EngineUnloadModel: Difference between revisions
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__NOTOC__ | __NOTOC__ | ||
{{Client function}} | |||
{{Deprecated|engineRestoreModel|}} | |||
This function "unloads" a custom model identified by a model id, and reloads the original GTA model. | This function "unloads" a custom model identified by a model id, and reloads the original GTA model. | ||
==Syntax== | ==Syntax== | ||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
bool engineUnloadModel ( model_id ) | bool engineUnloadModel ( int model_id ) | ||
</syntaxhighlight> | </syntaxhighlight> | ||
===Required Arguments=== | ===Required Arguments=== | ||
*'''model_id:''' The model id used to identify the model that is being reloaded | *'''model_id:''' The model id used to identify the model that is being reloaded. | ||
===Returns=== | ===Returns=== | ||
Returns ''true'' if the | Returns ''true'' if the custom model was unloaded succesfully, ''false'' otherwise. | ||
==Example== | ==Example== | ||
Line 20: | Line 23: | ||
engineImportTXD ( txd_floors, 3781 ) | engineImportTXD ( txd_floors, 3781 ) | ||
col_floors = engineLoadCOL ( "models/office_floors.col" ) | col_floors = engineLoadCOL ( "models/office_floors.col" ) | ||
dff_floors = engineLoadDFF ( "models/office_floors.dff" | dff_floors = engineLoadDFF ( "models/office_floors.dff" ) | ||
engineImportCOL ( col_floors, 3781 ) | engineImportCOL ( col_floors, 3781 ) | ||
engineReplaceObjectModel ( dff_floors, 3781 ) | engineReplaceObjectModel ( dff_floors, 3781 ) |
Latest revision as of 07:10, 30 May 2015
This function is deprecated. This means that its use is discouraged and that it might not exist in future versions. | |
Please use engineRestoreModel instead. |
This function "unloads" a custom model identified by a model id, and reloads the original GTA model.
Syntax
bool engineUnloadModel ( int model_id )
Required Arguments
- model_id: The model id used to identify the model that is being reloaded.
Returns
Returns true if the custom model was unloaded succesfully, false otherwise.
Example
This example loads a combination of custom DFF, TXD and COL files to replace an in-game model of a set of floors and unloads it again.
outputChatBox ( "> loading floor objects" ) txd_floors = engineLoadTXD ( "models/office_floors.txd" ) engineImportTXD ( txd_floors, 3781 ) col_floors = engineLoadCOL ( "models/office_floors.col" ) dff_floors = engineLoadDFF ( "models/office_floors.dff" ) engineImportCOL ( col_floors, 3781 ) engineReplaceObjectModel ( dff_floors, 3781 ) -- do your logic engineUnloadModel ( 3781 )
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