setObjectTexture: Difference between revisions

From Bohemia Interactive Community
Jump to navigation Jump to search
m (Some wiki formatting)
(Added "clan" selection example)
Line 31: Line 31:
{{Feature|Informative|
{{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.
* 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^x &times; 2^y (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  
* 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
* Supported formats: .pac, .paa, .jpg, .jpeg, .ogg, .ogv
}}
}}


|mp= See [[setObjectTextureGlobal]]
|mp= See [[setObjectTextureGlobal]].


|s1= object [[setObjectTexture]] [selection, texture]
|s1= object [[setObjectTexture]] [selection, texture]
Line 41: Line 41:
|p1= object: [[Object]]
|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|hiddenselection]][] = {} array in the vehicle's config (starting with 0). If a string has given, it referee the hiddenSelection name or clan selection instead of the number index.
|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
|p3= texture: [[String]] - Path to texture
Line 54: Line 54:
|x3= <sqf>_obj setObjectTexture [0, "#(argb,512,512,1)r2t(rendersurface,1.333)"];</sqf>
|x3= <sqf>_obj setObjectTexture [0, "#(argb,512,512,1)r2t(rendersurface,1.333)"];</sqf>


|x4= When applying custom texture in Editor on vehicles that have randomization enabled ([[Arma 3 Assets]]), disable randomization first:
|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];
<sqf>this setVariable ["BIS_enableRandomization", false];
this setObjectTexture [0,"#(rgb,8,8,3)color(1,0,0,1)"];</sqf>
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]]
|seealso= [[getObjectTextures]] [[setObjectTextureGlobal]] [[setObjectMaterial]] [[getObjectMaterials]] [[setObjectMaterialGlobal]] [[forceFlagTexture]]
Line 67: Line 70:
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.
<sqf>_obj setObjectTexture [0,'#(argb,8,8,3)color(0,1,0,1)']</sqf>
<sqf>_obj setObjectTexture [0,'#(argb,8,8,3)color(0,1,0,1)']</sqf>
would color myObj in flat green. See [[Procedural Textures]] for more details.
would color _obj in flat green. See [[Procedural Textures]] for more details.
}}
}}



Revision as of 23:05, 23 August 2022

Hover & click on the images for description

Description

Description:
Applies given texture to object's selection. See Retexturing with setObjectTexture for a short tutorial.
  • 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
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
Lou Montana - c
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.
_obj setObjectTexture [0,'#(argb,8,8,3)color(0,1,0,1)']
would color _obj in flat green. See Procedural Textures for more details.
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 gameinternal 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