setObjectTexture: Difference between revisions

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(example how to apply in editor)
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|x3= <code>_obj [[setObjectTexture]] [0, "#(argb,512,512,1)r2t(rendersurface,1.333)"];</code> |= Example 3
|x3= <code>_obj [[setObjectTexture]] [0, "#(argb,512,512,1)r2t(rendersurface,1.333)"];</code> |= Example 3


|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];
|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]]];
this [[setObjectTexture]] [0,"#(rgb,8,8,3)color(1,0,0,1)"];</code> |= Example 4
this [[setObjectTexture]] [0,"#(rgb,8,8,3)color(1,0,0,1)"];</code> |= Example 4
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Revision as of 11:03, 24 October 2014

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:
setObjectTextureGlobalsetObjectMaterial

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

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