setObjectTexture

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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 resolution 2^x / 2^y (16x16, 16x32, 64x256, 512x512, ...). The largest texture size commonly supported by graphics cards and RV engine is 4096x4096
  • Supported formats: .pac, .paa, .jpg, .jpeg, .ogg, .ogv
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