This is for the legacy GFX-T system. It has remained virtually unchanged since v2, aside from the included variation with automobile names instead of bike part names.
GFX-C was updated to include dual color and dual shine levels and extended color selection menu.

You can use KCPaint instead of or in combination with to allow user-customizable paint prims on no-modify vehicles.


Insert the GFX-C into your root prim for color/shine menu if you wish to be able to tint with color parts of the bike, or change the shine for parts. This does not affect the texturing, and can be used to tint textured parts.

Insert the GFX-T in the root prim for the graphics/texturing options. This allows you to choose up to 22 different parts to have multiple textures for, which are defined in a notecard. So if you want the bike to be able to change textures on the tank, or seat, you would make a list of textures for those categories and they can be then chosen from a menu by the bike owner.

Paint function in the GFX-T now adds a Reset Paint function that returns all included categories to the first texture so a user can reset the bike to stock paint, also a Next Set option allows a user to scroll through preset paint combinations.

Set the script permissons to NO MODIFY, NO TRANSFER. Once you have added the script(s), set the permissions on them and rebooted the bike, you will get a Graphics menu which will have the options for either or both of the GFX-T and GFX-C scripts.
These won’t appear in your bike menu until you configure them as described below:


Rename any prims that you want to respond to shine 1 or shine 2, to have the keywords shine1 or shine2 in the name.
Once at least one prim has shine added to the name somewhere (example: "tank shine2 color1"), and the bike is rebooted, the Shine menu will appear. Any prim in the bike can have shine added, it will not affect the color or texture changes for that prim.

Rename any prims that you want to respond to color 1 or color 2 changes, to include the keywords color1 or color2 in the name. (example: "Big Frame color1"). Once the bike is rebooted with prim names including "color1" or "color2", the color menu will appear under Graphics.


If you would like to add the option to change paint textures on the bike from a list, you can add the optional notecard to the bike, "cfg-paint". This card is fixed by the builder with a list of textures. The presence of this notecard in the bike will add a Paint selection option to the menu, from which textures can be scrolled through.

The notecard contains lists of UUID keys. UUID keys are used instead of including the textures in the bike's content, to protect your textures from being copied from the bike's inventory, as well as far less clutter in the bike.

The 22 customizable part tags and texture lists are:

chassis, rims, frame, seat, headlight, fender, tank, chrome,tire, parts, extras, special, brake, bar, fork, plate, control, fairing, windscreen, luggage, cylinder, block

hood, frontend, trunk, rearend, leftwing, rightwing, leftdoor, rightdoor, roof, leftpanl, rightpanl, rims, frame, seat, headlight, fender, chrome, tire, parts, extras, special, windscreen
(note leftpanl and rightpanl spelled with no E as "panel" is used by the lighting system)

You don’t have to use all of these, in fact it would be unlikely that you would need to specify more than a few, but technically you could use all of them. Generic names like “detail” or “extras” can be used for items like drive belts, gas caps or engine parts.

Name the prim or prims in your bike that you would like to respond to a specific texture set, for example name your fenders “fender”. Then you would add the line “fender” to the “cfg-paint” notecard, and underneath that, you would add the graphic UUID keys, one per line.

You must add at least two UUID keys for any specific item. You can use the same UUID keys in more than one section. The parts do not need to be in any specific order and you can have more than one section with the same part name. Add one section or up to all 22 available. If everything goes correctly, after you reboot the bike you will see the parts under the Paint section of graphics, which then can be clicked on to cycle forward or backward through the texture list.

Any part that includes the matching texture section name will be re-textured. For example for fender, prims named “Front Fender” and “Rear Fender color” will both take the fender texture. Prims named “Details” and “engine detail” would both respond to textures in the “detail” section, or “chrome pipes” would respond to anything in the chrome texture section.


Take a look at the example “cfg-paint” notecard included in the bike. It might end up looking like this:





The part section will only appear in the menu system IF there are two or more UUID keys in the section, AND at least one prim in the bike contains the specific section name. The menu will not show the section if both these things are not detected, and don’t forget to reboot the bike after making changes so the bike will detect them.

The “cfg-paint” notecard is entirely optional. Graphics information will not load from it if permissions for it are not set to NO MODIFY.


To get the UUID key for your texture, right click it in your inventory and select Copy Asset UUID and then paste it into the notecard, one UUID key per line. You must have the correct permissions on a texture in your inventory to be able to copy the UUID key.

*Adding "hide" or "show", or using the sculpt changer system will work fine along side these options.