EngineLoadDFF: Difference between revisions

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__NOTOC__  
{{Client function}}
__NOTOC__
This function loads a RenderWare Model (DFF) file into GTA.
This function loads a RenderWare Model (DFF) file into GTA.


To successfully load vehicle models, it is necessary to pass the vehicle model id to the function so any embedded DFF extensions (such as collisions) will be loaded correctly.
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.
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.
{{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==  
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
bool engineLoadDFF ( string dff_file, [number model_id] )  
dff engineLoadDFF ( string dff_file / string raw_data )  
</syntaxhighlight>  
</syntaxhighlight>
 
{{OOP||[[DFF|EngineDFF]]}}
===Required Arguments===  
===Required Arguments===  
*'''dff_file:''' The relative path to the dff file you want to load
*'''dff_file / raw_data:''' The [[filepath]] to the DFF file you want to load or whole data buffer of the DFF file.
 
===Optional Arguments===
*'''model_id:''' The model id that should be associated with the dff, when loading a vehicle. Always pass '''0''' (or nothing at all) if you are replacing something else than a vehicle.


===Returns===
===Returns===
Returns ''true'' if the function executed succesfully, ''false'' otherwise.
Returns a [[DFF]] element if the dff file loaded, ''false'' otherwise.


==Example==  
==Example==  
<syntaxhighlight lang="lua">
See [https://wiki.multitheftauto.com/wiki/EngineReplaceModel#Example unified example available in engineReplaceModel.]
-- example pending, please see models/carrier/bastage_hq resources
 
</syntaxhighlight>
==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 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