EngineLoadDFF: Difference between revisions
Dutchman101 (talk | contribs) (Added code example and lifted it up in sequence due to how typical the usage scenario is (more than previous example #2)) |
No edit summary |
||
(6 intermediate revisions by 5 users not shown) | |||
Line 1: | Line 1: | ||
{{Client function}} | {{Client function}} | ||
__NOTOC__ | __NOTOC__{{Note|Please note the loading order that is used in the example as other orders can cause collisions, textures or the DFF not to load due to technical limitations.}} | ||
{{Note | |||
This function loads a RenderWare Model (DFF) file into GTA. | This function loads a RenderWare Model (DFF) file into GTA. | ||
Line 23: | Line 22: | ||
==Example== | ==Example== | ||
See [https://wiki.multitheftauto.com/wiki/EngineReplaceModel#Example unified example available in engineReplaceModel.] | |||
==Changelog== | ==Changelog== |
Latest revision as of 15:03, 1 May 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.
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
- 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