A lightweight Arma 3 Eden editor tool for retexturing on the fly. Select objects
in Eden, open Tools → Live Retexture (or press Ctrl+Shift+R), and apply a
.paa to one of an object's hidden selections — the change previews live in the
viewport. Bake it into the object's init to keep it, or copy a ready-made config
snippet.
Built for iterating on retextures (uniforms, vehicles, helmets, crates, props) without packing a PBO or restarting the game.
Requires CBA_A3.
- Apply (preview) - live
setObjectTextureon every selected object. - Reset - revert the preview to the originals.
- Bake to init - write
setObjectTextureGlobalinto the object init so it persists with the scenario and for JIP. Warns on absolute/loose disk paths that won't exist for other players in multiplayer. - Copy config - clipboard a
setObjectTextureGloballine and ahiddenSelectionsTextures[]snippet for pasting into a mission or addon. - List selections - dump a model's hidden selections as
index → nameso you know which index and pbo drives which piece. - Live Link (Photoshop/GIMP) - save in your image editor and the object
retextures in Eden automatically, no retyping or repacking. A companion
extension (
retexlink_x64.dll) watches your export file and rotates it to a unique name each save to defeat the engine's texture cache. JPG/PNG load directly (no PAA step while iterating).
- Can only have a single unit/object in eden currently.
- Install the workshop mod: https://steamcommunity.com/sharedfiles/filedetails/?id=3755594142
- Copy
retexlink_x64.dllinto the folder containingarma3_x64.exe - Launch Arma 3 with the
-filePatchingcommand line!
Save in Photoshop/GIMP and watch the object update in Eden — no retyping paths or repacking. One-time setup, then a zero-click iteration loop.
One-time setup
- Make sure
retexlink_x64.dllis next toarma3_x64.exe(see Install above). - Point your editor at a single export file it overwrites on every save:
- Photoshop: *File → Save
- GIMP: *File → Save
Each session
- Select the object in Eden and open ReTex (Ctrl+Shift+R).
- Pick the Target part and Selection index as usual.
- Paste the full path of your editor's export file into the Live Link — editor
export file field (e.g.
D:\art\skin.jpg). - Click Live Link: OFF → it flips to ON and starts watching.
- Tab to your editor, paint, and save — the object retextures within a fraction of a second. Repeat as much as you like.
- Click Live Link: ON again to stop. Reset still restores the originals, and the link keeps running even if you close the dialog so you can keep iterating.
JPG/PNG load directly, so there's no PAA step while iterating — only convert to
.paa for the final shipped asset. Behind the scenes each save is copied to a unique
retex_live\tex_<N>.<ext> name to beat the engine's path-keyed texture cache.