EngineLoadTXD: Difference between revisions

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(Added code example and lifted it up in sequence due to how typical the usage scenario is (more than previous example #2))
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{{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 box|Please note the loading order that is used in the examples as other orders can cause collisions, textures or the DFF not to load due to technical limitations}}


This function loads a RenderWare Texture Dictionary (TXD) file into GTA. The texture dictionary can then be used to provide textures.
This function loads a RenderWare Texture Dictionary (TXD) file into GTA. The texture dictionary can then be used to provide textures.
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==Example==  
==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.
See [https://wiki.multitheftauto.com/wiki/EngineReplaceModel#Example unified example available in engineReplaceModel.]
<syntaxhighlight lang="lua">
outputChatBox ( "> replacing the euros vehicle" )
 
txd = engineLoadTXD ( "data/euros.txd" )
engineImportTXD ( txd, 587 )
dff = engineLoadDFF ( "data/euros.dff" )
engineReplaceModel ( dff, 587 )
</syntaxhighlight>
 
</syntaxhighlight>
 
'''Example 2:''' This example replaces a standard SA skin (in this example ID '190) with a custom skin model (DFF & TXD)
<syntaxhighlight lang="lua">
addEventHandler ( "onClientResourceStart", getResourceRootElement ( getThisResource() ),
function ()
txd = engineLoadTXD ( "skinmodel.txd" ); -- change 'skinmodel' to your mod's file name
engineImportTXD ( txd, 190 ); -- change the ID 190 into the GTA skin ID you with to replace with mod
dff = engineLoadDFF ( "skinmodel.dff", 190 ); -- change 'skinmodel' to your mod's file name
engineReplaceModel ( dff, 190 ); -- change the ID 190 into the GTA skin ID you with to replace with mod
end
);
</syntaxhighlight>
 
'''Example 3:''' This example loads a combination of custom COL, TXD and DFF files to replace an in-game model of a set of floors.
<syntaxhighlight lang="lua">
outputChatBox ( "> loading floor objects" )
col_floors = engineLoadCOL ( "models/office_floors.col" )
engineReplaceCOL ( col_floors, 3781 )
txd_floors = engineLoadTXD ( "models/office_floors.txd" )
engineImportTXD ( txd_floors, 3781 )
dff_floors = engineLoadDFF ( "models/office_floors.dff" )
engineReplaceModel ( dff_floors, 3781 )
</syntaxhighlight>


==Changelog==
==Changelog==

Latest revision as of 15:03, 1 May 2024

[[{{{image}}}|link=|]] 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

This function loads a RenderWare Texture Dictionary (TXD) file into GTA. The texture dictionary can then be used to provide textures.

This is a client side function. Be sure to transfer your TXD file by including it in the meta file.

[[{{{image}}}|link=|]] Tip: Do your TXD files take megabytes of disk space? You can read some tips on reducing the size of TXD files to compress them without ruining texture quality.

Syntax

txd engineLoadTXD ( string txd_file / string raw_data [, bool filteringEnabled = true ] )
Difference between texture filtering modes (left = filtering disabled, right = filtering enabled).

OOP Syntax Help! I don't understand this!

Method: EngineTXD(...)


Required Arguments

  • txd_file / raw_data: The filepath to the TXD file you want to load or whole data buffer of the TXD file.

Optional Arguments

  • filteringEnabled: Whether to enable texture filtering.

Returns

Returns a TXD if the file was loaded, false otherwise.

Remarks

Left: anisotropic + mipmaps; Middle: filteringEnabled = true; Right:: linear interpolation + mipmaps without anisot

The filteringEnabled property overrides the filtering modes in each texture of the TXD with point filtering. It also sets the uAddressing and vAddressing to WRAP. If textures come with mipmaps then they are disabled which is especially visible without anisotropic filtering. It is recommended to set filteringEnabled to false if the TXD was created with mipmaps (the filtering mode can be changed in a TXD editor).

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