> ## Documentation Index
> Fetch the complete documentation index at: https://docs.rageon.dev/llms.txt
> Use this file to discover all available pages before exploring further.

# Tattoos, patches, and face overlays

> Create a tattoo or patch, repaint one from the game, or edit a face overlay such as a beard, and place the art on a freemode ped.

Both types are painted on the 2D stage and previewed on the freemode ped. Rageon exports the files. How the result looks in game has not been confirmed yet, so check it on your server.

> [!NOTE]
>
> The preview of a face overlay on the ped is approximate. Judge the final look in game.

## Tattoos and patches

**1. Choose type, gender, and zone**

In **New edit**, select **Tattoo and patch**. Set **Type** to **Tattoo** or **Patch** and **Gender** to **M**, **F**, or **Both**. Then pick a zone: **Torso**, **Head**, **Left arm**, **Right arm**, **Left leg**, or **Right leg**. Each zone shows how many decorations the game has for your choice.

![New edit on Tattoo and patch with Type, Gender, Zone, and the New tattoo button](https://mintcdn.com/rageon/TCzaS11pSGz1CPPK/images/textures/texturing-tattoo-pick.webp?fit=max\&auto=format\&n=TCzaS11pSGz1CPPK\&q=85\&s=cd9bb9ea91e586263914fca954c0adf1)

Tattoo on the Torso zone for male peds, with the New tattoo button.

**2. Create new or repaint one from the game**

Click **New tattoo** (or **New patch**) to start a blank 512 × 512 decoration at once. There is no **Continue** step. Or click a game decoration and click **Continue** to repaint it.

A new decoration belongs to the project's collection. The **Collection** strip shows its name once the first one exists.

**3. Name the preset**

The header shows the preset name. Double-click it to rename. Use letters or numbers, start with a letter, and avoid names that start with `hash_`. Each name must be unique in the project.

**4. Place the art**

Add a layer, then with **Move and transform (V)** click the body on the ped to place it. **Shift** + wheel rotates, **Ctrl** + wheel scales, and **H** mirrors. With the 3D stage focused, or the pointer over it when no control has focus, **Q**/**E** rotate 15° and **-**/**=** scale. Hold **Shift** for 1° rotation or finer scaling; arrow keys move the art, with **Shift** for larger steps. Dragging updates the **Position** section live: **Position** X and Y, **Scale** X and Y, **Rotation**, and **Mirror the art**. Values can go beyond 0 to 1, and a negative scale mirrors the art.

**Copy from** takes position, scale, and rotation from a game decoration in the same zone and gender.

Repainting a game decoration replaces its `.ytd` and has no preset fields.

> [!NOTE]
>
> **Both** previews the male ped.

For new tattoos and patches, export writes the collection `.ytd` under `stream/` and its XML file under `data/`. Apply the decoration in game after the ped exists, and again each time the ped is recreated:

```lua theme={null}
AddPedDecorationFromHashes(ped, joaat(collection), joaat(preset))
```

## Face overlays

Face overlays are repainted per slot and index.

**1. Choose the slot and index**

In **New edit**, select **Face overlay**, then a slot such as **Beard**. Choose one of its **Index …** tiles.

**2. Choose the Base**

**Original** paints over the game's overlay. **Clean** replaces the whole texture: whatever you do not paint stays transparent. You can switch later under **Overlay**, and undo it.

![New edit on Face overlay with the Beard slot, an index tile, and Base set to Original](https://mintcdn.com/rageon/TCzaS11pSGz1CPPK/images/textures/texturing-overlay-pick.webp?fit=max\&auto=format\&n=TCzaS11pSGz1CPPK\&q=85\&s=44940be47397debad67b1015e12e17c5)

Beard slot with an index picked and the Base choice.

**3. Click Continue and paint**

The stage shows the overlay mask, and the ped shows it over the skin. To position artwork on the ped, select an unlocked layer and use **Move and transform (V)**. Clicking or dragging the body places that layer; the rotation, scale, and mirror gestures above also apply.

![Editor with the overlay mask, the Overlay section with Preview color, and the ped](https://mintcdn.com/rageon/TCzaS11pSGz1CPPK/images/textures/texturing-overlay-stage.webp?fit=max\&auto=format\&n=TCzaS11pSGz1CPPK\&q=85\&s=607076370e84e4cb964f2a3ddbf0e955)

The overlay open with Preview color and the ped in 3D.

> [!WARNING]
>
> With **Base** set to **Clean**, exporting without layers replaces the original overlay with a transparent texture.

Some slots use a color palette: **Beard**, **Eyebrows**, **Makeup**, and **Chest hair** use the hair palette, and **Blush** and **Lipstick** use the makeup palette. On these slots, paint in gray. The tone picks the position in the palette, and alpha is the coverage. **Preview color** colors the preview only and does not go into the file; in game, the color comes from the script.

On export, the overlay replaces that index's dictionary. In game, apply it with `SetPedHeadOverlay(ped, slot, index, 1.0)`.

In **New edit**, click **New overlay** in the **Collection** strip to create a transparent head tattoo immediately. It follows the tattoo workflow above, rather than adding a new face-overlay index.

## Troubleshooting

> **Use letters or numbers in the preset name.**
>
> The preset name needs at least one letter or number. Remove symbols.

> **Start the preset name with a letter.**
>
> Rename the preset so the first character is a letter.

> **The preset name cannot start with hash\_.**
>
> Choose a name that does not start with `hash_`.

> **Another decoration in this project already uses this name.**
>
> Preset names must be unique in the project. Rename one.

> **The artwork for … must be 512x512.**
>
> The export needs 512 × 512 art for this decoration. Keep the decoration at its original size.

> **Could not read the game's decorations: …. The new decoration is still available.**
>
> The game's list is unavailable. **New tattoo** and **New patch** still work.

> **No preview ped: …**
>
> The ped for the preview was not found. The edit still exports, but you cannot check placement in 3D.


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