For the complete documentation index, see llms.txt. This page is also available as Markdown.

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.

The tool builds add-on collections, not replacements. That's why every filename carries your collection name — the game loads your clothes as their own set, alongside the base game, instead of overwriting vanilla clothing.

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 second jbib_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.

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