EngineImportTXD: Difference between revisions
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{{Client function}} | {{Client function}} | ||
__NOTOC__ | __NOTOC__ | ||
{{Note box|Please note the loading order that is used in the examples as other orders can cause textures | {{Note box|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. | 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. | ||
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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", 0 ) | ||
engineReplaceModel ( dff, 587 ) | engineReplaceModel ( dff, 587 ) | ||
</syntaxhighlight> | </syntaxhighlight> | ||
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<section name="Client" class="client" show="true"> | <section name="Client" class="client" show="true"> | ||
'''Example 2:''' This example loads a combination of custom | '''Example 2:''' This example loads a combination of custom COL, TXD and DFFfiles 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 ) | |||
txd_floors = engineLoadTXD ( "models/office_floors.txd" ) | txd_floors = engineLoadTXD ( "models/office_floors.txd" ) | ||
engineImportTXD ( txd_floors, 3781 ) | engineImportTXD ( txd_floors, 3781 ) | ||
dff_floors = engineLoadDFF ( "models/office_floors.dff", 3781 ) | dff_floors = engineLoadDFF ( "models/office_floors.dff", 3781 ) | ||
engineReplaceModel ( dff_floors, 3781 ) | engineReplaceModel ( dff_floors, 3781 ) | ||
</syntaxhighlight> | </syntaxhighlight> |
Revision as of 22:49, 13 March 2014
This template is no longer in use as it results in poor readability.
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 )
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", 0 ) engineReplaceModel ( dff, 587 )
Example 2: This example loads a combination of custom COL, TXD and DFFfiles to replace an in-game model of a set of floors.
outputChatBox ( "> loading floor objects" ) col_floors = engineLoadCOL ( "models/office_floors.col" ) engineReplaceCOL ( col_floors, 3781 ) txd_floors = engineLoadTXD ( "models/office_floors.txd" ) engineImportTXD ( txd_floors, 3781 ) dff_floors = engineLoadDFF ( "models/office_floors.dff", 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