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roguetrooper

How to texturize/colour VR objects?

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Recently the possibility to texturize the VR block objects has been added:

http://forums.bistudio.com/showthread.php?149636-Development-Branch-Changelog/page36

27-08-2014

setObjectMaterial also gives an example. Is there a list with compatible textures (included in the vanilla game)?

Unfortunately, setobjecttexture can not be applied to the VR objects. Hopefully it will be added soon to dye the areas and the edges independently from each other in plain colours.

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I know this is an older topic but BIS did enable setObjectMaterial for VR Objects and the VR Boxes so we can "recolor" them. I have been able to recolor them using setObjectMaterial.

 

Does anybody know how?

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Try this:

 

fn_box.sqf

params ["_box"];

_color = selectRandom [
    "#(argb,8,8,3)color(0.9,0.1,0,1)", //default
    "#(argb,8,8,3)color(0,0.1,1,1)", //blue
    "#(argb,8,8,3)color(1,0,1,1)", //red
    "#(argb,8,8,3)color(0,1,0,1)", //green
    "#(argb,8,8,3)color(1,1,1,1)" //white
];

//[_box, [1, _color]] remoteExec ["setObjectTextureGlobal", 0];
//[_box, [1,"a3\characters_f_bootcamp\common\data\vrarmoremmisive.rvmat"]] remoteExec ["setObjectMaterialGlobal", 0];

_box setObjectTextureGlobal [1, _color];
_box setObjectMaterialGlobal [1, "a3\characters_f_bootcamp\common\data\vrarmoremmisive.rvmat"];
Edited: used "global" functions

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Is setObjectTextureGlobal not working so you have to use remoteExec?

 

Edited code. Please review

 

Also, dont know if "little box (Land_VR_Shape_01_cube_1m_F)" can be colored. 

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Setting objectTexture has no effect because of the default applied material ( "a3\structures_f_bootcamp\vr\coverobjects\data\vr_coverobject_basic.rvmat" ).

You cannot override the material by setting it to "" instead you have to apply the A3 default material first "\a3\data_f\default.rvmat" then set your desired texture.

e.g

_block = createVehicle [ "Land_VR_Block_02_F", player getPos[ 20, getDir player ], [], 0, "CAN_COLLIDE" ];
_block setObjectMaterialGlobal [ 0, "\a3\data_f\default.rvmat" ];
_block setObjectTextureGlobal [ 0, "#(rgb,8,8,3)color(1,0,0,1)" ];
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Can you change the material on all objects or it depends on hiddenSelection ?

Edit : The answer is on the wiki dont mind the question.

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How come BIS will allow setObectTexture for the VR object such as the boxes?  They can be used for many things such as building bases on the maps? We can just add our own textures..Just a thought.Just be a simple request for them to do this for us.

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How come BIS will allow setObectTexture for the VR object such as the boxes? They can be used for many things such as building bases on the maps? We can just add our own textures..Just a thought.Just be a simple request for them to do this for us.

They said in a feedback issue they had other things to do than adding hiddenSelections to their objects.

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They said in a feedback issue they had other things to do than adding hiddenSelections to their objects.

 

 

LOL We have been waiting since DAY 1 for them to fix the Quad copter and they say "We have things to do!!!" Yea FRICKING RIGHT BIS....

 

Let me ask you harmhast if a object in the config viewer for instance such as a canal wall that I was just looking at, doesn't have a hiddenTexture does that mean it cannot be rextured and the textured is locked? I was looking in at the config viewer for a canal wall and it showed something like hiddenTexture {}; or something like that...Normally with vehicles I would see the directory or location of texture for that vehicle located there. That how I found out myself how to re texture vehicles myself..Kinda learned it on my own some time ago..

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