Code: Select all
[_object, [0, "filename.paa"]] remoteExec ["setObjectTexture", 0, true];
https://drive.google.com/drive/folders/ ... sp=sharing
If any of the textures are too large, they can be converted back to PNG format with TexView2 (Arma 3 Tools) pretty easily, and then shrunk down to half-size before re-converting to PAA format. Works wonders on the file size, usually a 1024x1024 texture is only around 500 KB.
Additionally, here is an SQF that allows you to display textures in the Eden editor, graciously provided by POLPOX from the Bohemia Interactive forums:
Code: Select all
with uiNamespace do {
profileNamespace setVariable ["rscdebugconsole_expression","[] execVM 'showTex.sqf'"] ;
_img = "a3\characters_f_enoch\uniforms\data\clothing_mcam_wdl_co.paa";
_sizeX = 2048 ;
_sizeY = 2048 ;
_mode = true ;//true: diffuse false: alpha
_col = [0,1,0,1] ;
disableSerialization ;
display = findDisplay 313 createDisplay "RscDisplayEmpty";
bgControl = display ctrlCreate ["RscBackground",1233] ;
bgControl ctrlSetBackgroundColor _col ;
bgControl ctrlSetPosition [safeZoneX,safeZoneY,safeZoneW,safeZoneH] ;
bgControl ctrlCommit 0 ;
textControl = display ctrlCreate ["RscText",1235] ;
textControl ctrlSetScale 3 ;
textControl ctrlSetPosition [0,0,0.1,0.1] ;
texControl = display ctrlCreate ["RscPictureKeepAspect",1234] ;
texControl ctrlSetText _img ;
texControls = [texControl] ;
if (!_mode) then {
texControl ctrlSetTextColor [0,0,0,1] ;
bgControl ctrlSetBackgroundColor [1,1,1,1] ;
} else {
//bgControl ctrlSetBackgroundColor [0,0,0,1] ;
} ;
_screenX = getResolution select 0 ;
_screenY = getResolution select 1 ;
texControl ctrlSetPosition [safeZoneX,safeZoneY,(_sizeX)*pixelW,(_sizeY)*pixelH] ;
texControl ctrlCommit 0 ;
if (_screenX < _sizeX or _screenY < _sizeY) then {
[_sizeX,_sizeY] spawn {
params ["_sizeX","_sizeY"] ;
_screenX = getResolution select 0 ;
_screenY = getResolution select 1 ;
disableSerialization ;
_ctrltxt = uiNamespace getVariable "textControl" ;
_ctrl = uiNamespace getVariable "texControls" ;
if (_screenX < _sizeX and _screenY > _sizeY) then {
_ctrltxt ctrlSetPosition [safeZoneX,safeZoneY] ;
_ctrltxt ctrlSetText "Left" ;
_ctrltxt ctrlCommit 0 ;
{
_x ctrlSetPosition [
safeZoneX+safeZoneW-(_sizeX*0.5*pixelW),
safeZoneY
] ;
_x ctrlCommit 0 ;
} forEach _ctrl ;
uiSleep 1 ;
_ctrltxt ctrlSetPosition [safeZoneX+safeZoneW-0.5,safeZoneY] ;
_ctrltxt ctrlSetText "Right" ;
_ctrltxt ctrlCommit 0 ;
{
_x ctrlSetPosition [
safeZoneX-(_sizeX*0.5*pixelW),
safeZoneY
] ;
_x ctrlCommit 0 ;
} forEach _ctrl ;
} ;
if (_screenX > _sizeX and _screenY < _sizeY) then {
_ctrltxt ctrlSetPosition [safeZoneX,safeZoneY] ;
_ctrltxt ctrlSetText "Top" ;
_ctrltxt ctrlCommit 0 ;
{
_x ctrlSetPosition [
safeZoneX,
safeZoneY+safeZoneH-(_sizeY*0.5*pixelH)
] ;
_x ctrlCommit 0 ;
} forEach _ctrl ;
uiSleep 1 ;
_ctrltxt ctrlSetPosition [safeZoneX+safeZoneW-0.5,safeZoneY] ;
_ctrltxt ctrlSetText "Bottom" ;
_ctrltxt ctrlCommit 0 ;
{
_x ctrlSetPosition [
safeZoneX,
safeZoneY-(_sizeY*0.5*pixelH)
] ;
_x ctrlCommit 0 ;
} forEach _ctrl ;
} ;
if (_screenX < _sizeX and _screenY < _sizeY) then {
_ctrltxt ctrlSetPosition [safeZoneX,safeZoneY] ;
_ctrltxt ctrlSetText "TopLeft" ;
_ctrltxt ctrlCommit 0 ;
{
_x ctrlSetPosition [
safeZoneX+safeZoneW-(_sizeX*0.5*pixelW),
safeZoneY+safeZoneH-(_sizeY*0.5*pixelH)
] ;
_x ctrlCommit 0 ;
} forEach _ctrl ;
uiSleep 1 ;
_ctrltxt ctrlSetPosition [safeZoneX+safeZoneW-0.5,safeZoneY] ;
_ctrltxt ctrlSetText "TopRight" ;
_ctrltxt ctrlCommit 0 ;
{
_x ctrlSetPosition [
safeZoneX-(_sizeX*0.5*pixelW),
safeZoneY+safeZoneH-(_sizeY*0.5*pixelH)
] ;
_x ctrlCommit 0 ;
} forEach _ctrl ;
uiSleep 1 ;
_ctrltxt ctrlSetPosition [safeZoneX+safeZoneW-0.5,safeZoneY+safeZoneH-0.5] ;
_ctrltxt ctrlSetText "BottomRight" ;
_ctrltxt ctrlCommit 0 ;
{
_x ctrlSetPosition [
safeZoneX-(_sizeX*0.5*pixelW),
safeZoneY-(_sizeY*0.5*pixelH)
] ;
_x ctrlCommit 0 ;
} forEach _ctrl ;
uiSleep 1 ;
_ctrltxt ctrlSetPosition [safeZoneX,safeZoneY+safeZoneH-0.5] ;
_ctrltxt ctrlSetText "BottomLeft" ;
_ctrltxt ctrlCommit 0 ;
{
_x ctrlSetPosition [
safeZoneX+safeZoneW-(_sizeX*0.5*pixelW),
safeZoneY-(_sizeY*0.5*pixelH)
] ;
_x ctrlCommit 0 ;
} forEach _ctrl ;
} ;
} ;
} ;
} ;