EngineLoadDFF: Difference between revisions

From Multi Theft Auto: Wiki
Jump to navigation Jump to search
No edit summary
 
(4 intermediate revisions by 2 users not shown)
Line 1: Line 1:
{{Client function}}
{{Client function}}
__NOTOC__
__NOTOC__
{{Note box|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 Model (DFF) file into GTA.
This function loads a RenderWare Model (DFF) file into GTA.


Line 10: Line 8:


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.
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.
{{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.}}


==Syntax==  
==Syntax==  
Line 23: Line 22:


==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" )
engineImportTXD ( txd, 587 )
dff = engineLoadDFF ( "data/euros.dff" )
engineReplaceModel ( dff, 587 )
</syntaxhighlight>
 
'''Example 2:''' This example replaces a standard SA skin (in this example ID '190) with a custom skin model (DFF & TXD)
<syntaxhighlight lang="lua">
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
);
</syntaxhighlight>
 
'''Example 3:''' This example replaces a default weapon with a custom weapon mod (TXD & DFF)
<syntaxhighlight lang="lua">
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)
</syntaxhighlight>
 
'''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.
<syntaxhighlight lang="lua">
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 )
</syntaxhighlight>


==Changelog==
==Changelog==

Latest revision as of 13:01, 12 December 2024

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.

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

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

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