Reskin any DayZ item. A single-file, browser-based GUI for building custom
DayZ clothing & gear retexture mods — pick a base item, set its stats, drop in a
texture, and Kitbash generates the config.cpp, types.xml, and a build script
that packs a ready-to-deploy PBO.
No Workbench, no hand-editing configs. Just a photo edit and a few clicks.
Not affiliated with or endorsed by Bohemia Interactive. No game assets are included in this repository — see UV templates.
- 202 vanilla base items across jackets, shirts, pants, vests, headgear, masks, gloves, shoes, backpacks, belts, glasses, and containers — pulled straight from the game configs (accurate class names).
- Variant packs (camo sets) — define an item once, add N textures: Kitbash
generates a hidden
_ColorBaseparent plus a spawnable child per variant (each with its own texture, visibility, and loot entry). Black/Olive/Marpat packs in minutes. - Retexture modded gear — Import bases from a mod's config.cpp: Kitbash
reads another mod's classes, their
hiddenSelectionsnames, and required addon, and adds them to the base dropdown. Then reskin them like vanilla items. - Modded bases — or inherit from any mod's item manually by typing its class name, named selections, and required addon.
- Per-item stats — cargo size, heat isolation (thermals), melee/firearm armor, weight, item size, visibility, and durability presets.
- Advanced / "Special" items — custom
.rvmatmaterials (glow/emissive), attachments, hidden selections, and fullDamageSystemdamage tiers withRefTexsMatsandtransferToAttachmentsCoef. - Full GlobalArmor — per-hit-type protection (Projectile / Melee / Infected / FragGrenade), each with its own Health/Blood/Shock passthrough.
- Full modded-clothing configs — author or import complete custom items
(custom
model+ ClothingTypes, inventory/itemInfo wiring, proxy/attachment slots,GlobalArmor, repair,ContinuousActions, customhealthLevels), not just retextures. See Modded clothing & proxies. - Placeable crates & containers with custom cargo.
- Built-in paint editor — an MS-Paint-style editor right inside the tool: load the vanilla UV layout as your canvas and paint it live (brush, eraser, fill bucket, fill-all, line/rect/ellipse, eyedropper, horizontal/vertical symmetry, undo/redo, zoom/pan, color swatches, opacity). Copy / Paste / Export PNG lets you reuse a pattern across a whole set (e.g. a camo jacket+pants+vest). Then apply it straight to the item — no external editor.
- Paint-over UV templates — or download the real vanilla UV layout to paint in Photoshop/GIMP and re-import.
types.xmlgenerator so your items actually spawn in the central economy.- Import an existing
config.cppto edit and extend a mod you already have. - In-app Help (
? Help) explaining the workflow and what the tool can/can't do. - Autosave (nothing is lost on reload) and live validation.
- One-click build — exports the mod folder + a
build.ps1that converts PNG→PAA and packs (optionally signs) the PBO using your DayZ Tools install.
The built-in paint editor — load the UV template and paint it live:
The built-in types.xml generator so your items spawn in the central economy:
- Windows
- A modern Chromium browser (Edge / Chrome) — needed for the "export to folder"
feature; other browsers fall back to a
.zipdownload. - Python (only to serve the page locally — see below)
- For building the PBO: DayZ and DayZ Tools (both free on Steam)
git clone https://github.com/meccmax/dayz-kitbash.git
cd dayz-kitbash
Then either:
- Double-click
run.bat— serves the app athttp://localhost:8780and opens it in your browser, or - run it yourself:
and open http://localhost:8780.
python -m http.server 8780 --bind 127.0.0.1
Serving over
localhost(rather than openingindex.htmldirectly) is required so the browser can load templates and write the export folder.
The paint-over templates are the vanilla DayZ color textures — Bohemia Interactive's assets — so they are not distributed here. Generate them yourself, once, from your own game install:
.\build-templates.ps1This extracts every clothing/gear *_co texture from your DayZ PBOs (via DayZ
Tools' BankRev + ImageToPAA) into templates/ and writes an index.json
the app reads. Re-run after a game update. Use -Size 1024 for smaller files.
- Build items in the UI and attach textures.
- Export Mod — pick an output folder; Kitbash writes
<ModName>/config.cpp, your PNGs, andbuild.ps1. - In that folder, run:
It auto-detects DayZ Tools, converts PNG→PAA, and packs the PBO into
.\build.ps1
@<ModName>/addons. Enable signing in the Project tab if you want a.bikey. - (Optional) Merge the generated
types.xmlinto your mission so the items spawn as loot.
Custom models / assets: if your mod ships its own .p3d/.rvmat files, set a
Custom assets folder in the Project tab (or run ./build.ps1 -AssetsPath "…").
build.ps1 copies that folder into the mod before packing — so a model-included
mod builds in one shot. It skips config.cpp/CfgVehicles.cpp (Kitbash owns those).
Kitbash is a config + texture tool. It generates config.cpp, types.xml,
and organises your textures — it does not create 3D models. That distinction
matters most for proxies.
A "proxy" (a holster, sheath, NVG mount, grenade slot…) has two layers:
| Layer | What it is | Kitbash? |
|---|---|---|
| Config | the attachments[] slots an item exposes |
✅ Yes — Advanced → Attachments / proxy slots, and the importer reads them |
| Model | the proxy point baked into the item's .p3d, made in Object Builder |
❌ No — that's a modeling step |
So in practice:
- Reskinning / restatting an item that already has proxies (a vanilla base, or a modded base you inherit from): fully supported — the slots come along, or you set them in the Attachments field.
- Authoring a full custom-model item (your mod ships its own
.p3d): use Advanced → Full modded-clothing config. Set themodelpath, ClothingTypes, inventory slot, proxy/attachment slots,GlobalArmor, repair,ContinuousActions, customhealthLevels(via a damage-rvmat root), and Kitbash writes the whole config around a model you supply. You bring the.p3d; Kitbash does the config. Pointbuild.ps1at your assets folder (Project tab → Custom assets folder, or-AssetsPath) and it packs the models/rvmats into the PBO in one build. - Adding slots to items whose model lacks the proxy (e.g. a pistol slot on vanilla jeans): the slot works in the inventory — it appears and holds the item — but the attached item is invisible on your character. Making it render requires adding the proxy point to the model in Object Builder.
Import an existing mod's config.cpp (e.g. a custom-clothing mod) and Kitbash
round-trips all of the above so you can edit and re-export it. (Textures and
.rvmat files live outside the config, so re-attach those before exporting.)
There's an in-app ? Help button that summarises all of this.
Kitbash is fully offline and client-side — no network requests, no telemetry, no third-party dependencies, and the PowerShell scripts only call your own DayZ Tools. See SECURITY.md for the full security review, findings, and how to verify it yourself.
MIT © meccmax
DayZ is a trademark of Bohemia Interactive a.s. This tool is an unofficial, community-made utility and ships none of the game's assets.


