EngineLoadDFF: Difference between revisions

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{{Client function}}
{{Client function}}
__NOTOC__
__NOTOC__{{Note|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.}}
{{Note box|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 Model (DFF) file into GTA.
This function loads a RenderWare Model (DFF) file into GTA.


* To successfully load vehicle models, it is necessary to pass the vehicle model id to the function so any embedded DFF extensions (such as collisions) will be loaded correctly.
To successfully load your model with textures, be sure to use [[engineLoadTXD]] and [[engineImportTXD]] before calling this function. If some error occurs while loading the DFF, MTA will output a message - check out [[DFF error messages]] to know what they mean.
* To successfully load your model with textures, be sure to use [[engineLoadTXD]] and [[engineImportTXD]] before calling this function.


This is a client side function. Be sure to transfer your DFF file by including it in the meta file.
This is a client side function. Be sure to transfer your DFF file by including it in the meta file.
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==Syntax==  
==Syntax==  
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
dff engineLoadDFF ( string dff_file, int model_id )  
dff engineLoadDFF ( string dff_file / string raw_data )  
</syntaxhighlight>  
</syntaxhighlight>
 
{{OOP||[[DFF|EngineDFF]]}}
===Required Arguments===  
===Required Arguments===  
*'''dff_file:''' The [[filepath]] to the DFF file you want to load
*'''dff_file / raw_data:''' The [[filepath]] to the DFF file you want to load or whole data buffer of the DFF file.
*'''model_id:''' The model id that should be associated with the dff. (This value is ignored after 1.3.1 and can be set to zero for all models)


===Returns===
===Returns===
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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" )


txd = engineLoadTXD ( "data/euros.txd" )
==Changelog==
engineImportTXD ( txd, 587 )
{{ChangelogHeader}}
dff = engineLoadDFF ( "data/euros.dff", 0 )
{{ChangelogItem|1.4.1-9.07088|Added option to use raw data instead of a file name}}
engineReplaceModel ( dff, 587 )
</syntaxhighlight>
 
'''Example 2:''' This example loads a combination of custom TXD, COL and DFF files 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", 0 )
engineReplaceModel ( dff_floors, 3781 )
</syntaxhighlight>


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

Latest revision as of 15:03, 1 May 2024

[[{{{image}}}|link=|]] Note: 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.

This function loads a RenderWare Model (DFF) file into GTA.

To successfully load your model with textures, be sure to use engineLoadTXD and engineImportTXD before calling this function. If some error occurs while loading the DFF, MTA will output a message - check out DFF error messages to know what they mean.

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

The returned DFF element is an element in the element tree, just like vehicles and objects. When the dff is destroyed, ie on resource unload or using destroyElement, any elements that use the DFF, such as vehicles or objects will be reset.

Syntax

dff engineLoadDFF ( string dff_file / string raw_data ) 

OOP Syntax Help! I don't understand this!

Method: EngineDFF(...)


Required Arguments

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

Returns

Returns a DFF element if the dff file loaded, false otherwise.

Example

See unified example available in engineReplaceModel.

Changelog

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

See Also