EngineLoadDFF: Difference between revisions
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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. | |||
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. | ||
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==Syntax== | ==Syntax== | ||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
bool engineLoadDFF ( string dff_file, number model_id ) | bool engineLoadDFF ( string dff_file, [number model_id] ) | ||
</syntaxhighlight> | </syntaxhighlight> | ||
===Required Arguments=== | ===Required Arguments=== | ||
*'''dff_file:''' The relative path to the dff file you want to load | *'''dff_file:''' The relative path to the dff file you want to load | ||
*'''model_id:''' | |||
===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=== |
Revision as of 21:52, 9 June 2007
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.
This is a client-side function. Be sure to transfer your DFF file by including it in the meta file.
Syntax
bool engineLoadDFF ( string dff_file, [number model_id] )
Required Arguments
- dff_file: The relative path to the dff file you want to load
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 true if the function executed succesfully, false otherwise.
Example
-- example pending, please see models/carrier/bastage_hq resources
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