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.
The Cloth Tool builds add-on collections, so your pack gets its own drawable space — it doesn't overwrite or collide with vanilla GTA clothing, and the tool re-numbers your items cleanly from 000 within each slot at build time. The 128 ceiling applies within a single collection's slot, not against the base game.
Go past 128 in one slot of a collection and the extra drawables simply won't appear. This is the classic cause of "the last few items in a big pack don't show up".
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
.ymtfiles 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
.ymtfiles. There is a practical ceiling on how many the game will happily load; too many.ymtfiles across all your resources can cause crashes.If you're bumping into that ceiling, you can disable the extra
.ymtgeneration — but that turns off the features that depend on it (high heels, cut hair, etc.).Corrupt or badly-compressed
.ymtdata is a direct crash cause. Let the tool generate it rather than hand-editing.
If your server crashes on load after adding clothing packs, suspect .ymt overflow or corruption first — especially if several packs each ship lots of high-heel / cut-hair items.
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
Drawables per component slot, per gender, per collection
128 (0–127); your add-on collection has its own space
Props per gender
A separate total budget across prop anchors
Texture dimensions
Power-of-two only (256/512/1024/2048…)
Practical max clothing texture
2048×2048
Skin/raced textures
512×512 is enough
.ymt files
Finite; too many across resources → crash
Mipmaps
Required
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