---
name: "Eden Editor: Configuring Asset Previews"
type: topic
source: https://community.bistudio.com/wiki/Eden_Editor:_Configuring_Asset_Previews
revid: 376722
updated: 2025-11-12T13:58:28Z
---

# Eden Editor: Configuring Asset Previews

#### Picture Production

1. Increase folder size for screenshots to at least 1000 MB. The process how to do it is described in [screenshot](../commands/screenshot.md) command description.
1. Run Arma 3
1. Set the following video settings:
   - **16:9** aspect ratio
   - Brightness at 0.5
   - Object, texture and shadow quality to at least Very High
   - FSAA at 8x
   - PPAA disabled (brightens the image too much)
   - Bloom disabled
   - Make sure **HDRprecision is set to 16** in the [arma3.cfg](../topics/arma2.cfg.md)

   > [!NOTE]
   > Disabling Depth of Field along with the above settings can be used to generate images with a transparent background, which can be useful for image editing.\
   > However by convention, Arma 3 asset previews include the ground plane background and the asset's shadow projected on the ground plane. So it is advisable to set the DoF slider to a non-zero value.
1. Open Eden Editor on VR terrain
1. Run the [BIS_fnc_exportEditorPreviews](../functions/BIS_fnc_exportEditorPreviews.md) function to capture images. Code examples:

   ```cpp
   // All objects
   [] spawn BIS_fnc_exportEditorPreviews;

   // All characters and vehicles. Capturing delay will be 0.5 seconds
   [0.5,"vehicles"] spawn BIS_fnc_exportEditorPreviews;

   // BLUFOR characters and vehicles
   [nil,"vehicles",[west]] spawn BIS_fnc_exportEditorPreviews;

   // Props in Karts DLC
   [nil,"props",[],["kart"]] spawn BIS_fnc_exportEditorPreviews;

   // All objects in specified addons
   [nil,"all",[],[],["A3_Armor_F_Slammer","A3_Air_F_Heli_Heli_Transport_03"]] spawn BIS_fnc_exportEditorPreviews;

   // BLUFOR characters and vehicles in Marksmen DLC
   [nil,"vehicles",[west],["mark"]] spawn BIS_fnc_exportEditorPreviews;
   ```
1. The function will go through given objects and automatically create screenshots for them in the following folder:

   ```
   <Arma 3 Profile>\Screenshots\EditorPreviews
   ```

   Pictures of objects belonging to a mod will be created in sub-folder with the mod class.

   This operation can take several minutes. If you wish to cancel it, exit the editor.
1. Resize all images to 455x256 and save them in **JPG** format.
1. Move pictures to your addon.
1. Add `editorPreview` config property to all your objects. Let it point to a picture which belongs to the object.

   ```cpp
   class CfgVehicles
   {
       class MyObject
       {
           editorPreview = "\A3\EditorPreviews_F\Data\myObject.jpg";
       };
   };
   ```
1. Pack your addon. Don't forget to set JPG files to be packed as well.

<sub>Source: [BI Community Wiki — Eden Editor: Configuring Asset Previews](https://community.bistudio.com/wiki/Eden_Editor:_Configuring_Asset_Previews) (revision 376722).</sub>
