EngineLoadCOL: Difference between revisions

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{{Client function}}
{{Client function}}
__NOTOC__
__NOTOC__{{Note|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 loads a RenderWare Collision (COL3) file into GTA. The collisions can then be used to provide collisions for in-game objects.


For vehicles, please omit this function by embedding your COL file into your DFF file. This way, you can be sure that the COL file is correctly (and automatically) loaded when calling [[engineLoadDFF]].
This function loads a RenderWare Collision (COL 1/2/3) file into GTA. The collisions can then be used to provide collisions for in-game objects.
 
For vehicles, please omit this function by embedding your [[COL]] file into your [[DFF]] file. This way, you can be sure that the COL file is correctly (and automatically) loaded when calling [[engineLoadDFF]].


This is a client side function. Be sure to transfer your COL file by including it in the meta file.
This is a client side function. Be sure to transfer your COL file by including it in the meta file.
{{Note|Collision libraries (.col files containing multiple collision models) are not supported. See [[COL]] for details.}}


==Syntax==  
==Syntax==  
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
txd engineLoadCOL ( string col_file )  
col engineLoadCOL ( string col_file / string raw_data )  
</syntaxhighlight>  
</syntaxhighlight>  
 
{{OOP||[[COL|EngineCOL]]}}
===Required Arguments===  
===Required Arguments===  
*'''col_file:''' The relative path to the col file you want to load
*'''col_file / raw_data:''' The [[filepath]] to the [[COL]] file you want to load or whole data buffer of the COL file.


===Returns===
===Returns===
Returns a ''col'' object if the file was loaded, ''false'' otherwise.
Returns a [[COL]] if the file was loaded, ''false'' otherwise.


==Example==  
==Example==  
* See [[engineReplaceVehicleModel]] for a vehicle replacement example
'''Example 1:''' This example loads a combination of a custom DFF and TXD file to replace the Euros vehicle in-game. The collisions are embedded inside the DFF file.
* See [[engineReplaceObjectModel]] for an object replacement example
<syntaxhighlight lang="lua">
outputChatBox ( "> replacing the euros vehicle" )
 
txd = engineLoadTXD ( "data/euros.txd" )
engineImportTXD ( txd, 587 )
dff = engineLoadDFF ( "data/euros.dff" )
engineReplaceModel ( dff, 587 )
</syntaxhighlight>
 
'''Example 2:''' This example loads a combination of custom COL, TXD and DFFfiles to replace an in-game model of a set of floors.
<syntaxhighlight lang="lua">
outputChatBox ( "> loading floor objects" )
col_floors = engineLoadCOL ( "models/office_floors.col" )
engineReplaceCOL ( col_floors, 3781 )
txd_floors = engineLoadTXD ( "models/office_floors.txd" )
engineImportTXD ( txd_floors, 3781 )
dff_floors = engineLoadDFF ( "models/office_floors.dff" )
engineReplaceModel ( dff_floors, 3781 )
</syntaxhighlight>
 
==Changelog==
{{ChangelogHeader}}
{{ChangelogItem|1.4.1-9.07088|Added option to use raw data instead of a file name}}


==See Also==
==See Also==
{{Engine_functions}}
{{Engine_functions}}

Revision as of 08:35, 7 September 2019

[[{{{image}}}|link=|]] Note: 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 loads a RenderWare Collision (COL 1/2/3) file into GTA. The collisions can then be used to provide collisions for in-game objects.

For vehicles, please omit this function by embedding your COL file into your DFF file. This way, you can be sure that the COL file is correctly (and automatically) loaded when calling engineLoadDFF.

This is a client side function. Be sure to transfer your COL file by including it in the meta file.

[[{{{image}}}|link=|]] Note: Collision libraries (.col files containing multiple collision models) are not supported. See COL for details.

Syntax

col engineLoadCOL ( string col_file / string raw_data ) 

OOP Syntax Help! I don't understand this!

Method: EngineCOL(...)


Required Arguments

  • col_file / raw_data: The filepath to the COL file you want to load or whole data buffer of the COL file.

Returns

Returns a COL if the file was loaded, false otherwise.

Example

Example 1: This example loads a combination of a custom DFF and TXD file to replace the Euros vehicle in-game. The collisions are embedded inside the DFF file.

outputChatBox ( "> replacing the euros vehicle" )

txd = engineLoadTXD ( "data/euros.txd" )
engineImportTXD ( txd, 587 )
dff = engineLoadDFF ( "data/euros.dff" )
engineReplaceModel ( dff, 587 )

Example 2: This example loads a combination of custom COL, TXD and DFFfiles to replace an in-game model of a set of floors.

outputChatBox ( "> loading floor objects" )
col_floors = engineLoadCOL ( "models/office_floors.col" )
engineReplaceCOL ( col_floors, 3781 )
txd_floors = engineLoadTXD ( "models/office_floors.txd" )
engineImportTXD ( txd_floors, 3781 )
dff_floors = engineLoadDFF ( "models/office_floors.dff" )
engineReplaceModel ( dff_floors, 3781 )

Changelog

Version Description
1.4.1-9.07088 Added option to use raw data instead of a file name

See Also