Naming
GTA V matches clothing files by their name, not their contents. The Cloth Tool writes every filename for you at Build time using the GTA add-on-collection convention, so you never have to type them. This page explains the scheme so you can read the output and debug it.
Anatomy of a component filename
mp_m_freemode_01_koja^jbib_diff_000_a_uni.ytd
└───────┬────────┘└─┬┘ └┬─┘ └┬─┘ └┬┘ └┬┘ └┬┘
ped model coll slot map # var kind
- Model:
mp_m_freemode_01_koja^jbib_000_u.ydd - Texture:
mp_m_freemode_01_koja^jbib_diff_000_a_uni.ytd
| Part | Example | Meaning |
|---|---|---|
| Ped model | mp_m_freemode_01 | Male (_m_) or female (_f_) freemode ped. |
| Collection | _koja | Your add-on collection / dlc name. Present on every file. |
^ | ^ | Separator between the ped+collection and the component. |
| Slot token | jbib | Which body component (see table). |
| Map | diff | Textures only — the diffuse map marker. Models omit it. |
| Drawable number | 000 | Three digits, assigned by the tool (see below). |
| Variant letter | a | Textures only — a, b, c… the colour/pattern option. |
| Kind suffix | _u / _uni | Component models end _u; component textures end _uni. |
Props are named slightly differently
Props go on a separate prop ped (_p_ before the collection) and drop the _u / _uni suffixes:
- Model:
mp_m_freemode_01_p_koja^p_head_000.ydd - Texture:
mp_m_freemode_01_p_koja^p_head_diff_000_a.ytd
Slot tokens
Components
| Token | Component | Token | Component |
|---|---|---|---|
head | Head | feet | Feet / shoes |
berd | Mask / beard | teef | Teeth |
hair | Hair | accs | Accessory / undershirt |
uppr | Torso (arms/upper) | task | Task (vests etc.) |
lowr | Legs | decl | Decals / badges |
hand | Hands | jbib | Top (over torso) |
Prop anchors: p_head, p_eyes, p_ears, p_mouth, p_lhand, p_rhand, p_lwrist, p_rwrist, p_hip, p_lfoot, p_rfoot.
The drawable number is re-assigned at build
The three-digit number in the filename is not the "Number" you set in the item editor. At build time the tool sorts each component's items and re-numbers them sequentially from 000, per component and per gender.
- The Number field in the editor only controls sort order within a slot.
- So the first top becomes
jbib_000, the secondjbib_001, and so on — always a clean, gap-free sequence.
Numbers vs. letters
- The drawable number (
000,001…) selects which garment. - The variant letter (
a,b…) selects which texture on that garment.
So jbib_diff_003_b = the top at drawable 3, wearing texture variant B.
Naming isn't enough on its own
Correct filenames only stream the files. What actually makes them wearable is the metadata the tool generates alongside them:
- a
*_shop.meta(SHOP_PED_APPAREL_META_FILE) per gender, and - a
.ymt(CPedVariationInfo) that registers each drawable and its texture count.
If a garment streams but never appears in a clothing menu, the metadata — not the filename — is usually the thing to check. See Common Errors.
Related pages
- FAQ — Yes — for the 3D preview.
- Common Errors — A field guide to the clothing problems you'll actually run into.
- 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.
- Information and Errors — back to the section overview