In order to develop custom .gfx assets (optimized SWF) you need to have Adobe Flash Pro CS6, use ActionScript 2 (version 3 has a different virtual machine which is not supported by the version GFx GTA uses) and target Flash Player 8.0.
To convert a .swf file produced by Adobe Flash into .gfx, you need the
gfxexport.exe tool from the Scaleform GFx SDK (version 4.0 is fine).
Scaleform doesn't implement some features from Flash:
You can interface with scaleforms by performing native calls from the GRAPHICS namespace with
scaleform in their name.
The game expects a .gfx to have a
TIMELINE variable in the global scope.
This variable serves as a kind of public API of the .gfx.
It'd be pretty time consuming to explain in details how to bootstrap your first gfx thing, so instead please use the boilerplate:
Please note that this is a low-level api, the C# runtime has an easy-to-use high-level abstraction; and even if you don't know C# you can use it as a reference usage of function calling natives.
> Call BEGIN_SCALEFORM_MOVIE_METHOD to initialize the function call, pass it the
handle of the GFx, and a function name string, which should be a member of the global TIMELINE variable in ActionScript.
> Define arguments, using one of the following functions depending on what type of argument you want to pass:
> Call END_SCALEFORM_MOVIE_METHOD to finish function call.
You can draw scaleform using one of these comamnds, red, green, blue, alpha and unk parameters can be omitted as they don't affect anything:
Can be faked using the function DRAW_SCALEFORM_MOVIE_FULLSCREEN_MASKED, where the first gfx is what you want to render, and the second gfx is a mask for it.
This masking has no antialising, it doesn't perform “smooth” masking, if a particular pixel of masking gfx is not fully transparent, then the underlying pixel will be fully shown.
In normal Flash you can simply load an image into MovieClip (see MovieClipLoader class in AS2 docs) using its (http[s]) url, however in-game you need the
Example of correct image url:
mpcarhud is the name of a texture dictionary and
albany is the texture name in said TXD.
Some scaleforms also allow the use of certain html elements, such as
<br>. You can also set certain fonts for some using
<FONT FACE='$[fontName]'> for example,
<FONT FACE='$Font2'>. Here's a list of usable fonts (Not all work for every scaleform):
$Font2 $Font2_cond $Font2_cond_NOT_GAMERNAME $Font5 $Machine $Stencil $Lubalin $Bookman $Stenberg $Mistral $HelveticaBLK $HelveticaBLKI $Times $TradeGothic $AnnaSC $EngraversOldEnglish $Bauhaus $Redemption
Image and size can also be set, with size being
<FONT SIZE='[fontSize]'> and image being
Citizen.CreateThread(function() local scaleformHandle = RequestScaleformMovie("mp_big_message_freemode") -- The scaleform you want to use while not HasScaleformMovieLoaded(scaleformHandle) do -- Ensure the scaleform is actually loaded before using Citizen.Wait(0) end BeginScaleformMovieMethod(scaleformHandle, "SHOW_SHARD_WASTED_MP_MESSAGE") -- The function you want to call from the AS file PushScaleformMovieMethodParameterString("Big Text") -- bigTxt PushScaleformMovieMethodParameterString("Smaller Text") -- msgText PushScaleformMovieMethodParameterInt(5) -- colId EndScaleformMovieMethod() -- Finish off the scaleform, it returns no data, so doesnt need "EndScaleformMovieMethodReturn" while true do -- Draw the scaleform every frame Citizen.Wait(0) DrawScaleformMovieFullscreen(scaleformHandle, 255, 255, 255, 255) -- Draw the scaleform fullscreen end end)