EngineLoadDFF: Difference between revisions
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{{Client function}} | {{Client function}} | ||
__NOTOC__ | __NOTOC__ | ||
{{Note box|Please note the loading order that is used in the examples as other orders can cause textures, collisions 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. | ||
Revision as of 12:07, 12 April 2013
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 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.
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, int model_id )
Required Arguments
- dff_file: The filepath to the DFF file you want to load
- model_id: The model id that should be associated with the dff. (This value is ignored after 1.3.1 and can be set to zero for all models)
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", 587 ) engineReplaceModel ( dff, 587 )
Example 2: This example loads a combination of custom DFF, TXD and COL files to replace an in-game model of a set of floors.
outputChatBox ( "> loading floor objects" ) txd_floors = engineLoadTXD ( "models/office_floors.txd" ) engineImportTXD ( txd_floors, 3781 ) col_floors = engineLoadCOL ( "models/office_floors.col" ) dff_floors = engineLoadDFF ( "models/office_floors.dff", 0 ) engineReplaceCOL ( col_floors, 3781 ) 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