EngineReplaceModel: Difference between revisions
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To replace weapon models you must use their object IDs, not weapon IDs. There is a weapon model list available at [[weapons]]. | To replace weapon models you must use their object IDs, not weapon IDs. There is a weapon model list available at [[weapons]]. | ||
{{Note| | {{Note| | ||
* Please note the loading order that is used in the | * 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. | ||
* Default GTA map objects behave inconsistently when using this function on them. If you want to replace models in the original GTA map, use one of the [[EngineReplaceModel notes|methods shown here]]. | * Default GTA map objects behave inconsistently when using this function on them. If you want to replace models in the original GTA map, use one of the [[EngineReplaceModel notes|methods shown here]]. | ||
* A raw data DFF element can only be used once, because the underlying memory for the model is released after replacement. | * A raw data DFF element can only be used once, because the underlying memory for the model is released after replacement. |
Revision as of 21:45, 29 April 2024
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 but not CJ clothing and body parts.
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
Click to collapse [-]
ClientThis example allows you to replace single or many models (with ability to toggle TXD filtering/DFF alpha transparency) - by using table. Do not forget to add those file paths to meta.xml
function onClientResourceStartReplaceModels() local modelsToReplace = { { -- replace object (all object IDs here: https://dev.prineside.com/en/gtasa_samp_model_id/) colFile = "object.col", txdFile = "object.txd", dffFile = "object.dff", modelID = 1337, alphaTransparency = false, filteringEnabled = true, }, { -- replace vehicle (all vehicle IDs here: https://wiki.multitheftauto.com/wiki/Vehicle_IDs) colFile = false, -- if file is not present set to false/nil txdFile = "vehicle.txd", dffFile = "vehicle.dff", modelID = 434, alphaTransparency = false, filteringEnabled = true, }, { -- replace skin (all ped IDs here: https://wiki.multitheftauto.com/wiki/Character_Skins) colFile = false, -- if file is not present set to false/nil txdFile = "ped.txd", dffFile = "ped.dff", modelID = 16, alphaTransparency = false, filteringEnabled = true, }, { -- replace weapon (all weapon IDs here: https://wiki.multitheftauto.com/wiki/Weapons) colFile = false, -- if file is not present set to false/nil txdFile = "m4.txd", dffFile = "m4.dff", modelID = 356, alphaTransparency = false, filteringEnabled = true, }, } for assetID = 1, #modelsToReplace do local modelData = modelsToReplace[assetID] local modelCol = modelData.colFile local modelTxd = modelData.txdFile local modelDff = modelData.dffFile local modelID = modelData.modelID if modelCol then local colData = engineLoadCOL(modelCol) if colData then engineReplaceCOL(colData, modelID) end end if modelTxd then local filteringEnabled = modelData.filteringEnabled local txdData = engineLoadTXD(modelTxd, filteringEnabled) if txdData then engineImportTXD(txdData, modelID) end end if modelDff then local dffData = engineLoadDFF(modelDff) if dffData then local alphaTransparency = modelData.alphaTransparency engineReplaceModel(dffData, modelID, alphaTransparency) end end end end addEventHandler("onClientResourceStart", resourceRoot, onClientResourceStartReplaceModels)
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