setObjectTexture: Difference between revisions
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{{ | {{RV|type=command | ||
| | |game1= ofp | ||
|version1= 1.75 | |||
|1. | |game2= ofpe | ||
|version2= 1.00 | |||
| | |game3= arma1 | ||
|version3= 1.00 | |||
| | |game4= arma2 | ||
|version4= 1.00 | |||
|game5= arma2oa | |||
|version5= 1.50 | |||
| | |game6= tkoh | ||
|version6= 1.00 | |||
| | |game7= arma3 | ||
|version7= 0.50 | |||
| | |||
| | |arg= global | ||
| | |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> × 2<sup>b</sup> (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 | |||
}} | |||
|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]] | |||
}} | }} | ||
< | {{Note | ||
< | |user= Benargee | ||
< | |timestamp= 20140825222700 | ||
|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) | |||
}} | |||
{{Note | |||
|user= Moerderhoschi | |||
|timestamp= 20150513143700 | |||
|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> | |||
< | }} | ||
{{Note | |||
[[ | |user= Killzone_Kid | ||
[[ | |timestamp= 20161024120900 | ||
[[ | |text= Sometimes it could be necessary to set default material on an object for the texture to take effect: | ||
<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
Description
- Description:
- Applies given texture to object's selection. See also Procedural Textures and Retexturing with setObjectTexture.
- Multiplayer:
- See setObjectTextureGlobal.
- Groups:
- Object Manipulation
Syntax
- Syntax:
- object setObjectTexture [selection, texture]
- Parameters:
- object: Object
- selection: Number or 2.10 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 2.20 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
- Posted on Aug 25, 2014 - 22:27 (UTC)
-
Also works with absolute path and .jpg files.
Texture can also be blank:_obj setObjectTexture [0, "C:\Folder\Folder\Texture.paa"]; _obj setObjectTexture [0, "C:\Folder\Folder\Texture.jpg"];This will make the texture selection invisible on certain units without an error message. In some cases this is a desirable effect_obj setObjectTexture [2,""];
- 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)
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)
-
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"];
- 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:
Courtesy of Larrow_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)"];
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