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Author Topic: setobjecttexture?  (Read 736 times)

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marsuk21

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setobjecttexture?
« on: 02 Apr 2003, 21:48:30 »
in the bas spec op addon you can change the pach on the delta's arm by using the command

this setobjettexture [0,"filename.jpg"]

how can i do this to my addon?

Offline ScouseJedi

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Re:setobjecttexture?
« Reply #1 on: 03 Apr 2003, 00:34:31 »
You should have a selection named in all the resolution LODs

You need that selection defined in cfgModels like you would define zasleh

the first selection name is 0, the second 1 etc


class cfgModels
..... class myModel: All
{
selections={1st group, 2nd group};
};


then setojecttexture[0,"filename"] would change the texture that is applied to 1st group.
'The truth is a beautiful and terrible thing, and should therefore be treated with great caution.'
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marsuk21

  • Guest
Re:setobjecttexture?
« Reply #2 on: 04 Apr 2003, 00:13:30 »
nope didn't work

MJHergenroder

  • Guest
Re:setobjecttexture?
« Reply #3 on: 21 Apr 2003, 01:37:31 »
check under BIS official forums under O2 Modeling.  Some guy wrote some stuff under hidden selections.  OFP engine does not drawn selections/sub-objects where textures are set to null.  Some addons take advantage of this.  Would be cool for some stuff like vehicles with detachable MG's (e.g. M-240G), or a hack to object movement (not rotations) with many selections that are toggled in order.  You could script elevators, like on a carrier for example...