setObjectTexture: Difference between revisions
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{{RV|type=command | {{RV|type=command | ||
| | |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 | ||
| | |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}} | |||
|mp= See [[setObjectTextureGlobal]] | |||
| object '''setObjectTexture''' [selectionNumber,texture] | | object '''setObjectTexture''' [selectionNumber, texture] | ||
|p1= object: [[Object]] | |p1= object: [[Object]] | ||
| [[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"> | ||
<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
Description
- Description:
- Applies given texture to object's selection.
- 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
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint version 1.75
- Operation Flashpoint: New Scripting Commands
- Operation Flashpoint: Scripting Commands
- Operation Flashpoint: Elite: Scripting Commands
- ArmA: Armed Assault: Scripting Commands
- Arma 2: Scripting Commands
- Arma 2: Operation Arrowhead: Scripting Commands
- Take On Helicopters: Scripting Commands
- Arma 3: Scripting Commands
- Command Group: Object Manipulation
- Scripting Commands: Local Effect