setObjectTexture: Difference between revisions
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_objectname [[setObjectTexture]] [1, "\pboname\texture2.paa"];</code> | _objectname [[setObjectTexture]] [1, "\pboname\texture2.paa"];</code> | ||
|x2= <code>_obj | |x2= <code>_obj setObjectTexture [0, "#(rgb,8,8,3)color(1,0,0,1)"];</code> | ||
|x3= <code>_obj | |x3= <code>_obj setObjectTexture [0, "#(argb,512,512,1)r2t(rendersurface,1.333)"];</code> | ||
|x4= When applying custom texture in Editor on vehicles that have randomization enabled ([[Arma 3 Assets]]), disable randomization first: | |x4= When applying custom texture in Editor on vehicles that have randomization enabled ([[Arma 3 Assets]]), disable randomization first: | ||
Line 68: | Line 68: | ||
Instead of bitmaps, procedural textures can be used.<br> | Instead of bitmaps, procedural textures can be used.<br> | ||
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. | 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. | ||
<code>_obj | <code>_obj setObjectTexture [0,'#(argb,8,8,3)color(0,1,0,1)']</code> | ||
would color myObj in flat green. See [[Procedural Textures]] for more details. | would color myObj in flat green. See [[Procedural Textures]] for more details. | ||
<dd class="notedate">Posted on August 25, 2014 - 22:27 (EST)</dd> | <dd class="notedate">Posted on August 25, 2014 - 22:27 (EST)</dd> | ||
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_obj [[setObjectTexture]] [0, "C:\Folder\Folder\Texture.jpg"];</code> | _obj [[setObjectTexture]] [0, "C:\Folder\Folder\Texture.jpg"];</code> | ||
Texture can also be blank: | Texture can also be blank: | ||
<code>_obj | <code>_obj setObjectTexture [2,""];</code> | ||
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 | ||
Line 93: | Line 93: | ||
<dt class="note">[[User:Moerderhoschi|Moerderhoschi]]</dt> | <dt class="note">[[User:Moerderhoschi|Moerderhoschi]]</dt> | ||
<dd class="note"> | <dd class="note"> | ||
You can also use the gameinternal skins: {{ExternalLink|link= http://forums.bistudio.com/showthread.php?169734-paint-MH-9-different-colour|text= List of MH9 Skins}} <code>_obj | You can also use the gameinternal skins: {{ExternalLink|link= http://forums.bistudio.com/showthread.php?169734-paint-MH-9-different-colour|text= 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> | </dd> | ||
Revision as of 11:14, 12 May 2022
Description
- Description:
- Applies given texture to object's selection. See Retexturing with setObjectTexture for a short tutorial.
- Multiplayer:
- See setObjectTextureGlobal
- Groups:
- Object Manipulation
Syntax
- Syntax:
- object setObjectTexture [selectionNumber, texture]
- 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:
- 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 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