# Items and Textures

## Items

An **item** is one garment or prop. Its options live in the right-hand editor:

| Option                   | What it does                                                                                                                                      |
| ------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------- |
| **Cloth type**           | Component (body part) or Prop (hat, glasses, ears, watches…).                                                                                     |
| **Drawable type / slot** | The body slot the item fills — Top (jbib), Legs (lowr), Undershirt (accs), Feet, Hands, Mask (berd), Hair, Teeth (teef), Hat (p\_head) and so on. |
| **Number**               | The drawable number the item takes within that slot.                                                                                              |
| **Gender**               | Male or Female. Items are per-gender; use **Copy to other gender** to duplicate across.                                                           |
| **Name**                 | A friendly label for you — not used by the game.                                                                                                  |
| **First-person model**   | An optional alternate model used in first-person view.                                                                                            |
| **Audio preset**         | The cloth/foley audio profile.                                                                                                                    |
| **Mesh physics**         | Cloth simulation data, where the garment provides it.                                                                                             |
| **Behaviour flags**      | e.g. *armoured* / *lightly armoured*, *remove hat in vehicle* (masks).                                                                            |
| **Hoodie hairs**         | Hair-alternation handling so hoods and hats don't clip hair.                                                                                      |

## Texture variants

Each item can carry multiple **texture variants** — the colour / pattern options a player scrolls through in-game. They show as swatches in the editor.

* Import one or more `.ytd` files; each becomes a variant, lettered `a`, `b`, `c`… in order.
* Use the **📎** button on a row to attach or replace a variant's `.ytd` / `.dds`.
* Right-click a variant for: **Optimize**, **Replace**, **Replace with dummy**, **Show in Explorer**, **Export** (DDS / PNG / XML) and copy helpers (letter, game name, file path).

:::hint{type="info"}
**Variant letters vs. drawable numbers** — the *number* selects the garment; the *letter* selects its texture. `jbib_diff_000_a` = drawable 0, texture variant A.
:::

## Embedded textures

Some `.ydd` models carry textures **baked inside the model** (typically the normal and specular maps) rather than in an external `.ytd`.

* **Right-click an item → View embedded textures…** to open the viewer. It decodes and shows each embedded texture with its size, format and mip count.
* The viewer is **editable**: Optimize (single / all), Replace, Rename (experimental) and Export.

:::hint{type="warning"}
Editing embedded textures only works when the model lives inside the project's managed `assets/` folder, so your originals are never touched. Save the project first if the actions are greyed out.
:::

## Related pages

- [3D Preview](/cloth-tool/about-the-tool/3d-preview) — The centre panel renders your garment on an actual mpmfreemode01 / mpffreemode01 ped, with your real .ytd textures applied.
- [Building](/cloth-tool/about-the-tool/building) — When your project is ready, hit Build and choose the FiveM target.
- [Importing](/cloth-tool/about-the-tool/importing) — Select an item and click Import .ydd / .ytd (or right‑click an item → import).
- [Interface](/cloth-tool/about-the-tool/interface) — The main window is split into three panels.
- [Texture Optimization](/cloth-tool/about-the-tool/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](/cloth-tool/about-the-tool/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](/cloth-tool/about-the-tool) — back to the section overview
