SonicTHedgehog Posted July 7, 2011 Posted July 7, 2011 Can i add my own weapon skin to my server? and other players see it ?? If yes can you tell me HOW ?
Castillo Posted July 7, 2011 Posted July 7, 2011 You can replace the textures of some weapons, but not the MODEl. To do this use the engine functions: https://wiki.multitheftauto.com/wiki/Cli ... _functions
SonicTHedgehog Posted July 7, 2011 Author Posted July 7, 2011 I have weapon .DFF and .TXD now can you tell me what to do ? please ?? sorry because i dont know T-T
Castillo Posted July 7, 2011 Posted July 7, 2011 As I said, use the engine functions, and also, I told you that you can't replace MODEL(S)(.DFF files).
SonicTHedgehog Posted July 7, 2011 Author Posted July 7, 2011 Engine functions replace a vehicle TXD file .. and i want to replace a weapon TXD file ..
botanist Posted July 7, 2011 Posted July 7, 2011 No, the example replaces a vehicle texture. But you can retexture every possible model with that function. That's why he mentioned it.
SonicTHedgehog Posted July 7, 2011 Author Posted July 7, 2011 Can you tell me what to do ? i am so sorry i am new in scripting i did the wiki scripting tutorial and every thing worked but i still dont know how to make some thing new lol here is the examples 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", 587 ) engineReplaceModel ( dff, 587 ) 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. 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 ) engineReplaceCOL ( col_floors, 3781 ) engineReplaceModel ( dff_floors, 3781 ) Example 3: This example replaces the victim billboards in last venturas (when replacing default models you do not need to replace a dff or col) outputChatBox ( "> replacing billboards" ) txd_floors = engineLoadTXD ( "models/vgsn_billboard.txd" ) engineImportTXD ( txd_floors, 7300 ) i think i must use first one ... but how idk
botanist Posted July 7, 2011 Posted July 7, 2011 The first one indeed. Replace "data/euros.txd" with the filepath of your file (be sure to add it to meta.xml!), and replace the number with the weapon model number. Don't use the rest; That's DFF (so the model) related stuff, and that doesn't work for weapons (and peds too if you wanted to know, only objects and vehicles can have a custom DFF.).
SonicTHedgehog Posted July 7, 2011 Author Posted July 7, 2011 last question ! sorry ! can you tell me what to write in the meta.xml ? now i know the .lua
Castillo Posted July 7, 2011 Posted July 7, 2011 Here's a example of meta.xml: https://wiki.multitheftauto.com/wiki/Meta.xml
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