
GTA V and FiveM file formats, plain English
What .ydr, .ytd, .yft, .ydd, .ytyp, and common resource files usually mean.
Syntax
Platform team
GTA V runs on RAGE, Rockstar Advanced Game Engine. FiveM keeps that asset system and streams extra assets and metadata into the game.
Most server files are connected to another file. A .ytd feeds textures to a model. A .ytyp tells the game what a prop is. A .meta file tells the game how a vehicle, weapon, handling line, or other system should behave. Once you know those links, broken resources get easier to fix.
Quick format map
| Extension | Common meaning | Usually links to | Zoovdev tools |
|---|---|---|---|
.ydr | Drawable model. Most often a prop, map object, weapon object, or other static 3D asset. | .ytd textures, .ytyp archetypes, .ymap placements. | Model to Prop, Image to Prop, Optimize Props |
.ytd | Texture dictionary. Holds named textures, usually compressed with mipmaps. | .ydr, .yft, .ydd, livery slots, UI texture names, and prop texture names. | Image to YTD, Design Editor, Optimize Textures |
.yft | Fragment model. In FiveM work this usually means a vehicle, but fragments can also be used for breakable or physical objects. | .ytd textures, vehicles.meta, handling.meta, carvariations.meta, carcols.meta. | Livery Creator, Optimize Vehicles |
.ydd | Drawable dictionary. Commonly used for clothing and ped component drawables. | .ytd textures, ped component names, clothing resource structure. | Photoshop Plugin, Optimize Clothing |
.ytyp | Item type or archetype definitions. Tells the game about props, bounds, and map archetypes. | .ydr model names, .ymap placements, fxmanifest.lua data_file entries. | Prop to YTYP |
.ybn / .ybd | Collision data. Used for model bounds and physical collision so objects, vehicles, and players do not pass through the asset. | .ydr props, .yft vehicles, map assets, and collision exports from Codewalker. | Check collision when an object is visible but cannot be walked on, driven on, or hit correctly. |
.ycd | Animation clip dictionary. Holds animation data used by peds, props, cutscene-style assets, and scripted scenes. | animation dictionaries, .meta references, scripts, and streamed resources that request those animations. | Most server work uses existing animation dictionaries, but custom resources can stream animation data when the setup calls for it. |
.ymap | Map placement file. Places entities in the world. | .ytyp archetypes, .ydr props, map resource manifest setup. | Use with YTYP and streamed model resources. |
.meta / .ymt / .xml | Metadata. Vehicles, handling, car variations, weapons, peds, shops, and other game data use metadata files. | fxmanifest.lua data_file entries, vehicle files, handling files, exported .xml from Codewalker. | Zoovdev guides and Code Agent workflows. |
.rpf | RAGE package archive. GTA stores many original game files inside .rpf archives. | OpenIV or Codewalker extraction and import workflows. | Usually source material, not the final FiveM resource folder. |
How the files connect
.ydr plus .ytd plus .ytyp
A prop usually starts as a .ydr. The .ydr carries the mesh and material references. The .ytd carries the texture names those materials ask for. The .ytyp defines the prop as an archetype so map placements know what it is.
If the model shows up white, grey, or invisible, check the texture dictionary first. The texture name inside the .ytd has to match the name the model expects. If the prop exists but will not place correctly in a map, check the .ytyp.
.yft plus vehicle metadata
A .yft is usually the vehicle model in a FiveM resource. Many vehicles also have a _hi.yft version for higher detail at close range. Textures live in a .ytd, and behavior comes from metadata files.
vehicles.metaconnects the model name, vehicle class, layout, audio, and other vehicle settings.handling.metacontrols driving behavior.carvariations.metalinks liveries, colors, extras, and variation data.carcols.metaoften carries extra color and mod kit data.
.ydd plus .ytd
A .ydd is a dictionary of drawables. In most server-owner conversations, that means clothing. The geometry lives in the .ydd and the matching textures live in the .ytd. If a clothing item loads with the wrong fabric or a blank material, check texture names and component naming before rebuilding the whole resource.
.xml is usually the editable copy
Tools such as Codewalker often export .ydr, .yft, and other game files as .xml. That XML is easier to inspect and edit, but the game does not stream the exported .xml as the final asset. After editing, compile or import it back into the game format.
.ybn / .ybd collision
Collision is the part you notice when the art looks right but the world feels wrong. A .ybn or .ybd can define the physical shape around a prop, building, road, or other world asset. If players fall through a floor, hit an invisible wall, or drive through a visible object, check collision before you rebuild the model.
.ycd animation dictionaries
Animation data usually lives in .ycd files. Many FiveM scripts call existing game animation dictionaries, but custom assets may bring their own animation clips. If an animation request does nothing, check the dictionary name, clip name, resource path, and whether the file is being streamed.
Where the manifest fits
FiveM resources use fxmanifest.lua to describe scripts, data files, UI pages, dependencies, and files that clients should download. For exact manifest entries, use the official resource manifest docs.
fx_version 'cerulean'
game 'gta5'
files {
'stream/props.ytyp',
'data/vehicles.meta',
'data/carvariations.meta',
'data/handling.meta'
}
data_file 'DLC_ITYP_REQUEST' 'stream/props.ytyp'
data_file 'VEHICLE_METADATA_FILE' 'data/vehicles.meta'
data_file 'VEHICLE_VARIATION_FILE' 'data/carvariations.meta'
data_file 'HANDLING_FILE' 'data/handling.meta'The manifest does not fix bad names inside a model. It only tells FiveM which resource files and metadata should be loaded. If the .ydr asks for a texture called sign_1 and the .ytd only contains sign1, the manifest can be perfect and the texture will still fail.
Source files vs game files
Creators also work with files that are not final streamed assets. A .png, .jpg, .psd, .glb, .fbx, or .obj can be the source you use to make the resource, but GTA V usually needs the result packed into the formats above.
| Source file | What it is usually for | Finished output |
|---|---|---|
.png / .jpg | Texture source, icon source, decal, logo, or reference image. | .ytd, .dds, or image-based prop workflow. |
.psd | Layered texture work in Photoshop or Photopea. | .ytd texture entry through the plugin or editor. |
.glb / .fbx / .obj | 3D model source from Blender, Sketchfab, or another modeling tool. | .ydr prop, then usually .ytd and .ytyp. |
.dds | Compressed texture format used in many game pipelines. | .ytd texture dictionary entry. |
Match the tool to the file
| Job | Start with | Use |
|---|---|---|
| Make a FiveM prop from a model | .glb, .fbx, .obj | Model to Prop |
| Make a prop from a flat image | .png, .jpg | Image to Prop |
| Create a texture dictionary | .png, .jpg, .dds | Image to YTD |
| Map a vehicle for liveries | .yft.xml exported from Codewalker | Livery Creator |
| Edit or preview textures | .ytd, vehicle model, clothing model, PSD | Design Editor or Photoshop Plugin |
| Reduce file size before launch | .ydr, .ytd, .yft, .ydd | Optimize tools for textures, props, vehicles, and clothing. |
| Make a prop usable in map placements | .ydr | Prop to YTYP |
Fast debugging checklist
- Model is invisible: check the filename,
streamfolder, model name, and whether a.ytypor metadata file is missing. - Model is white or grey: check the
.ytdand texture names the model expects. - Vehicle spawns but has no liveries: check
carvariations.metaand the livery texture names inside the.ytd. - Clothing appears with the wrong texture: check component naming and whether the matching
.ytdtexture dictionary is present. - Map prop exists but will not place correctly: check the
.ytyparchetype and.ymapreferences. - File works in OpenIV or Codewalker but not on the server: check
fxmanifest.luadata_fileentries and resource folder structure.