setObjectTexture: Difference between revisions

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{{RV|type=command
{{RV|type=command


| ofpr
|game1= ofp


|1.75
|version1= 1.75
 
|game2= ofpe
 
|version2= 1.00
 
|game3= arma1
 
|version3= 1.00
 
|game4= arma2
 
|version4= 1.00
 
|game5= arma2oa
 
|version5= 1.51
 
|game6= tkoh
 
|version6= 1.00
 
|game7= arma3
 
|version7= 0.50


|arg= global
|arg= global
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|gr1= Object Manipulation
|gr1= Object Manipulation


| Textures object selection with texture named in array.  
|descr= Applies given texture to object's selection.
{{Feature|Informative|
* Not all objects can be textured this way. To find out, run [[getObjectTextures]] command on an object. Empty array {{ic|[]}} usually indicates it cannot be textured.
* All textures must have resolution 2^x / 2^y (16x16, 16x32, 64x256, 512x512, ...). The largest texture size commonly supported by graphics cards and RV engine is 4096x4096
* Supported formats: .pac, .paa, .jpg, .jpeg, .ogg, .ogv}}


Array has the form [selectionNumber, "Texture"].
|mp= See [[setObjectTextureGlobal]]
<br>
The selection number is defined through the [[CfgVehicles_Config_Reference#hiddenSelections|hiddenselection]][]<nowiki>=</nowiki>{} array in the vehicle's config (starting with 0).<br><br>
'''NOTES''':
* Not all objects could be textured this way. To find out, run [[getObjectTextures]] command on an object. Empty array [] usually indicates it cannot be textured.
* All textures must have resolution 2^x / 2^y (e.g. 16 / 16, 16 / 32, 64 / 256, 512 / 512, etc). The largest texture size commonly supported by graphics cards and RV engine is 4096x4096
* Supported formats: .pac, .paa, .jpg, .jpeg, .ogg, .ogv


| object '''setObjectTexture''' [selectionNumber,texture]
| object '''setObjectTexture''' [selectionNumber, texture]


|p1= object: [[Object]]
|p1= object: [[Object]]
|p2= [selectionNumber,texture]: [[Array]]
|p3= selectionNumber: [[Number]]
|p4= texture: [[String]]


| [[Nothing]]
|p2= selectionNumber: [[Number]] - Index of the selection. It is defined in the [[CfgVehicles_Config_Reference#hiddenSelections|hiddenselection]][]<nowiki>=</nowiki>{} array in the vehicle's config (starting with 0).
 
|p3= texture: [[String]] - Path to texture
 
|r1= [[Nothing]]
   
   
|x1= <code>_objectname [[setObjectTexture]] [0, "\pboname\texture.paa"];
|x1= <code>_objectname [[setObjectTexture]] [0, "\pboname\texture.paa"];
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<dl class="command_description">
<dl class="command_description">
<!-- Note Section BEGIN -->
<dd class="notedate">Posted on Aug 4, 2006 - 23:40</dd>
<dt class="note">[[User:Hoz|Hoz]]</dt>
<dd class="note">
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.
<dd class="notedate">Posted on December 19, 2009 - 23:16</dd>
<dd class="notedate">Posted on December 19, 2009 - 23:16</dd>
<dt class="note">[[User:Lou_Montana|Lou Montana]]</dt>
<dt class="note">[[User:Lou_Montana|Lou Montana]]</dt>

Revision as of 11:31, 27 March 2021

Hover & click on the images for description

Description

Description:
Applies given texture to object's selection.
  • Not all objects can be textured this way. To find out, run getObjectTextures command on an object. Empty array [] usually indicates it cannot be textured.
  • All textures must have resolution 2^x / 2^y (16x16, 16x32, 64x256, 512x512, ...). The largest texture size commonly supported by graphics cards and RV engine is 4096x4096
  • Supported formats: .pac, .paa, .jpg, .jpeg, .ogg, .ogv
Multiplayer:
See setObjectTextureGlobal
Groups:
Object Manipulation

Syntax

Syntax:
Syntax needed
Parameters:
object: Object
selectionNumber: Number - Index of the selection. It is defined in the hiddenselection[]={} array in the vehicle's config (starting with 0).
texture: String - Path to texture
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:
getObjectTexturessetObjectTextureGlobalsetObjectMaterialgetObjectMaterialssetObjectMaterialGlobalforceFlagTexture

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
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
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)'] 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"];
Posted on October 24, 2016 - 12:09 (UTC)
Killzone Kid
Sometimes it could be necessary to set default material on an object for the texture to take effect: _block = createVehicle ["Land_VR_Block_02_F", player getPos [20, getDir player], [], 0, "CAN_COLLIDE"]; _block setObjectMaterial [0, "\a3\data_f\default.rvmat"]; _block setObjectTexture [0, "#(rgb,8,8,3)color(1,0,0,1)"]; Courtesy of Larrow