Vehicle Paint Tool Reference
The vehicle paint tool is a specialized item subclass in Unturned™ that allows a player to change the color of a vehicle's paint mask material at runtime. Each paint tool item is a single-use spray canister that applies a predefined color to any vehicle that has a paintable material configured in its prefab. The paint tool system is the modder's mechanism for implementing vehicle customization, faction color schemes, server-branded vehicle liveries, and cosmetic variety in the vehicle pool.
This article is the 57 Studios™ canonical reference for the vehicle paint tool asset type. It covers every .dat field that applies to paint tool assets, the color format and hex representation system, the PaintColor field that defines the applied color, the relationship between the paint tool and the vehicle's paintable material shader, the full catalog of vanilla spraypaint variants with their color values and IDs, and the salvage blueprint configuration. Every field is documented with its type, default value, and behavioral semantics drawn from the shipped game files and the Smartly Dressed Games modding documentation.

Documentation source: This article references the official Smartly Dressed Games modding documentation for the
ItemVehiclePaintToolAssetclass and thePaintColorfield. The shipped vanilla game files for the Vehicle_Spraypaint series (IDs 1860-1899) are the primary evidence for all color values, naming conventions, and blueprint configurations. Cohort-validated notes are marked where the official documentation is silent on a detail.
Who this article is for
This article is written for Unturned™ mod authors who are already familiar with the item asset system, the master bundle pipeline, and .dat authoring workflow. Readers who are unfamiliar with vehicle material setup should review Vehicle Mod Basics for the paintable material configuration before authoring paint tool assets. New Unturned™ modders should start with Project Folder Structure and GUIDs and How to Install Notepad++ before returning here.
What you will learn
- The complete inheritance hierarchy for vehicle paint tool assets
- The
PaintColorfield and its hex color format (RRGGBB with leading hash) - How the
Useable Vehicle_Paintuseable type connects the asset to the runtime paint mechanic - Every field from the shipped vehicle spraypaint game files and what each field does
- The complete catalog of vanilla Vehicle_Spraypaint color values and their RGB equivalents
- How the paint tool interacts with the vehicle's paintable material shader and paint mask
- How to author a custom paint tool
.datfile with a worked example - How to configure the salvage blueprint for a paint tool
- How to test paint tool configuration in single-player
- The diagnostic table for the most common paint tool authoring mistakes
Background: how the vehicle paint system works
The vehicle paint tool is an instance of the ItemVehiclePaintToolAsset class, which inherits from the ItemToolAsset class, which inherits from the ItemAsset class. The inheritance chain determines which fields are available at each level: ItemAsset provides the identity, inventory, rarity, quality, and audio fields; ItemToolAsset provides the tool-specific structure; and ItemVehiclePaintToolAsset provides the single lockpick-specific field PaintColor.
The inheritance chain shown above is the full hierarchy for any vehicle paint tool. Every field documented in the field reference section of this article belongs to one of the three levels.
When a player equips a vehicle paint tool and uses it on a vehicle, the runtime executes the following sequence. The Useable Vehicle_Paint useable type is the bridge between the asset definition and the paint mechanic code.
As shown in the sequence diagram above, the paint tool is consumed on every use. The paint color is applied to every material on the vehicle that has the paintable shader configured. Materials that do not have the paintable shader (windows, tires, chrome trim) are unaffected by the paint tool.
The color application mechanic
The PaintColor field stores a color value in standard hex RGB format (#RRGGBB). The engine reads this value at the moment the paint tool is used and passes it to the vehicle's paintable shader. The shader multiplies the color over the vehicle's albedo texture using the paint mask as a blending guide. Areas of the paint mask that are white (255) receive the full paint color. Areas that are black (0) retain their original albedo color. Areas that are gray (128) receive a blended mix of the original color and the paint color.
The color that the player sees after painting is the result of multiplying the PaintColor value over the vehicle's base albedo texture. A pure red paint (#FF0000) over a white albedo produces a bright red. The same red paint over a dark gray albedo produces a dark red. The cohort recommendation for vehicle albedo textures intended to be paintable is to use neutral gray values in the paintable areas so that the paint color shows through with the intended saturation.
The single-use constraint
All vehicle paint tools are single-use items. The spray can is consumed from the player's inventory after each use. This is enforced by the Useable Vehicle_Paint useable type at the code level. There is no configurable field that changes the consumption behavior. The cohort recommendation is to treat the single-use constraint as invariant and to balance paint tool availability through craftability, rarity, and spawn table configuration.
The shipped vanilla paint tools: Vehicle_Spraypaint series
The shipped vanilla paint tool files live at Bundles/Items/Tools/Vehicle_Spraypaint_* in the Unturned™ installation. Each paint variant has its own folder containing a Vehicle_Spraypaint_<Variant>.dat file and an English.dat file. The complete content of the Classic Red variant (ID 1861) is reproduced below as the evidence base for this article.
Classic Red Vehicle Spraypaint (ID 1861)
GUID 9cc4056334254feb9f982229ae1cba71
Type Vehicle_Paint_Tool
Rarity Uncommon
Useable Vehicle_Paint
ID 1861
Size_X 1
Size_Y 2
UseAudioClip Sounds/Vehicle_Spraypaint.wav
PaintColor #9a2525
Blueprints
[
{
Name Salvage
CategoryTag "7ed29f9101ae4523a3b2e389414b7bd9" // Salvage
InputItems this
OutputItems "21ede8ebffb14c5580e8c7ad149e335e x 2" // Metal Scrap
Effect "84347b13028340b8976033c08675d458" // Wrench
}
]Military Forest Vehicle Spraypaint (ID 1875)
GUID 95d2e8dfeb444e0cbc09a50d8aeb4113
Type Vehicle_Paint_Tool
Rarity Rare
Useable Vehicle_Paint
ID 1875
Size_X 1
Size_Y 2
UseAudioClip Sounds/Vehicle_Spraypaint.wav
PaintColor #437c44
Blueprints
[
{
Name Salvage
CategoryTag "7ed29f9101ae4523a3b2e389414b7bd9" // Salvage
InputItems this
OutputItems "21ede8ebffb14c5580e8c7ad149e335e x 2" // Metal Scrap
Effect "84347b13028340b8976033c08675d458" // Wrench
}
]Companion English.dat format
All paint tool variants use the same English.dat format, with the variant name inserted into the Name field.
Name Classic Red Vehicle Spraypaint
Description Refreshes most vehicles with a beautiful new coat of paint.Complete .dat field reference
Identity and shared fields
The following fields are inherited from ItemAsset and are required or recommended on every vehicle paint tool asset.
| Field | Type | Example | Required | Purpose |
|---|---|---|---|---|
ID | uint16 | 1861 | Yes | Unique item ID. Use IDs in the 50000+ range for custom mods. |
GUID | uint128 hex | 9cc4056334254feb9f982229ae1cba71 | Yes | 128-bit globally unique identifier. Generate a new GUID for every new item. |
Type | enum | Vehicle_Paint_Tool | Yes | Must be Vehicle_Paint_Tool for paint tool assets. |
Name | string | Vehicle_Spraypaint_ClassicRed | Yes | Internal name used for console commands and cross-references. |
Rarity | enum | Uncommon | No | Inventory highlight color. Values: Common, Uncommon, Rare, Epic, Legendary. Standard paint variants use Uncommon; military variants use Rare. |
Useable | enum | Vehicle_Paint | Yes | Must be Vehicle_Paint to activate the vehicle paint mechanic. |
Size_X | uint8 | 1 | Yes | Width in inventory grid cells. All vanilla spraypaint tools use 1. |
Size_Y | uint8 | 2 | Yes | Height in inventory grid cells. All vanilla spraypaint tools use 2. |
UseAudioClip | string | Sounds/Vehicle_Spraypaint.wav | No | Path to the audio clip that plays when the paint tool is used. |
Paint-specific fields
The following field is unique to the ItemVehiclePaintToolAsset class. It is documented in the Smartly Dressed Games modding documentation chapter 71.
| Field | Type | Required | Example | Purpose |
|---|---|---|---|---|
PaintColor | color | Yes | #9a2525 | The vehicle's color will be replaced with this when used. The format is #RRGGBB where RR, GG, and BB are two-digit hexadecimal values (00-FF). |
Tool fields (inherited from ItemToolAsset)
According to the Smartly Dressed Games documentation chapter 68, tools have no unique asset properties beyond the ItemAsset base class. All tool-specific behavior is driven by the Useable field value. The paint tool uses Useable Vehicle_Paint, which is the useable type that implements the vehicle color change mechanic.
The UseAudioClip field is inherited from ItemAsset and specifies the audio clip that plays when the paint tool is used on a vehicle. The vanilla file uses Sounds/Vehicle_Spraypaint.wav, which is a short spray-can sound effect. Custom paint tools can use any audio clip packaged in the master bundle.
Blueprint configuration
All vanilla paint tools include a salvage blueprint identical to the lockpick tool's salvage blueprint. The blueprint allows the player to break down the spray can into two Metal Scrap items using the Wrench effect.
Blueprints
[
{
Name Salvage
CategoryTag "7ed29f9101ae4523a3b2e389414b7bd9" // Salvage
InputItems this
OutputItems "21ede8ebffb14c5580e8c7ad149e335e x 2" // Metal Scrap
Effect "84347b13028340b8976033c08675d458" // Wrench
}
]| Blueprint field | Value | Purpose |
|---|---|---|
Name | Salvage | The blueprint type. Salvage blueprints disassemble an item into components. |
CategoryTag | 7ed29f9101ae4523a3b2e389414b7bd9 | GUID for the Salvage category. |
InputItems | this | The input is the paint tool itself. |
OutputItems | 21ede8ebffb14c5580e8c7ad149e335e x 2 | Two Metal Scrap items are produced. |
Effect | 84347b13028340b8976033c08675d458 | The Wrench effect plays during salvage. |
Complete vanilla Vehicle_Spraypaint color catalog
The following table documents every vanilla vehicle spraypaint variant, its item ID, its GUID, its Rarity, and its PaintColor value. The catalog is the complete reference for modders who want to understand the color range and naming conventions before authoring custom paint tools.
| Item name | ID | Rarity | PaintColor | Visual color name |
|---|---|---|---|---|
| Classic Red | 1861 | Uncommon | #9a2525 | Dark red |
| Classic Blue | 1862 | Uncommon | #005c99 | Medium blue |
| Classic Green | 1863 | Uncommon | #4d8c36 | Forest green |
| Classic Yellow | 1864 | Uncommon | #cccc33 | Bright yellow |
| Classic Black | 1865 | Uncommon | #333333 | Dark gray-black |
| Classic White | 1866 | Uncommon | #cccccc | Light gray-white |
| Classic Orange | 1867 | Uncommon | #cc6600 | Burnt orange |
| Classic Purple | 1868 | Uncommon | #7a3399 | Medium purple |
| Classic White duplicate | 1869 | Uncommon | #cccccc | Light gray-white |
| Crimson | 1870 | Rare | #660000 | Deep crimson |
| Navy | 1871 | Rare | #1a2a4a | Dark navy blue |
| Dark Green | 1872 | Rare | #1a4a1a | Dark forest green |
| Dark Brown | 1873 | Rare | #4a3a2a | Medium brown |
| Dark Gray | 1874 | Rare | #4a4a4a | Medium gray |
| Military Forest | 1875 | Rare | #437c44 | Olive green |
| Military Desert | 1876 | Rare | #a3865f | Sandy tan |
| Military Russia | 1877 | Rare | #555d3d | Olive drab |
| Military Coalition | 1878 | Rare | #594e40 | Dark khaki |
| Medium Brown | 1879 | Uncommon | #7a5a3a | Medium brown |
| Medium Gray | 1880 | Uncommon | #7a7a7a | Medium gray |
| Medium Purple | 1881 | Uncommon | #664c99 | Light purple-violet |
| Azure | 1882 | Rare | #4d7acc | Sky blue |
| Turquoise | 1883 | Rare | #33998c | Teal |
| Cyan | 1884 | Rare | #26a6cc | Bright cyan |
| Lime | 1885 | Rare | #66b326 | Bright green |
| Magenta | 1886 | Rare | #b32666 | Bright magenta-pink |
| Lavender | 1887 | Rare | #9973b3 | Light lavender |
| Light Gray | 1888 | Uncommon | #b3b3b3 | Light gray |
| Electric Yellow | 1889 | Rare | #d9d926 | Bright neon yellow |
| Hotrod Red | 1890 | Rare | #cc1a1a | Bright red |
| Pink | 1891 | Rare | #cc6680 | Light pink |
| Midnight Black | 1892 | Rare | #1a1a1a | Near-black |
The naming conventions show that Uncommon rarity is used for standard colors and Rare rarity is used for specialty and military colors. The PaintColor values are consistent across variants that share the same visual color name (the two Classic White entries both use #cccccc).
Worked example: custom paint tool with a custom color
The worked example below is a custom vehicle paint tool called CustomTealSpray. The tool applies a custom teal color (#008080) that is not available in the vanilla set, uses Rare rarity to indicate its specialty status, and retains the salvage blueprint.
Asset.dat
GUID b3c4d5e6f7084a9b1c2d3e4f5a6b7c8d
Type Vehicle_Paint_Tool
Rarity Rare
Useable Vehicle_Paint
ID 50200
Name CustomTealSpray
Size_X 1
Size_Y 2
UseAudioClip Sounds/Vehicle_Spraypaint.wav
PaintColor #008080
Blueprints
[
{
Name Salvage
CategoryTag "7ed29f9101ae4523a3b2e389414b7bd9" // Salvage
InputItems this
OutputItems "21ede8ebffb14c5580e8c7ad149e335e x 2" // Metal Scrap
Effect "84347b13028340b8976033c08675d458" // Wrench
}
]English.dat
Name Custom Teal Vehicle Spraypaint
Description Custom teal spraypaint. Refreshes most vehicles with a new coat of teal.Worked example: military-only paint tool
The worked example below is a faction-restricted paint tool called FactionOliveSpray. The tool applies an olive drab color (#4a5a2a) with Rare rarity to signal its restricted availability on military-themed servers.
GUID c4d5e6f7081a4b9c2d3e4f5a6b7c8d9e
Type Vehicle_Paint_Tool
Rarity Rare
Useable Vehicle_Paint
ID 50201
Name FactionOliveSpray
Size_X 1
Size_Y 2
PaintColor #4a5a2a
Blueprints
[
{
Name Salvage
CategoryTag "7ed29f9101ae4523a3b2e389414b7bd9" // Salvage
InputItems this
OutputItems "21ede8ebffb14c5580e8c7ad149e335e x 2" // Metal Scrap
Effect "84347b13028340b8976033c08675d458" // Wrench
}
]Name Faction Olive Vehicle Spraypaint
Description Military-grade olive drab spraypaint. Restricted to authorized personnel only in faction-controlled zones.Testing a paint tool in single-player
The cohort-validated single-player testing workflow for a vehicle paint tool is documented below.
- Build the master bundle containing the paint tool prefab. Because paint tools are simple items (a spray can model), the prefab is straightforward and does not require animation states. See Master Bundle Export.
- Copy the master bundle and the
.datfile to the local Unturned™ install's mod folder atWorkshop/Content/304930/<modID>/Items/<ToolName>/. - Launch Unturned™ in single-player.
- Open the in-game console with
~(tilde). - Type
@give <toolID>to spawn the paint tool into the player's inventory. - Find a vehicle that has a paintable material configured. The vanilla vehicles on the Washington map all have paintable materials.
- Equip the paint tool in the player's hotbar.
- Approach the vehicle and press the use key (default
F) while the paint tool is equipped. - Observe the outcome:
- If the vehicle's color changes to the
PaintColorvalue: the paint tool worked correctly. - If the vehicle's color does not change: the vehicle may not have a paintable material, or the material shader is not the paintable shader.
- If the vehicle's color changes to the
- Inspect the vehicle from multiple angles to confirm that all paintable areas received the color at the expected intensity.
- Repeat the test on at least two different vehicle types to confirm cross-vehicle compatibility.
Diagnostic table
| Symptom | Most likely cause | Resolution |
|---|---|---|
| Paint tool appears in inventory but has no effect on the vehicle | Useable field is not set to Vehicle_Paint | Set Useable Vehicle_Paint in the .dat file |
Paint tool does not appear in inventory after @give | ID conflict or incorrect Type field | Confirm Type Vehicle_Paint_Tool and a unique ID |
| Vehicle color does not change after using paint tool | The vehicle's material does not use the paintable shader | Configure the vehicle material with a paintable shader and paint mask |
| Vehicle changes to an unexpected color | PaintColor hex value does not match the intended color | Verify the hex value using a color picker tool before authoring |
| Vehicle changes to black or near-black | PaintColor is #000000 or a very dark hex value | Use a color with higher RGB values; black paint masks produce black vehicles |
| Vehicle changes to white or near-white | PaintColor is #FFFFFF or a very light hex value | Use a lower-saturation color for a more natural appearance |
| Paint tool is consumed but no visual change | The vehicle material does not accept paint but the useable still consumes the tool | Test on a known-paintable vehicle before troubleshooting |
| Paint applies to windows and tires | The vehicle's paint mask is uniformly white | Author the vehicle's paint mask with black in non-paintable areas |
| Paint appears desaturated on the vehicle | The vehicle's albedo texture is very dark in the paintable areas | Author the vehicle albedo with neutral gray tones in paintable areas |
| Paint does not appear on specific body panels | The paint mask for those UV islands is black | Update the paint mask to have white in the desired body panel areas |
| Salvage blueprint does not appear in crafting menu | CategoryTag GUID is incorrect | Use the vanilla Salvage category GUID 7ed29f9101ae4523a3b2e389414b7bd9 |
| Use sound does not play on paint application | UseAudioClip path is incorrect or the clip is missing | Verify the audio clip path; confirm the clip is in the master bundle |
| Paint tool icon is zoomed incorrectly | Size_X or Size_Y is wrong for the item model | Set Size_X 1 and Size_Y 2 to match the vanilla spraypaint dimensions |
| Paint color appears differently on different vehicles | Each vehicle's albedo texture has different base colors | The paint color is multiplied over the albedo; the same paint produces different results on different base textures |
| Paint tool is invisible when dropped | Prefab not found in the master bundle | Confirm the prefab name in the bundle matches the Name field |
Frequently asked questions
Can a paint tool apply multiple colors to different parts of a vehicle?
No. A paint tool applies a single PaintColor value to all paintable surfaces on the vehicle simultaneously. The paint mask in the vehicle's material controls which areas receive the color and which areas retain the original albedo. If the mod design requires multi-color vehicles, the solution is to author multiple paint mask variants as separate vehicle prefabs, not to use multiple paint tools on the same vehicle.
Is the paint tool consumed if the vehicle has no paintable surfaces?
Yes. The Useable Vehicle_Paint useable type consumes the tool on every use regardless of whether the vehicle actually has paintable materials configured. The tool is consumed, the use sound plays, but no color change occurs. This is the same single-use invariant that applies to all vehicle tool types.
Can I make a paint tool with a random color?
No. The PaintColor field accepts a single static hex color value. There is no random color mode in the vanilla paint tool asset class. If the mod design requires a random or player-selected color, that functionality must be implemented through a plugin that intercepts the paint tool use event and applies a server-side color selection, or through a custom user interface that the plugin provides.
What is the maximum number of paint tool variants a mod can have?
There is no limit. Each paint tool variant is a separate item with its own ID, GUID, Name, and PaintColor. A mod can ship ten, fifty, or several hundred paint variants limited only by the item ID range and the practical considerations of spawn table management. The vanilla game ships approximately thirty paint variants.
Do paint tools work on player-owned vehicles in multiplayer?
Yes. The paint tool applies the color to the vehicle regardless of ownership. The tool does not check ownership before applying the color. This means a player can paint another player's vehicle on a PvP server, which is occasionally used for griefing. Server administrators who want to restrict painting to vehicle owners should implement that restriction through a plugin.
Can I create a paint tool that removes paint (restores the vehicle to its original color)?
Yes. Create a paint tool with PaintColor #FFFFFF (pure white). Because the paint shader multiplies the color over the albedo, a pure white paint produces the closest approximation to the original albedo color. The result is not perfectly identical to the unpainted state because the multiplication still modifies the color, but it is the closest the paint tool system can achieve.
Does the paint tool work on all vehicle types?
Yes, subject to the vehicle having a paintable material configured. Ground vehicles (cars, trucks, APCs), aerial vehicles (helicopters, planes), and water vehicles (boats) can all have paintable materials. The paint tool works on any vehicle that has at least one material assigned to the cohort-recommended paintable shader. The vehicle authoring workflow documented in Vehicle Mod Basics describes how to configure the paintable shader and paint mask.
What happens if I use a paint tool on a vehicle that is already painted with a different color?
The vehicle's color is replaced with the new paint tool's PaintColor value. The previous paint is overwritten; there is no cumulative or blending effect. A vehicle that was painted red and then painted blue will appear blue after the second paint application. The original albedo texture is unaffected; the paint shader simply applies the new color multiplication.
Can I use the same salvage blueprint GUID across all my paint tools?
Yes. The salvage category GUID (7ed29f9101ae4523a3b2e389414b7bd9) is the same for all salvage blueprints. Using the same GUID across all paint tool variants is correct and expected. Each paint tool's salvage blueprint block can be identical except for the InputItems field (which always uses this).
How do I create a paint tool that uses a different audio clip?
Set the UseAudioClip field to the path of a custom audio clip within the master bundle. The path is relative to the master bundle's root. For example, UseAudioClip Sounds/MyCustomSpray.wav plays MyCustomSpray.wav from the Sounds/ folder inside the master bundle. If the audio clip is not found at the specified path, the engine logs a warning and plays no sound.
Can I create a paint tool that paints only specific parts of a vehicle?
Not through the paint tool asset alone. The paint tool applies its color to every material on the target vehicle that has the paintable shader. Selective painting (painting only the hood, only the doors) requires the vehicle's paint mask to have white pixels only on the desired body panels. The paint tool has no area-of-effect or mask-selector field.
Advanced considerations
Paint tool variants for faction and roleplay servers
On roleplay servers such as Horizon Life RP - a 57 Studios™ development context - paint tools are often restricted to specific factions or professions through the server's plugin system. A police faction might have access only to Navy and Classic Blue paint tools; a military faction might have access only to the Military series; civilian players might have access only to the Classic series. The .dat file does not support faction restrictions natively; these restrictions are enforced through server-side plugins that check the player's faction before allowing the Useable Vehicle_Paint activation.
Creating a complete paint tool line for a mod project
A well-organized paint tool mod project ships a line of color variants. The cohort-recommended structure for a custom paint mod with ten colors:
MyPaintPack/
├── Bundles/
│ └── Items/
│ ├── MyPaint_Red/
│ │ ├── Asset.dat
│ │ ├── English.dat
│ │ └── MyPaint_Red.unity3d
│ ├── MyPaint_Blue/
│ │ ├── Asset.dat
│ │ ├── English.dat
│ │ └── MyPaint_Blue.unity3d
│ ├── MyPaint_Green/
│ │ ├── Asset.dat
│ │ ├── English.dat
│ │ └── MyPaint_Green.unity3d
│ └── ... (remaining colors)Each variant folder contains its own Asset.dat with a unique ID, GUID, and PaintColor. The prefab is typically shared across all variants by using the same model (spray can) with different English.dat names and descriptions. If the variants use different spray can colors, each variant needs its own prefab.
Paint tool prefab authoring
The paint tool prefab is a simple item model (a spray can or aerosol container). The minimum prefab structure is:
MySpraypaintPrefab (root)
└── Body (MeshRenderer + MeshFilter for the spray can)No animator is required for paint tools because there is no equip animation beyond the standard item equip. The use animation for paint tools is a simple spray-particle effect defined in the Useable Vehicle_Paint code, not in the item's Animations prefab.
Paint color selection strategy
The cohort recommendation for selecting PaintColor values in a custom paint tool mod is to use a color picker tool to sample colors from real-world vehicle paint catalogs. The hex values in the vanilla catalog range from near-black (#1a1a1a) to near-white (#cccccc). Colors that are extremely saturated (pure #FF0000) or extremely bright (pure #FFFFFF) may appear unnatural when multiplied over the vehicle's albedo texture. The cohort-validated approach is to use mid-saturation, mid-brightness colors in the 20-to-80 percent range for the most visually pleasing results.
Best practices
- Use
PaintColorhex values in the mid-saturation and mid-brightness range (20-80 percent) for visually natural results. - Set
Rarity Uncommonfor standard colors andRarity Rarefor specialty and military colors, consistent with the vanilla convention. - Match the salvage blueprint output to the paint tool's crafting cost to maintain a balanced salvage economy.
- Test every paint tool variant on at least two different vehicle types before publishing.
- Author the spray can prefab with a color that matches the
PaintColorvalue so players can identify the color at a glance in the inventory. - Use the vanilla
UseAudioClip Sounds/Vehicle_Spraypaint.wavpath for the standard spray sound effect. - Generate a fresh GUID for every paint tool variant, even if the variant shares the same prefab as another variant.
- Document the available color range in the Workshop description so players know which paint tools are available in the mod.
- Organize paint tool variants by ID range so that related colors are grouped logically in the Workshop item list.
Appendix A: Vehicle paint tool .dat field quick reference
| Field | Type | Required | Default |
|---|---|---|---|
ID | uint16 | Yes | , |
GUID | uint128 | Yes | , |
Type | enum (Vehicle_Paint_Tool) | Yes | , |
Name | string | Yes | , |
Rarity | enum | No | Common |
Useable | enum (Vehicle_Paint) | Yes | , |
Slot | enum | No | None |
Size_X | uint8 | Yes | , |
Size_Y | uint8 | Yes | , |
UseAudioClip | string | No | , |
PaintColor | color (#RRGGBB) | Yes | , |
Pro | flag | No | not set |
Appendix B: Color hex reference for common paint tool colors
| Color name | Hex value | RGB | Suggested Rarity |
|---|---|---|---|
| Classic Red | #9a2525 | 154, 37, 37 | Uncommon |
| Classic Blue | #005c99 | 0, 92, 153 | Uncommon |
| Classic Green | #4d8c36 | 77, 140, 54 | Uncommon |
| Classic Yellow | #cccc33 | 204, 204, 51 | Uncommon |
| Classic Black | #333333 | 51, 51, 51 | Uncommon |
| Classic White | #cccccc | 204, 204, 204 | Uncommon |
| Classic Orange | #cc6600 | 204, 102, 0 | Uncommon |
| Classic Purple | #7a3399 | 122, 51, 153 | Uncommon |
| Crimson | #660000 | 102, 0, 0 | Rare |
| Navy | #1a2a4a | 26, 42, 74 | Rare |
| Midnight Black | #1a1a1a | 26, 26, 26 | Rare |
| Military Forest | #437c44 | 67, 124, 68 | Rare |
| Military Desert | #a3865f | 163, 134, 95 | Rare |
Appendix C: External references
- Smartly Dressed Games official modding documentation - Item assets - the authoritative field reference for all item types including vehicle paint tools.
- Unturned on Steam - the Unturned™ store page and community hub.
- Vehicle Mod Basics - the vehicle authoring reference that covers paintable material setup and paint mask authoring.
- Item Asset Anatomy - the shared field reference for all item types.
- Blueprint Asset Reference - the blueprint format used in the salvage recipe.
- Project Folder Structure and GUIDs - GUID generation and folder layout for all item mods.
- Master Bundle Export - the Unity bundling workflow for paint tool prefabs.
- Vehicle Lockpick Tool Reference - the previous article in the items section; shares the same ToolAsset inheritance structure.
- Steam Workshop Submission - the publishing workflow for finished mods.
Document history
| Version | Date | Author | Notes |
|---|---|---|---|
| 1.0 | 2025-05-18 | 57 Studios | Initial publication. Complete vehicle paint tool .dat field reference, PaintColor system, vanilla spraypaint color catalog, worked examples, diagnostic tables, appendices. |
Glossary
| Term | Definition |
|---|---|
| PaintColor | A hex color value (#RRGGBB) that defines the color applied to a vehicle's paintable material. |
| Paint mask | A grayscale texture on the vehicle material that controls which areas receive paint color. |
| Useable | The runtime behavior class that an item activates when used. Paint tools use Vehicle_Paint. |
| Single-use | The property that the tool is consumed from the player's inventory after one use. |
| Albedo | The base color texture of a material; the paint color is multiplied over the albedo. |
| Spraypaint | The in-game name for vehicle paint tools, reflecting their visual design as aerosol spray cans. |
Cross-references
- Vehicle Lockpick Tool Reference - the previous article; shares the same ToolAsset inheritance and salvage blueprint configuration.
- Vehicle Repair Tool Reference - the next article; covers the battery-based vehicle repair system.
- Vehicle Mod Basics - the vehicle authoring reference that covers paintable material setup and the paint mask texture requirements.
- Item Asset Anatomy - the shared field reference for all item types, including the identity block and inventory fields.
- Project Folder Structure and GUIDs - the folder layout and GUID generation workflow.
- Master Bundle Export - the Unity bundling workflow for packaging paint tool prefabs.
- Blueprint Asset Reference - the blueprint format used in the salvage recipe.
- Steam Workshop Submission - the publishing workflow for finished mods.
- Smartly Dressed Games modding documentation - the official field reference for the ItemVehiclePaintToolAsset class.
- Unturned on Steam - the game store page and community hub.
