Koja Scripts
Cloth Tool

Limits

GTA V doesn't warn you when you go over a limit — it just fails to load the clothing, shows the wrong item, or crashes.

Limits

GTA V doesn't warn you when you go over a limit — it just fails to load the clothing, shows the wrong item, or crashes. Know the ceilings before you hit them.

The 128 drawable limit

Each component slot can hold at most 128 drawables (numbers 0–127) per gender, per collection.

  • A "component" is a body slot — tops (jbib), legs (lowr), undershirts (accs), feet, hands, and so on.
  • The count is per slot, per gender. 128 tops for males is a separate budget from 128 tops for females.

What to do when a slot fills up:

  • Split into more than one collection / resource so each slot stays under the ceiling, or move items to a different, less-crowded slot where it makes sense.
  • Be aware that the game also has a limit on how many add-on collections and streamed .ymt files it will load at once — many big packs on one server add up (see below).
  • The Cloth Doctor flags "reached max drawables for type" before you build.

Props

Props (hats, glasses, ears, watches…) have their own per-gender total budget across the prop anchors, separate from components. The same rule applies: overflow means props stop appearing. The Cloth Doctor warns on the total-props-per-gender limit.

.ymt component-variation metadata

The .ymt (component variation) metadata is what makes drawables selectable in-game and carries their extra behaviour — high heels, hair cutting, first-person models, flags. A few things to know:

  • Every clothing pack that adds these features generates extra .ymt files. There is a practical ceiling on how many the game will happily load; too many .ymt files across all your resources can cause crashes.
  • If you're bumping into that ceiling, you can disable the extra .ymt generation — but that turns off the features that depend on it (high heels, cut hair, etc.).
  • Corrupt or badly-compressed .ymt data is a direct crash cause. Let the tool generate it rather than hand-editing.

Texture sizes

  • Textures must be power-of-two: 128, 256, 512, 1024, 2048… on each side. Non-power-of-two textures error out or render as garbage.
  • 2048×2048 is a sensible maximum for clothing diffuse maps. Bigger wastes memory for no visible gain.
  • Skin / "raced" drawable textures don't need to exceed 512×512 — the game doesn't use the extra resolution.
  • Always ship mipmaps. Missing mipmaps cause shimmering at distance and a validation warning.

The Texture Optimization feature enforces all of the above automatically — power-of-two resize, correct BCn format, mipmaps.

Quick reference

ThingLimit / rule
Drawables per component slot, per gender, per collection128 (0–127); your add-on collection has its own space
Props per genderA separate total budget across prop anchors
Texture dimensionsPower-of-two only (256/512/1024/2048…)
Practical max clothing texture2048×2048
Skin/raced textures512×512 is enough
.ymt filesFinite; too many across resources → crash
MipmapsRequired
  • FAQ — Yes — for the 3D preview.
  • Common Errors — A field guide to the clothing problems you'll actually run into.
  • Naming — GTA V matches clothing files by their name, not their contents.
  • Information and Errors — back to the section overview