EngineImportTXD: Difference between revisions
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{{Note|CJ clothing component textures can be replaced by using the IDs listed in the [[Clothing Component IDs]] article.}} | {{Note|CJ clothing component textures can be replaced by using the IDs listed in the [[Clothing Component IDs]] article.}} | ||
{{Note|Follow loading order ('''COL''' -> '''TXD''' -> '''DFF''') which is used in the example - as other orders can cause collisions, textures or the DFF not to load due to technical limitations.}} | {{Note|Follow loading order ('''COL''' -> '''TXD''' -> '''DFF''') which is used in the example - as other orders can cause collisions, textures or the DFF not to load due to technical limitations.}} | ||
{{Tip|Do your TXD files take megabytes of disk space? You can read some [[Optimize_Custom_TXD|tips on reducing the size of TXD files]] to compress them without ruining texture quality.}} | {{Tip|Do your TXD files take megabytes of disk space? You can read some [[Optimize_Custom_TXD|tips on reducing the size of TXD files]] to compress them without ruining texture quality.}} | ||
Latest revision as of 12:10, 19 February 2025
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.
Tip: Do your TXD files take megabytes of disk space? You can read some tips on reducing the size of TXD files to compress them without ruining texture quality. |
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
See unified example available in engineReplaceModel.
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