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KB Kitbash

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.

Kitbash — build view

Not affiliated with or endorsed by Bohemia Interactive. No game assets are included in this repository — see UV templates.


Features

  • 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 _ColorBase parent plus a spawnable child per variant (each with its own texture, visibility, and loot entry). Black/Olive/Marpat packs in minutes.
  • Retexture modded gearImport bases from a mod's config.cpp: Kitbash reads another mod's classes, their hiddenSelections names, 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 .rvmat materials (glow/emissive), attachments, hidden selections, and full DamageSystem damage tiers with RefTexsMats and transferToAttachmentsCoef.
  • 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, custom healthLevels), 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.xml generator so your items actually spawn in the central economy.
  • Import an existing config.cpp to 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.ps1 that 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:

Kitbash — paint editor

The built-in types.xml generator so your items spawn in the central economy:

Kitbash — types.xml

Requirements

  • Windows
  • A modern Chromium browser (Edge / Chrome) — needed for the "export to folder" feature; other browsers fall back to a .zip download.
  • Python (only to serve the page locally — see below)
  • For building the PBO: DayZ and DayZ Tools (both free on Steam)

Quick start

git clone https://github.com/meccmax/dayz-kitbash.git
cd dayz-kitbash

Then either:

  • Double-click run.bat — serves the app at http://localhost:8780 and opens it in your browser, or
  • run it yourself:
    python -m http.server 8780 --bind 127.0.0.1
    
    and open http://localhost:8780.

Serving over localhost (rather than opening index.html directly) is required so the browser can load templates and write the export folder.

UV templates (optional)

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.ps1

This 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.

Building your mod

  1. Build items in the UI and attach textures.
  2. Export Mod — pick an output folder; Kitbash writes <ModName>/config.cpp, your PNGs, and build.ps1.
  3. In that folder, run:
    .\build.ps1
    It auto-detects DayZ Tools, converts PNG→PAA, and packs the PBO into @<ModName>/addons. Enable signing in the Project tab if you want a .bikey.
  4. (Optional) Merge the generated types.xml into 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).

Modded clothing & proxies

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 YesAdvanced → 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 the model path, ClothingTypes, inventory slot, proxy/attachment slots, GlobalArmor, repair, ContinuousActions, custom healthLevels (via a damage-rvmat root), and Kitbash writes the whole config around a model you supply. You bring the .p3d; Kitbash does the config. Point build.ps1 at 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.

Security

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.

License

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.

About

Kitbash — reskin any DayZ item. Browser GUI to build custom DayZ clothing/gear retexture mods (config.cpp, types.xml, PBO).

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