---
name: "setObjectTexture"
type: command
status: ok
groups: ["Object Manipulation"]
arma3_since: "0.50"
locality: {"argument": "global", "effect": "local", "server_exec": false}
source: https://community.bistudio.com/wiki/setObjectTexture
revid: 370028
updated: 2024-10-27T23:20:14Z
---

# setObjectTexture

*Command · Object Manipulation · Arma 3 v0.50 · introduced in Operation Flashpoint v1.75*

Locality: arguments **global** · effect **local**

## Description

Applies given texture to object's selection. See also Procedural Textures and Retexturing with setObjectTexture.

> [!NOTE]
> - Not all objects can be textured this way. To find out, run [getObjectTextures](../commands/getObjectTextures.md) command on an object. Empty array `[]` usually indicates it cannot be textured.
> - All textures must have a resolution of 2a × 2b (e.g. 16×16, 16×32, 64×256, 512×512, ...). The largest texture size supported by the RV engine is 4096×4096.
> - Supported formats: .pac, .paa, .jpg, .jpeg, .ogg, .ogv

## Syntax

```sqf
object setObjectTexture [selection, texture]
```

**Parameters:**

- `object`: [Object](../topics/Object.md)
- `selection`: [Number](../topics/Number.md) or Arma 3 v2.10 [String](../topics/String.md) - 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](../topics/String.md) - path to texture. Since Arma 3 v2.20 using **"#reset"** would reset to default texture.

**Returns:** [Nothing](../topics/Nothing.md)

## Examples

### Example 1

```sqf
_objectname setObjectTexture [0, "\pboname\texture.paa"];
_objectname setObjectTexture [1, "\pboname\texture2.paa"];
```

### Example 2

```sqf
_obj setObjectTexture [0, "#(rgb,8,8,3)color(1,0,0,1)"];
```

### Example 3

```sqf
_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):

```sqf
this setVariable ["BIS_enableRandomization", false];
this setObjectTexture [0,"#(rgb,8,8,3)color(1,0,0,1)"];
```

### Example 5

The `"clan"` selection can be used to apply a texture to the areas that usually display the squad.xml logo:

```sqf
MyVehicle setObjectTexture ["clan", "\a3\missions_f_epa\data\img\orbat\b_111_texture_ca.paa"];
```

## Multiplayer

See [setObjectTextureGlobal](../commands/setObjectTextureGlobal.md).

## See also

[getObjectTextures](../commands/getObjectTextures.md) · [setObjectTextureGlobal](../commands/setObjectTextureGlobal.md) · [setObjectMaterial](../commands/setObjectMaterial.md) · [getObjectMaterials](../commands/getObjectMaterials.md) · [setObjectMaterialGlobal](../commands/setObjectMaterialGlobal.md) · [forceFlagTexture](../commands/forceFlagTexture.md)

## Community notes

**Benargee** — 2014-08-25

Also works with absolute path and .jpg files.

```sqf
_obj setObjectTexture [0, "C:\Folder\Folder\Texture.paa"];
_obj setObjectTexture [0, "C:\Folder\Folder\Texture.jpg"];
```

Texture can also be blank:

```sqf
_obj setObjectTexture [2,""];
```

This will make the texture selection invisible on certain units without an error message. In some cases this is a desirable effect

---

**Longbow** — 2015-03-18

It is also possible to apply texture to unit's backpack, as it also has hidden selection (unfortunately does not work for vests)

```sqf
backpackContainer player setObjectTexture [0,"#(argb,8,8,3)color(0,0,0,1)"]
```

Also keep in mind that player's custom texture is being reset when you open BIS Arsenal (even without changing any gear)

---

**Moerderhoschi** — 2015-05-13

You can also use the game's internal skins: [List of MH9 Skins](http://forums.bistudio.com/showthread.php?169734-paint-MH-9-different-colour)

```sqf
_obj setObjectTexture [0, "\a3\air_f\heli_light_01\data\skins\heli_light_01_ext_digital_co.paa"];
```

---

**Killzone_Kid** — 2016-10-24

Sometimes it could be necessary to set default material on an object for the texture to take effect:

```sqf
_block = createVehicle ["Land_VR_Block_02_F", player getPos [20, getDir player], [], 0, "CAN_COLLIDE"];
_block setObjectMaterial [0, "\a3\data_f\default.rvmat"];
_block setObjectTexture [0, "#(rgb,8,8,3)color(1,0,0,1)"];
```

Courtesy of **Larrow**

<sub>Source: [BI Community Wiki — setObjectTexture](https://community.bistudio.com/wiki/setObjectTexture) (revision 370028).</sub>
