EngineLoadDFF: Difference between revisions

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'''Example 2:''' This example replaces a standard SA skin (in this example ID '190) with a custom skin model (DFF & TXD)
'''Example 2:''' This example replaces a standard SA skin (in this example ID '190) with a custom skin model (DFF & TXD)
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
addEventHandler ( "onClientResourceStart", getResourceRootElement ( getThisResource() ),
addEventHandler ( "onClientResourceStart", resourceRoot,
function ()
function ()
txd = engineLoadTXD ( "skinmodel.txd" ); -- change 'skinmodel' to your mod's file name
txd = engineLoadTXD ( "skinmodel.txd" ); -- change 'skinmodel' to your mod's file name
Line 54: Line 54:


end
end
addEventHandler ( "onClientResourceStart", getResourceRootElement(getThisResource()), replaceWeapon)
addEventHandler ( "onClientResourceStart", resourceRoot, replaceWeapon)
</syntaxhighlight>
</syntaxhighlight>



Revision as of 15:08, 29 August 2018

This template is no longer in use as it results in poor readability.

This function loads a RenderWare Model (DFF) file into GTA.

To successfully load your model with textures, be sure to use engineLoadTXD and engineImportTXD before calling this function. If some error occurs while loading the DFF, MTA will output a message - check out DFF error messages to know what they mean.

This is a client side function. Be sure to transfer your DFF file by including it in the meta file.

The returned DFF element is an element in the element tree, just like vehicles and objects. When the dff is destroyed, ie on resource unload or using destroyElement, any elements that use the DFF, such as vehicles or objects will be reset.

Syntax

dff engineLoadDFF ( string dff_file / string raw_data ) 

OOP Syntax Help! I don't understand this!

Method: EngineDFF(...)


Required Arguments

  • dff_file / raw_data: The filepath to the DFF file you want to load or whole data buffer of the DFF file.

Returns

Returns a DFF element if the dff file 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" )
engineReplaceModel ( dff, 587 )

Example 2: This example replaces a standard SA skin (in this example ID '190) with a custom skin model (DFF & TXD)

addEventHandler ( "onClientResourceStart", resourceRoot,
	function ()
		txd = engineLoadTXD ( "skinmodel.txd" ); -- change 'skinmodel' to your mod's file name
		engineImportTXD ( txd, 190 ); -- change the ID 190 into the GTA skin ID you with to replace with mod
		dff = engineLoadDFF ( "skinmodel.dff" ); -- change 'skinmodel' to your mod's file name
		engineReplaceModel ( dff, 190 ); -- change the ID 190 into the GTA skin ID you with to replace with mod
	end
);

Example 3: This example replaces a default weapon with a custom weapon mod (TXD & DFF)

function replaceWeapon() 
txd = engineLoadTXD ( "m4.txd" )
engineImportTXD ( txd, 356)
dff = engineLoadDFF ( "m4.dff") -- use weapon model ID, not GTA weapon ID (model ID from https://wiki.multitheftauto.com/wiki/Weapons)
engineReplaceModel ( dff, 356) -- Likewise, model ID, for M4 as example it's 356

end
addEventHandler ( "onClientResourceStart", resourceRoot, replaceWeapon)

Example 4: This example loads a combination of custom TXD, COL and DFF files 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" )
engineReplaceModel ( dff_floors, 3781 )

Changelog

Version Description
1.4.1-9.07088 Added option to use raw data instead of a file name

See Also