EngineImportTXD: 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 imports a RenderWare Texture Dictionary into the model identified by the model id. This is necessary in order for the DFF loader to find any new textures. This does however not replace the original textures of the model.


* To prevent issues with textures (object models) please call this function before loading the DFF model file, in order to allow the DFF loading process to find the new textures.
This function imports (adds) a loaded RenderWare Texture Dictionary into a specific model. This is necessary in order for the DFF loader to find any new textures. Please '''call this function before loading the DFF model file''', in order to allow the DFF loading process to find the new textures. This function can also replace default GTA textures, so that it becomes possible to e.g. put custom images on existing billboards. Ped and weapon textures are also supported.
 
See here for [[Optimize_Custom_TXD|tips on reducing the size of TXD files]].
{{New feature/item|3.0132|1.3.1|5254|
* CJ clothing component textures can be replaced by using the ids listed on [[Clothing Component IDs|this page]]
}}


==Syntax==  
==Syntax==  
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bool engineImportTXD ( txd texture, int model_id )  
bool engineImportTXD ( txd texture, int model_id )  
</syntaxhighlight>  
</syntaxhighlight>  
 
{{OOP||[[TXD|txd]]:import}}
===Required Arguments===  
===Required Arguments===  
*'''texture:''' The [[TXD]] that was loaded with [[engineLoadTXD]]
*'''texture:''' The [[TXD]] that was loaded with [[engineLoadTXD]]
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==Example==  
==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 [https://wiki.multitheftauto.com/wiki/EngineReplaceModel#Example unified example available in engineReplaceModel.]
<syntaxhighlight lang="lua">
outputChatBox ( "> replacing the euros vehicle" )
 
enginePreloadModel ( 587 )
txd = engineLoadTXD ( "data/euros.txd" )
engineImportTXD ( txd, 587 )
dff = engineLoadDFF ( "data/euros.dff", 587 )
engineReplaceVehicleModel ( dff, 587 )
</syntaxhighlight>
 
 
'''Example 2:''' This example loads a combination of custom DFF, TXD and COL files to replace an in-game model of a set of floors.
<syntaxhighlight lang="lua">
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", 0 )
engineImportCOL ( col_floors, 3781 )
engineReplaceObjectModel ( dff_floors, 3781 )
</syntaxhighlight>
 


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

Latest revision as of 21:37, 29 April 2024

[[{{{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 imports (adds) a loaded RenderWare Texture Dictionary into a specific model. This is necessary in order for the DFF loader to find any new textures. Please call this function before loading the DFF model file, in order to allow the DFF loading process to find the new textures. This function can also replace default GTA textures, so that it becomes possible to e.g. put custom images on existing billboards. Ped and weapon textures are also supported.

See here for tips on reducing the size of TXD files.

  • CJ clothing component textures can be replaced by using the ids listed on this page

Syntax

bool engineImportTXD ( txd texture, int model_id ) 

OOP Syntax Help! I don't understand this!

Method: txd:import(...)


Required Arguments

  • texture: The TXD that was loaded with engineLoadTXD
  • model_id: The model id to import the TXD into

Returns

Returns true if the function executed succesfully, false otherwise.

Example

See unified example available in engineReplaceModel.

See Also