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- Applies given texture to object's selection. See also Procedural Textures and Retexturing with setObjectTexture.
- See setObjectTextureGlobal.
- Object Manipulation
- object setObjectTexture [selection, texture]
- object: Object
- selection: Number or 2.10 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
- Return Value:
- Example 1:
- 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):
- 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"];
- See also:
- getObjectTextures setObjectTextureGlobal setObjectMaterial getObjectMaterials setObjectMaterialGlobal forceFlagTexture
- Posted on Aug 25, 2014 - 22:27 (UTC)
Also works with absolute path and .jpg files.
Texture can also be blank:This will make the texture selection invisible on certain units without an error message. In some cases this is a desirable effect_obj setObjectTexture [2,""];
- 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)
- Posted on May 13, 2015 - 14:37 (UTC)
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"];
- 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:
Courtesy of Larrow