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Custom Skin Shaders

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Custom Skin Shaders

Custom Skin Shaders are custom textures that change how a skin looks.

Overview

A skin shader changes the look of a skin, but it does not change the skin model.

Skin and vehicle shaders are separate systems.

Use:

  • `/customskin` for skin shaders
  • `/vehskin` for vehicle shaders

Shaders stay linked to your account, so you can reapply them later.

How To Buy a Skin Shader

To buy a custom skin shader:

  1. Pay through Pilovali's Payment Page.
  1. Send a forum PM after payment.

The PM should include:

  • Your account name
  • Your payment email
  • `Order ID` if available
  • Order type
  • `JPG` file
  • Payment recipient
  • Skin ID

Shop

Skin shader shop:

Free Edit

A purchased skin shader includes:

  • 1 free edit

Group Skin Shaders

Groups can also request a skin shader.

Requirements and cost:

  • The group must be at least `4` months old
  • The group must have a board
  • The shader costs `$30,000,000`
  • The group must create the shader itself

Group level unlocks also affect skin shaders:

  • Group Level `7` unlocks `2` extra skin shaders
  • Group Level `10` gives `2` extra free skin shaders

Rules

These actions are not allowed for skin shaders:

  • Making a new skin from scratch as an edit
  • Editing a skin more than once
  • Reverting without buying again
  • Transferring shaders
  • Switching the shader type
  • Changing the skin ID as an edit
  • Requesting changes without counting them as edits

Special Skin Models

A special skin model is different from a skin shader.

At `L8+`, groups can request a unique skin model for their group job.

Rules for that model:

  • It must be human-sized
  • It must match GTA SA style

Important Notes

  • A skin shader changes a skin texture, not the model.
  • `/customskin` is used for skin shaders.
  • Skin shaders stay linked to your account.
  • Buying one includes 1 free edit.
  • Group skin shaders have their own requirements and cost.
  • Special group skin models are separate from skin shaders.

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