EngineReplaceModel: Difference between revisions
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local modelID = modelData.modelID | local modelID = modelData.modelID | ||
if modelCol then | if (modelCol) then | ||
local colData = engineLoadCOL(modelCol) | local colData = engineLoadCOL(modelCol) | ||
if colData then | if (colData) then | ||
engineReplaceCOL(colData, modelID) | engineReplaceCOL(colData, modelID) | ||
end | end | ||
end | end | ||
if modelTxd then | if (modelTxd) then | ||
local filteringEnabled = modelData.filteringEnabled | local filteringEnabled = modelData.filteringEnabled | ||
local txdData = engineLoadTXD(modelTxd, filteringEnabled) | local txdData = engineLoadTXD(modelTxd, filteringEnabled) | ||
if txdData then | if (txdData) then | ||
engineImportTXD(txdData, modelID) | engineImportTXD(txdData, modelID) | ||
end | end | ||
end | end | ||
if modelDff then | if (modelDff) then | ||
local dffData = engineLoadDFF(modelDff) | local dffData = engineLoadDFF(modelDff) | ||
if dffData then | if (dffData) then | ||
local alphaTransparency = modelData.alphaTransparency | local alphaTransparency = modelData.alphaTransparency | ||
Latest revision as of 21:35, 2 August 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