EngineLoadCOL: Difference between revisions
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==Syntax== | ==Syntax== | ||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
col engineLoadCOL ( string col_file / string raw_data | col engineLoadCOL ( string col_file / string raw_data ) | ||
</syntaxhighlight> | </syntaxhighlight> | ||
===Required Arguments=== | ===Required Arguments=== | ||
*'''col_file / raw_data:''' The [[filepath]] to the [[COL]] file you want to load or whole data buffer of the COL file. | *'''col_file / raw_data:''' The [[filepath]] to the [[COL]] file you want to load or whole data buffer of the COL file. | ||
===Returns=== | ===Returns=== | ||
Returns a [[COL]] if the file was loaded, ''false'' otherwise. | Returns a [[COL]] if the file was loaded, ''false'' otherwise. |
Revision as of 07:15, 26 February 2015
This template is no longer in use as it results in poor readability.
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.
Note: collision libraries (.col files containing multiple collision models) are not supported. See COL for details.
Syntax
col engineLoadCOL ( string col_file )
OOP Syntax Help! I don't understand this!
- Method: EngineCOL(...)
Required Arguments
Returns
Returns a COL if the file was loaded, false otherwise.
Syntax
col engineLoadCOL ( string col_file / string raw_data )
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
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", 0 ) engineReplaceModel ( dff_floors, 3781 )
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