EngineReplaceModel: Difference between revisions
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{{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}} | {{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 ID with the model contained in a DFF file loaded by [[engineLoadDFF]]. {{New items|3.0111|1.1.1|This function supports [[vehicle|vehicles]], [[object|objects]], [[ped|peds]] and [[player|players]].}} | This function replaces the given model ID with the model contained in a DFF file loaded by [[engineLoadDFF]]. {{New items|3.0111|1.1.1|This function supports [[vehicle|vehicles]], [[object|objects]], [[ped|peds]] and [[player|players]].}} Only models found in gta3.img can be replaced. | ||
{{Deprecated feature|3.0111|1.1.1|This function does not support ped and weapon models.}} | {{Deprecated feature|3.0111|1.1.1|This function does not support ped and weapon models.}} |
Revision as of 09:52, 20 August 2019
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. Only models found in gta3.img can be replaced.
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 if model uses semi-transparent textures, e.g. windows. This will ensure other objects behind the semi-transparent textures are rendered correctly. (Can slightly impact performance, so only set when required)
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