{"name":"Arma 3: Setting Textures for Wrecks","title":"Arma 3: Setting Textures for Wrecks","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Setting_Textures_for_Wrecks","revid":364231,"updated":"2024-05-06T09:38:14Z","aliases":["Arma 3 Setting Textures for Wrecks"],"markdown":"Eden Update comes with a new functionality allowing setting of hiddenSelections textures (skins) even for wrecks of vehicles.\nThis allows content creators to have the same texture used for both main model and the wreck when they want to switch different texture options.\n\n### Setting up the model\n\nModel for the wreck with changeable skins needs to have two things done in order to work correctly:\n\n- The changeable selections in object should be named the same way as they are for the main model (e.g. **camo** in standard models)\n- The wreck model needs to have its own model.cfg with defined **sections**\n\n```cpp\nclass Heli_Light_01_wreck_F : Default\n{\n    sections[] = { \"camo1\" };\n};\n```\n\n### Setting up in config\n\nThings go a bit harder with the config of the wreck proxy as it needs to be properly defined in **cfgNonAIVehicles**:\n\n- The class name should match the **proxy** prefix and **p3d name** suffix (e.g. if the wreck proxy is called myLittlePlaneWreck.p3d, the config class needs to be called \"proxyMyLittlePlaneWreck\" - case doesn't matter)\n- This class needs to have the **model** property with path to proxy model defined\n- There needs to be proper **hiddenSelections** property defined\n\n```cpp\nclass CfgNonAIVehicles\n{\n    class ProxyRetex;\n    class ProxyHeli_Light_01_wreck_F : ProxyRetex\n    {\n        hiddenSelections[] = { \"camo1\" };\n        model = \"\\A3\\Air_F\\Heli_Light_01\\Heli_Light_01_wreck_F.p3d\";\n    };\n};\n```\n\n### Actual use of the technology in game\n\nThis is actually the easiest part - once the wreck model is properly defined, changing textures for the main model (both via hiddenSelectionsTextures in config and setObjectTexture / setObjectTextureGlobal via script should work even for the wreck).\nEasy as that ;-)","sections":[{"heading":null,"level":1,"markdown":"Eden Update comes with a new functionality allowing setting of hiddenSelections textures (skins) even for wrecks of vehicles.\nThis allows content creators to have the same texture used for both main model and the wreck when they want to switch different texture options."},{"heading":"Setting up the model","level":3,"markdown":"Model for the wreck with changeable skins needs to have two things done in order to work correctly:\n\n- The changeable selections in object should be named the same way as they are for the main model (e.g. **camo** in standard models)\n- The wreck model needs to have its own model.cfg with defined **sections**\n\n```cpp\nclass Heli_Light_01_wreck_F : Default\n{\n    sections[] = { \"camo1\" };\n};\n```"},{"heading":"Setting up in config","level":3,"markdown":"Things go a bit harder with the config of the wreck proxy as it needs to be properly defined in **cfgNonAIVehicles**:\n\n- The class name should match the **proxy** prefix and **p3d name** suffix (e.g. if the wreck proxy is called myLittlePlaneWreck.p3d, the config class needs to be called \"proxyMyLittlePlaneWreck\" - case doesn't matter)\n- This class needs to have the **model** property with path to proxy model defined\n- There needs to be proper **hiddenSelections** property defined\n\n```cpp\nclass CfgNonAIVehicles\n{\n    class ProxyRetex;\n    class ProxyHeli_Light_01_wreck_F : ProxyRetex\n    {\n        hiddenSelections[] = { \"camo1\" };\n        model = \"\\A3\\Air_F\\Heli_Light_01\\Heli_Light_01_wreck_F.p3d\";\n    };\n};\n```"},{"heading":"Actual use of the technology in game","level":3,"markdown":"This is actually the easiest part - once the wreck model is properly defined, changing textures for the main model (both via hiddenSelectionsTextures in config and setObjectTexture / setObjectTextureGlobal via script should work even for the wreck).\nEasy as that ;-)"}],"categories":["Arma 3: Editing","Arma 3: Tutorials"],"groups":["Modding"]}