Weapon Skin Creator lets players design their own weapon skins in game and wear them on their guns — and everyone sees them. A player picks a weapon, lays down a camo, a metal finish or a moving pattern, adds stickers, text, freehand drawings or an image from a link, and pays at the counter. The skin is on the gun before they leave the shop: your AK is pink while the player beside you carries a dragon, and both stay that way through relogs, respawns and inventory swaps.
Shops can be run by the server or by players, with an owner, staff, ranks, a till, payroll, supplies and upgrades — and a painter can invite a customer to the workbench and paint their weapon while they watch. Admins publish ready-made skins to a catalog sold at the shop or in your Tebex store, and players keep everything in a skin inventory with gifts, trades, /inspect and a kill counter.
What separates it from other weapon skin scripts is what never happens. Nothing restarts to show a skin: no file is written and no resource is restarted when a player buys one. Every setting is changed live from an in-game panel and stored in your database, so an update never overwrites your tuning. There is no SQL to import, and addon weapons are added from the admin panel without any external tool.
Where to start#
Page | What it covers |
|---|---|
Requirements, download, the three resources, load order, the database and admin access. | |
What to replace, what to keep, and why qs-weaponskin-data is never touched. | |
The admin panel, creating a shop, the studio, prices, the skin inventory, player-run shops, painter sessions, the catalog, moderation, addon weapons and the settings. | |
Frameworks, inventories and serials, targets, Discord logs, Tebex, custom currencies, image hosts, fonts and gallery art. | |
Chat and console commands, state bags, events, and the exports for driving it from your own scripts. | |
What each problem means, and the console line or command that explains it. |
What it does#
Area | Details |
|---|---|
Skin studio | The real weapon on a workbench with an orbit camera. 109 one-click finishes, 25 patterns, colours and gradients, 91 gallery designs, 24 fonts, freehand drawing, image links, shapes, up to 32 layers, undo and redo, and a texture map for exact placement. |
Animated skins | Live finishes and animated GIFs move on the gun, paced by a time budget so a crowd of them never costs frame rate. |
Synced to everyone | Every player in range sees every skin. Clients paint skins from the design itself — a couple of kilobytes — instead of downloading pictures, and spend their budget on what is on screen. |
Skin inventory | Equip on every copy of a weapon or on the exact gun in hand, rename, gift, trade, delete, buy more slots and redeem store purchases. |
Shops | Placed in game with a free camera: the area, the NPC, the workbench, the management point, the supply point and the blip. Self-service NPC shops or player-run businesses. |
Player-run shops | An owner, staff and ranks built from thirteen rights, a till, payroll, a ledger, supplies delivered in crates, four upgrades with shop levels, and painter sessions paid by commission. |
Catalog and Tebex | Skins designed by admins and sold at the shop with a price, a copy limit and an account per item — or sold in your Tebex store and delivered even to offline players. |
Moderation | Optional review before or after a skin goes live, with approve, reject and refunds. |
Addon weapons | 61 GTA weapons out of the box. Scan your weapon packs, press Add support, and the weapon can be skinned — applied live, without tools. |
Settings | 233 settings in 16 sections, edited in game, applied live to every player and kept across updates. |
Languages | 41 complete translations, from Arabic to Vietnamese, switched live. |
Driving it from your own scripts? Hand out a catalog skin as a reward, put a skin on a player's weapon, read what a gun is wearing or pay into a shop's till with one export each. See Commands and Exports.



