EngineImportTXD: Difference between revisions

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'''Example 1:''' This example loads a combination of a custom TXD and DFF 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 TXD and DFF 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" )
outputChatBox("> replacing the euros vehicle")


txd = engineLoadTXD ( "data/euros.txd" )
local eurosTXD = engineLoadTXD("data/euros.txd")
engineImportTXD ( txd, 587 )
 
dff = engineLoadDFF ( "data/euros.dff" )
engineImportTXD(eurosTXD, 587)
engineReplaceModel ( dff, 587 )
 
local eurosDFF = engineLoadDFF("data/euros.dff")
 
engineReplaceModel(eurosDFF, 587)
</syntaxhighlight>
</syntaxhighlight>


Line 35: Line 38:
'''Example 2:''' This example loads a combination of custom COL, TXD and DFF files to replace an in-game model of a set of floors.
'''Example 2:''' 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" )
outputChatBox("> loading floor objects")
col_floors = engineLoadCOL ( "models/office_floors.col" )
 
engineReplaceCOL ( col_floors, 3781 )
local floorsCOL = engineLoadCOL("models/office_floors.col")
txd_floors = engineLoadTXD ( "models/office_floors.txd" )
 
engineImportTXD ( txd_floors, 3781 )
engineReplaceCOL(floorsCOL, 3781)
dff_floors = engineLoadDFF ( "models/office_floors.dff")
 
engineReplaceModel ( dff_floors, 3781 )
local floorsTXD = engineLoadTXD("models/office_floors.txd")
 
engineImportTXD(floorsTXD, 3781)
 
local floorsDFF = engineLoadDFF("models/office_floors.dff")
 
engineReplaceModel(floorsDFF, 3781)
</syntaxhighlight>
</syntaxhighlight>


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'''Example 3:''' This example replaces the victim billboards in last venturas (when replacing default models you do not need to replace a COL or DFF)
'''Example 3:''' This example replaces the victim billboards in last venturas (when replacing default models you do not need to replace a COL or DFF)
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
outputChatBox ( "> replacing billboards" )
outputChatBox("> replacing billboards")
txd_billboards = engineLoadTXD ( "models/vgsn_billboard.txd" )
 
engineImportTXD ( txd_billboards, 7300 )
local billboardTXD = engineLoadTXD("models/vgsn_billboard.txd")
 
engineImportTXD(billboardTXD, 7300)
</syntaxhighlight>
</syntaxhighlight>


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'''Example 4:''' This example shows that you only need to load a TXD once, even if you want to replace several different textures
'''Example 4:''' This example shows that you only need to load a TXD once, even if you want to replace several different textures
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
outputChatBox ( "> replacing billboards" )
outputChatBox("> replacing billboards")
txd_billboards = engineLoadTXD ( "models/vgsn_billboard.txd" )
local billboardTXD = engineLoadTXD("models/vgsn_billboard.txd")
engineImportTXD ( txd_billboards, 7300 )
 
engineImportTXD ( txd_billboards, 7301 )
engineImportTXD(billboardTXD, 7300)
engineImportTXD ( txd_billboards, 7302 )
engineImportTXD(billboardTXD, 7301)
engineImportTXD ( txd_billboards, 7303 )
engineImportTXD(billboardTXD, 7302)
engineImportTXD(billboardTXD, 7303)
</syntaxhighlight>
</syntaxhighlight>


'''Example 5:''' This example loads a custom skin mod and replaces SA skin of the defined ID (in this example being '190')
'''Example 5:''' This example loads a custom skin mod and replaces SA skin of the defined ID (in this example being '190')
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
addEventHandler ( "onClientResourceStart", getResourceRootElement ( getThisResource() ),
function replaceSkin()
function ()
local txd = engineLoadTXD("skinmodel.txd") -- change 'skinmodel' to your mod's file name
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
engineImportTXD(txd, 190) -- change the ID 190 into the GTA skin ID you with to replace with mod
dff = engineLoadDFF ( "skinmodel.dff", 190 ); -- 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
local dff = engineLoadDFF("skinmodel.dff") -- change 'skinmodel' to your mod's file name
end
);
engineReplaceModel(dff, 190) -- change the ID 190 into the GTA skin ID you with to replace with mod
end
addEventHandler("onClientResourceStart", resourceRoot, replaceSkin)
</syntaxhighlight>
</syntaxhighlight>


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<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
function replaceWeapon()  
function replaceWeapon()  
txd = engineLoadTXD ( "m4.txd" )
local txd = engineLoadTXD("m4.txd")
engineImportTXD ( txd, 356)
 
dff = engineLoadDFF ( "m4.dff", 356) -- use weapon model ID, not GTA weapon ID (model ID from https://wiki.multitheftauto.com/wiki/Weapons)
engineImportTXD(txd, 356)
engineReplaceModel ( dff, 356) -- Likewise, model ID, for M4 as example it's 356
 
local 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
end
addEventHandler ( "onClientResourceStart", getResourceRootElement(getThisResource()), replaceWeapon)
addEventHandler("onClientResourceStart", resourceRoot, replaceWeapon)
</syntaxhighlight>
 
'''Example 7:''' This example replaces multiple models at the same time using this function just once. (in this example the Grove street)
<syntaxhighlight lang="lua">
txd = engineLoadTXD ("Los Santos/lae2roadshub.txd")
engineImportTXD (txd, 17595, 17597, 17610, 17611, 17612, 17613)
</syntaxhighlight>
</syntaxhighlight>


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

Revision as of 21:00, 29 April 2024

[[{{{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 imports (adds) a loaded RenderWare Texture Dictionary into a specific model. This is necessary in order for the DFF loader to find any new textures. Please call this function before loading the DFF model file, in order to allow the DFF loading process to find the new textures. This function can also replace default GTA textures, so that it becomes possible to e.g. put custom images on existing billboards. Ped and weapon textures are also supported.

See here for tips on reducing the size of TXD files.

  • CJ clothing component textures can be replaced by using the ids listed on this page

Syntax

bool engineImportTXD ( txd texture, int model_id ) 

OOP Syntax Help! I don't understand this!

Method: txd:import(...)


Required Arguments

  • texture: The TXD that was loaded with engineLoadTXD
  • model_id: The model id to import the TXD into

Returns

Returns true if the function executed succesfully, false otherwise.

Example

Example 1: This example loads a combination of a custom TXD and DFF file to replace the Euros vehicle in-game. The collisions are embedded inside the DFF file.

outputChatBox("> replacing the euros vehicle")

local eurosTXD = engineLoadTXD("data/euros.txd")

engineImportTXD(eurosTXD, 587)

local eurosDFF = engineLoadDFF("data/euros.dff")

engineReplaceModel(eurosDFF, 587)


Example 2: This example loads a combination of custom COL, TXD and DFF files to replace an in-game model of a set of floors.

outputChatBox("> loading floor objects")

local floorsCOL = engineLoadCOL("models/office_floors.col")

engineReplaceCOL(floorsCOL, 3781)

local floorsTXD = engineLoadTXD("models/office_floors.txd")

engineImportTXD(floorsTXD, 3781)

local floorsDFF = engineLoadDFF("models/office_floors.dff")

engineReplaceModel(floorsDFF, 3781)


Example 3: This example replaces the victim billboards in last venturas (when replacing default models you do not need to replace a COL or DFF)

outputChatBox("> replacing billboards")

local billboardTXD = engineLoadTXD("models/vgsn_billboard.txd")

engineImportTXD(billboardTXD, 7300)


Example 4: This example shows that you only need to load a TXD once, even if you want to replace several different textures

outputChatBox("> replacing billboards")
local billboardTXD = engineLoadTXD("models/vgsn_billboard.txd")

engineImportTXD(billboardTXD, 7300)
engineImportTXD(billboardTXD, 7301)
engineImportTXD(billboardTXD, 7302)
engineImportTXD(billboardTXD, 7303)

Example 5: This example loads a custom skin mod and replaces SA skin of the defined ID (in this example being '190')

function replaceSkin()
	local 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

	local 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
addEventHandler("onClientResourceStart", resourceRoot, replaceSkin)

Example 6: This example replaces a default weapon with a custom weapon mod (TXD & DFF)

function replaceWeapon() 
local txd = engineLoadTXD("m4.txd")

engineImportTXD(txd, 356)

local 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
addEventHandler("onClientResourceStart", resourceRoot, replaceWeapon)

See Also