EngineLoadDFF

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Revision as of 14:38, 26 August 2007 by Talidan (talk | contribs)
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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.

Syntax

dff 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 a dff object 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" )

enginePreloadModel ( 587 )
txd = engineLoadTXD ( "data/euros.txd" )
engineImportTXD ( txd, 587 )
dff = engineLoadDFF ( "data/euros.dff", 587 )
engineReplaceVehicleModel ( 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 )
engineImportCOL ( col_floors, 3781 )
engineReplaceObjectModel ( dff_floors, 3781 )


See Also