Note for users of previous ACS versions: GFX-TC replaces bothe GFX-C and GFX-T, streamlining and combining the two. It operates similarly, but now you can easily set the category keywords yourself for the texture categories. It is backward compatible with your previous build keywords and notecards.


Adding the GFX-TC script to your vehicle allows you to specify prims in the vehicle by keywords, to respond to two color change sets, two shine level sets, and also texture changes for custom keywords (up to 21 categories) loaded from notecard.

For example, if you named a prim (or prims) on your vehicle to include the keyword color1, then a color option will appear in the menu and changing the color from the menu will tint those named prims.
If you assigned they keyword seat to a prim (or prims), and include a list of textures for seat in the notecard, the vehicle owner can select seat from the menu, and cycle through the different textures.

A prim can respond to multiple keywords, it could include the keywords color1 shine 2 handlebars and selecting an option from menu selection would cause it to respond accordingly.

You do not need to use the color/shine keywords along side the texture system, not do you need to use the texture system if you just want the color/shine option.

You can use KCPaint instead of or in combination with to allow user-customizable paint prims on non-modify vehicles. You can use this script alongside the GFX Presets system as well.

Do not place the textures themselves inside the vehicle. Textures are called via UUID in the notecard.


Place the GFX-TC script into the root of the vehicle and set the permissions to no modify and no transfer.

No GFX-TC options will appear in your vehicle menu until you add keywords to the names of your prims and reboot the vehicle so it can scan for the keywords.

Rename any prims that you want to respond to shine 1 or shine 2 groups, to have 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 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 vehicle, "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.

At the top of the GFX-TC script you will see the list of categories:

list Names = ["chassis","rims","frame","seat","headlamp","fender","tank","chrome","tire","parts","extras","special","brake","bar","fork","plate","control","fairing","windscreen","luggage","cylinder","block"];

You can use these categories, or replace them with your own. (Keep in mind you do not include keywords that may be accessed by other vehicle systems, such as spin or light.)
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.
(To reduce memory usage, only add the keywords you need to the list and remove the rest.)

Name the prim or prims in your bike that you would like to respond to a specific texture set, for example name your fenders to include the fender keyword (if it is not already in the part name).
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 21 available. If everything goes correctly, after you reboot the bike you will see the category names under the Paint section of the graphics menu, which then can be clicked on to cycle forward or backward through the texture list.

Any part that includes the matching texture category 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.

The old list for automobiles was this:

list Names = ["hood","frontend","trunk","rearend","leftwing","rightwing","leftdoor","rightdoor","roof","leftpanl","rightpanl","rims","frame","seat","headlamp","fender","chrome","tire","parts","extras","special","windscreen"];

(notice leftpanl and rightpanl are spelled without an E, to avoid confusion with the panel keywords

…but you can set the category list to anything you like. Your list may look like this:

list Names = ["trunk","widget","propeller","hood ornament"];

EXAMPLE cfg-paint CARD

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





If so, your keyword list at the top of GFX-TC script would need to include the categories of "chrome","seat","fender" and "rims" and you would need those keywords placed in at least one prim name each on the vehicle.

Each category will only appear in the menu system IF there are two or more UUID keys for that category in the notecard, AND at least one prim in the vehicle 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 full permissions on a texture in your inventory to be able to copy the UUID key.