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Free tool

FiveM blip creator — place blips on the real map

Click the map where you want a blip and this writes the Lua. Every other generator makes you paste coordinates you got from somewhere else; this one is built on the actual San Andreas map, so you place the garage blip on the garage and read the coordinate off the click. Pick from all 927 sprites, 100 colour indexes, scale, label and display, then copy the Lua or download a resource that starts as it is. Free, no account, nothing watermarked.

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move over the mapClick the map to drop a blip · drag a pin to move it
0 blips

Click anywhere on the map to place your first blip. The coordinates come from the map itself, so you do not have to be in game to build the list.

    -- Place a blip on the map and the Lua appears here.

    How to use it

    1. Click the map. A blip appears where you clicked and the X and Y are filled in from that point. Drag the pin to nudge it, or type the numbers if you already have them.
    2. Choose the sprite and the colour. The sprite grid is searchable by name or by id, and every sprite is shown as the picture the game draws rather than as a number you have to guess at.
    3. Name it and set how it behaves. The label is what players read on the pause map. Short range keeps it off the edge of the radar until they are close.
    4. Take the Lua or the resource. Copy the table into a script you already run, or download the zip, drop it in resources and add ensure to your server.cfg.

    What each setting writes

    Nothing here is invented by the tool — each control maps to one native, and the generated file calls them in the order the game expects.

    NativeControlsWhat to know
    SetBlipSpriteThe pictureTakes one of the 927 sprite ids that draw a picture. Pick it from the grid in the tool, or look the number up in the full list.
    SetBlipColourThe tintTints the sprite and the route line. Indexes 2, 3 and 4 render differently once SetBlipAsFriendly has been called on the blip.
    SetBlipScaleThe sizeAnything from about 0.2 to 2.0. The game default is 1.0; most servers sit between 0.6 and 0.9 so the map does not fill up.
    SetBlipDisplayWhich map it is on2 puts it on both the minimap and the pause map, 3 is the pause map only, 5 is the minimap only, and 4 is both with the blip selectable.
    SetBlipAsShortRangeEdge behaviourTrue hides the blip until the player is near it, instead of pinning it to the edge of the radar. Almost every shop and job blip wants this on.
    BeginTextCommandSetBlipNameThe labelThe text under the blip on the pause map. The STRING command plus AddTextComponentSubstringPlayerName is the pattern that accepts a plain string.

    Where the coordinates come from

    A minimap texture is just an image: nothing in it records where the game world sits behind it. To turn a click into a coordinate, that relationship had to be measured, and it is worth saying plainly how, because a tool that quietly guesses is worse than no tool.

    The map is 6144 × 9216 pixels, exactly 2:3, and map pixels are square — so only three numbers are unknown: the scale, and the world coordinate of the top-left corner. This site already publishes the positions of 33,912 world objects taken from the game, including every traffic light and street light. Street furniture stands on roads. So the right answer is the one that puts the most of it on a road, and the search settled on 1.46622 game units per map pixel, with the map covering X -4150 to 4859 and Y -5099 to 8414.

    At those values 81.9% of all 6,954 lights land on a drawn road, against roads covering 10.5% of the map — an eight-fold lift, and the rest is car parks, private land and lanes too small to be rendered. Checked separately against published landmarks: Los Santos International, Fort Zancudo and the Sandy Shores airstrip all fall on their runways. That makes a click good to roughly a map pixel, which is about a metre and a half in game. Good enough to place a blip and read the number back; not a survey.

    One consequence worth knowing: Cayo Perico is outside that rectangle. The island is not part of the San Andreas map at all — it is drawn from its own Scaleform file — so there is nowhere on this map to click for it.

    Questions about the blip creator

    Is the FiveM blip creator free?
    Yes. There is no account, no login and no watermark on anything it produces. The Lua and the resource it hands you are yours to use on any server, including a commercial one. The map underneath it is the free preview of the minimaps this site sells, which is the only reason the tool can exist.
    How do I get the coordinates for a blip without being in game?
    Click the map. The tool knows where every map pixel sits in the game world, so a click gives you the X and Y a FiveM script needs. That is the whole point of placing a blip on the real map rather than typing numbers you copied from somewhere: you can see that the garage blip is on the garage.
    What about the Z coordinate?
    A map is flat, so no map can read a height off it. The tool fills Z with the median height of the game objects nearest that part of the map, which is right to within a few metres on a road or in a built-up area and says so when it has nothing to go on. For a blip the height barely matters anyway — it only affects the up and down arrows on the radar. If you want the exact value, stand on the spot and print GetEntityCoords(PlayerPedId()).
    How do I install the resource it gives me?
    Unzip it into your resources folder, add ensure <name> to your server.cfg, and restart. It is a standalone client script with no framework dependency, so it runs the same on ESX, QBCore, Qbox or a bare server.
    What is the difference between the sprite and the colour?
    The sprite is the shape — a gun, a house, a car — and there are 927 of them with a picture. The colour index tints that shape and the route drawn to it, and there are 100 entries. The same sprite in two colours is the normal way to show a hostile and a friendly version of the same thing.
    Can I add blips to this later, or edit them?
    The file it writes is an ordinary Lua table, one line per blip, with the label, sprite, colour, scale and coordinates spelled out. Add a row by hand, change a number, or paste the table into a resource you already run. Nothing is obfuscated and nothing is escrowed.
    Why does my blip not show up in game?
    Three usual causes. The resource is not started, so check ensure in server.cfg and look for it in the console. The script is in a server_script block rather than client_script — blips are drawn client side. Or the sprite id does not exist in your game build, which shows as a blank square rather than nothing at all.