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:
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.
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: