setObjectTexture: Difference between revisions

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|descr= Applies given texture to object's selection. See [[Retexturing with setObjectTexture]] for a short tutorial.
|descr= Applies given texture to object's selection. See [[Retexturing with setObjectTexture]] for a short tutorial.
{{Feature|Informative|
{{Feature|Informative|
* Not all objects can be textured this way. To find out, run [[getObjectTextures]] command on an object. Empty array {{ic|[]}} 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 resolution 2^x / 2^y (16x16, 16x32, 64x256, 512x512, ...). The largest texture size commonly supported by graphics cards and RV engine is 4096x4096  
* 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}}
* Supported formats: .pac, .paa, .jpg, .jpeg, .ogg, .ogv}}
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|p1= object: [[Object]]
|p1= object: [[Object]]


|p2= selectionNumber: [[Number]] or [[String]] (since {{GVI|arma3|2.10}}) - 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= selectionNumber: [[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.


|p3= texture: [[String]] - Path to texture
|p3= texture: [[String]] - Path to texture

Revision as of 15:57, 1 July 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 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 or Arma 3 logo black.png2.10String - Index of the selection. It is defined in the 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.
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
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 myObj 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