Weapon Skins | Weapon Customizer

Development preview. Not yet available to buy. Let players paint their own guns in-game. Freehand draw, stickers, text and images on a live 3D preview, native GTA tints and MK2 camo, a procedural skin gallery, a per-weapon library that keeps every skin they own, and an optional credit, code and pack economy you can switch on.

Status
Announced
Gameplay
Compatible With
ESXQBCoreQboxStandalone
Requirements
ml_bridgeox_liboxmysql
Recommended
ml_tebexml_weaponskins_stream
PricePrice coming soon

Overview

Development preview. This resource is announced and is not yet available to buy.

Customize supported weapons from a configured target workbench, kit item, command or client export. Use the 3D preview with camera orbit, pan, zoom and optional automatic rotation. Build designs with seven brush styles, text, stickers, hosted images and small local image imports, with layer transforms, reordering and last-layer undo.

The procedural gallery includes solid colours, gradients, camouflage, tech, cosmic and animated patterns. A separate tab offers native GTA tints and camouflage on registered MK2 weapons. Correct model and texture mapping is required for add-on weapons.

Custom overlay rendering needs matching slot models from the optional ml_weaponskins_stream pack, approximately 1.3 GB locally, or the corresponding add-on asset pack. Local texture replacement needs no extra model pack; its optional nearby-player resolver is best-effort and chooses one skin per weapon model. Native tints use the game variants.

Skins are stored in weapon item metadata, requiring a supported inventory that preserves metadata through storage and trading. My Skins keeps owned designs per player and weapon for free reapplication, subject to the configured library limit.

Payments are disabled by default. Configure credits, game money, item payments or a combined credit and money source, with prices by weapon group and separate native-skin pricing. Optional ml_tebex packages, direct skin packs and redemption codes can grant credits, gallery choices or creator unlocks. Refund handling can be partial or irreversible when purchases have already been consumed.

Players can save personal templates and share them with the community. Staff can configure approval, search and moderate designs, curate hosted gallery decals and disable freeform content. Workbench locations, fixed image skins and direct skin packs are empty by default. Job restrictions are implemented; open hooks let you add server-specific access or business logic, and compatible carry scripts can call the skin exports.

The open configuration includes 37 add-on weapon registrations with Survival melee texture mappings. Corresponding weapon and overlay assets come from the separate pack. ML Bridge, ox_lib and oxmysql are required. Metadata inventory support and the assets required by your chosen rendering mode must be configured.

Key Features

Live 3D Editor

Rotate the weapon, orbit and pan the preview camera, zoom, or pause its automatic rotation. Edit artwork on a draggable drawing canvas, reorder layers and undo the last added layer.

Live 3D Editor

Procedural Skin Gallery

Choose from built-in solid colours, gradients, camouflage, tech, cosmic and animated finishes. These patterns are generated by the editor; overlay visibility still needs the matching streamed weapon models.

Procedural Skin Gallery

Freehand Draw, Text, Stickers and Images

Create artwork with seven selectable brush styles, text, tinted stickers and image layers. Hosted image URLs use a configurable HTTPS host allow-list; imported data images are limited by the configured size.

Freehand Draw, Text, Stickers and Images

Native Tints and MK2 Camo

Apply GTA weapon tints to supported configured weapons, with camouflage options on registered MK2 models. These use native weapon variants rather than the custom artwork model pack and have a separate configured payment price.

Native Tints and MK2 Camo

Skins Live on the Weapon Item

Store the skin and its hash in the weapon item metadata. Trading and storage retain it when the inventory preserves item metadata.


Per-Weapon Skin Library

Keep owned skins per player and weapon in My Skins, and reapply them without a new payment. The configured library limit prunes the oldest entries; its default is 30 skins per weapon.

Per-Weapon Skin Library

Two Custom-Skin Visibility Modes

Overlay mode renders custom artwork on matching streamed weapon models for nearby players. Local mode needs no additional model pack and uses texture replacement; its best-effort remote resolver chooses one skin per weapon model. Native tints use the game variants.


Per-Group Pricing, Two Pack Modes

Set predefined and custom skin prices for eight weapon groups. Charge per new skin or unlock creator access for a group or individual weapon. Reapplying an owned skin is free; redemption codes can also grant account-wide creator access.


Tebex Credit Bundles

With ml_tebex configured, purchases can grant a capped player credit balance. Refund handling revokes credits that remain available and reports a partial or irreversible outcome when credits have already been spent.


Direct Skin Packs

Configure packs that grant a fixed image skin, gallery choices or creator access for one weapon. Deliver them through ml_tebex, an admin command or a redemption code. SkinPacks is empty by default; delivered fixed skins and choices are not automatically reversed on refund.

Direct Skin Packs

Redemption Codes

Mint admin codes for credits, creator access, weapon or group unlocks and configured skin packs. Players redeem them by command. Codes support expiry, limited uses and revocation, with redemption recorded in the database.


Template Sharing and Moderation

Save personal designs, share approved templates with the community and enable an approval queue when needed. Staff can search, page through, approve or delete designs in the moderation tab. Public approval is disabled by default.

Template Sharing and Moderation

Admin Decals and Content Controls

Admins can add or remove hosted image decals from the gallery. Disable freeform artwork to hide the editor while keeping procedural finishes, curated decals and native skins.

Admin Decals and Content Controls

Optional Skin Economy

Payments are disabled by default. Enable Tebex credits, game money, inventory items or a combined credit and money source. Admin exemption is configurable, and the database records credit grants, spending, refunds and revocation.

Optional Skin Economy

Flexible Access and Job-Gating

Open the customizer from a configured target workbench, usable kit item, command or client export. Restrict access by job and grade. Workbench locations are empty by default; open server hooks are available for your own business integration.


You Decide Who Can Paint

Use the open server access hook to add your own duty, location or other rules before the customizer opens. The script already supports job restrictions; additional access logic must be implemented for your server.


Register Weapons and Gallery Images

Register base-game and add-on weapons with their model, canvas and texture mapping. Admins can add hosted gallery images without restarting the resource. Debug-only commands can trial texture names on the held weapon.


Skins on Carried Weapons

Client exports let compatible carry scripts prepare, apply, clear and release a weapon skin on a carried prop. Native tints use the weapon variants; custom carried artwork uses overlay mode and matching slot models.


Activity Logs through ML Bridge

Skin applies and clears, public template shares and credit grants send activity records through ML Bridge. Configure the bridge logging provider to route those records to Discord.


Automatic Database Tables

Create the required tables automatically on first start. A working oxmysql connection and database permissions are still required; the included SQL file can be used as reference.


Matches Your Server's Look

Select a panel theme in configuration and set your own UI colours.


Layer Transform Controls

Position, scale and rotate text, sticker and image layers, adjust opacity, recolour text and stickers, and reorder or delete elements. Layer limits and text length remain configurable.


Local Image Import

Import a small local image directly into an image layer or use a hosted URL. The default limit is 32 KB of the encoded image string; accepted server data-image formats are PNG, JPEG, GIF and WebP.

Local Image Import

Add-On Weapon Mappings

The open weapon configuration includes 37 add-on weapon registrations, with Survival melee texture mappings. Use them with the matching weapon assets and overlay slot models from the separate pack.

Announced

Coming soon

This script has been announced. Price and release date are on the way, follow the roadmap and our Discord to catch the moment it drops.

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