setObjectTexture: Difference between revisions

From Bohemia Interactive Community
Jump to navigation Jump to search
m (some typos ^^)
No edit summary
 
(111 intermediate revisions by 16 users not shown)
Line 1: Line 1:
{{Command|= Comments
{{RV|type=command
____________________________________________________________________________________________


| ofpr |= Game name
|game1= ofp
|version1= 1.75


|1.75|= Game version
|game2= ofpe
|version2= 1.00


|eff= local |= Effects in MP
|game3= arma1
____________________________________________________________________________________________
|version3= 1.00


| Textures object selection with texture named in array.  
|game4= arma2
|version4= 1.00


Array has the form [selectionNumber,"Texture"]. The selection number is defined through the [[CfgVehicles_Config_Reference#hiddenSelections | hiddenselection]][]<nowiki>=</nowiki>{} array in the vehicle's config (starting with 0). |= Description
|game5= arma2oa
____________________________________________________________________________________________
|version5= 1.50


| object '''setObjectTexture''' [selectionNumber,texture] |= Syntax
|game6= tkoh
|version6= 1.00


|p1= object: [[Object]] |= Parameter 1
|game7= arma3
|p2= [selectionNumber,texture]: [[Array]] |= Parameter 2
|version7= 0.50
|p3= selectionNumber: [[Number]] |= Parameter 3
|p4= texture: [[String]] |= Parameter 4


| [[Nothing]] |= Return value
|arg= global
____________________________________________________________________________________________
 
|x1= <pre>_objectname setobjecttexture [0,"\pboname\texture.paa"]
_objectname setobjecttexture [1,"\pboname\texture2.paa"] </pre> |= Example 1
____________________________________________________________________________________________


| |= See also
|eff= local


|gr1= Object Manipulation
|descr= Applies given texture to object's selection. See also [[Procedural Textures]] and [[Retexturing with setObjectTexture]].
{{Feature|informative|
* 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 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
}}
|mp= See [[setObjectTextureGlobal]].
|s1= object [[setObjectTexture]] [selection, texture]
|p1= object: [[Object]]
|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. Since {{GVI|arma3|2.20}} using '''"#reset"''' would reset to default texture.
|r1= [[Nothing]]
|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>
|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>
|x5= The {{hl|"clan"}} selection can be used to apply a texture to the areas that usually display the [[squad.xml]] logo:
<sqf>MyVehicle setObjectTexture ["clan", "\a3\missions_f_epa\data\img\orbat\b_111_texture_ca.paa"];</sqf>
|seealso= [[getObjectTextures]] [[setObjectTextureGlobal]] [[setObjectMaterial]] [[getObjectMaterials]] [[setObjectMaterialGlobal]] [[forceFlagTexture]]
}}
}}


<h3 style="display:none">Notes</h3>
{{Note
<dl class="command_description">
|user= Benargee
<!-- Note Section BEGIN -->
|timestamp= 20140825222700
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. This command has also a bug: when a saved game is loaded the texture you have set will disappear and needs to be reset.
|text= Also works with absolute path and .jpg files.
<sqf>
_obj setObjectTexture [0, "C:\Folder\Folder\Texture.paa"];
_obj setObjectTexture [0, "C:\Folder\Folder\Texture.jpg"];
</sqf>
Texture can also be blank:
<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
}}


{{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)
}}


<dd class="notedate">Posted on December 19, 2009 - 23:16</dd>
{{Note
<dt class="note">'''[[User:Lou_Montana|Lou Montana]]'''</dt>
|user= Moerderhoschi
<dd class="note">
|timestamp= 20150513143700
Instead of bitmaps, procedural textures can be used.<br>
|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}}
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.
<sqf>_obj setObjectTexture [0, "\a3\air_f\heli_light_01\data\skins\heli_light_01_ext_digital_co.paa"];</sqf>
<code>myObj setObjectTexture ['color','#(argb,8,8,3)color(0,1,0,1)']</code>
}}
would color myObj in flat green.
</dd>
<!-- Note Section END -->
</dl>


<h3 style="display:none">Bottom Section</h3>
{{Note
[[Category:Scripting Commands|SETOBJECTTEXTURE]]
|user= Killzone_Kid
[[Category:Scripting Commands OFP 1.96|SETOBJECTTEXTURE]]
|timestamp= 20161024120900
[[Category:Scripting Commands ArmA|SETOBJECTTEXTURE]]
|text= Sometimes it could be necessary to set default material on an object for the texture to take effect:
[[Category:Scripting Commands ArmA2|{{uc:{{PAGENAME}}}}]]
<sqf>
_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)"];
</sqf>
Courtesy of '''[[User:Larrow|Larrow]]'''
}}

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