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 examples as other orders can cause collisions, textures or the DFF not to load due to technical limitations}}
This function loads a RenderWare Collision (COL3) 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.


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]].
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.
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.}}
'''Note:''' collision libraries (.col files containing multiple collision models) are not supported at the moment.


==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 relative path 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==  
'''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.
See [https://wiki.multitheftauto.com/wiki/EngineReplaceModel#Example unified example available in engineReplaceModel.]
<syntaxhighlight lang="lua">
outputChatBox ( "> replacing the euros vehicle" )


txd = engineLoadTXD ( "data/euros.txd" )
==Changelog==
engineImportTXD ( txd, 587 )
{{ChangelogHeader}}
dff = engineLoadDFF ( "data/euros.dff", 587 )
{{ChangelogItem|1.4.1-9.07088|Added option to use raw data instead of a file name}}
engineReplaceModel ( dff, 587 )
</syntaxhighlight>
 
'''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">
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 )
</syntaxhighlight>


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

Latest revision as of 21:39, 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 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.

[[{{{image}}}|link=|]] 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

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