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Vehicle Marking And Texture Pipeline

rayswaynl edited this page Jun 28, 2026 · 2 revisions

Vehicle Marking And Texture Pipeline

Source-verified 2026-06-21 against master 0139a346. Paths relative to Missions/[55-2hc]warfarev2_073v48co.chernarus/ unless noted. Arma 2 OA 1.64.

This page documents the experimental Miksuu vehicle-cosmetics pipeline that runs inside every Common_CreateVehicle.sqf call: per-side recognition markings (dim local #lightpoint glows) and side-gated body tints/skins. Both passes write into a single per-vehicle string variable, wfbe_pending_texture, which Common_CreateVehicle flushes in one JIP-safe setVehicleInit/processInitCommands broadcast. The existing Vehicle-Equip-And-Rearm-Function-Reference page documents only the per-class texture switch (Common_AddVehicleTexture.sqf:1-230) and omits the marking sibling, the wfbe_pending_texture append/broadcast architecture, the wfbe_side_id hand-off, and the two gate constants — all covered here.

None of these three functions has a WFBE_CO_FNC_* alias; only Common_CreateVehicle.sqf is registered (WFBE_CO_FNC_CreateVehicle, Common/Init/Init_Common.sqf:116). The two cosmetic functions are invoked inline via Call Compile preprocessFile (Common/Functions/Common_CreateVehicle.sqf:35,37).

Gate constants

Two decoupled constants gate the pipeline. Both are defaulted in Init_CommonConstants.sqf only if still nil, so an external config/parameter can override them before this runs.

Constant Default (init) getVariable fallback in code Governs Source
WFBE_C_VEHICLE_MARKINGS 0 (OFF) 1 (Common_AddVehicleMarking.sqf:31) Master gate: the per-side #lightpoint markings and the side-gated body skins below Common/Init/Init_CommonConstants.sqf:1019
WFBE_C_VEHICLE_TINTS 0 (OFF) 0 (Common_AddVehicleTexture.sqf:262) Side-gated procedural body tint pass only (decoupled from markings) Common/Init/Init_CommonConstants.sqf:1020

Gate nuance worth knowing: the marking function's runtime check is if ((missionNamespace getVariable ["WFBE_C_VEHICLE_MARKINGS", 1]) != 1) exitWith {_vehicle} (Common_AddVehicleMarking.sqf:31). The fallback is 1, but the constant is initialized to 0 (Init_CommonConstants.sqf:602), so under the shipped config the marking pass exits early and never stamps wfbe_side_id — which means the tint pass downstream reads wfbe_side_id = -1 and matches no side case. In other words, with the default config the markings are OFF and the side-skins effectively no-op; only the per-class texture switch (the part the other page documents) and the salvage tint actually fire. The WFBE_C_VEHICLE_MARKINGS = 0 default is deliberate: the comment notes the marking impl attaches up to 3 dim local #lightpoints per created vehicle and the WEST skin repaints every blufor hull matte-black, both unverified in-engine and FPS-sensitive (Init_CommonConstants.sqf:602). WFBE_C_VEHICLE_TINTS defaults to 0 (OFF) in master. The B67 side-resolution fix (using _createSide) means tints can function independently of WFBE_C_VEHICLE_MARKINGS; however the feature remains opt-in pending an in-engine cosmetic check.

Common_AddVehicleMarking.sqf

Signature / call site: [_vehicle, _side] Call Compile preprocessFile "Common\Functions\Common_AddVehicleMarking.sqf", called from Common_CreateVehicle.sqf:35 before the texture pass.

Params: _vehicle (object, :27); _side (numeric side id — WEST 0 / EAST 1 / GUER 2, :28). Returns: _vehicle (:79).

Behavior:

  1. Master gate (:31): if WFBE_C_VEHICLE_MARKINGS != 1, exitWith {_vehicle} — no markings, no side-skins (the skin pass keys off the variable this function stamps).
  2. Stamp _vehicle setVariable ["wfbe_side_id", _side] (:34) so the texture pass can read the resolved side without re-deriving it.
  3. Build a marking command string _mk via switch (_side) (:38-54). Each side gets a recognition glow + a side running light; an IR-strobe stand-in is appended for any marked side (:59-61).
  4. APPEND _mk (never overwrite) into wfbe_pending_texture (:73-77).

Each light is created at runtime by the init string '#lightpoint' createVehicleLocal (position this), brightness/colour set, then attachTo the vehicle. Because the whole string later runs on every machine (incl. JIP) via the broadcast, createVehicleLocal produces one local light per client — never network-replicated lights.

Per-side light table (colours are [r,g,b]; offsets are attachTo local positions):

Side (case) mks_rec recognition glow mks_run running light Source
WEST (WFBE_C_WEST_ID = 0) orange [0.9,0.45,0.0], bright 0.04, offset [0,0,1.4] blue [0.0,0.2,1.0], bright 0.03, offset [0,-1,1.2] :40-43
EAST (WFBE_C_EAST_ID = 1) orange [0.9,0.45,0.0], bright 0.04, offset [0,0,1.4] red [1.0,0.0,0.0], bright 0.03, offset [0,-1,1.2] :45-48
GUER (WFBE_C_GUER_ID = 2) green [0.0,0.7,0.0], bright 0.04, offset [0,0,1.4] green [0.0,0.7,0.0], bright 0.03, offset [0,-1,1.2] :50-53
any marked side mks_ir: white [1.0,1.0,1.0], bright 0.015, offset [0,1,1.5] (IR-strobe stand-in) :59-61

The side-id constants are defined at Common/Init/Init_CommonConstants.sqf:30-32.

Stubbed (not active): the high-fidelity per-side SHAPE (WEST chevron / EAST inverted-V) as an attached billboard textured with a .paa is present only as commented-out code pending art + an in-engine attach test (:63-68). A kill-tally livery is a v2 TODO (:70).

Common_AddVehicleTexture.sqf — tint/skin pass

Signature / call site: [_vehicle] Call Compile preprocessFile "Common\Functions\Common_AddVehicleTexture.sqf", called from Common_CreateVehicle.sqf:37 after the marking pass. Returns: _vehicle (:300).

The first ~230 lines are the per-class map-dependent texture switch documented on Vehicle-Equip-And-Rearm-Function-Reference; those cases call setVehicleInit directly. Two later blocks belong to the cosmetic pipeline and use the append path instead:

Salvage tint (case "Mi17_medevac_CDF", :238-243): stores "this setObjectTexture [0,'#(argb,8,8,3)color(0.8,0.5,0.0,0.5,ca)']" (amber) by APPENDING into wfbe_pending_texture, not overwriting — explicitly so a marking string set upstream survives (:238). The header block (:230-238 region) documents why it does not call setVehicleInit directly: Common_CreateVehicle calls setVehicleInit again afterward (for Init_Unit.sqf), which would clobber the texture command before processInitCommands ran.

Side-gated body skins (:257-296), gated by WFBE_C_VEHICLE_TINTS > 0: reads _side = _createSide (:271) — the authoritative side passed by Common_CreateVehicle; falls back to wfbe_side_id (:272) then side _vehicle (:273) only if negative — and selects a procedural setObjectTexture colour string for hull selections 0 and 1:

Side (case) Procedural colour (selections 0 + 1) Description Source
WEST (0) #(argb,8,8,3)color(0.04,0.04,0.05,1,ca) matte black motor-pool finish :266
EAST (1) #(argb,8,8,3)color(0.20,0.24,0.16,1,ca) dark olive/forest tint :272
GUER (2) #(argb,8,8,3)color(0.46,0.40,0.28,1,ca) desert tan/brown tint :278

The skin command is APPENDED into wfbe_pending_texture (:293-295). Clan-livery and medic-cross .paa skins are commented stubs pending art (:284-289). The function ends with its own processInitCommands (:299) for any direct setVehicleInit cases in the per-class switch; the appended pending strings are flushed separately by the caller (below).

The wfbe_pending_texture append + single-broadcast architecture

wfbe_pending_texture is a per-vehicle string accumulator. Three producers may APPEND to it during one create, joined with "; ":

Producer Condition Source
Marking string (_mk) WFBE_C_VEHICLE_MARKINGS == 1 and a matched side Common_AddVehicleMarking.sqf:73-77
Salvage amber tint _type == "Mi17_medevac_CDF" Common_AddVehicleTexture.sqf:241-243
Side body skin WFBE_C_VEHICLE_TINTS > 0 and wfbe_side_id matches a side Common_AddVehicleTexture.sqf:293-295

Why APPEND and not overwrite: setVehicleInit keeps only the last string set on an object. If each producer called setVehicleInit independently, every write would clobber the previous one (Common_AddVehicleMarking.sqf:7-11; Common_AddVehicleTexture.sqf:230-238 region). Accumulating into one variable lets all cosmetic commands ride a single init string.

The single broadcast happens in Common_CreateVehicle.sqf:52-73, on the global non-defender path only:

  • Only runs when _global is true (:52), the creator is not a headless client (HC-delegated vehicles skip the broadcast, :53-55), and _side != WFBE_DEFENDER_ID || WFBE_ISTHREEWAY (:57). Defender-side vehicles in two-way mode take the defenderSkipped branch (:69-71) and never receive cosmetics — so town/garrison defender vehicles stay marker-light and cosmetic-free.
  • It reads _pendingTex = _vehicle getVariable ["wfbe_pending_texture", ""] (:64), builds the Init_Unit init string Format["[this,%1] ExecVM 'Common\Init\Init_Unit.sqf'", _side] (:65), appends the pending texture if non-empty (:66), then setVehicleInit _initStr + processInitCommands (:67-68).

This is the only path that guarantees JIP clients also receive the cosmetics: setVehicleInit stores exactly one init string and re-runs it for every joining client, so bundling Init_Unit + all cosmetic commands into that single string is what makes them JIP-safe (:59-62). WFBE_ISTHREEWAY is set at Common/Init/Init_Common.sqf:293; WFBE_DEFENDER_ID at Common/Init/Init_Common.sqf:297.

End-to-end sequence (one create)

Step Action Source
1 createVehicle (null-guarded) Common_CreateVehicle.sqf:18-24
2 Marking pass: gate, stamp wfbe_side_id, APPEND _mk Common_CreateVehicle.sqf:35Common_AddVehicleMarking.sqf
3 Texture pass: per-class switch (direct setVehicleInit); salvage tint + side skin APPEND, reading wfbe_side_id Common_CreateVehicle.sqf:37Common_AddVehicleTexture.sqf
4 On global non-defender path: read wfbe_pending_texture, fold into the Init_Unit init string, setVehicleInit + processInitCommands (single JIP-safe broadcast) Common_CreateVehicle.sqf:52-73

Ordering is load-bearing: the marking pass must run before the texture pass so wfbe_side_id exists when the side-skin block reads it (Common_CreateVehicle.sqf:32-37).

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