EngineImageLinkTXD: Difference between revisions
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{{Client function}} | {{Client function}} | ||
{{New feature/item|4|1.6.0|21695|This function links TXD file with an IMG container.}} | {{New feature/item|4|1.6.0|21695|This function links TXD file with an IMG container. This function does not change a model immediately. You should use [[engineRestreamWorld]] to reload models.}} | ||
==Syntax== | ==Syntax== | ||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
boolean engineImageLinkTXD ( img img_file, string file_path, int | boolean engineImageLinkTXD ( img img_file, string file_path, int txdID ) | ||
</syntaxhighlight> | </syntaxhighlight> | ||
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* '''img_file''': The [[IMG]] file you want to link. | * '''img_file''': The [[IMG]] file you want to link. | ||
* '''file_path''': Path to the [[TXD]] file you want to link. | * '''file_path''': Path to the [[TXD]] file you want to link. | ||
* ''' | * '''txdID''': ID of the texture dictionary you want to link to. Use [[engineGetModelTXDID]] or [[engineRequestTXD]] to get this value. | ||
===Returns=== | ===Returns=== | ||
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engineImageLinkDFF( img, "infernus.dff", infernusModelID ) | engineImageLinkDFF( img, "infernus.dff", infernusModelID ) | ||
engineImageLinkTXD( img, "infernus.txd", infernusModelTxdID ) | engineImageLinkTXD( img, "infernus.txd", infernusModelTxdID ) | ||
-- Reload game models | |||
engineRestreamWorld() | |||
</syntaxhighlight> | </syntaxhighlight> | ||
==See Also== | ==See Also== | ||
{{Engine_functions}} | {{Engine_functions}} |
Latest revision as of 20:32, 21 July 2024
Syntax
boolean engineImageLinkTXD ( img img_file, string file_path, int txdID )
OOP Syntax Help! I don't understand this!
- Method: img:linkTXD(...)
Required Arguments
- img_file: The IMG file you want to link.
- file_path: Path to the TXD file you want to link.
- txdID: ID of the texture dictionary you want to link to. Use engineGetModelTXDID or engineRequestTXD to get this value.
Returns
Returns true if IMG file was successfully linked, false otherwise.
Example
You could use the following code:
-- Load IMG local img = engineLoadIMG( "file.img" ) -- Enable streaming from this IMG engineAddImage( img ) -- Get model TXD id local infernusModelID = 411 local infernusModelTxdID = engineGetModelTXDID( infernusModelID ) -- Link DFF and TXD to IMG files engineImageLinkDFF( img, "infernus.dff", infernusModelID ) engineImageLinkTXD( img, "infernus.txd", infernusModelTxdID ) -- Reload game models engineRestreamWorld()
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