The Admin Panel#
Weapon Skin Creator has one admin window, /weaponskincreator. Players never need a menu of their own: they use the shops in the world and their skin inventory.
Tab | What it is for |
|---|---|
Shops | Create, edit, teleport to and delete skin shops. |
Catalog | Every admin-published skin: price, copies sold, Tebex package. Edit, hide or delete. |
Moderation | The review queue, when skins are reviewed. A badge shows how many are waiting. |
Players | Search a player by name, identifier or id; see their skins, where each one is worn and their payments; give a catalog skin or remove skins. |
Tebex | Whether the store is on, grants waiting for offline players, the package map and the last transactions. |
Pool | The state of the shell pool the skins are drawn on. |
Addon Weapons | Scan your weapon packs and add support for them. |
Settings | Every behaviour of the script, in 16 sections. |
The header also has Open studio here, which opens the studio in admin mode wherever you stand — that is where catalog skins are designed.
Creating a Shop#
Shops → +. The form has three parts: the shop itself, the company, and the blip.
The shop#
Field | What it is |
|---|---|
Shop name | What players and the blip see. 2 to 48 characters. |
NPC model | The ped at the counter. |
Is this shop trading? | Open or Closed. A closed shop stays on the map but turns everyone away. |
Shop area | Required. The outline of the property. The NPC, the workbench and the management point only exist while a player is inside it. |
Workbench | Required. Where the weapon lies while it is painted. It can have a name and its own prop. |
NPC position | Where the NPC stands, inside the area. Required for an NPC shop, optional for a player-run one. |
Drawing the area#
Select opens a free camera above you. Click to add corners: the outline is red until it has three corners and is big enough (the Minimum shop perimeter, 10 m by default), then it turns green.
Key | Does |
|---|---|
W A S D | Fly the camera. The mouse looks around. |
Q / E | Climb and descend. |
Left click | Add a corner where you point. |
Right click | Remove the last corner. |
Z / X | Raise or lower the area's height. It starts at 25 m. |
Enter | Finish. |
Backspace / Esc | Throw the drawing away. |
The NPC, the workbench, the management point, the supply point and the blip are placed with your own camera: aim, left click to place, Z / X to turn the preview, Backspace or Esc to cancel. The NPC must stand inside the area.
Company#
The Company switch decides what kind of shop it is:
Kind | What it is |
|---|---|
Off — NPC shop | The shop runs itself. Customers walk in and serve themselves at the workbench. The NPC is required. |
On — player-run shop | A player owns it: staff, ranks, a till, supplies and a management menu. The NPC is optional. |
With Company on you also set the Owner (any player who has joined, online or not), the Painter commission, the Price level (100% is the standard price list), an Accent colour and Banner image for the management menu, the Management point where staff open it (the NPC otherwise), and the Supply delivery point where ordered crates arrive.
The blip#
Name, sprite, colour, scale and optional coordinates — the blip sits on the NPC otherwise. New shops start from Settings → Shop defaults.
Save, and the shop appears for everyone at once. Each shop in the list has a Teleport pin. Delete removes the shop together with its staff, ranks, ledger, supplies and till balance, and cannot be undone.
At the Shop#
Walking up to the NPC shows a prompt:
Key | Opens |
|---|---|
E | Skin studio — design a skin yourself and pay at the workbench. |
G | Skin shop — the ready-made catalog skins. |
Shift + E | Management — for staff, when the shop has no management point. |
The keys are set in Settings → Interaction. With a target resource, the same options appear on the NPC instead. The studio only opens while the shop is open and stocked; with Self service off, customers need a painter.
The Studio#
The real weapon lies on the workbench, the camera moves in, and the weapon in your hand is already picked. Choose any other from the weapon picker at the top — each keeps its own draft while the studio is open. You are held still and other players are hidden while you work.
The camera#
Control | Does |
|---|---|
Right drag | Orbit the weapon. Left drag does too when nothing is selected. |
Mouse wheel | Zoom. |
Q / E | Turn the weapon by 30°. |
The dock | Left, Front, Right and Back views, zoom, reset and a turntable. |
Ctrl + Z / Ctrl + Y | Undo and redo, 80 steps. |
Ctrl + Enter | Review & pay. |
Esc | Close — the checkout first, then the studio. |
Making a skin#
Tab | What it does |
|---|---|
Finishes | 109 one-click looks in five groups — Solid, Metal, Camo, Graphic and Live (animated). One click paints the whole weapon, and everything stays editable. |
Paint | Your own colour, a two-colour combo, a gradient or one of 25 patterns — camo, digital camo, carbon fibre, marble, tiger, splatter and more — over the whole weapon. |
Gallery | 91 vector designs in nine categories — tribal, floral, animals, skulls, geometric, symbols, old school, minimal and ornaments — plus lettering presets. |
Draw | Freehand, with four pens, a mirror for symmetrical work, and fill. |
Text | Up to 64 characters in 24 fonts — script, gothic, serif, display — straight or curved. |
Link | Paste a direct link to a PNG, JPG, WEBP or GIF. Animated GIFs can move on the gun. |
Saved | Your designs on the server, and share codes. |
History | The last 80 things you made on this computer, ready to reuse. |
Placing a sticker#
A gallery design, text, drawing or image is a sticker. Drag it over the weapon and it follows the exact spot under the cursor.
Control | Does |
|---|---|
Drag | Move it across the weapon. A click drops it where you point. |
Scroll / Shift + scroll | Resize / rotate. |
Arrow keys | Nudge. Shift for bigger steps, Alt for finer ones. |
Ctrl + D | Duplicate. |
Delete | Remove it. |
The panel on the right holds everything else: the base coat (colour, gradient or pattern, with angle, scale and opacity), size and rotation presets and flips, the finish of each layer (Paint, Stain, Overlay, Glow, Soft), wear from Fresh to Battle-scarred, and the Layers stack — up to 32 layers, with shapes, outlines, curved text, lock, hide and filters. The Texture map shows the weapon's flat texture for exact placement.
Animated skins#
A design moves when it uses a Live finish or an animated GIF. Your own weapon always animates; other players' weapons animate within a radius and a time budget set in Settings → Animation, and show the first frame beyond it. Turning Animated skins off makes every animation a still picture.
Saved designs and share codes#
Saving keeps a design on the server — 30 per player by default. Share code copies a code like WSK-AB12-CD34 that any player can redeem in their Saved tab to put the design on their own bench. Codes last 30 days.
Buying a Skin#
Review & pay opens the checkout: name the skin, choose whether it goes straight on your weapon, choose the account, and pay. When the weapon in your hand has a serial, the skin goes on that exact gun; otherwise on every copy of that weapon.
The server works out the price from what the design contains:
price = ( Base
+ Per layer × layers
+ Per text × text layers
+ Per image × image layers
+ Per pattern × pattern fills )
× weapon category × coverage × shop price levelCoverage runs from 0.6 for a small sticker to 2.5 for a fully painted weapon, and the category makes a pistol cheaper than a sniper rifle. Every value is in Settings → Prices. At the shipped values:
Design | Price |
|---|---|
A solid finish on a pistol | $1,000 |
A camo finish on a rifle | $1,450 |
One gallery sticker on a pistol | $400 |
After paying, Keep editing turns further changes into a touch-up of the same skin, at half the price of a new one.
Buying a skin restarts nothing and, for most designs, uploads nothing: the server stores the design itself — a couple of kilobytes — and every client nearby paints its own copy with the same renderer the studio uses.
The Skin Inventory#
/skins opens it anywhere — or only inside a shop, with Open anywhere off. It holds 20 skins for free; more slots cost $2,500 each, up to 80 extra.
Action | What it does |
|---|---|
Equip | Put it on every copy of that weapon, or on the exact gun in your hand. A skin on one gun wins over the skin on the weapon type. |
Take off | Unequip it from a weapon type or from one gun. |
Rename | $50 by default. |
Gift | Hand it to a player within 4 m, who accepts or declines within 30 seconds. |
Trade | Pick one of their skins in return; when both accept, the swap happens in one step. |
Touch up | Opens the studio for that weapon, at a shop. |
Delete | Removes it from every weapon. There is no refund. |
+1 slot | Buy another inventory slot. |
Redeem a purchase | Paste a Tebex transaction id, when the store is on. |
Equipping one exact gun needs an inventory that gives weapons a serial — ox_inventory or qs-inventory. Settings → Skin inventory → Equipped per can also force skins to belong to the weapon type.
Inspect and the kill counter#
/inspect plays an animation and circles the camera around the weapon in your hand, with a card showing the skin's name, its painter and its kills. Kills are counted per skin — only player kills by default, the same victim once per 1.5 seconds — and also appear in the inventory. A key for inspect can be set in Settings → Commands & keys.
Player-Run Shops#
A shop with Company on belongs to a player. There is no framework job and no society account: the shop has its own owner, staff, ranks, rights and till, so it works the same on every framework.
The management menu#
Staff open it at the management point, or with Shift + E at the NPC. Each rank sees only the tabs it is allowed:
Tab | What it is |
|---|---|
Dashboard | The till, today's and this month's revenue, net profit, 14 days of sales, who is on shift, top painters and recent activity. |
Staff | Hire players standing near the shop, change ranks, fire, and transfer ownership. |
Ranks | Create ranks with a seniority, a wage per hour and their rights. |
Finance | Deposit and withdraw, expenses, and the transactions. |
Supplies | Stock levels and supply orders. |
Upgrades | The shop's level and its four upgrades. |
Settings | Name, open or closed, banner, colour, painter commission and price level. |
Activity | The full ledger, filtered by type. |
Rights and ranks#
Right | Lets that rank |
|---|---|
Open the management menu | Open the menu at all — and clock in from it. |
See and manage staff | See the Staff and Ranks tabs. |
See the finances | See the till, Finance and Activity. |
Change shop settings | Use the Settings tab. |
See the supplies · Order supplies | See stock, and order more from the till. |
See the upgrades | See and buy upgrades. |
Deposit money · Withdraw money | Move money into or out of the till. |
Hire staff · Fire staff | Hire (and change ranks), and fire. |
Create and edit ranks | Build and change ranks. |
Paint customers' weapons | Clock in, invite customers and be paid commission. |
Every new player-run shop starts with four ranks:
Rank | Wage per hour | Rights |
|---|---|---|
Owner | — | Everything. Cannot be edited, fired or re-ranked. |
Manager | $380 | Everything except shop settings and editing ranks. |
Painter | $220 | Paint, open the menu, see the supplies, deposit. |
Apprentice | $120 | Paint. |
Clocking in happens in the management menu. With Clock in to paint on — the default — give the Apprentice rank Open the management menu, or nobody at that rank can clock in to paint.
Duty and payroll#
Clock in and Clock out are buttons in the management menu, shown to ranks that can paint. Every 30 minutes, each worker on shift is paid their rank's wage for that interval from the till, into their bank — capped at $5,000 per worker per cycle. If the till cannot cover a wage, the worker is told and nothing is paid. Workers are clocked out when they disconnect, when they are fired, and after 4 hours on shift.
Supplies#
Every skin made at a player-run shop uses supplies:
Supply | Per skin | Price per unit |
|---|---|---|
Paint | 10 | $5 |
Clear coat | 4 | $8 |
Masking tape | 6 | $1 |
A new shop starts with 250 units of each and holds 1,000. When one runs out, the studio closes until the shop restocks. Order supplies pays from the till at once; after the delivery time a crate appears at the supply delivery point, and any member of staff collects it to fill the shelves.
Levels and upgrades#
Every $10 of revenue is one XP and every 2,500 XP is a level, up to level 10. Upgrades are paid from the till and need a shop level:
Upgrade | Effect | Steps |
|---|---|---|
Equipment | Charge more for every skin. | 110% for $25,000 (level 2) · 125% for $75,000 (level 4) · 140% for $180,000 (level 6) |
Storage | Hold more supplies. | 160% for $15,000 (level 2) · 240% for $45,000 (level 3) |
Efficiency | Use fewer supplies per skin. | 80% for $20,000 (level 3) · 60% for $60,000 (level 5) |
Marketing | Walk-in customers pay more. | 115% for $18,000 (level 2) · 130% for $55,000 (level 5) |
Painter sessions#
A painter — staff with the paint right, clocked in — invites a customer to the workbench: with the target option on the bench, with E at the bench marker, or with /weaponskin_invite. The closest player gets an invitation and has 30 seconds to accept.
The customer is placed at the bench and watches their weapon take shape live, with a running total and their choice of account. The painter works in the studio as usual and presses Finish & charge: the customer pays, the skin lands in their inventory already on the weapon, the painter is paid their commission and the rest goes to the till. Until then the customer can leave at any moment, and nothing is charged.
Sale | Painter | Till |
|---|---|---|
Painter session | The commission — 30% by default, paid straight to the painter | The rest |
Walk-in studio | — | Everything |
Catalog skin bought at the shop | — | Everything |
The Catalog#
Ready-made skins designed by admins, sold with G at any shop, given by admins, or sold in your Tebex store.
Design it
/weaponskincreator→ Open studio here, and make the skin exactly as a player would.Fill in the catalog box
In the right panel: the name, the price (0 is free), the copies (blank is unlimited), which account pays, the Tebex package name, and whether it is sold at the shop.
Publish to the catalog
It is on sale at once. Updating the item later updates every copy players already own.
Limited items show how many copies are left and sell out when the last one goes. The Catalog tab edits, hides or deletes items — deleting one leaves existing copies with their owners — and Players → Give a catalog skin hands one out for free.
Moderation#
Settings → Moderation → Review new skins decides whether staff look at skins:
Mode | What happens |
|---|---|
Off (default) | Skins go live immediately. |
After the fact | Skins go live, and staff can take one down from the Moderation tab. |
Before | A new skin waits for approval before it can be worn. |
Online staff are told when skins are waiting. Approve puts the skin on its owner's weapon; Reject takes it off, with an optional reason, and refunds it in Before mode.
Addon Weapons#
Weapon Skin Creator supports 61 GTA weapons out of the box — pistols, SMGs, rifles, shotguns, sniper rifles, machine guns and melee. Addon weapon packs are added from the admin panel, without any external tool.
Scan
/weaponskincreator→ Addon Weapons → Scan resources. Every weapon declared by a running resource that is not supported yet is listed, with its status.Add support
On a weapon marked Ready. The shells and studio files are built into
qs-weaponskin-data.Confirm
Every player online sees a Weapon update screen and presses E to load the new files. Seconds later they are back where they were, and the weapon can be skinned — no restart.
Some packs cannot be supported, and the status says why: textures embedded in the model, no paintable material, or a model too big for the budget. Remove deletes a weapon's files but keeps its code, so adding it back later restores everyone's skins. If an update cannot be applied live, the weapon is marked to activate on the next restart.
The Settings#
The Settings tab holds every behaviour in 16 searchable sections, with a line under each field explaining what it does. Saving applies it to the server and to every player at once; the few that need a restart — the command names and some pool options — are marked.
Section | What it holds |
|---|---|
General | Language, debug logging, number and currency format, saved designs per player, share code lifetime. |
Interaction | Target or key prompts, the two shop keys, prompt distance and position. |
Prices | The account charged, every price component, touch-ups, renames, category multipliers, free for staff. |
Commands & keys | The admin, studio, inventory, inspect, invite and Tebex commands, and the inspect key. |
Skin inventory | Free and extra slots, per weapon type or per gun, gifts, trades, inspect, the catalog at the shop. |
Studio | Preview quality, the camera, the bench light, hiding the HUD and other players, owned weapons only. |
Workbench | Where the customer stands and the weapon lies, the bench model and its marker. |
Shops | Commission, self service, clocking in, payroll, supplies and crates, levels, owner transfer. |
Skins | Texture sizes, show radius, how slots are shared, weapons on the back, vehicles, baking from the design, the kill counter. |
Delivery | How pictures travel to and from clients, and the caches. |
Animation | Animated skins, frames, speed, how many move at once and their time budget. |
Shell pool | The pool the skins are drawn on. Leave it as shipped. |
Images | Image links, which hosts are allowed, private networks, size, review. |
Moderation | Review before, after, or never. |
Tebex | The store, its secret convar, and how grants are delivered. |
Shop defaults | The blip and the ped a new shop starts with. |
These values live in your database, not in a file — one row per value you changed in
qs_weaponskin_settings— so an update never overwrites your tuning. Reset section and Reset all put the shipped values back.



