EngineLoadCOL: Difference between revisions
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{{Client function}} | {{Client function}} | ||
__NOTOC__ | __NOTOC__{{Note|Please note the loading order that is used in the example as other orders can cause collisions, textures or the DFF not to load due to technical limitations}} | ||
This function loads a RenderWare Collision (COL 1/2/3) file into GTA. The collisions can then be used to provide collisions for in-game objects. | This function loads a RenderWare Collision (COL 1/2/3) file into GTA. The collisions can then be used to provide collisions for in-game objects. | ||
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This is a client side function. Be sure to transfer your COL file by including it in the meta file. | This is a client side function. Be sure to transfer your COL file by including it in the meta file. | ||
{{Note|Collision libraries (.col files containing multiple collision models) are not supported. See [[COL]] for details. Or you can try [[engineGetCOLsFromLibrary]], if you'd like.}} | |||
==Syntax== | ==Syntax== | ||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
col engineLoadCOL ( string col_file ) | col engineLoadCOL ( string col_file / string raw_data ) | ||
</syntaxhighlight> | </syntaxhighlight> | ||
{{OOP||[[COL|EngineCOL]]}} | |||
===Required Arguments=== | ===Required Arguments=== | ||
*'''col_file:''' The [[filepath]] to the [[COL]] file you want to load | *'''col_file / raw_data:''' The [[filepath]] to the [[COL]] file you want to load or whole data buffer of the COL file. | ||
===Returns=== | ===Returns=== | ||
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==Example== | ==Example== | ||
See [https://wiki.multitheftauto.com/wiki/EngineReplaceModel#Example unified example available in engineReplaceModel.] | |||
==Changelog== | |||
{{ChangelogHeader}} | |||
{{ChangelogItem|1.4.1-9.07088|Added option to use raw data instead of a file name}} | |||
==See Also== | ==See Also== | ||
{{Engine_functions}} | {{Engine_functions}} |
Latest revision as of 15:02, 1 May 2024
This function loads a RenderWare Collision (COL 1/2/3) file into GTA. The collisions can then be used to provide collisions for in-game objects.
For vehicles, please omit this function by embedding your COL file into your DFF file. This way, you can be sure that the COL file is correctly (and automatically) loaded when calling engineLoadDFF.
This is a client side function. Be sure to transfer your COL file by including it in the meta file.
Syntax
col engineLoadCOL ( string col_file / string raw_data )
OOP Syntax Help! I don't understand this!
- Method: EngineCOL(...)
Required Arguments
- col_file / raw_data: The filepath to the COL file you want to load or whole data buffer of the COL file.
Returns
Returns a COL if the file was loaded, false otherwise.
Example
See unified example available in engineReplaceModel.
Changelog
Version | Description |
---|
1.4.1-9.07088 | Added option to use raw data instead of a file name |
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