FiveM reference data, as files you can actually use
Every table on this site is also a download. 60034 rows of blip sprite ids, blip colours, GTA 5 population zones, districts and glossary terms, in JSON and CSV, free and without an account.
Downloads
The files
Each one documents its own columns inside the JSON envelope, so a script can read the shape without reading this page.
FiveM blip sprite ids
All 966 blip sprite ids used by the GTA 5 minimap and pause map, each with the internal texture name SetBlipSprite resolves and the category this site groups it under.
| Column | Type | Meaning |
|---|---|---|
| id | Integer | The number SetBlipSprite takes. |
| name | Text | The internal texture name of the sprite. |
| category | Text | Grouping used on this site, derived from the texture name. |
| category_label | Text | Human readable name of that group. |
966 rows. Source: citizenfx/fivem-docs game references, cross-checked against the live game build. Updated 2026-10-06.
FiveM blip colour indexes
All 100 blip colour entries SetBlipColour accepts, with the colour name and the hex value the radar actually draws.
| Column | Type | Meaning |
|---|---|---|
| id | Text | The index SetBlipColour takes. |
| name | Text | The colour name. |
| hex | Text | The sRGB hex value the radar renders. |
100 rows. Source: Sampled from the game build and cross-checked against citizenfx/fivem-docs. Updated 2026-10-06.
GTA 5 popzone entries
All 291 GTA 5 population zones from popzone.ipl, with the zone name id GET_ZONE_FROM_NAME_ID takes, the short name GET_NAME_OF_ZONE returns and the readable district name.
| Column | Type | Meaning |
|---|---|---|
| id | Integer | Popzone index. |
| zone_name_id | Text | The id GET_ZONE_FROM_NAME_ID takes, e.g. Z_RHL1. |
| short_name | Text | The short name GET_NAME_OF_ZONE returns, e.g. ROCKF. |
| district | Text | The readable district name a HUD prints. |
291 rows. Source: popzone.ipl from the game build, cross-checked against citizenfx/fivem-docs. Updated 2026-10-06.
GTA 5 districts
The 44 named districts of San Andreas, each with the short zone name the game returns and the number of popzone boxes that carry it.
| Column | Type | Meaning |
|---|---|---|
| short_name | Text | The short name GET_NAME_OF_ZONE returns. |
| district | Text | The readable district name. |
| popzones | Integer | How many popzone boxes carry that short name. |
44 rows. Source: Derived from popzone.ipl. Updated 2026-10-06.
GTA 5 createable object models
All 21631 createable GTA 5 object models as FiveM sees them: the model name CreateObject resolves through GetHashKey, the joaat hash in hex, unsigned and signed form, and the group the name belongs to, including the LOD and proxy models that spawn invisible.
| Column | Type | Meaning |
|---|---|---|
| name | Text | The object model name GetHashKey turns into the model hash. |
| group | Text | props, interior, mission, world or helper, derived from the name prefix and suffix. |
| group_label | Text | Human readable name of that group. |
| hash_hex | Text | The model hash in hex. |
| hash_unsigned | Integer | The same hash as an unsigned 32-bit integer. |
| hash_signed | Integer | The same hash as a signed 32-bit integer, which is what Lua prints. |
21631 rows. Source: Model names from the publicly published DurtyFree GTA V data dumps; hashes computed with the Jenkins one-at-a-time function the engine uses. Updated 2026-10-06.
GTA 5 and FiveM vehicles
All 921 GTA 5 vehicles as FiveM sees them: the spawn name CreateVehicle resolves through GetHashKey, the display name and manufacturer the HUD shows, the joaat hash in hex, unsigned and signed form, the class and vehicle type, the seat count, the in-game price, the top speed in km/h and mph, the handling figures, the bounding size in metres, the DLC that added it, and whether it carries sirens, a convertible roof or armoured glass.
| Column | Type | Meaning |
|---|---|---|
| name | Text | The spawn name GetHashKey turns into the model hash. |
| display_name | Text | The name the player sees on the HUD and in a garage. |
| manufacturer | Text | The in-game maker, as the website and HUD print it. |
| class | Text | The vehicle class GetVehicleClass reports. |
| class_label | Text | Human readable name of that class. |
| type | Text | CAR, BIKE, BOAT, HELI, PLANE, TRAIN and so on. |
| dlc | Text | The update that added the vehicle. |
| seats | Integer | How many peds the vehicle seats, driver included. |
| price | Integer | The in-game purchase price in dollars, where the game defines one. |
| top_speed_kmh | Number | Modelled top speed in km/h, from the handling data. |
| top_speed_mph | Number | The same top speed in mph. |
| acceleration | Number | Handling acceleration figure. |
| braking | Number | Handling braking figure. |
| traction | Number | Handling maximum traction figure. |
| length_m | Number | Bounding box length in metres. |
| width_m | Number | Bounding box width in metres. |
| height_m | Number | Bounding box height in metres. |
| has_sirens | Boolean | Whether the vehicle carries emergency sirens. |
| convertible | Boolean | Whether the roof can be lowered. |
| armoured_glass | Boolean | Whether the windows are bulletproof. |
| hash_hex | Text | The model hash in hex. |
| hash_unsigned | Integer | The same hash as an unsigned 32-bit integer. |
| hash_signed | Integer | The same hash as a signed 32-bit integer, which is what Lua prints. |
| image | URL | Reference picture of the vehicle on this site, where one exists. |
921 rows. Source: Spawn names, display names, manufacturers, classes, seats, prices, handling figures and dimensions from the DurtyFree GTA V data dumps; reference pictures from the citizenfx/fivem-docs vehicle model reference. Updated 2026-10-06.
GTA 5 and FiveM ped models
All 860 working GTA 5 ped models as FiveM sees them: the model name GetHashKey takes, the joaat hash in hex, unsigned and signed form, the group the model belongs to, and how many clothing components and props it carries.
| Column | Type | Meaning |
|---|---|---|
| name | Text | The model name SetPlayerModel and CreatePed resolve through GetHashKey. |
| group | Text | Ambient, gang, animal, story, multiplayer and the other groups the game file uses. |
| group_label | Text | Human readable name of that group. |
| hash_hex | Text | The model hash in hex. |
| hash_unsigned | Integer | The same hash as an unsigned 32-bit integer. |
| hash_signed | Integer | The same hash as a signed 32-bit integer, which is what Lua prints. |
| components | Integer | How many clothing component slots the model carries. |
| props | Integer | How many attachable prop slots the model carries. |
860 rows. Source: Model names, prop and component counts from the citizenfx/fivem-docs ped model reference; hashes computed with the Jenkins one-at-a-time function the engine uses. Updated 2026-10-06.
FiveM minimap glossary
38 terms a server owner meets when replacing or building a FiveM-compatible minimap, each with a one-line definition and the group it belongs to.
| Column | Type | Meaning |
|---|---|---|
| term | Text | The term as it is written in tooling and documentation. |
| slug | Text | Anchor on the glossary page. |
| group | Text | The section of the glossary it belongs to. |
| definition | Text | One-line definition. |
38 rows. Source: Written for this site. Updated 2026-10-06.
GTA 5 atms locations
All 121 atms placed in the GTA 5 base map, across 4 object models and 31 named districts. Each row carries the model name and its joaat hash, the position the game ships, the heading the prop faces and the game zone that contains the point.
| Column | Type | Meaning |
|---|---|---|
| model | Text | The object model name GetHashKey turns into the model hash. |
| hash_hex | Text | The model hash in hex. |
| hash_signed | Integer | The same hash as a signed 32-bit integer, which is what Lua prints. |
| x | Number | World X coordinate, in metres. |
| y | Number | World Y coordinate, in metres. |
| z | Number | World Z coordinate, in metres, at the prop origin. |
| heading | Number | Z rotation in degrees, 0 to 360: the direction the model faces. |
| district | Text | The named game zone that contains the point, smallest matching zone first. |
121 rows. Source: Object placements from the publicly published DurtyFree GTA V data dumps; districts resolved here against the zone boundaries the game ships, hashes computed with the Jenkins one-at-a-time function the engine uses. Updated 2026-10-08.
GTA 5 fuel pumps locations
All 157 fuel pumps placed in the GTA 5 base map, across 8 object models and 26 named districts. Each row carries the model name and its joaat hash, the position the game ships, the heading the prop faces and the game zone that contains the point.
| Column | Type | Meaning |
|---|---|---|
| model | Text | The object model name GetHashKey turns into the model hash. |
| hash_hex | Text | The model hash in hex. |
| hash_signed | Integer | The same hash as a signed 32-bit integer, which is what Lua prints. |
| x | Number | World X coordinate, in metres. |
| y | Number | World Y coordinate, in metres. |
| z | Number | World Z coordinate, in metres, at the prop origin. |
| heading | Number | Z rotation in degrees, 0 to 360: the direction the model faces. |
| district | Text | The named game zone that contains the point, smallest matching zone first. |
157 rows. Source: Object placements from the publicly published DurtyFree GTA V data dumps; districts resolved here against the zone boundaries the game ships, hashes computed with the Jenkins one-at-a-time function the engine uses. Updated 2026-10-08.
GTA 5 bus stops locations
All 49 bus stops placed in the GTA 5 base map, across 4 object models and 19 named districts. Each row carries the model name and its joaat hash, the position the game ships, the heading the prop faces and the game zone that contains the point.
| Column | Type | Meaning |
|---|---|---|
| model | Text | The object model name GetHashKey turns into the model hash. |
| hash_hex | Text | The model hash in hex. |
| hash_signed | Integer | The same hash as a signed 32-bit integer, which is what Lua prints. |
| x | Number | World X coordinate, in metres. |
| y | Number | World Y coordinate, in metres. |
| z | Number | World Z coordinate, in metres, at the prop origin. |
| heading | Number | Z rotation in degrees, 0 to 360: the direction the model faces. |
| district | Text | The named game zone that contains the point, smallest matching zone first. |
49 rows. Source: Object placements from the publicly published DurtyFree GTA V data dumps; districts resolved here against the zone boundaries the game ships, hashes computed with the Jenkins one-at-a-time function the engine uses. Updated 2026-10-08.
GTA 5 public phones locations
All 759 public phones placed in the GTA 5 base map, across 14 object models and 63 named districts. Each row carries the model name and its joaat hash, the position the game ships, the heading the prop faces and the game zone that contains the point.
| Column | Type | Meaning |
|---|---|---|
| model | Text | The object model name GetHashKey turns into the model hash. |
| hash_hex | Text | The model hash in hex. |
| hash_signed | Integer | The same hash as a signed 32-bit integer, which is what Lua prints. |
| x | Number | World X coordinate, in metres. |
| y | Number | World Y coordinate, in metres. |
| z | Number | World Z coordinate, in metres, at the prop origin. |
| heading | Number | Z rotation in degrees, 0 to 360: the direction the model faces. |
| district | Text | The named game zone that contains the point, smallest matching zone first. |
759 rows. Source: Object placements from the publicly published DurtyFree GTA V data dumps; districts resolved here against the zone boundaries the game ships, hashes computed with the Jenkins one-at-a-time function the engine uses. Updated 2026-10-08.
GTA 5 vending machines locations
All 345 vending machines placed in the GTA 5 base map, across 10 object models and 50 named districts. Each row carries the model name and its joaat hash, the position the game ships, the heading the prop faces and the game zone that contains the point.
| Column | Type | Meaning |
|---|---|---|
| model | Text | The object model name GetHashKey turns into the model hash. |
| hash_hex | Text | The model hash in hex. |
| hash_signed | Integer | The same hash as a signed 32-bit integer, which is what Lua prints. |
| x | Number | World X coordinate, in metres. |
| y | Number | World Y coordinate, in metres. |
| z | Number | World Z coordinate, in metres, at the prop origin. |
| heading | Number | Z rotation in degrees, 0 to 360: the direction the model faces. |
| district | Text | The named game zone that contains the point, smallest matching zone first. |
345 rows. Source: Object placements from the publicly published DurtyFree GTA V data dumps; districts resolved here against the zone boundaries the game ships, hashes computed with the Jenkins one-at-a-time function the engine uses. Updated 2026-10-08.
GTA 5 post and letter boxes locations
All 573 post and letter boxes placed in the GTA 5 base map, across 5 object models and 46 named districts. Each row carries the model name and its joaat hash, the position the game ships, the heading the prop faces and the game zone that contains the point.
| Column | Type | Meaning |
|---|---|---|
| model | Text | The object model name GetHashKey turns into the model hash. |
| hash_hex | Text | The model hash in hex. |
| hash_signed | Integer | The same hash as a signed 32-bit integer, which is what Lua prints. |
| x | Number | World X coordinate, in metres. |
| y | Number | World Y coordinate, in metres. |
| z | Number | World Z coordinate, in metres, at the prop origin. |
| heading | Number | Z rotation in degrees, 0 to 360: the direction the model faces. |
| district | Text | The named game zone that contains the point, smallest matching zone first. |
573 rows. Source: Object placements from the publicly published DurtyFree GTA V data dumps; districts resolved here against the zone boundaries the game ships, hashes computed with the Jenkins one-at-a-time function the engine uses. Updated 2026-10-08.
GTA 5 parking meters locations
All 547 parking meters placed in the GTA 5 base map, across 2 object models and 24 named districts. Each row carries the model name and its joaat hash, the position the game ships, the heading the prop faces and the game zone that contains the point.
| Column | Type | Meaning |
|---|---|---|
| model | Text | The object model name GetHashKey turns into the model hash. |
| hash_hex | Text | The model hash in hex. |
| hash_signed | Integer | The same hash as a signed 32-bit integer, which is what Lua prints. |
| x | Number | World X coordinate, in metres. |
| y | Number | World Y coordinate, in metres. |
| z | Number | World Z coordinate, in metres, at the prop origin. |
| heading | Number | Z rotation in degrees, 0 to 360: the direction the model faces. |
| district | Text | The named game zone that contains the point, smallest matching zone first. |
547 rows. Source: Object placements from the publicly published DurtyFree GTA V data dumps; districts resolved here against the zone boundaries the game ships, hashes computed with the Jenkins one-at-a-time function the engine uses. Updated 2026-10-08.
GTA 5 cctv cameras locations
All 1647 cctv cameras placed in the GTA 5 base map, across 9 object models and 68 named districts. Each row carries the model name and its joaat hash, the position the game ships, the heading the prop faces and the game zone that contains the point.
| Column | Type | Meaning |
|---|---|---|
| model | Text | The object model name GetHashKey turns into the model hash. |
| hash_hex | Text | The model hash in hex. |
| hash_signed | Integer | The same hash as a signed 32-bit integer, which is what Lua prints. |
| x | Number | World X coordinate, in metres. |
| y | Number | World Y coordinate, in metres. |
| z | Number | World Z coordinate, in metres, at the prop origin. |
| heading | Number | Z rotation in degrees, 0 to 360: the direction the model faces. |
| district | Text | The named game zone that contains the point, smallest matching zone first. |
1647 rows. Source: Object placements from the publicly published DurtyFree GTA V data dumps; districts resolved here against the zone boundaries the game ships, hashes computed with the Jenkins one-at-a-time function the engine uses. Updated 2026-10-08.
GTA 5 fire hydrants locations
All 1458 fire hydrants placed in the GTA 5 base map, across 15 object models and 69 named districts. Each row carries the model name and its joaat hash, the position the game ships, the heading the prop faces and the game zone that contains the point.
| Column | Type | Meaning |
|---|---|---|
| model | Text | The object model name GetHashKey turns into the model hash. |
| hash_hex | Text | The model hash in hex. |
| hash_signed | Integer | The same hash as a signed 32-bit integer, which is what Lua prints. |
| x | Number | World X coordinate, in metres. |
| y | Number | World Y coordinate, in metres. |
| z | Number | World Z coordinate, in metres, at the prop origin. |
| heading | Number | Z rotation in degrees, 0 to 360: the direction the model faces. |
| district | Text | The named game zone that contains the point, smallest matching zone first. |
1458 rows. Source: Object placements from the publicly published DurtyFree GTA V data dumps; districts resolved here against the zone boundaries the game ships, hashes computed with the Jenkins one-at-a-time function the engine uses. Updated 2026-10-08.
GTA 5 traffic lights locations
All 1058 traffic lights placed in the GTA 5 base map, across 5 object models and 39 named districts. Each row carries the model name and its joaat hash, the position the game ships, the heading the prop faces and the game zone that contains the point.
| Column | Type | Meaning |
|---|---|---|
| model | Text | The object model name GetHashKey turns into the model hash. |
| hash_hex | Text | The model hash in hex. |
| hash_signed | Integer | The same hash as a signed 32-bit integer, which is what Lua prints. |
| x | Number | World X coordinate, in metres. |
| y | Number | World Y coordinate, in metres. |
| z | Number | World Z coordinate, in metres, at the prop origin. |
| heading | Number | Z rotation in degrees, 0 to 360: the direction the model faces. |
| district | Text | The named game zone that contains the point, smallest matching zone first. |
1058 rows. Source: Object placements from the publicly published DurtyFree GTA V data dumps; districts resolved here against the zone boundaries the game ships, hashes computed with the Jenkins one-at-a-time function the engine uses. Updated 2026-10-08.
GTA 5 street lights locations
All 5896 street lights placed in the GTA 5 base map, across 25 object models and 76 named districts. Each row carries the model name and its joaat hash, the position the game ships, the heading the prop faces and the game zone that contains the point.
| Column | Type | Meaning |
|---|---|---|
| model | Text | The object model name GetHashKey turns into the model hash. |
| hash_hex | Text | The model hash in hex. |
| hash_signed | Integer | The same hash as a signed 32-bit integer, which is what Lua prints. |
| x | Number | World X coordinate, in metres. |
| y | Number | World Y coordinate, in metres. |
| z | Number | World Z coordinate, in metres, at the prop origin. |
| heading | Number | Z rotation in degrees, 0 to 360: the direction the model faces. |
| district | Text | The named game zone that contains the point, smallest matching zone first. |
5896 rows. Source: Object placements from the publicly published DurtyFree GTA V data dumps; districts resolved here against the zone boundaries the game ships, hashes computed with the Jenkins one-at-a-time function the engine uses. Updated 2026-10-08.
GTA 5 bins and dumpsters locations
All 7764 bins and dumpsters placed in the GTA 5 base map, across 47 object models and 82 named districts. Each row carries the model name and its joaat hash, the position the game ships, the heading the prop faces and the game zone that contains the point.
| Column | Type | Meaning |
|---|---|---|
| model | Text | The object model name GetHashKey turns into the model hash. |
| hash_hex | Text | The model hash in hex. |
| hash_signed | Integer | The same hash as a signed 32-bit integer, which is what Lua prints. |
| x | Number | World X coordinate, in metres. |
| y | Number | World Y coordinate, in metres. |
| z | Number | World Z coordinate, in metres, at the prop origin. |
| heading | Number | Z rotation in degrees, 0 to 360: the direction the model faces. |
| district | Text | The named game zone that contains the point, smallest matching zone first. |
7764 rows. Source: Object placements from the publicly published DurtyFree GTA V data dumps; districts resolved here against the zone boundaries the game ships, hashes computed with the Jenkins one-at-a-time function the engine uses. Updated 2026-10-08.
GTA 5 benches and seats locations
All 8065 benches and seats placed in the GTA 5 base map, across 113 object models and 82 named districts. Each row carries the model name and its joaat hash, the position the game ships, the heading the prop faces and the game zone that contains the point.
| Column | Type | Meaning |
|---|---|---|
| model | Text | The object model name GetHashKey turns into the model hash. |
| hash_hex | Text | The model hash in hex. |
| hash_signed | Integer | The same hash as a signed 32-bit integer, which is what Lua prints. |
| x | Number | World X coordinate, in metres. |
| y | Number | World Y coordinate, in metres. |
| z | Number | World Z coordinate, in metres, at the prop origin. |
| heading | Number | Z rotation in degrees, 0 to 360: the direction the model faces. |
| district | Text | The named game zone that contains the point, smallest matching zone first. |
8065 rows. Source: Object placements from the publicly published DurtyFree GTA V data dumps; districts resolved here against the zone boundaries the game ships, hashes computed with the Jenkins one-at-a-time function the engine uses. Updated 2026-10-08.
GTA 5 electricity boxes locations
All 1931 electricity boxes placed in the GTA 5 base map, across 8 object models and 67 named districts. Each row carries the model name and its joaat hash, the position the game ships, the heading the prop faces and the game zone that contains the point.
| Column | Type | Meaning |
|---|---|---|
| model | Text | The object model name GetHashKey turns into the model hash. |
| hash_hex | Text | The model hash in hex. |
| hash_signed | Integer | The same hash as a signed 32-bit integer, which is what Lua prints. |
| x | Number | World X coordinate, in metres. |
| y | Number | World Y coordinate, in metres. |
| z | Number | World Z coordinate, in metres, at the prop origin. |
| heading | Number | Z rotation in degrees, 0 to 360: the direction the model faces. |
| district | Text | The named game zone that contains the point, smallest matching zone first. |
1931 rows. Source: Object placements from the publicly published DurtyFree GTA V data dumps; districts resolved here against the zone boundaries the game ships, hashes computed with the Jenkins one-at-a-time function the engine uses. Updated 2026-10-08.
GTA 5 satellite dishes locations
All 836 satellite dishes placed in the GTA 5 base map, across 19 object models and 54 named districts. Each row carries the model name and its joaat hash, the position the game ships, the heading the prop faces and the game zone that contains the point.
| Column | Type | Meaning |
|---|---|---|
| model | Text | The object model name GetHashKey turns into the model hash. |
| hash_hex | Text | The model hash in hex. |
| hash_signed | Integer | The same hash as a signed 32-bit integer, which is what Lua prints. |
| x | Number | World X coordinate, in metres. |
| y | Number | World Y coordinate, in metres. |
| z | Number | World Z coordinate, in metres, at the prop origin. |
| heading | Number | Z rotation in degrees, 0 to 360: the direction the model faces. |
| district | Text | The named game zone that contains the point, smallest matching zone first. |
836 rows. Source: Object placements from the publicly published DurtyFree GTA V data dumps; districts resolved here against the zone boundaries the game ships, hashes computed with the Jenkins one-at-a-time function the engine uses. Updated 2026-10-08.
GTA 5 newspaper dispensers locations
All 796 newspaper dispensers placed in the GTA 5 base map, across 11 object models and 43 named districts. Each row carries the model name and its joaat hash, the position the game ships, the heading the prop faces and the game zone that contains the point.
| Column | Type | Meaning |
|---|---|---|
| model | Text | The object model name GetHashKey turns into the model hash. |
| hash_hex | Text | The model hash in hex. |
| hash_signed | Integer | The same hash as a signed 32-bit integer, which is what Lua prints. |
| x | Number | World X coordinate, in metres. |
| y | Number | World Y coordinate, in metres. |
| z | Number | World Z coordinate, in metres, at the prop origin. |
| heading | Number | Z rotation in degrees, 0 to 360: the direction the model faces. |
| district | Text | The named game zone that contains the point, smallest matching zone first. |
796 rows. Source: Object placements from the publicly published DurtyFree GTA V data dumps; districts resolved here against the zone boundaries the game ships, hashes computed with the Jenkins one-at-a-time function the engine uses. Updated 2026-10-08.
GTA 5 harvest fields locations
All 623 harvest fields placed in the GTA 5 base map, across 175 object models and 12 named districts. Each row carries the model name and its joaat hash, the position the game ships, the heading the prop faces and the game zone that contains the point.
| Column | Type | Meaning |
|---|---|---|
| model | Text | The object model name GetHashKey turns into the model hash. |
| hash_hex | Text | The model hash in hex. |
| hash_signed | Integer | The same hash as a signed 32-bit integer, which is what Lua prints. |
| x | Number | World X coordinate, in metres. |
| y | Number | World Y coordinate, in metres. |
| z | Number | World Z coordinate, in metres, at the prop origin. |
| heading | Number | Z rotation in degrees, 0 to 360: the direction the model faces. |
| district | Text | The named game zone that contains the point, smallest matching zone first. |
623 rows. Source: Object placements from the publicly published DurtyFree GTA V data dumps; districts resolved here against the zone boundaries the game ships, hashes computed with the Jenkins one-at-a-time function the engine uses. Updated 2026-10-08.
GTA 5 wrecked vehicles locations
All 639 wrecked vehicles placed in the GTA 5 base map, across 17 object models and 53 named districts. Each row carries the model name and its joaat hash, the position the game ships, the heading the prop faces and the game zone that contains the point.
| Column | Type | Meaning |
|---|---|---|
| model | Text | The object model name GetHashKey turns into the model hash. |
| hash_hex | Text | The model hash in hex. |
| hash_signed | Integer | The same hash as a signed 32-bit integer, which is what Lua prints. |
| x | Number | World X coordinate, in metres. |
| y | Number | World Y coordinate, in metres. |
| z | Number | World Z coordinate, in metres, at the prop origin. |
| heading | Number | Z rotation in degrees, 0 to 360: the direction the model faces. |
| district | Text | The named game zone that contains the point, smallest matching zone first. |
639 rows. Source: Object placements from the publicly published DurtyFree GTA V data dumps; districts resolved here against the zone boundaries the game ships, hashes computed with the Jenkins one-at-a-time function the engine uses. Updated 2026-10-08.
GTA 5 recycle bins locations
All 133 recycle bins placed in the GTA 5 base map, across 8 object models and 20 named districts. Each row carries the model name and its joaat hash, the position the game ships, the heading the prop faces and the game zone that contains the point.
| Column | Type | Meaning |
|---|---|---|
| model | Text | The object model name GetHashKey turns into the model hash. |
| hash_hex | Text | The model hash in hex. |
| hash_signed | Integer | The same hash as a signed 32-bit integer, which is what Lua prints. |
| x | Number | World X coordinate, in metres. |
| y | Number | World Y coordinate, in metres. |
| z | Number | World Z coordinate, in metres, at the prop origin. |
| heading | Number | Z rotation in degrees, 0 to 360: the direction the model faces. |
| district | Text | The named game zone that contains the point, smallest matching zone first. |
133 rows. Source: Object placements from the publicly published DurtyFree GTA V data dumps; districts resolved here against the zone boundaries the game ships, hashes computed with the Jenkins one-at-a-time function the engine uses. Updated 2026-10-08.
GTA 5 industrial sites locations
All 216 industrial sites placed in the GTA 5 base map, across 4 object models and 30 named districts. Each row carries the model name and its joaat hash, the position the game ships, the heading the prop faces and the game zone that contains the point.
| Column | Type | Meaning |
|---|---|---|
| model | Text | The object model name GetHashKey turns into the model hash. |
| hash_hex | Text | The model hash in hex. |
| hash_signed | Integer | The same hash as a signed 32-bit integer, which is what Lua prints. |
| x | Number | World X coordinate, in metres. |
| y | Number | World Y coordinate, in metres. |
| z | Number | World Z coordinate, in metres, at the prop origin. |
| heading | Number | Z rotation in degrees, 0 to 360: the direction the model faces. |
| district | Text | The named game zone that contains the point, smallest matching zone first. |
216 rows. Source: Object placements from the publicly published DurtyFree GTA V data dumps; districts resolved here against the zone boundaries the game ships, hashes computed with the Jenkins one-at-a-time function the engine uses. Updated 2026-10-08.
GTA 5 masts and towers locations
All 125 masts and towers placed in the GTA 5 base map, across 21 object models and 36 named districts. Each row carries the model name and its joaat hash, the position the game ships, the heading the prop faces and the game zone that contains the point.
| Column | Type | Meaning |
|---|---|---|
| model | Text | The object model name GetHashKey turns into the model hash. |
| hash_hex | Text | The model hash in hex. |
| hash_signed | Integer | The same hash as a signed 32-bit integer, which is what Lua prints. |
| x | Number | World X coordinate, in metres. |
| y | Number | World Y coordinate, in metres. |
| z | Number | World Z coordinate, in metres, at the prop origin. |
| heading | Number | Z rotation in degrees, 0 to 360: the direction the model faces. |
| district | Text | The named game zone that contains the point, smallest matching zone first. |
125 rows. Source: Object placements from the publicly published DurtyFree GTA V data dumps; districts resolved here against the zone boundaries the game ships, hashes computed with the Jenkins one-at-a-time function the engine uses. Updated 2026-10-08.
GTA 5 street food and leisure locations
All 174 street food and leisure placed in the GTA 5 base map, across 11 object models and 35 named districts. Each row carries the model name and its joaat hash, the position the game ships, the heading the prop faces and the game zone that contains the point.
| Column | Type | Meaning |
|---|---|---|
| model | Text | The object model name GetHashKey turns into the model hash. |
| hash_hex | Text | The model hash in hex. |
| hash_signed | Integer | The same hash as a signed 32-bit integer, which is what Lua prints. |
| x | Number | World X coordinate, in metres. |
| y | Number | World Y coordinate, in metres. |
| z | Number | World Z coordinate, in metres, at the prop origin. |
| heading | Number | Z rotation in degrees, 0 to 360: the direction the model faces. |
| district | Text | The named game zone that contains the point, smallest matching zone first. |
174 rows. Source: Object placements from the publicly published DurtyFree GTA V data dumps; districts resolved here against the zone boundaries the game ships, hashes computed with the Jenkins one-at-a-time function the engine uses. Updated 2026-10-08.
GTA 5 IPL names
All 895 IPL names RequestIpl accepts, each with the position of the chunk it places, the footprint it spans, the group and category it belongs to, the district it sits in, the update that added it and the joaat hash of the name.
| Column | Type | Meaning |
|---|---|---|
| name | Text | The IPL name RequestIpl and RemoveIpl take. |
| category | Text | The category the game files group the IPL under. |
| group | Text | The larger group the IPL belongs to, where the files name one. |
| dlc | Text | The update that added it, or basegame. |
| x | Number | World X coordinate of the chunk centre. |
| y | Number | World Y coordinate of the chunk centre. |
| z | Number | World Z coordinate of the chunk centre. |
| span_m | Integer | The larger of the X and Y extents in metres. |
| district | Text | The named game zone that contains the centre point. |
| hash_hex | Text | The joaat hash of the IPL name in hex. |
895 rows. Source: IPL definitions from the publicly published DurtyFree GTA V data dumps; districts and hashes computed here. Updated 2026-10-08.
GTA 5 MLO interiors
All 376 MLO interiors the GTA 5 base game ships, each with the instance position GetInteriorAtCoords expects, the number of entities the interior places, how many instances of it exist in the world, the district it sits in, the update that added it and the joaat hash of its name.
| Column | Type | Meaning |
|---|---|---|
| name | Text | The interior name as the ytyp defines it. |
| dlc | Text | The update that added it, or basegame. |
| entities | Integer | How many entities the interior places. |
| instances | Integer | How many times the interior is placed in the world. |
| x | Number | World X coordinate of the first instance. |
| y | Number | World Y coordinate of the first instance. |
| z | Number | World Z coordinate of the first instance. |
| district | Text | The named game zone that contains the interior. |
| hash_hex | Text | The joaat hash of the interior name in hex. |
376 rows. Source: Interior definitions from the publicly published DurtyFree GTA V data dumps; districts and hashes computed here. Updated 2026-10-08.
Questions
Can I use these files in my own resource or tool?
Is there an API?
How often does the data change?
What is the CSV for?
Building something with this?
The same pipeline that reads these tables renders the minimaps this shop sells. Open the live preview and look at any street on any theme.