EngineReplaceModel: Difference between revisions
(Cleaned up and added needs checking template) |
Dutchman101 (talk | contribs) (Added a more typical code example) |
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'''Example 1:''' | '''Example 1:''' | ||
<section name="Client" class="client" show="true"> | <section name="Client" class="client" show="true"> | ||
Client- | Client-side example for replacing vehicle model and texture with custom ones. | ||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
function ReplaceVehicle ( ) | function ReplaceVehicle ( ) | ||
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'''Example 2:''' | '''Example 2:''' | ||
<section name="Client" class="client" show="true"> | |||
Client-side example for replacing weapons with custom mods. | |||
<syntaxhighlight lang="lua"> | |||
function replaceWeapon() | |||
txd = engineLoadTXD ( "m4.txd" ) | |||
engineImportTXD ( txd, 356) | |||
dff = engineLoadDFF ( "m4.dff", 356) -- use weapon model ID, not weapon ID (model ID from https://wiki.multitheftauto.com/wiki/Weapons) | |||
engineReplaceModel ( dff, 356) -- Likewise, model ID, for M4 as example it's 356 | |||
end | |||
addEventHandler ( "onClientResourceStart", getResourceRootElement(getThisResource()), replaceWeapon) | |||
</syntaxhighlight> | |||
</section> | |||
'''Example 3:''' | |||
<section name="Client" class="client" show="true"> | <section name="Client" class="client" show="true"> | ||
Client-Side example for replacing object collision, texture and model with custom ones. | Client-Side example for replacing object collision, texture and model with custom ones. |
Revision as of 20:39, 10 May 2017
This article needs checking. | |
Reason(s): I couldn't reproduce the vehicle collision replace bug in recent MTA versions while using the recommended loading order. Can someone double check this in order to clean up the article? --AlexTMjugador (talk) 10:55, 6 July 2016 (UTC) |
This template is no longer in use as it results in poor readability.
This function replaces the given model ID with the model contained in a DFF file loaded by engineLoadDFF. This function supports vehicles, objects, peds and players.
To replace weapon models you must use their object IDs, not weapon IDs. There is a weapon model list available at weapons.
Syntax
bool engineReplaceModel ( dff theModel, int modelID [, bool alphaTransparency = false ] )
OOP Syntax Help! I don't understand this!
- Method: dff:replace(...)
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 texture transparency within the model
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" ) engineReplaceModel ( dff, 587 ) end addEvent ( "replaceVeh", true ) addEventHandler ( "replaceVeh", root, ReplaceVehicle )
Server-side example function for triggering the replace.
function ReplaceCommand ( ) triggerClientEvent( "replaceVeh", root, replaceVeh ) end addCommandHandler( "replace", ReplaceCommand )
Example 2:
Client-side example for replacing weapons with custom mods.
function replaceWeapon() txd = engineLoadTXD ( "m4.txd" ) engineImportTXD ( txd, 356) dff = engineLoadDFF ( "m4.dff", 356) -- use weapon model ID, not weapon ID (model ID from https://wiki.multitheftauto.com/wiki/Weapons) engineReplaceModel ( dff, 356) -- Likewise, model ID, for M4 as example it's 356 end addEventHandler ( "onClientResourceStart", getResourceRootElement(getThisResource()), replaceWeapon)
Example 3:
Client-Side example for replacing object collision, texture and model 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", root, ReplaceObject )
Server-side example function for triggering the replace.
function ReplaceCommand ( ) triggerClientEvent( "replaceObj", root, 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