EngineReplaceModel: Difference between revisions
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__NOTOC__ | __NOTOC__ | ||
{{Client function}} | {{Client function}} | ||
{{Note box|Please note the loading order that is used in the examples as other orders can cause textures | {{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 replaces the given model in the given model ID with the DFF file passed. This function supports vehicles and objects at the moment. | This function replaces the given model in the given model ID with the DFF file passed. This function supports vehicles and objects at the moment. | ||
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txd = engineLoadTXD ( "data/euros.txd" ) | txd = engineLoadTXD ( "data/euros.txd" ) | ||
engineImportTXD ( txd, 587 ) | engineImportTXD ( txd, 587 ) | ||
dff = engineLoadDFF ( "data/euros.dff", | dff = engineLoadDFF ( "data/euros.dff", 0 ) | ||
engineReplaceModel ( dff, 587 ) | engineReplaceModel ( dff, 587 ) | ||
end | end | ||
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function ReplaceObject ( ) | function ReplaceObject ( ) | ||
col = engineLoadCOL( "MyModel.col" ) | |||
txd = engineLoadTXD( "MyModel.txd" ) | txd = engineLoadTXD( "MyModel.txd" ) | ||
dff = engineLoadDFF( "MyModel.dff", 0 ) | |||
dff = engineLoadDFF( "MyModel.dff", 0 ) | |||
engineReplaceCOL( col, 1234 ) | |||
engineImportTXD( txd, 1234 ) | engineImportTXD( txd, 1234 ) | ||
engineReplaceModel( dff, 1234 )-- replace the model at least | engineReplaceModel( dff, 1234 )-- replace the model at least | ||
Revision as of 22:44, 13 March 2014
This template is no longer in use as it results in poor readability.
This function replaces the given model in the given model ID with the DFF file passed. This function supports vehicles and objects at the moment.
As of 1.1.1 This supports Ped and Weapon models. For replace weapon models you can't use weapon ID's, you should use object ID's. All weapon model ID's here: Weapons.
Note: Due to a bug, when replacing models with built in collisions (i.e. vehicles), the collision may not get replaced correctly. The current work around is to load the dff again and do another replace after a short delay.
Syntax
bool engineReplaceModel ( dff theModel, int modelID [, bool alphaTransparency = false ] )
Required Arguments
- theModel: The model to replace the given model ID with
- modelID: The model it to replace the model of
Optional Arguments
- alphaTransparency: Set to true to enable special thing
Returns
Returns true if the model was successfully replaced, false if it failed for some reason, ie. the DFF or the model ID is not valid.
Example
Example 1:
Client-Side example for replacing vehicle model and texture with custom ones.
function ReplaceVehicle ( ) outputChatBox ( "> replacing the euros vehicle" ) txd = engineLoadTXD ( "data/euros.txd" ) engineImportTXD ( txd, 587 ) dff = engineLoadDFF ( "data/euros.dff", 0 ) engineReplaceModel ( dff, 587 ) end addEvent ( "replaceVeh", true ) addEventHandler ( "replaceVeh", getRootElement(), ReplaceVehicle )
Server-side example function for triggering the replace.
function ReplaceCommand ( ) triggerClientEvent( "replaceVeh", getRootElement(), replaceVeh ) end addCommandHandler( "replace", ReplaceCommand )
Example 2:
Client-Side example for replacing object model, collision and texture with custom ones.
function ReplaceObject ( ) col = engineLoadCOL( "MyModel.col" ) txd = engineLoadTXD( "MyModel.txd" ) dff = engineLoadDFF( "MyModel.dff", 0 ) engineReplaceCOL( col, 1234 ) engineImportTXD( txd, 1234 ) engineReplaceModel( dff, 1234 )-- replace the model at least end addEvent ( "replaceObj", true ) addEventHandler ( "replaceObj", getRootElement(), ReplaceObject )
Server-side example function for triggering the replace.
function ReplaceCommand ( ) triggerClientEvent( "replaceObj", getRootElement(), replaceObj ) end addCommandHandler( "replace", ReplaceCommand )
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