC__ | __NOTOC__ | ||
{{Client function}} | {{Client function}} | ||
This function replaces | {{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, int 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=== | ||
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'''Example 1:''' | '''Example 1:''' | ||
<section name="Client" class="client" show="true"> | <section name="Client" class="client" show="true"> | ||
Client- | Client-side example for replacing vehicle model and texture with custom ones. | ||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
function ReplaceVehicle ( ) | function ReplaceVehicle ( ) | ||
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txd = engineLoadTXD ( "data/euros.txd" ) | txd = engineLoadTXD ( "data/euros.txd" ) | ||
engineImportTXD ( txd, 587 ) | engineImportTXD ( txd, 587 ) | ||
dff = engineLoadDFF ( "data/euros.dff" | dff = engineLoadDFF ( "data/euros.dff" ) | ||
engineReplaceModel ( dff, 587 ) | engineReplaceModel ( dff, 587 ) | ||
end | end | ||
addEvent ( "replaceVeh", true ) | addEvent ( "replaceVeh", true ) | ||
addEventHandler ( "replaceVeh", | addEventHandler ( "replaceVeh", root, ReplaceVehicle ) | ||
</syntaxhighlight> | </syntaxhighlight> | ||
</section> | </section> | ||
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<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
function ReplaceCommand ( ) | function ReplaceCommand ( ) | ||
triggerClientEvent( "replaceVeh", | triggerClientEvent( "replaceVeh", root, replaceVeh ) | ||
end | end | ||
addCommandHandler( "replace", ReplaceCommand ) | addCommandHandler( "replace", ReplaceCommand ) | ||
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'''Example 2:''' | '''Example 2:''' | ||
<section name="Client" class="client" show="true"> | <section name="Client" class="client" show="true"> | ||
Client-Side example for replacing object | 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"> | <syntaxhighlight lang="lua"> | ||
function ReplaceObject ( ) | function ReplaceObject ( ) | ||
col = engineLoadCOL( "MyModel.col" ) | |||
txd = engineLoadTXD( "MyModel.txd" ) | txd = engineLoadTXD( "MyModel.txd" ) | ||
dff = engineLoadDFF( "MyModel.dff" ) | |||
engineReplaceCOL( col, 1234 ) | |||
engineImportTXD( txd, 1234 ) | engineImportTXD( txd, 1234 ) | ||
engineReplaceModel( dff, 1234 )-- replace the model at least | |||
engineReplaceModel( dff, 1234 ) | |||
end | end | ||
addEvent ( "replaceObj", true ) | addEvent ( "replaceObj", true ) | ||
addEventHandler ( "replaceObj", | addEventHandler ( "replaceObj", root, ReplaceObject ) | ||
</syntaxhighlight> | </syntaxhighlight> | ||
</section> | </section> | ||
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<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
function ReplaceCommand ( ) | function ReplaceCommand ( ) | ||
triggerClientEvent( "replaceObj", | triggerClientEvent( "replaceObj", root, replaceObj ) | ||
end | end | ||
addCommandHandler( "replace", ReplaceCommand ) | addCommandHandler( "replace", ReplaceCommand ) |
Revision as of 20:21, 25 December 2019
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.
Note:
|
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:
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 )
Server-side example function for triggering the replace.
function ReplaceCommand ( ) triggerClientEvent( "replaceVeh", root, replaceVeh ) end addCommandHandler( "replace", ReplaceCommand )
Example 2:
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:
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 )
Server-side example function for triggering the replace.
function ReplaceCommand ( ) triggerClientEvent( "replaceObj", root, replaceObj ) end addCommandHandler( "replace", ReplaceCommand )
See Also
- engineAddImage
- engineApplyShaderToWorldTexture
- engineFreeModel
- engineGetModelFlags
- engineGetModelIDFromName
- engineGetModelLODDistance
- engineGetModelNameFromID
- engineGetModelPhysicalPropertiesGroup
- engineGetModelTextureNames
- engineGetModelTextures
- engineGetModelTXDID
- engineGetModelVisibleTime
- engineGetObjectGroupPhysicalProperty
- engineGetSurfaceProperties
- engineGetVisibleTextureNames
- engineImageGetFilesCount
- engineImageGetFiles
- engineImageGetFile
- engineImageLinkDFF
- engineImageLinkTXD
- engineImportTXD
- engineLoadCOL
- engineLoadDFF
- engineLoadIMG
- engineLoadIFP
- engineLoadTXD
- engineRemoveImage
- engineRemoveShaderFromWorldTexture
- engineReplaceAnimation
- engineReplaceCOL
- engineReplaceModel
- engineRequestModel
- engineResetModelFlags
- engineResetModelLODDistance
- engineResetSurfaceProperties
- engineRestoreAnimation
- engineRestoreCOL
- engineRestoreDFFImage
- engineRestoreModel
- engineRestoreModelPhysicalPropertiesGroup
- engineRestoreObjectGroupPhysicalProperties
- engineRestoreTXDImage
- engineRestreamWorld
- engineSetAsynchronousLoading
- engineSetModelFlag
- engineSetModelFlags
- engineSetModelLODDistance
- engineSetModelPhysicalPropertiesGroup
- engineSetModelVisibleTime
- engineSetObjectGroupPhysicalProperty
- engineSetSurfaceProperties
- engineStreamingFreeUpMemory
- engineStreamingGetUsedMemory