setObjectTexture: Difference between revisions
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|p1= object: [[Object]] | |p1= object: [[Object]] | ||
|p2= selectionNumber: [[Number]] - Index of the selection. It is defined in the [[CfgVehicles_Config_Reference#hiddenSelections|hiddenselection]][] | |p2= selectionNumber: [[Number]] - Index of the selection. It is defined in the [[CfgVehicles_Config_Reference#hiddenSelections|hiddenselection]][] = {} array in the vehicle's config (starting with 0). | ||
|p3= texture: [[String]] - Path to texture | |p3= texture: [[String]] - Path to texture |
Revision as of 13:09, 13 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 Dec 19, 2009 - 23:16 (UTC)
-
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.would color myObj in flat green. See Procedural Textures for more details._obj setObjectTexture [0,'#(argb,8,8,3)color(0,1,0,1)']
- 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 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 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