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:
- No filters for shapes. At all.
- No blur filter for text either. Can be faked with a glow filter.
- No masking. Will be discussed later on this page.
- No embedded raster graphics. Will be discussed later on this page.
You can interface with scaleforms by performing native calls from the GRAPHICS namespace with
scaleform in their name.
TIMELINEvariable 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:
REQUEST_SCALEFORM_MOVIE) with the name of the desired gfx (without file extension), for example
- Use HAS_SCALEFORM_MOVIE_LOADED) in a loop, to prevent using a non-loaded Scaleform asset.
Invoking functions in GFx
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.
_PUSH_SCALEFORM_MOVIE_FUNCTION 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:
- _PUSH_SCALEFORM_MOVIE_FUNCTION_PARAMETER_STRING (only use for short strings like texture names)
- A pair of BEGIN_TEXT_COMMAND_SCALEFORM_STRING, ADD_TEXT_COMPONENT_SUBSTRING_PLAYER_NAME, and END_TEXT_COMMAND_SCALEFORM_STRING for normal strings
> Call _POP_SCALEFORM_MOVIE_FUNCTION_VOID 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:
- DRAW_SCALEFORM_MOVIE for drawing gfx in 2D on a specific position
- DRAW_SCALEFORM_MOVIE_FULLSCREEN also draws gfx in 2D, however in fullscreen
- DRAW_SCALEFORM_MOVIE_3D do note that if you have blackout enabled this will be drawn with “solarized” and shifted to yellow colours.
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.