BZA Chernarus 1PP
EN

What you can paint

Rifles part by part, almost all clothing and armour, every attachment except optics. Pistols and shotguns, by design, not at all.

If an item can be painted, the Paint action appears when you combine it with a kit. If it cannot, nothing appears — there is nothing to memorise. This page explains why, and lists the weapons.

Weapons are painted part by part

In DayZ a rifle is not one object. The buttstock, the handguard, the muzzle device and the magazine are separate attachments, and the receiver is the weapon itself. PaintMod treats each as its own canvas.

Receiver

The weapon itself — the body you see when nothing is attached.

Buttstock

Wood, plastic, folding, precision: whichever one is fitted.

Handguard

Including rail and RIS variants.

Muzzle device

Suppressors and compensators.

Magazine

Box magazines and drums. Loose ammo piles, no.

Bayonets, lights, wraps

Everything that fits a weapon slot except optics.

That is what makes a matched loadout a project: a fully painted rifle is four or five separate paint jobs, and each one spends a charge.

Inventory screen showing a rifle with a pink stock, red receiver and blue handguard
Three parts, three colours, one rifle.
A survivor in green and red Blotch camo with a matching backpack and helmet, standing in tall grass
Or every piece of clothing in one camo scheme — each still its own paint job, and its own charge.

Clothing and armour

Nearly all of it is paintable: plate carriers and vests, helmets, jackets, trousers, backpacks, masks, gloves and footwear. Vest attachments — the holster and the pouches — are paintable too, and separately from the vest. Three families are excluded, and the reasons are below.

The exceptions, and why

ExcludedReason
All ghillie gear
suit, top, hood, bushrag, weapon wrap
The strips are drawn with an alpha mask, so a pattern turns them into solid squares — it looks broken. And a painted ghillie would be real camouflage advantage, which this mod deliberately does not sell or grind.
Fur headdresses
wolf, bear
Same alpha-masked fur layers. Painting turns the strands into solid blocks.
Leather moccasins An engine quirk: painting the worn model makes the whole shoe mesh invisible, and the player loses their feet visually.
Optics Scopes and sights are excluded on purpose — a repainted optic is the one place where cosmetics start affecting what you can see.
Tools
axes, knives, saws
Melee items are outside the painted categories.

Items that were painted before an exclusion came in clean themselves the next time the world loads. Nothing stays stuck in a broken state.

Inventory screen showing every equipment slot filled with matching pixel-camo gear - helmet, mask, vest, jacket, trousers, gloves, boots and backpack
Every slot in this loadout is a separate paint job in the same scheme. The white case in the patrol jacket is a Basic Paint Kit.

Every weapon on this server

What decides it is the owner's categories: pistols, shotguns and low-tier civilian guns are excluded by design, so painting stays a thing you do to gear worth carrying. Everything else that spawns here can be painted.

WeaponClassPaintReason
Loading the weapon list… if this line stays, the page could not load assets/weapons.js. The short version: every assault rifle, SMG and marksman rifle that spawns here is paintable. Pistols, shotguns and the low-tier civilian guns are excluded by design.

This table is generated from the game's own configs crossed with our loot table — it lists the firearms that actually spawn on this Chernarus, and the verdict is derived, not typed in by hand.

Camo density adapts to the item

A texture is mapped onto each item's own UV layout, so one tile does not come out the same size on a balaclava as on a backpack. The mod picks a density tier from the item so the pattern reads at roughly the same real-world scale everywhere — that part is automatic and you never see it.

What you do choose is Small or Large. Small is the tier the item picked for itself; Large is one step looser, the same camo drawn bigger. It is a nudge, not a free-for-all: a backpack on Large still will not look like a balaclava. Each of the five camo patterns therefore ships four tiles.

Camo density tiers by item type and chosen size
ItemSmallLarge
Masks, headgear, gloves, boots, weapon partsLooseLoosest
Tops, trousers, vestsMediumLoose
BackpacksDensestMedium

A camo tile still looks different on a jacket than in the tile grid: the grid shows one flat tile at the loosest tier, while on the jacket it is the tighter tile, repeated and stretched by the item's own UV layout.