Home Scripting Commands Object Manipulation setObjectTexture setObjectTexture
Global argument Local effect Arma 3 v0.50 First in Operation Flashpoint v1.75
Command · Markdown · JSON · original wiki page
Description
Applies given texture to object's selection. See also Procedural Textures and Retexturing with setObjectTexture .
Note
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
Syntax
object setObjectTexture [selection, texture]
Parameters:
object: Object
selection: Number or Arma 3 v2.10 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. Since Arma 3 v2.20 using "#reset" would reset to default texture.
Returns: 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" ];
Multiplayer
See setObjectTextureGlobal .
See also
getObjectTextures · setObjectTextureGlobal · setObjectMaterial · getObjectMaterials · setObjectMaterialGlobal · forceFlagTexture
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
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)
You can also use the game's internal skins: List of MH9 Skins
_obj setObjectTexture [0 , "\a3\air_f\heli_light_01\data\skins\heli_light_01_ext_digital_co.paa" ];
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