setObjectTexture: Difference between revisions

From Bohemia Interactive Community
Jump to navigation Jump to search
No edit summary
No edit summary
Line 93: Line 93:
<dd class="note">
<dd class="note">
Also keep in mind that player's custom texture is being reset when you open BIS Arsenal (even without changing any gear)
Also keep in mind that player's custom texture is being reset when you open BIS Arsenal (even without changing any gear)
</dd>
</dl>
<!-- DISCONTINUE Notes -->
<!-- CONTINUE Notes -->
<dl class="command_description">
<dd class="notedate">Posted on May 13, 2015 - 14:37 (UTC)</dd>
<dt class="note">[[User:Moerderhoschi|Moerderhoschi]]</dt>
<dd class="note">
You can also use the gameinternal skins: [http://forums.bistudio.com/showthread.php?169734-paint-MH-9-different-colour List of MH9 Skins] <code>_obj [[setObjectTexture]] [0, "\a3\air_f\heli_light_01\data\skins\heli_light_01_ext_digital_co.paa"];</code>
</dd>
</dd>
</dl>
</dl>
<!-- DISCONTINUE Notes -->
<!-- DISCONTINUE Notes -->

Revision as of 16:37, 13 May 2015

Hover & click on the images for description

Description

Description:
Textures object selection with texture named in array. Array has the form [selectionNumber, "Texture"].
The selection number is defined through the hiddenselection[]={} array in the vehicle's config (starting with 0).
Groups:
Uncategorised

Syntax

Syntax:
object setObjectTexture [selectionNumber,texture]
Parameters:
object: Object
[selectionNumber,texture]: Array
selectionNumber: Number
texture: String
Return Value:
Nothing

Examples

Example 1:
_objectname setObjectTexture [0, "\pboname\texture.paa"]; _objectname setObjectTexture [1, "\pboname\texture2.paa"];
Example 2:
_obj setObjectTexture [0, "#(rgb,8,8,3)color(1,0,0,1)"];
Example 3:
_obj setObjectTexture [0, "#(argb,512,512,1)r2t(rendersurface,1.333)"];
Example 4:
When applying custom texture in Editor on vehicles that have randomization enabled (Arma 3 Assets), disable randomization first:this setVariable ["BIS_enableRandomization", false]; this setObjectTexture [0,"#(rgb,8,8,3)color(1,0,0,1)"];

Additional Information

See also:
getObjectTexturessetObjectTextureGlobalsetObjectMaterialgetObjectMaterials

Notes

Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note

Notes

Posted on Aug 4, 2006 - 23:40
Hoz
In MP this command has only local effect. If you want to change a texture on all clients, you have to execute this command on each client (or setObjectTextureGlobal). This command has also a bug: when a saved game is loaded the texture you have set will disappear and needs to be reset.
Posted on December 19, 2009 - 23:16
Lou Montana
Instead of bitmaps, procedural textures can be used.
The syntax for those is #(argb,8,8,3)color(R,G,B,A), where R,G,B stands for Red, Green, Blue, and A stands for Alpha, all values can be anything between 0 and 1 (including decimals). e.g. _obj setObjectTexture [0,'#(argb,8,8,3)color(0,1,0,1)'] would color myObj in flat green. See Procedural Textures for more details.
Posted on August 25, 2014 - 22:27 (EST)
Benargee
Also works with absolute path and .jpg files. _obj setObjectTexture [0, "C:\Folder\Folder\Texture.paa"]; _obj setObjectTexture [0, "C:\Folder\Folder\Texture.jpg"]; Texture can also be blank: _obj setObjectTexture [2,""]; This will make the texture selection invisible on certain units without an error message. In some cases this is a desirable effect

Bottom Section

Posted on March 18, 2015 - 03:09 (UTC)
Longbow
It is also possible to apply texture to unit's backpack, as it also has hidden selection (unfortunately does not work for vests) (backpackContainer player) setObjectTexture [0,'#(argb,8,8,3)color(0,0,0,1)']
Posted on March 20, 2015 - 13:33 (UTC)
Longbow
Also keep in mind that player's custom texture is being reset when you open BIS Arsenal (even without changing any gear)
Posted on May 13, 2015 - 14:37 (UTC)
Moerderhoschi
You can also use the gameinternal skins: List of MH9 Skins _obj setObjectTexture [0, "\a3\air_f\heli_light_01\data\skins\heli_light_01_ext_digital_co.paa"];