EngineLoadTXD: Difference between revisions
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===Returns=== | ===Returns=== | ||
Returns a [[TXD]] if the file was loaded, ''false'' otherwise. | Returns a [[TXD]] if the file was loaded, ''false'' otherwise. | ||
===Remarks=== | |||
[[Image:Texfilter_comparison.png|thumb|'''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== | ==Example== |
Revision as of 16:16, 4 February 2017
This template is no longer in use as it results in poor readability.
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.
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 ] )
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
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
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" ) engineReplaceModel ( dff, 587 )
Example 2: This example loads a combination of custom COL, TXD and DFF files to replace an in-game model of a set of floors.
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 )
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