Fix UV animated textures not working on custom loaded DFF models - #5275
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TheCrazy17 wants to merge 3 commits into
Open
Fix UV animated textures not working on custom loaded DFF models#5275TheCrazy17 wants to merge 3 commits into
TheCrazy17 wants to merge 3 commits into
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MatFX needs the per-material UV transform flag, not just the atomic one, and the UV anim dictionary chunk preceding the clump must be read before RpClumpStreamRead. Fixes both DFF loading paths.
ConvertBufferToObject, LoadAtomicFile's only native caller, already reads it; only ReadDFF's engineLoadDFF/engineReplaceModel path still needs it.
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Note for maintainers: please do not merge until I have approved |
FileEX
requested changes
Aug 28, 2026
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2026 is truly an epic year for MTA |
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It could be even more epic, it's going to be legendary. |
Also makes the UV anim dict schema address constexpr.
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Summary
Adds the missing leading UV anim dictionary read to CRenderWareSA::ReadDFF, the path used by engineLoadDFF and engineReplaceModel, so custom loaded DFF models with UV animated textures play those animations instead of staying static.
https://streamable.com/08znl7 (Now you can use SA:MP animated objects, for example)
Motivation
ReadDFF opens its own stream and parses the clump directly, with no upstream code reading the leading UV anim dictionary chunk first. Native streaming already handles this in ConvertBufferToObject, but engineLoadDFF/engineReplaceModel never got the same treatment, so a custom loaded model with UV animated textures streamed in without ever setting the dictionary those animations need, leaving them static.
Fixes #5151
Test plan
Just replace any object with a model that has UV-animated textures.
uvbboards.zip
Checklist