SonicTHedgehog Posted July 7, 2011 Share 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 ? Link to comment
Castillo Posted July 7, 2011 Share 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 Link to comment
SonicTHedgehog Posted July 7, 2011 Author Share 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 Link to comment
Castillo Posted July 7, 2011 Share 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). Link to comment
SonicTHedgehog Posted July 7, 2011 Author Share Posted July 7, 2011 Engine functions replace a vehicle TXD file .. and i want to replace a weapon TXD file .. Link to comment
Deltanic Posted July 7, 2011 Share 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. Link to comment
SonicTHedgehog Posted July 7, 2011 Author Share 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 Link to comment
Deltanic Posted July 7, 2011 Share 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.). Link to comment
SonicTHedgehog Posted July 7, 2011 Author Share Posted July 7, 2011 last question ! sorry ! can you tell me what to write in the meta.xml ? now i know the .lua Link to comment
Castillo Posted July 7, 2011 Share Posted July 7, 2011 Here's a example of meta.xml: https://wiki.multitheftauto.com/wiki/Meta.xml Link to comment
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now