---
name: "Arma 3: Setting Textures for Wrecks"
type: topic
aliases: ["Arma 3 Setting Textures for Wrecks"]
source: https://community.bistudio.com/wiki/Arma_3:_Setting_Textures_for_Wrecks
revid: 364231
updated: 2024-05-06T09:38:14Z
---

# Arma 3: Setting Textures for Wrecks

[Eden Update](../topics/Main_Updates.md#v-1-56-eden-update) comes with a new functionality allowing setting of hiddenSelections textures (skins) even for wrecks of vehicles.
This allows content creators to have the same texture used for both main model and the wreck when they want to switch different texture options.

### Setting up the model

Model for the wreck with changeable skins needs to have two things done in order to work correctly:

- The changeable selections in object should be named the same way as they are for the main model (e.g. **camo** in standard models)
- The wreck model needs to have its own model.cfg with defined **sections**

```cpp
class Heli_Light_01_wreck_F : Default
{
    sections[] = { "camo1" };
};
```

### Setting up in config

Things go a bit harder with the config of the wreck proxy as it needs to be properly defined in **cfgNonAIVehicles**:

- 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)
- This class needs to have the **model** property with path to proxy model defined
- There needs to be proper **hiddenSelections** property defined

```cpp
class CfgNonAIVehicles
{
    class ProxyRetex;
    class ProxyHeli_Light_01_wreck_F : ProxyRetex
    {
        hiddenSelections[] = { "camo1" };
        model = "\A3\Air_F\Heli_Light_01\Heli_Light_01_wreck_F.p3d";
    };
};
```

### Actual use of the technology in game

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).
Easy as that ;-)

<sub>Source: [BI Community Wiki — Arma 3: Setting Textures for Wrecks](https://community.bistudio.com/wiki/Arma_3:_Setting_Textures_for_Wrecks) (revision 364231).</sub>
