setObjectTexture: Difference between revisions

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|game1= ofp
|game1= ofp
|version1= 1.75
|version1= 1.75


|game2= ofpe
|game2= ofpe
|version2= 1.00
|version2= 1.00


|game3= arma1
|game3= arma1
|version3= 1.00
|version3= 1.00


|game4= arma2
|game4= arma2
|version4= 1.00
|version4= 1.00


|game5= arma2oa
|game5= arma2oa
|version5= 1.50
|version5= 1.50


|game6= tkoh
|game6= tkoh
|version6= 1.00
|version6= 1.00


|game7= arma3
|game7= arma3
|version7= 0.50
|version7= 0.50


Line 35: Line 28:
|gr1= Object Manipulation
|gr1= Object Manipulation


|descr= Applies given texture to object's selection. See [[Retexturing with setObjectTexture]] for a short tutorial.
|descr= Applies given texture to object's selection. See also [[Procedural Textures]] and [[Retexturing with setObjectTexture]].
{{Feature|Informative|
{{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.
* Not all objects can be textured this way. To find out, run [[getObjectTextures]] command on an object. Empty array <sqf inline>[]</sqf> 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
* All textures must have a resolution of 2<sup>a</sup> &times; 2<sup>b</sup> (e.g. 16&times;16, 16&times;32, 64&times;256, 512&times;512, ...). The largest texture size supported by the RV engine is 4096&times;4096.
* Supported formats: .pac, .paa, .jpg, .jpeg, .ogg, .ogv}}
* Supported formats: .pac, .paa, .jpg, .jpeg, .ogg, .ogv
}}


|mp= See [[setObjectTextureGlobal]]
|mp= See [[setObjectTextureGlobal]].


| object '''setObjectTexture''' [selectionNumber, texture]
|s1= object [[setObjectTexture]] [selection, texture]


|p1= object: [[Object]]
|p1= object: [[Object]]


|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).
|p2= selection: [[Number]] or {{GVI|arma3|2.10|size= 0.75}} [[String]] - index of the selection. It is defined in the [[CfgVehicles Config Reference#hiddenSelections|hiddenSelections]] array in the vehicle's config (starting with 0). If a string is given, it referes to a hiddenSelection name or clan selection instead of an index.


|p3= texture: [[String]] - Path to texture
|p3= texture: [[String]] - path to texture. Since {{GVI|arma3|2.20}} using '''"#reset"''' would reset to default texture.


|r1= [[Nothing]]
|r1= [[Nothing]]
 
|x1= <code>_objectname [[setObjectTexture]] [0, "\pboname\texture.paa"];
_objectname [[setObjectTexture]] [1, "\pboname\texture2.paa"];</code>


|x2= <code>_obj [[setObjectTexture]] [0, "#(rgb,8,8,3)color(1,0,0,1)"];</code>
|x1= <sqf>
_objectname setObjectTexture [0, "\pboname\texture.paa"];
_objectname setObjectTexture [1, "\pboname\texture2.paa"];
</sqf>
 
|x2= <sqf>_obj setObjectTexture [0, "#(rgb,8,8,3)color(1,0,0,1)"];</sqf>
 
|x3= <sqf>_obj setObjectTexture [0, "#(argb,512,512,1)r2t(rendersurface,1.333)"];</sqf>


|x3= <code>_obj [[setObjectTexture]] [0, "#(argb,512,512,1)r2t(rendersurface,1.333)"];</code>
|x4= Disable randomization before applying a texture to a vehicle in the Editor (if it is a vehicle that supports randomization):
<sqf>
this setVariable ["BIS_enableRandomization", false];
this setObjectTexture [0,"#(rgb,8,8,3)color(1,0,0,1)"];
</sqf>


|x4= When applying custom texture in Editor on vehicles that have randomization enabled ([[Arma 3 Assets]]), disable randomization first:<code>this [[setVariable]] ["BIS_enableRandomization", [[false]]];
|x5= The {{hl|"clan"}} selection can be used to apply a texture to the areas that usually display the [[squad.xml]] logo:
this [[setObjectTexture]] [0,"#(rgb,8,8,3)color(1,0,0,1)"];</code>
<sqf>MyVehicle setObjectTexture ["clan", "\a3\missions_f_epa\data\img\orbat\b_111_texture_ca.paa"];</sqf>


|seealso= [[getObjectTextures]], [[setObjectTextureGlobal]], [[setObjectMaterial]], [[getObjectMaterials]], [[setObjectMaterialGlobal]], [[forceFlagTexture]]
|seealso= [[getObjectTextures]] [[setObjectTextureGlobal]] [[setObjectMaterial]] [[getObjectMaterials]] [[setObjectMaterialGlobal]] [[forceFlagTexture]]
}}
}}


<dl class="command_description">
{{Note
<dt></dt>
|user= Benargee
<dd class="notedate">Posted on December 19, 2009 - 23:16</dd>
|timestamp= 20140825222700
<dt class="note">[[User:Lou_Montana|Lou Montana]]</dt>
|text= Also works with absolute path and .jpg files.
<dd class="note">
<sqf>
Instead of bitmaps, procedural textures can be used.<br>
_obj setObjectTexture [0, "C:\Folder\Folder\Texture.paa"];
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, "C:\Folder\Folder\Texture.jpg"];
<code>_obj [[setObjectTexture]] [0,'#(argb,8,8,3)color(0,1,0,1)']</code>
</sqf>
would color myObj in flat green. See [[Procedural Textures]] for more details.
<dd class="notedate">Posted on August 25, 2014 - 22:27 (EST)</dd>
<dt class="note">[[User:Benargee|Benargee]]</dt>
<dd class="note">
Also works with absolute path and .jpg files.
<code>_obj [[setObjectTexture]] [0, "C:\Folder\Folder\Texture.paa"];
_obj [[setObjectTexture]] [0, "C:\Folder\Folder\Texture.jpg"];</code>
Texture can also be blank:
Texture can also be blank:
<code>_obj [[setObjectTexture]] [2,""];</code>
<sqf>_obj setObjectTexture [2,""];</sqf>
This will make the texture selection invisible on certain units without an error message. In some cases this is a desirable effect
This will make the texture selection invisible on certain units without an error message. In some cases this is a desirable effect
</dl>
}}


{{Note
|user= Longbow
|timestamp= 20150318030900
|text= It is also possible to apply texture to unit's backpack, as it also has hidden selection (unfortunately does not work for vests)
<sqf>backpackContainer player setObjectTexture [0,"#(argb,8,8,3)color(0,0,0,1)"]</sqf>
Also keep in mind that player's custom texture is being reset when you open BIS Arsenal (even without changing any gear)
}}


{{GameCategory|arma1|Scripting Commands}}
{{Note
{{GameCategory|arma2|Scripting Commands}}
|user= Moerderhoschi
{{GameCategory|arma3|Scripting Commands}}
|timestamp= 20150513143700
{{GameCategory|tkoh|Scripting Commands}}
|text= You can also use the game's internal skins: {{Link|http://forums.bistudio.com/showthread.php?169734-paint-MH-9-different-colour|List of MH9 Skins}}
<sqf>_obj setObjectTexture [0, "\a3\air_f\heli_light_01\data\skins\heli_light_01_ext_digital_co.paa"];</sqf>
}}


<dl class="command_description">
{{Note
<dt></dt>
|user= Killzone_Kid
<dd class="notedate">Posted on March 18, 2015 - 03:09 (UTC)</dd>
|timestamp= 20161024120900
<dt class="note">[[User:Longbow|Longbow]]</dt>
|text= Sometimes it could be necessary to set default material on an object for the texture to take effect:
<dd class="note">
<sqf>
It is also possible to apply texture to unit's backpack, as it also has hidden selection (unfortunately does not work for vests)
_block = createVehicle ["Land_VR_Block_02_F", player getPos [20, getDir player], [], 0, "CAN_COLLIDE"];
<code>(backpackContainer player) setObjectTexture [0,'#(argb,8,8,3)color(0,0,0,1)']</code>
_block setObjectMaterial [0, "\a3\data_f\default.rvmat"];
Also keep in mind that player's custom texture is being reset when you open BIS Arsenal (even without changing any gear)
_block setObjectTexture [0, "#(rgb,8,8,3)color(1,0,0,1)"];
</dd>
</sqf>
</dl>
<dl class="command_description">
<dt></dt>
<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>
<dt><dt>
<dd class="notedate">Posted on October 24, 2016 - 12:09 (UTC)</dd>
<dt class="note">[[User:Killzone Kid|Killzone Kid]]</dt>
<dd class="note">
Sometimes it could be necessary to set default material on an object for the texture to take effect:
<code>_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)"];</code>
Courtesy of '''[[User:Larrow|Larrow]]'''
Courtesy of '''[[User:Larrow|Larrow]]'''
</dd>
}}
</dl>

Latest revision as of 00:20, 28 October 2024

Hover & click on the images for description

Description

Description:
Applies given texture to object's selection. See also Procedural Textures and Retexturing with setObjectTexture.
  • 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 a resolution of 2a × 2b (e.g. 16×16, 16×32, 64×256, 512×512, ...). The largest texture size supported by the RV engine is 4096×4096.
  • Supported formats: .pac, .paa, .jpg, .jpeg, .ogg, .ogv
Multiplayer:
See setObjectTextureGlobal.
Groups:
Object Manipulation

Syntax

Syntax:
object setObjectTexture [selection, texture]
Parameters:
object: Object
selection: Number or Arma 3 logo black.png2.10 String - index of the selection. It is defined in the hiddenSelections array in the vehicle's config (starting with 0). If a string is given, it referes to a hiddenSelection name or clan selection instead of an index.
texture: String - path to texture. Since Arma 3 logo black.png2.20 using "#reset" would reset to default 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:
Disable randomization before applying a texture to a vehicle in the Editor (if it is a vehicle that supports randomization):
this setVariable ["BIS_enableRandomization", false]; this setObjectTexture [0,"#(rgb,8,8,3)color(1,0,0,1)"];
Example 5:
The "clan" selection can be used to apply a texture to the areas that usually display the squad.xml logo:
MyVehicle setObjectTexture ["clan", "\a3\missions_f_epa\data\img\orbat\b_111_texture_ca.paa"];

Additional Information

See also:
getObjectTextures setObjectTextureGlobal setObjectMaterial getObjectMaterials setObjectMaterialGlobal forceFlagTexture

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
Benargee - c
Posted on Aug 25, 2014 - 22:27 (UTC)
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
Longbow - c
Posted on Mar 18, 2015 - 03:09 (UTC)
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)
Moerderhoschi - c
Posted on May 13, 2015 - 14:37 (UTC)
You can also use the game's internal skins: List of MH9 Skins
_obj setObjectTexture [0, "\a3\air_f\heli_light_01\data\skins\heli_light_01_ext_digital_co.paa"];
Killzone_Kid - c
Posted on Oct 24, 2016 - 12:09 (UTC)
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