
Description
MSFS Livery Toolkit
Create MSFS liveries the visual way. No config files, no command line.
MSFS Livery Toolkit is a free, standalone Windows desktop application. It walks you through the whole livery creation pipeline: pick an installed aircraft, repaint its textures, check your work in 3D, and compile a sim-ready package. It’s the successor to my earlier ImageToMSFSKTX2 script - but it does a lot more! It works with MSFS 2020 and 2024 (simple/monolithic and modular aircraft).
Version 2.0
Version 2 adds texture painting: you can now paint your livery textures inside the toolkit, in 2D or straight onto the aircraft in 3D. Version 1.0 was the first full release, out of beta with everything I set out to build in it. Thank you to everyone who tested the beta versions and reported problems. Feedback from real users still shapes where it goes next, so please let me know if anything doesn't work as expected (see below).
Note that support for the Steam version of MSFS 2020 / 2024 is somewhat untested. There is an option in the Settings page to use the Steam version for the MSFS SDK compilation process. If Steam users run into problems please share as much feedback as possible so I can investigate.
What it does
- One Workspace: your project as a tree, the aircraft in 3D beside it, and the settings for whatever you select, all on one page. If you know Blender, it will feel familiar.
- Automated livery setup:scans your installed aircraft, detects the profile, and builds a correct, sim-ready package structure for you.
- Works with stock and marketplace aircraft, not just add-ons in your Community folder, once you switch on the sim's Virtual File System projector in Dev Mode. Chips at the top of the window show whether the sim is running and the VFS is connected.
- Stock aircraft with the sim closed: once you have loaded a stock or marketplace aircraft, the toolkit can keep its own copy of the 3D model, so you can keep working on it, and build its mesh liveries, without the simulator running.
- Limited support for encrypted aircraft: some MSFS 2024 aircraft are partly protected by the simulator. Modular protected aircraft appear with a padlock, and you can make liveries and texture paintkits for them. 3D previews and UV maps aren't available for these aircraft, because the toolkit never decrypts, bypasses or reverse engineers protected files: it reads only the files the simulator itself leaves readable, the same files any livery artist works from.
- One-click texture extraction: decodes compiled KTX2/DDS art back into editable PNGs, even specially compressed files other tools can't open.
- Built-in 3D view: see your own artwork on the aircraft as you paint, with no compiling and no sim launch. It also answers the question a texture name never does: which part of the aircraft is this? Select a texture and the part it covers lights up, so you can see what you are taking on before you paint a single pixel. Click a part to add its texture to your livery, and see anything that would turn pink before it does.
- Mesh liveries: add your own 3D model to a livery, such as stripes or lettering as real geometry, and have it ride the aircraft's doors and control surfaces. MSFS 2024 aircraft.
- Texture painting: paint your textures inside the toolkit, in 2D or straight onto the aircraft in 3D. Layers, masks and groups, stripes drawn as curves, stickers, fill, clone stamp and selections, with your original image kept safe.
- Instant UV wireframes: generates a paint-alignment UV map straight from the aircraft's own 3D model.
- Ready-made paintkits: builds a layered Photoshop file from any aircraft's own textures and UV layout, even when no paintkit was ever published.
- 3D paintkits (experimental): exports the parts you are painting as a 3D model you can open in Blender or other 3D painting software, so you can see your artwork on the aircraft instead of working it out from a flat UV map.
- Fine control over modular aircraft: choose exactly which of an aircraft's configurations each livery appears under, and change it later without deleting your artwork.
- Rendered thumbnails (experimental): writes every thumbnail image MSFS expects, at the right size and with the right transparency, drawn from your own paint. No trip into Developer Mode and the Aircraft Capture Tool.
- Seamless compile and package: builds a sim-ready package with the official MSFS SDK. No command line.
- Compile MSFS 2020 liveries without MSFS 2020 installed: 2020 liveries normally need the 2020 SDK, which means keeping the older simulator around just to build them. The toolkit can compile them on its own instead, using a bundled converter rather than the SDK. Select it in Settings, and you can keep making 2020 liveries long after you have uninstalled the sim.
- Tells you when a new version is out: once a day it reads the public list of releases on GitHub, and What's new shows what changed. Nothing about you or your computer is sent, and you can turn it off in Settings.
What it does not do
This isn't a full image editor, and it won't paint a livery for you. The painting tools cover the essentials, such as brushes, stripes, stickers and fills. For detailed artwork, livery artists can still use their normal painting tools and workflows, and link a texture to the file they make there.
Getting started
The download is the complete, self-contained app. Everything it needs to run is included.
- Unzip the download anywhere.
- Double-click MSFS Livery Toolkit at the top of the folder. (Everything else lives in the "app" subfolder, which you can ignore.)
- Windows may warn about an unsigned app; if you are comfortable running it, click More info > Run anyway
First-run setup (SDK paths and aircraft folders) takes a few seconds, then you are ready to go.
Updating: delete your old MSFS Livery Toolkit folder first, or unzip the new version somewhere else. Your settings and projects are kept elsewhere, so nothing is lost.
Found a bug or have an idea?
This is the most helpful thing you can do during the beta:
- Preferred: open a GitHub issue here. Please say what you did, and attach your log file if you can (in the app: Settings > Diagnostics > Open session log file).
- Alternatively: just drop a comment right here on this page.
Documentation
You can find online documentation here. To see which features work on which kind of aircraft (2020 or 2024, monolithic or modular, encrypted or not), see Supported aircraft.
Free for the community
This app will remain free for the livery-artist community. It was built in my spare time and will never be monetized beyond optional donations, and there will be no paid tiers. The coding was done with AI assistance (Claude Code), but all the requirements and logic design were painstakingly created by me, with countless hours of work to test, refine and enhance it based on my own experience as a livery creator. See here for more information on how it was built.
If you like it and it saves you time, an optional coffee is always appreciated and helps fund a Claude Pro subscription to drive more enhancements.
MSFS Livery Toolkit
MSFS Livery Toolkit is a standalone Windows application for creating Microsoft Flight Simulator liveries without editing config files or using command lines. The tool guides users through selecting an aircraft, repainting textures, and compiling a sim-ready package for both MSFS 2020 and 2024. Features include automated livery setup, texture extraction to editable formats, UV map generation, and seamless packaging. The toolkit is currently in beta and supports monolithic and modular aircraft.
Avis des utilisateurs
15 avis
Historique des versions
MSFS LIVERY TOOLKIT v2.3.1556 ============================= WHAT'S NEW SINCE v2.2.1439 ========================== - Area mesh decals: draw a large region of the aircraft, such as a belly colour, as real geometry: select "Add mesh decal", then "Draw area", and click points round it in Top, Bottom, Left, Right, Front and Back views. A new area is mirrored, so you draw one side and the other follows; points can be corners, snap to the centre line, or be unlinked from their partner. - Why a mesh decal, not the texture: a mesh decal's edge is geometry, so it stays sharp however close you get, where an edge in a texture blurs into its pixels. It's also independent of the aircraft's UV layout, so a line can run cleanly across texture seams. - Drawing and editing areas: the Pen adds points and Edit points moves them, and the fill updates as you go, right to the tip of a pointed nose or tail. In the Left and Right views a point on the centre line slides along it, round the nose and over the roof. "Flip fill" fills the other side of the line, "Add parts" chooses which parts the area covers, and "Discard" leaves without keeping your changes. "Edit area" on the row's menu reopens a saved area. An area's colour picker shares Texture Paint's recent colours and favourites, so the same colour is easy to find again. - Masks for mesh decals: select "Add mask" on an image decal to trim it with outlines you draw on the decal in the 3D view. Each outline keeps or cuts away its inside, and the mask moves with the artwork. - Moving mesh decals freely: a selected decal shows move arrows, rotate rings and a scale handle in the 3D view. A decal can now sit off the surface ("Free"), with Position and Aim on its sheet, and "Snap to surface" puts it back on the skin. - Copy to other side: on a mesh decal's menu or sheet, this makes a mirror-placed copy on the far side of the aircraft, mask included. "Duplicate" makes a copy in the same place. - More mesh decal controls: "Lock in the 3D view" stops a decal being moved by accident, the Delete key now removes the selected decal after asking, and "Wrap angle (degrees)" lets a decal reach further round a leading edge. A right-click on a decal in the 3D view opens its own menu. - Decals drawn in draw order: the viewport now layers every decal (the aircraft's own, your model's and your mesh decals) by draw order, as the simulator does. The Draw order hint lists the aircraft's decals it overlaps, under "Draws over", "Same draw order" and "Draws under". - Centre of rotation in the 3D view: "Orbit about here" on the right-click menu or Alt + middle-click sets the point the view turns about, shown with a marker. The "." key (main keyboard or numpad) frames the selection and turns about its centre. Home or "Reset centre of rotation" clears it. - Excluded textures can be added: add textures and Add livery have a check box that shows textures your exclude keywords hide, dimmed. In the 3D view they are offered on the right-click menu, marked "(excluded)". - Go to animation from the 3D view: while a pose's sheet is open, right-click a part to jump to the animations that move it. - Real video memory figure: the viewport's memory line now shows the app's actual video memory use, and "Statistics" shows a table. - Stripe editing: alt+click on a stripe's curve inserts a corner, and Shift now takes effect straight away in the middle of a drag. FIXES (SINCE v2.2.1439) ======================= - Video memory leak fixed: leaving the Workspace and coming back no longer keeps hold of video memory each time. - Fill is much faster on some parts: filling a part made of many long thin triangles could take over a minute; it now takes well under a second. - Ctrl + middle drag now zooms the 3D view: it never did before. - Viewport toolbar labels no longer overlap: with the tree panel dragged wide, "Hidden objects" and "Preview mode" drew over each other; when space is short the labels now hide and the buttons stay. KNOWN ISSUES (SOME OF THESE MAY GET FIXED IN FUTURE UPDATES) ============================================================ - Area mesh decals are designed round a single fuselage. On a twin-boom aircraft or a flying wing an area may come out partly drawn, or not at all, so check it in the 3D view before compiling. - An area's edge can look wavy in some places, such as where it wraps under the tip of a nose. I'm looking into it. - The 3D view uses more video memory each time it is resized, including when you enter or leave Texture Paint or Draw Area. Switching to Home and back frees it. - A paint tool's hover preview draws over decals in the 3D view. The paint itself goes where it should. - Mesh decals don't work on every aircraft yet. They aren't available for MSFS 2020 aircraft, or for some aircraft whose 3D model lacks the labels the simulator uses to attach them; the "Mesh decals" row says when. I'm looking into supporting more aircraft. - A very wide mesh decal on a round fuselage stretches near its top and bottom edges. Keep logos to a sensible size; the sheet warns when too much of a decal is stretched. - An SVG with a radial, repeating or partly transparent gradient can't be a mesh decal. Use linear gradients instead. Other unsupported SVG features are ignored with a warning, and the decal's sheet lists them. - Painting through the model is slow. With the "Paint through" setting at "To centre plane" or "All", a stroke takes much longer than painting only the visible surface. - A stripe's finish only paints composite textures you have already added to the livery. Add the composite by hand first. - Moving a linked layer up or down in a document with groups doesn't restack it in the aircraft's other textures. - Importing a livery whose own 3D model is rigged is refused. Such a livery cannot be imported yet. - Mesh liveries are not available for MSFS 2020 aircraft yet. They work on MSFS 2024 aircraft only for now. - Protected aircraft have no 3D view, painting or mesh decals, so clicking parts to pick textures, and posing, aren't available for them. - Some aircraft show more than one model at once in 3D, for example a still and a spinning propeller together, because the simulator swaps them in flight and a still view cannot. - A few aircraft keep some textures in another variant's folder, which the fallback list doesn't offer, so those parts can turn pink. Add that folder by hand under "Add fallback manually".
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Sorry but AI is used for the coding and to help me with the generating the documentation, that's not going to change. This is done in my free time around my day job and real life commitments; it wouldn't exist without AI tools.
I object to the “AI Gone Wild” comment. This isn’t some lazy AI slop, many hundreds of man hours has gone into designing and testing this.
1) A “Copy to other side” command which will take a mesh decal like a logo, and make a non-flipped copy on the other side of the aircraft.
2) More ways to create mesh decals for things like stripes, patterns, etc. these will have ability to mirror.
I'm not sure why but manifest JSON is not created for one of the projects. I have an exactly identical project in another directory that generates it.
The only difference between the two.. Is the one generating doesn't have any images. Is there any way to troubleshoot why manifest might be missing?
In any case you probably uncovered a bug I should fix - if for some reason a project "loses" a manifest.json file it will never write it back again. As a workaround, copy manifest.json from the good project, and change the title and creator in it. The app will read that hand-edited manifest.json when you next open the project.
While I was painting, the app suddenly crashed, and it hasn’t launched since. (It had been working fine up until then.)
I’ve tried reinstalling the app and installing the Visual C++ Redistributable (x64), but it still won’t launch.
Since the app itself won’t launch, I couldn’t generate an error log, but the error logs visible in Event Viewer are as follows:
AppName MsfsLiveryToolkit.App.exe
AppVersion 2.1.1324.0
AppTimeStamp 68a40000
ModuleName Microsoft.UI.Xaml.dll
ModuleVersion 3.2.3.0
ModuleTimeStamp 013b7243
ExceptionCode c000027b
FaultingOffset 00000000003a9c5d
ProcessId 0x2968
ProcessCreationTime 0x1dd6d56d2523acc
AppPath C:\Users\user1\Downloads\MsfsLiveryToolkit-v2.1.1324_GnvcN\MSFS Livery Toolkit\app\MsfsLiveryToolkit.App.exe
ModulePath C:\Users\user1\Downloads\MsfsLiveryToolkit-v2.1.1324_GnvcN\MSFS Livery Toolkit\app\Microsoft.UI.Xaml.dll
IntegratorReportId 61809e93-b2d2-4087-850f-0099831b5322
PackageFullName
PackageRelativeAppId
1. Close the app.
2. Open File Explorer and paste %LOCALAPPDATA%\MsfsLiveryToolkit into the address bar.
3. Rename settings.json to settings-broken.json.
4. Start the app.
This resets Settings (SDK paths, aircraft folders, recent projects list). Your projects and liveries are not affected; reopen them from their folders.
If you can, please send me settings-broken.json and the newest few files from the logs folder in the same place. That will confirm the cause so I can fix it properly.
Here are the json file and the log.
https://drive.google.com/drive/folders/1vWWZ2D90ShNhhqhZDnW_YvxxbSPryKij?usp=sharing