EngineImportTXD: Difference between revisions
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==Example== | ==Example== | ||
<section name="Client" class="client" show="true"> | |||
'''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"> | ||
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engineReplaceModel ( dff, 587 ) | engineReplaceModel ( dff, 587 ) | ||
</syntaxhighlight> | </syntaxhighlight> | ||
</section> | |||
<section name="Client" class="client" show="true"> | |||
'''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 2:''' This example loads a combination of custom DFF, TXD and COL files to replace an in-game model of a set of floors. | ||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
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engineReplaceModel ( dff_floors, 3781 ) | engineReplaceModel ( dff_floors, 3781 ) | ||
</syntaxhighlight> | </syntaxhighlight> | ||
</section> | |||
{{New feature|3|1.0| | {{New feature|3|1.0| | ||
<section name="Client" class="client" show="true"> | |||
'''Example 3:''' This example replaces the victim billboards in last venturas (when replacing default models you do not need to replace a dff or col) | '''Example 3:''' This example replaces the victim billboards in last venturas (when replacing default models you do not need to replace a dff or col) | ||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
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engineImportTXD ( txd_floors, 7300 ) | engineImportTXD ( txd_floors, 7300 ) | ||
</syntaxhighlight> | </syntaxhighlight> | ||
</section> | |||
}} | }} | ||
==See Also== | ==See Also== | ||
{{Engine_functions}} | {{Engine_functions}} |
Revision as of 12:33, 26 April 2009
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.
- In MTA:SA 1.0 this function can also replace default GTA textures, so that it becomes possible to e.g. put custom images on existing billboards.
Syntax
bool engineImportTXD ( txd texture, int model_id )
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 DFF and TXD file to replace the Euros vehicle in-game. The collisions are embedded inside the DFF file.
outputChatBox ( "> replacing the euros vehicle" ) txd = engineLoadTXD ( "data/euros.txd" ) engineImportTXD ( txd, 587 ) dff = engineLoadDFF ( "data/euros.dff", 587 ) engineReplaceModel ( dff, 587 )
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.
outputChatBox ( "> loading floor objects" ) txd_floors = engineLoadTXD ( "models/office_floors.txd" ) engineImportTXD ( txd_floors, 3781 ) col_floors = engineLoadCOL ( "models/office_floors.col" ) dff_floors = engineLoadDFF ( "models/office_floors.dff", 0 ) engineReplaceCOL ( col_floors, 3781 ) engineReplaceModel ( dff_floors, 3781 )
Example 3: This example replaces the victim billboards in last venturas (when replacing default models you do not need to replace a dff or col)
outputChatBox ( "> replacing billboards" ) txd_floors = engineLoadTXD ( "models/vgsn_billboard.txd" ) engineImportTXD ( txd_floors, 7300 )
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