# Converting Clothing to FiveM

Occasionally, you might receive a file that isn't compatible with FiveM, such as "pds\_commission.ydd" or "hand\_001\_u.ydd." Unfortunately, these files won't stream into your server as is. However, making them FiveM-ready is a straightforward process.

Firstly, let's grasp the format required by FiveM. Initially, we specify the ped it's being streamed to. For instance, if we aim to stream to the freemode male ped, we'd use `mp_m_freemode_01`

Next, we consider the DLC. If you're opting for one of the original slots, you can skip this part. In our case, we'll stream it to the January 2016 DLC. Thus, we add the following with an underscore (\_) between the previous parts `mp_m_january2016`&#x20;

Now, we introduce a caret (^) to separate the model, DLC, and the slot. Our name should look like this so far`mp_m_freemode_01_mp_m_january2016`&#x20;

Moving on, we include the slot it'll be streamed to. This consists of two parts: the section and its number. In our example, it'll occupy bags and parachutes slot 1 of the January 2016 DLC. Hence, we add `hand_001`&#x20;

Here is a list to help you pick what section to use

| Section           | File Name |
| ----------------- | --------- |
| Mask              | **berd**  |
| Upper Body        | uppr      |
| Pants/Trousers    | lowr      |
| Bags & Parachutes | hand      |
| Shoes             | feet      |
| Accessories       | teef      |
| Undercoat         | accs      |
| Armour            | task      |
| Decal             | decl      |
| Top               | jbib      |

The final addition is the skin tone identifier. This distinguishes between universal models (without skin texture) and skin tone-specific models (with skin texture like gloves). Custom pants often have trouble streaming correctly to skin tone-specific models. To avoid compatibility issues, it's best to install them into **universal skin tone slots**. For universal models, use the suffix **`_u`** instead of **`_r`**.

Now the correctly named .ydd file should look like the following `mp_m_freemode_01_mp_m_january2016^hand_001_u.ydd`&#x20;

Now, let's move on to the ytd. If you don't have one already, you can create a new one in OpenIV by right-clicking as if creating a new folder on your desktop and selecting the new ytd option.

Starting similarly, we copy everything up to the slot `mp_m_freemode_01_mp_m_january2016^hand`&#x20;

The subsequent part differs; we need to specify it's a texture by adding `diff` and then we can add the slot number again `001` so it should now read `mp_m_freemode_01_mp_m_january2016^hand_diff_001`&#x20;

Returning to the texture-specific part, we denote the texture slot, starting with (a). For additional textures, proceed through the alphabet. In our case, since we only have one texture, we'll use slot (a). Thus, the ytd should appear as `mp_m_freemode_01_mp_m_january2016^hand_diff_001_a`&#x20;

Finally, the skin tone identifier is added as before. For universal textures we use `uni` and for skin tone specific textures pick the corresponding name from the table below

| Ethnicity | File Name |
| --------- | --------- |
| White     | whi       |
| Black     | bla       |
| Chinese   | chi       |
| Latino    | lat       |
| Arabic    | ara       |
| Pakistani | pak       |

Since our model is a universal texture, the final ytd name would be `mp_m_freemode_01_mp_m_january2016^hand_diff_001_a_uni.ytd` Now all you need to do is add the texture to the ytd by opening it.

This guide should aid in converting clothes to be FiveM ready or provide a better understanding of the structure if you're already familiar with the process.


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