Livery realization and creation


This page will cover the creation of a livery, both in creating a texture, and placing said livery ingame.
This guide will assume that you already have a basic knowledge of your choosen image edtior, and can follow the more technical terms used.

Files and Textures in general

This part will be compatible with any image or text editing tool you use, as it’ll refer to standard features that can be found in most of these programs.


Liveries, just like all tuning parts, need a .tun and a .lst shop file to function, in addition to the livery texture(s) in content/textures/`carname`/`filename`.tga

Refer to the File Types Documentation section and game files for setting up a new tuning part.\
The prefered format for livery textures is .tga\
Unlike other textures, it’s not needed to create or copy a .tex file for the livery file(s).

There’s a so-so bug in RE where if the .tex file of the livery doesn’t match the body texture’s, it’ll make the game error with a Width == Width message. It’s better to not add a .tex file at all, as it’ll use the texture it’s assigned to’s .tex anyway.


The method vanilla liveries use for preserving the Ambient Occlusion (shading) on the car texture, is applying the livery on a layer with a Multiply type, which will apply the the colors of the livery to the layer below, in this case, the car body texture.
The side effect of this, is that you’ll need to remove the body texture from the parts you want paintable ingame.

This is where you’ll manipulate the Alpha Channel of the texture once you are done with it. For a more throught explanation of them, visit the tips and tricks page (not necessarily made for users).

Advanced and specific texture guides

Avoiding anti-aliasing artifacts

You may notice that your textures have white jagged outlines on an otherwise dark colored livery (Judge 4000VT mod for demonstration).

This is because the Anti-Aliasing on the livery isn’t the same color as the livery itself, as it’s applied on top of the light colored body texture.

Technically, only the image you’ll apply as the alpha will need the anti-aliasing, as that one acts as the cut-out for the livery, and defines what part of it appears ingame.

Method 1, Revealing Alpha:

This is the more universal solution for liveries, as it’ll work with most of them, but it will mainly be demonstrated in, and will use features, with help of the Alpha Mask plugin.

  • First, the livery needs to be finalized, with a project file saved with the layers still not merged, in case further livery modification is needed for the future.
  • Then, if there are multiple layers for the livery itself, all of them need to be merged into one layer, but without merging them with the body texture itself.
  • Then, an alpha mask needs to be created like normal for the livery, which simplified, is copying the livery layer, creating a new image window, making two layers, coloring the bottom one black, and pasting the livery on the top one, applying a Hue/Saturation (or HSV in some programs) adjustment on the livery layer, with Lightness set to 100 (making the livery layer fully white), then Flattening/Merging the layers.
  • Proceed back to the main image window with the livery and body texture, and use the Alpha Mask plugin Effect on the livery’s layer, with none of the boxes checked. This will make the Anti-Aliasing fully opaque, and getting rid of it in the process. This can make the body texture disappear where the livery isn’t present, but due to the way livery applying is made ingame, it won’t matter (explained later).

    If you happen to have dpy’s plugin pack for, you can use Alpha_to_255 in Effects -> Colors on the livery layer, and it’ll have the same effect as Alpha Mask with no box checked.


  • Then, you need to flatten/merge the image, go to the other image window, copy the image to clipboard we made as an Alpha mask in the, go back to the main image window again and use Effects -> Alpha Mask, this time with Paste to Clipboard checked.

The result:

Method 2, Fully Colored Body: W.I.P.

Shared Textures

Shared textures are textures that you can use in your model, without needing them in your mod’s .cpk. Every texture that’s located exactly in the textures folder, is considered a shared texture and can be used by any other mod. This includes the textures of all tiles, dynamics, pickups, wheels, drivers, etc.

The most important textures are the ones the base game cars use for miscellaneous parts, like rubber, glass, carplas2. These are just textures with usually a solid color, but with carefully made .tex files to make them look like their name would suggest. It is recommended to use these in your mod, because most of the time it’s a simple time save, but adds much quality. Here’s most of them:

  • “carplas2”
    Perhaps the most commonly used and best looking shared texture, just a simple grey/black plastic texture. Could be used for any simple plastic part and even full bumpers.
  • “carplas3”
    A reflective, black plastic texture. Could be used for the trim on the edges of glass for example. (the part connecting the roof and body on the Apachee for example)
  • “rubber”
    As the name suggest, a black rubber texture. Mostly used to seperate the car body and the windows.
  • “glass”
    Reflective, transparent glass, with a slight bit of a blue tint. Used for car windows. Has a damage map counterpart named “glass2” (use that to UV map your windows to).
  • “carplast”
    A light grey, bright version of carplas2. Rarely seen use on cars.
  • “lighchrm”
    A quite reflective chrome texture. Mainly used for chrome like surfaces in headlights, though can be used for other smaller parts like exhausts or trim pieces.
  • “chrome01”
    The main chrome texture, a slight bit darker and less reflective then lighchrm. This is the intended texture for trim pieces, and other bigger chrome parts. (The Ironhorze’s trim pieces for example)
  • “chrome02”
    An alternative to “chrome01”, slightly brighter version.
  • “colblck”, “colwhite”, “colred” and “colgrey”
    Non reflective, just solid colors of black, white, red and grey respectively.
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