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

First Project

This walkthrough takes you from an empty window to a FiveM resource you can drop straight into your server. It should take about ten minutes.

1

Create a project

From the Home screen choose New Project, give it a name and pick a folder.

The tool uses a self‑contained project folder. Every file you import is copied into the project's assets/ folder, so moving or renaming your originals later never breaks the project. Your source files are never modified.

Prefer to learn by example? Pick Explore Sample on the Home screen instead.

2

Add an item

Each garment is an item. Add one, then set its basics in the right‑hand editor:

  • Gender — Male or Female. Items live under the gender toggle in the left panel.

  • Type — component (a body part like a top or trousers) or prop (hat, glasses, ears…).

  • Drawable type / slot — e.g. Top (jbib), Legs (lowr), Undershirt (accs), Hat (p_head). This decides which body slot the garment fills.

  • Number — the drawable number the item takes in that slot.

  • Name — a friendly label for you; it doesn't affect the game.

3

Import your model & textures

With the item selected, click Import .ydd / .ytd and choose your files.

  • The .ydd becomes the item's model.

  • Each .ytd becomes a texture variant (a colour/pattern option), shown as a swatch. Add as many as you like — variant letters (a, b, c…) are assigned in order.

  • Need to attach a texture to a specific variant later? Use the 📎 button on that variant row.

The 3D preview updates as soon as the files load.

4

Preview on the ped

The centre panel shows your garment on a real freemode ped, wearing your actual textures.

  • Orbit with the left mouse button, pan with Shift+drag, zoom with the wheel.

  • Open the ⚙ Options flyout to toggle wireframe, grid, floor, auto‑rotate and textures, switch LOD, and adjust brightness / ambient lighting if the model looks dark.

  • Change the base ped components (skin, hair, other clothing) to see how your garment sits with the rest of an outfit.

See 3D Preview for everything this panel can do.

5

Right‑click a texture (or an item) and choose Optimize. The tool will:

  • resize to the nearest power‑of‑two size,

  • recompress to the correct BCn format for the map type, and

  • generate mipmaps.

This shrinks your pack and prevents the "not power of two" / "no mipmaps" problems that plague hand‑made packs. See Texture Optimization.

6

Run the Cloth Doctor

Before building, let the Cloth Doctor validate the project. It flags missing textures, bad naming, non‑power‑of‑two sizes, duplicate drawable numbers, gender/slot limit overflows and more — with suggested fixes. Clear the reds and you're safe to ship.

7

Build

Hit Build, set a collection name (the add‑on name for your pack) and choose the FiveM target. The tool writes a complete resource:

your_pack/
├─ stream/
│  ├─ mp_m_freemode_01_koja^jbib_000_u.ydd
│  ├─ mp_m_freemode_01_koja^jbib_diff_000_a_uni.ytd
│  ├─ mp_m_freemode_01_koja.ymt
│  └─ ...
├─ mp_m_freemode_01_koja_shop.meta
├─ fxmanifest.lua
└─ ...
  • Files are renamed to the exact GTA add‑on convention automatically (including your collection name).

  • The .ymt and shop.meta that make items selectable in‑game are generated for you.

  • A ready fxmanifest.lua registers everything.

  • Drop the folder into your server's resources, add it to your server.cfg, and start it.