Moving Camo
In this tutorial, you will learn how to create a moving camo. You will need the following tools and files:
- Mod Tools
- A text editor (such as Notepad++)
- A weapon file (such as
weapons/mp/deserteagle_mp
) - An xmodel file for the weapon's viewmodel and worldmodel (such as
viewmodel_desert_eagle
andweapon_desert_eagle_silver
) - A material file for the camo texture (such as
mtl_sera_deagle
) - A .gdt file for the material properties (such as
z_eagle_shader.gdt
) - A mod.csv file for compiling the mod
You can download the example files from the attachments below.
Modify stock xmodels
The first step is to copy and rename the xmodel files for the weapon's viewmodel and worldmodel. The viewmodel is the weapon model that you see in first-person view, and the worldmodel is the weapon model that you see in third-person view or on the ground.
- Open the weapon file in a text editor. You can find the existing weapon file in
weapons/mp/<weapon_mp>
. For example, the weapon file for the Desert Eagle isweapons/mp/deserteagle_mp
. - Search for
gunmodel
and you will find the name of the xmodel file for the viewmodel. For example, the viewmodel for the Desert Eagle isviewmodel_desert_eagle
. - Open your Mod Tools and search for that xmodel file in
raw/xmodel
. Copy this xmodel file and create a new folder in your mod with the same namexmodel
. - Rename the xmodel file to something like
vm_deagle
. This will be your new viewmodel file. - Search for
worldmodel
in the weapon file and you will find the name of the xmodel file for the worldmodel. For example, the worldmodel for the Desert Eagle isweapon_desert_eagle_silver
. - Copy this xmodel file from
raw/xmodel
in your modxmodel
folder you created above. - Rename this xmodel file to anything. But I am here renaming it to
wm_deagle
. This will be your new worldmodel file. - Open your weapon file and replace the
gunmodel
with the name of your new viewmodel file. In my case, I named it asvm_deagle
. - Replace the
viewmodel
with the name of your new worldmodel file. In my case, I named it aswm_deagle
.
Creating the material file
The second step is to create and apply the material file for the camo texture. The material file defines the properties of the texture, such as the color, the blend mode, and the animation.
- Open your Asset Manager and create a new file and save it. Then create a new material.
- Name it something whatever you want. I am naming it as
mtl_sera_deagle
. - Apply these properties:
materialType: model phong
surfaceType: none
blendFunc: Replace/Blend
- Choose your texture in
colorMap
. And scroll down then you will findTexture Scroll
. - This
Texture Scroll
makes your texture animate on your gun. If you don't check it then it will simply create a plain texture. - Save your material file and close the Asset Manager.
Replace the material
The third and final step is to target the material file to the xmodel files you created in the first step. This will make the camo texture appear on the weapon model.
- Edit your viewmodel xmodel file in a text editor. And replace the string
mtl_weapon_desert_eagle_silver
to your material name which is in my case ismtl_sera_deagle
. - Edit your worldmodel xmodel file in a text editor. And replace the string
mtl_weapon_desert_eagle_silver
to your material name which is in my case ismtl_sera_deagle
. - Save your xmodel files and close the text editor.
Compiling the mod
The last step is to compile and run the mod. This will make the weapon with the moving camo available in the game.
- Open your mod.csv file and add your xmodel and material files to the list. For example:
xmodel,vm_deagle
xmodel,wm_deagle
material,mtl_sera_deagle
- Save your mod.csv file and close it.
- Open your Launcher and compile your mod. Then launch the game and select your mod.
- Boom! You have finally created an animated texture without changing the stock weapon.
How to repeat the process for other weapons
You can repeat the same steps as above for other weapons. Just change the name of your viewmodel, worldmodel, and material files to something else to avoid conflict. You can also use different textures and properties for the material file.
You can use the attached .gdt file for reference. The other file contains a deserteagle_mp
weapon with 16 different pre-applied xmodels so you can create 16 more materials with ease and have them applied automatically.
Attachments

Tutorial by
Seraphina
Discord: @__seraphina__