Streaming maps, MLOs, vehicles and clothing
In short
Anything that adds or replaces game content — maps, MLOs, vehicles, clothing, props, the minimap — is streamed: the files sit in a resource’s stream/ folder and players download them on join.
| File | Contains | Used for |
|---|---|---|
.yft | Fragment model | Vehicles, some weapons and props |
.ydr | Drawable model | Props, weapons |
.ydd | Drawable dictionary | Clothing, peds, minimap geometry |
.ytd | Texture dictionary | Textures for everything |
.ybn | Collision bounds | Maps and MLOs |
.ymap | Placements | Where entities sit in the world |
.ytyp | Archetype definitions | New props and interiors |
.meta | Data files | Vehicles, handling, weapons, peds |
fx_version 'cerulean'
game 'gta5'
files {
'data/vehicles.meta',
'data/handling.meta',
'data/carvariations.meta',
'data/carcols.meta',
}
data_file 'HANDLING_FILE' 'data/handling.meta'
data_file 'VEHICLE_METADATA_FILE' 'data/vehicles.meta'
data_file 'CARCOLS_FILE' 'data/carcols.meta'
data_file 'VEHICLE_VARIATION_FILE' 'data/carvariations.meta'- Assets above 16 MiB of physical memory trigger the oversized-asset warning. Downscale 4K textures to 2K or 1K and compress them with mipmaps.
- Maps and MLOs need
this_is_a_map 'yes'; new props need a.ytypdeclared withdata_file 'DLC_ITYP_REQUEST'. - Two resources streaming the same file name conflict — only one wins. This is the usual cause of a broken minimap.
- Very large asset counts can exceed game pools such as
TxdStore; raise them withincrease_pool_sizewithin Cfx.re’s limits (see the performance chapter). - Check the Cfx.re Portal for any subscription requirement before streaming custom clothing.