Koja Scripts
Cloth Tool

Interface

The main window is split into three panels.

Interface

The main window is split into three panels.

Left — the item list

Your project's garments, grouped by slot with a body‑part icon on each row.

  • A Male / Female toggle at the top filters the list to the active gender.
  • Select an item to load it into the editor and preview.
  • Right‑click any item for actions: import, duplicate, remove, copy to the other gender, view embedded textures, optimize, show in Explorer and more.

Centre — the 3D preview

A live render of your garment on a real freemode ped wearing your textures. Navigate with the mouse and open the ⚙ Options flyout for display and lighting controls. Full details in 3D Preview.

Right — the item editor

Tabbed options for the selected item — position, cloth type, drawable type and number, gender, first‑person model, audio preset, mesh physics, behaviour flags, hoodie hair handling, and the list of texture variants with swatch previews. Full details in Items & Textures.

The Home screen

On launch you land on Home, with cards to start a New Project, Open a recent one, Explore Sample, or import an existing pack. Recent projects can be pinned, duplicated, renamed, moved or deleted right from here.

The top toolbar

  • New / Open / Save — project management (30‑second autosave and crash recovery run in the background).
  • Import .ydd / .ytd — add files to the selected item.
  • ⚙ Settings — GTA install path, base‑ped reload, scene and lighting.
  • Build — export the finished resource.
  • Source Control & History — team collaboration (see that page).
  • 3D Preview — The centre panel renders your garment on an actual mpmfreemode01 / mpffreemode01 ped, with your real .ytd textures applied.
  • Building — When your project is ready, hit Build and choose the FiveM target.
  • Importing — Select an item and click Import .ydd / .ytd (or right‑click an item → import).
  • Items and Textures — An item is one garment or prop.
  • Texture Optimization — Hand-made clothing packs are usually bloated and full of textures the game doesn't like — odd sizes, no mipmaps, wrong compression.
  • Team Collaboration — The Cloth Tool has Git‑based collaboration built in, so a team can work on the same pack without emailing folders around — and you get a full, restorable history of every change.
  • About the Tool — back to the section overview