Texturesintermediate9 min readupdated 11 Sept 2026

MK II camo liveries: components, colours and retextures

The short answer

Each MK II weapon has eleven camo components named COMPONENT_<WEAPON>_MK2_CAMO (Digital), _CAMO_02 … _CAMO_10, and _CAMO_IND_01 (Patriotic). Give one with GiveWeaponComponentToPed, then colour it with SetPedWeaponLiveryColor(ped, weapon, component, tint). Camos are separate component models with their own textures, which is what a custom livery retextures.

MK II weapons have a feature normal weapons lack: camo liveries, applied as components and recoloured with their own tint. They are a cheap way to give players cosmetic variety — and a common thing to get wrong in scripts, because the camo is a component while its colour is a separate native call.

MK II camo liveries: components, colours and retextures — illustrated with a FiveM-compatible minimap render

#The camo list

SuffixName
_CAMODigital
_CAMO_02Brushstroke
_CAMO_03Woodland
_CAMO_04Skull
_CAMO_05Sessanta Nove
_CAMO_06Perseus
_CAMO_07Leopard
_CAMO_08Zebra
_CAMO_09Geometric
_CAMO_10Boom!
_CAMO_IND_01Patriotic

Prefix with the weapon: COMPONENT_PISTOL_MK2_CAMO_07, COMPONENT_CARBINERIFLE_MK2_CAMO_IND_01…

Some MK II weapons also have slide or secondary camo components for a second part of the gun (for example the pistol and SNS pistol MK II slides). Check the full component list in weapon components.

#Applying a camo and its colour

client.lua
local ped = PlayerPedId()
local weapon = `WEAPON_PISTOL_MK2`
local camo = `COMPONENT_PISTOL_MK2_CAMO_07` -- Leopard

GiveWeaponToPed(ped, weapon, 60, false, true)
GiveWeaponComponentToPed(ped, weapon, camo)
SetPedWeaponLiveryColor(ped, weapon, camo, 3)  -- camo colour
SetPedWeaponTintIndex(ped, weapon, 15)                -- body tint

MK II weapons have 32 tints (0–31) for the body; the camo colour uses its own palette index. Tint indexes and names are in the weapon tints list.

#Custom camo liveries

Each camo is its own component model with its own texture dictionary. A custom livery replaces those textures while keeping names and sizes, then streams the result. That way the camo still works as a selectable component, and the gun body is untouched.

  1. Find the camo component’s model and texture dictionary in CodeWalker.
  2. Export the textures, paint your design on the same UV layout.
  3. Re-import with identical texture names and compression — see editing YTDs.
  4. Stream the edited .ytd in a resource.
Share this guideXRedditFacebook

Questions

How many camos do MK II weapons have?
Eleven: Digital, Brushstroke, Woodland, Skull, Sessanta Nove, Perseus, Leopard, Zebra, Geometric, Boom! and Patriotic.
How do I change the colour of an MK II camo?
SetPedWeaponLiveryColor(ped, weaponHash, camoComponentHash, colorIndex) after giving the camo component.
What is the component name of the Patriotic camo?
COMPONENT_<WEAPON>_MK2_CAMO_IND_01, for example COMPONENT_PISTOL_MK2_CAMO_IND_01.
Can I make my own camo?
Yes — retexture a camo component’s textures and stream them, keeping the original texture names.

Ready to pick a map?

Twelve themes on three base map styles, $8 each, instant download.

Relevant to what you just read

The tool for this

Put your own artwork on 538 weapon models From $5, built in the browser, exported as a drop-in resource.

Look it up while you work

The reference tables this guide leans on, free and without an account.