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
Now, we introduce a caret (^) to separate the model, DLC, and the slot. Our name should look like this so farmp_m_freemode_01_mp_m_january2016
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
Here is a list to help you pick what section to use
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
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
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
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
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
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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