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ATY Scripts/Docs/Weapon Editor/Skin Studio

Skin Studio

Skin Studio

The studio is a layer-based canvas editor. A design is a definition, not a picture: a list of layers drawn onto a 512×512 canvas, which becomes the weapon's texture. Every client redraws it, which is why designs can be shared as a short code rather than a file.

The weapon updates live as you work. Drag the empty area around the canvas to turn the weapon, wheel to zoom.

Open it from the workshop with Create a skin, or Edit on a weapon that already has one.

Tools

Tool What it does
Fill A flat colour across the whole canvas
Pattern One of 22 repeating patterns, eight of which animate
Decal One of eight shapes — star, ring, cross, triangle, target, heart, bolt, frame
Text Up to 24 characters, five fonts, optional outline
Brush A freehand stroke, smoothed into a curve
Eraser A stroke that cuts through everything beneath it
Image A picture or GIF, from the local art pool or an allowed host
Move Reposition a decal or text already on the canvas

Layers

Layers draw bottom-first — the top of the stack is what you see over everything else. Click a layer to select it, then set:

  • Position X / Y
  • Scale
  • Rotation
  • Opacity
  • Blend mode — Normal, Multiply, Overlay
  • Colour
**Always set a base.** The whole diffuse texture is replaced, so there is no original underneath. An uncovered area is transparent, which reads as black on the weapon. Start with **Fill**, or set a base colour, unless black is what you want.

Animated patterns

Eight of the 22 patterns move — galaxy, plasma, lava, electric arcs, energy pulse, code rain, holographic and sonar. They animate on the weapon itself, live, for everyone who can see it.

Each takes a Speed from 0 to 4. Setting it to 0 freezes the pattern on its first frame, which is a perfectly good way to use one as still art.

One animated layer is enough. Two moving patterns on the same weapon fight each other and the result reads as flicker.

Limits

Limit Value
Layers per design 14
Text length 24 characters
Points per stroke 240
Design name 48 characters

Exceeding any of these makes the server reject the whole design, not just the offending layer. The full field-level reference is on Design format.

Templates

56 ready-made designs ship with the resource — 26 animated, 30 still. Filter by All / Animated / Still, or search by name. Loading one drops it in as an editable draft.

Your own templates

Save template keeps a design in a personal library stored on that player's own machine. It is a convenience, not a server record — it does not travel between computers and is not backed up.

Export as template is the other thing: it produces the exact line to paste into aty_gunsmith_assets/art/templates.json, which puts the design in the built-in gallery for everyone on the server. Templates are read from that file, so adding one never touches code.

Sharing a design

The Share box does both directions.

Out: Make code & copy turns the current design into an ATY1: string. That string is portable to any server running this resource.

In: paste into the "Paste a code or raw JSON" box. Both formats work — an ATY1: code, or raw JSON as produced by an AI. It loads as an editable draft: move things, recolour, then save.

If the copy button reports the clipboard is blocked, the code is still shown in the box — select it and copy manually. Some clients block programmatic clipboard access inside NUI.

Images

Images come from two places, gated separately:

The local art pool — artwork shipped inside aty_gunsmith_assets, read as nui://. No network, no allow-list, nothing to configure. Adding your own is a file and one line in art/index.json.

Remote URLs — only from hosts on Config.Lanes.composite.images.whitelist, https only, matched exactly.

**A share page is not an image link.** `https://tenor.com/view/...` is a web page and will fail; `https://media.tenor.com/xxxx/name.gif` is the image. The studio says so when it happens, but this is the single most common image failure.

Colourise recolours single-colour artwork to your chosen colour. Turn it off for artwork that carries its own colours.

Saving

Save sends the design to the server, which validates every field. A malformed design cannot get in — but it also means an over-limit design is refused as a whole, so trim the layer count before saving rather than after.

If moderation is on, the design enters a review queue instead of becoming usable immediately.

Designs live in the player's library independently of any weapon. Removing a skin from a weapon does not delete the design.

Making a design that reads well

A weapon is small on screen and mostly seen in motion. What survives that:

  • Two or three colours, not six. A base, a pattern colour, one accent
  • Contrast between base and pattern. A dark pattern at 0.5 opacity over a dark base disappears at any distance
  • Big shapes. A decal below scale 0.4 is a smudge in game
  • Patterns are the texture, decals are the punctuation. One or two decals is plenty
  • Text needs an outline, or it vanishes over a busy pattern
  • Opacity is the cheapest depth trick. The same pattern twice — once opaque, once at 0.3 with Multiply — reads as wear and grain
  • Motion is an accent, not a background. An animated pattern alone at full opacity looks like a screensaver strapped to a gun

See also

  • AI designs — having an AI write one for you
  • Design format — the JSON specification
  • Who sees your skin
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