CATEGORY 20 OF 24 · 3,831 ICONS
FiveM building and interior structure props — page 9
Page 9 of 32: models 961 to 1,080 of the 3,831 in this group, in model-name order. The largest group by a wide margin, and the least item-like: walls, ceilings, floors, roofs, doors, windows, stairs, pillars, railings, gates and the shell pieces the game assembles its own interiors from. Nothing here belongs in an inventory. It is here because the render exists, and because a mapper hunting for the right door is better served by a picture than by a list of names.
3,831 of the 18,574 models in the whole icon library — 20.6% of it. Every one is a 96×96 PNG on a transparent background, rendered from the game's own model, and every card carries the model name, the hash CreateObject takes and a suggested item key. As with the rest of the library, most of these renders read close to grey: the render pass lit the geometry instead of baking the full material, so they come out as monochrome silhouettes rather than painted artwork.
Showing 961 to 1,080 of 3,831 · page 9 of 32
- Block Dmy

m24_1_prop_m41_block_dmy_01d - Block Dmy

m24_1_prop_m41_block_dmy_01e - Block Dmy

m24_1_prop_m41_block_dmy_01f - Block Dmy

m24_1_prop_m41_block_dmy_01g - Bounty Door

m24_1_prop_m41_bounty_door_01a - Bounty Door

m24_1_prop_m41_bounty_door_s1_r - Bounty Door

m24_1_prop_m41_bounty_door_s2_r - Bounty Door

m24_1_prop_m41_bounty_door_s3_r - Cadavertray

m24_1_prop_m41_cadavertray_01a - Candypile

m24_1_prop_m41_candypile_01a - Chainport

m24_1_prop_m41_chainport_01a - Clutter

m24_1_prop_m41_clutter_01a - Corkerssafedoor

m24_1_prop_m41_corkerssafedoor_01a - Disguisebox

m24_1_prop_m41_disguisebox_01a - Door Whs

m24_1_prop_m41_door_whs_01a - Elevatorpanel

m24_1_prop_m41_elevatorpanel_01a - Exerciseball

m24_1_prop_m41_exerciseball_01a - Fake Wall

m24_1_prop_m41_fake_wall_01a - Farm Door

m24_1_prop_m41_farm_door_01a - Fortune

m24_1_prop_m41_fortune_01a - Freak Floor Col Prx

m24_1_prop_m41_freak_floor_col_prx - Glass

m24_1_prop_m41_glass_01a - Hackterminal

m24_1_prop_m41_hackterminal_01a - Hackterminal

m24_1_prop_m41_hackterminal_01b - Hackterminal Dam

m24_1_prop_m41_hackterminal_dam_01a - Hull Door

m24_1_prop_m41_hull_door_l - Hull Door

m24_1_prop_m41_hull_door_r - Hull Gap

m24_1_prop_m41_hull_gap_01a - Ladder Platform

m24_1_prop_m41_ladder_platform_01a - Lift

m24_1_prop_m41_lift_01a - Moc Floor Col Prx

m24_1_prop_m41_moc_floor_col_prx - Officepile

m24_1_prop_m41_officepile_01a - Orbital Term

m24_1_prop_m41_orbital_term_01a - Outofordersign

m24_1_prop_m41_outofordersign_01a - Salvage Floor Col Prx

m24_1_prop_m41_salvage_floor_col_prx - Shutterdoor

m24_1_prop_m41_shutterdoor_01a - Stairsdetail

m24_1_prop_m41_stairsdetail_01a - Stairsdetail

m24_1_prop_m41_stairsdetail_01b - Stairsdetail

m24_1_prop_m41_stairsdetail_01c - Stairsdetail

m24_1_prop_m41_stairsdetail_01d - Stairsdetail

m24_1_prop_m41_stairsdetail_01e - Stairsdetail

m24_1_prop_m41_stairsdetail_01f - Stairsdetail

m24_1_prop_m41_stairsdetail_01g - Stairsdetail

m24_1_prop_m41_stairsdetail_01h - Stairsdetail

m24_1_prop_m41_stairsdetail_01i - Stairsdetail

m24_1_prop_m41_stairsdetail_01j - Stairsdetail

m24_1_prop_m41_stairsdetail_01k - Stnt Trk Dwsh5

m24_1_prop_m41_stnt_trk_dwsh5 - Stnt Trk Sh5

m24_1_prop_m41_stnt_trk_sh5 - Studiocard

m24_1_prop_m41_studiocard_01a - Tomb

m24_1_prop_m41_tomb_01a - Tracklines

m24_1_prop_m41_tracklines_01a - Zombiestaff

m24_1_prop_m41_zombiestaff_01a - Details Handrails

m24_2_int_01_2_details_handrails - Details Steps

m24_2_int_01_2_details_steps - Elev Door

m24_2_int_01_2_elev_door_01 - Glass Blocks

m24_2_int_01_2_glass_blocks_01 - Beams

m24_2_int_01_beams - Ceil Em

m24_2_int_01_ceil_em - Ceiling Detail

m24_2_int_01_ceiling_detail_03 - Conduit Ent

m24_2_int_01_conduit_ent_01 - Conduit Ws

m24_2_int_01_conduit_ws_01 - Dado

m24_2_int_01_dado_01a - Dado

m24_2_int_01_dado_02a - Doorframe

m24_2_int_01_doorframe_003 - Doorframe

m24_2_int_01_doorframe_004 - Doorframe

m24_2_int_01_doorframe_005 - Doorframe

m24_2_int_01_doorframe_01 - Doorframe

m24_2_int_01_doorframe_02 - Ent Blends

m24_2_int_01_ent_blends - Ent Emwindows

m24_2_int_01_ent_emwindows - Ent Shell Blends

m24_2_int_01_ent_shell_blends - Exit

m24_2_int_01_exit_01 - Exit

m24_2_int_01_exit_02 - Fabric Rolls

m24_2_int_01_fabric_rolls_01 - Glass Off

m24_2_int_01_glass_off_01 - Hack Door

m24_2_int_01_hack_door_01 - Hack Sec Em

m24_2_int_01_hack_sec_em_01 - Hack Shell

m24_2_int_01_hack_shell - Hack Shell Blends

m24_2_int_01_hack_shell_blends - Hack Shell Blends2

m24_2_int_01_hack_shell_blends2 - Lockdoor

m24_2_int_01_lockdoor - Off Cabling

m24_2_int_01_off_cabling_01 - Off Furniture

m24_2_int_01_off_furniture_01 - Partition

m24_2_int_01_partition - Powerbox

m24_2_int_01_powerbox_01 - Powerbox

m24_2_int_01_powerbox_02 - Stairs

m24_2_int_01_stairs - Stairs Top

m24_2_int_01_stairs_top - Static Dressing

m24_2_int_01_static_dressing - Supports

m24_2_int_01_supports - Supports

m24_2_int_01_supports_04 - Sweatshell

m24_2_int_01_sweatshell - Tempwall001

m24_2_int_01_tempwall001 - Thread

m24_2_int_01_thread_01 - Emwin2

m24_2_int_01_v_35_emwin2 - Emwindows

m24_2_int_01_v_35_emwindows - Veh Conduit

m24_2_int_01_veh_conduit_01 - Win Em Day

m24_2_int_01_win_em_day - Window01

m24_2_int_01_window01 - Window

m24_2_int_01_window_02 - Window Ref Prox

m24_2_int_01_window_ref_prox - Window Ref Prox02

m24_2_int_01_window_ref_prox02 - Windows

m24_2_int_01_windows - Ws Beams

m24_2_int_01_ws_beams_01 - Ws Beams

m24_2_int_01_ws_beams_02 - Ws Shell Blends

m24_2_int_01_ws_shell_blends - Og Shell

m24_2_int_02_og_shell - Og Shell

m24_2_int_02_og_shell_24_2 - Og Shell Ref Proxy

m24_2_int_02_og_shell_ref_proxy - Elev Door

m24_2_int_03_2_elev_door_01 - Doorframe

m24_2_int_03_doorframe - Edgeblends

m24_2_int_03_edgeblends - Elev Cond

m24_2_int_03_elev_cond - Elev Cond001

m24_2_int_03_elev_cond001 - Handrails

m24_2_int_03_handrails - Shell

m24_2_int_03_shell - Supports

m24_2_int_03_supports - Windows

m24_2_int_03_windows_00 - Additions Door

m24_2_mp2024_02_additions_door
Every icon on this page, written out for ox_inventory. Pictures go in ox_inventory/web/images/, named after the key.
-- ox_inventory/data/items.lua
-- Drop the pictures in ox_inventory/web/images/
-- No client.image line is needed: a .png named after the item key is what
-- ox_inventory looks for by default.
return {
['block_dmy'] = {
label = 'Block Dmy',
weight = 500,
stack = true,
close = true,
description = 'Block Dmy',
},
['block_dmy_2'] = {
label = 'Block Dmy',
weight = 500,
stack = true,
close = true,
description = 'Block Dmy',
},
['block_dmy_3'] = {
label = 'Block Dmy',
weight = 500,
stack = true,
close = true,
description = 'Block Dmy',
},
['block_dmy_4'] = {
label = 'Block Dmy',
weight = 500,
stack = true,
close = true,
description = 'Block Dmy',
},
['bounty_door'] = {
label = 'Bounty Door',
weight = 500,
stack = true,
close = true,
description = 'Bounty Door',
},
['bounty_door_2'] = {
label = 'Bounty Door',
weight = 500,
stack = true,
close = true,
description = 'Bounty Door',
},
['bounty_door_3'] = {
label = 'Bounty Door',
weight = 500,
stack = true,
close = true,
description = 'Bounty Door',
},
['bounty_door_4'] = {
label = 'Bounty Door',
weight = 500,
stack = true,
close = true,
description = 'Bounty Door',
},
['cadavertray'] = {
label = 'Cadavertray',
weight = 500,
stack = true,
close = true,
description = 'Cadavertray',
},
['candypile'] = {
label = 'Candypile',
weight = 500,
stack = true,
close = true,
description = 'Candypile',
},
['chainport'] = {
label = 'Chainport',
weight = 500,
stack = true,
close = true,
description = 'Chainport',
},
['clutter'] = {
label = 'Clutter',
weight = 500,
stack = true,
close = true,
description = 'Clutter',
},
['corkerssafedoor'] = {
label = 'Corkerssafedoor',
weight = 500,
stack = true,
close = true,
description = 'Corkerssafedoor',
},
['disguisebox'] = {
label = 'Disguisebox',
weight = 500,
stack = true,
close = true,
description = 'Disguisebox',
},
['door_whs'] = {
label = 'Door Whs',
weight = 500,
stack = true,
close = true,
description = 'Door Whs',
},
['elevatorpanel'] = {
label = 'Elevatorpanel',
weight = 500,
stack = true,
close = true,
description = 'Elevatorpanel',
},
['exerciseball'] = {
label = 'Exerciseball',
weight = 500,
stack = true,
close = true,
description = 'Exerciseball',
},
['fake_wall'] = {
label = 'Fake Wall',
weight = 500,
stack = true,
close = true,
description = 'Fake Wall',
},
['farm_door'] = {
label = 'Farm Door',
weight = 500,
stack = true,
close = true,
description = 'Farm Door',
},
['fortune'] = {
label = 'Fortune',
weight = 500,
stack = true,
close = true,
description = 'Fortune',
},
['freak_floor_col_prx'] = {
label = 'Freak Floor Col Prx',
weight = 500,
stack = true,
close = true,
description = 'Freak Floor Col Prx',
},
['glass'] = {
label = 'Glass',
weight = 500,
stack = true,
close = true,
description = 'Glass',
},
['hackterminal'] = {
label = 'Hackterminal',
weight = 500,
stack = true,
close = true,
description = 'Hackterminal',
},
['hackterminal_2'] = {
label = 'Hackterminal',
weight = 500,
stack = true,
close = true,
description = 'Hackterminal',
},
['hackterminal_dam'] = {
label = 'Hackterminal Dam',
weight = 500,
stack = true,
close = true,
description = 'Hackterminal Dam',
},
['hull_door'] = {
label = 'Hull Door',
weight = 500,
stack = true,
close = true,
description = 'Hull Door',
},
['hull_door_2'] = {
label = 'Hull Door',
weight = 500,
stack = true,
close = true,
description = 'Hull Door',
},
['hull_gap'] = {
label = 'Hull Gap',
weight = 500,
stack = true,
close = true,
description = 'Hull Gap',
},
['ladder_platform'] = {
label = 'Ladder Platform',
weight = 500,
stack = true,
close = true,
description = 'Ladder Platform',
},
['lift'] = {
label = 'Lift',
weight = 500,
stack = true,
close = true,
description = 'Lift',
},
['moc_floor_col_prx'] = {
label = 'Moc Floor Col Prx',
weight = 500,
stack = true,
close = true,
description = 'Moc Floor Col Prx',
},
['officepile'] = {
label = 'Officepile',
weight = 500,
stack = true,
close = true,
description = 'Officepile',
},
['orbital_term'] = {
label = 'Orbital Term',
weight = 500,
stack = true,
close = true,
description = 'Orbital Term',
},
['outofordersign'] = {
label = 'Outofordersign',
weight = 500,
stack = true,
close = true,
description = 'Outofordersign',
},
['salvage_floor_col_prx'] = {
label = 'Salvage Floor Col Prx',
weight = 500,
stack = true,
close = true,
description = 'Salvage Floor Col Prx',
},
['shutterdoor'] = {
label = 'Shutterdoor',
weight = 500,
stack = true,
close = true,
description = 'Shutterdoor',
},
['stairsdetail'] = {
label = 'Stairsdetail',
weight = 500,
stack = true,
close = true,
description = 'Stairsdetail',
},
['stairsdetail_2'] = {
label = 'Stairsdetail',
weight = 500,
stack = true,
close = true,
description = 'Stairsdetail',
},
['stairsdetail_3'] = {
label = 'Stairsdetail',
weight = 500,
stack = true,
close = true,
description = 'Stairsdetail',
},
['stairsdetail_4'] = {
label = 'Stairsdetail',
weight = 500,
stack = true,
close = true,
description = 'Stairsdetail',
},
['stairsdetail_5'] = {
label = 'Stairsdetail',
weight = 500,
stack = true,
close = true,
description = 'Stairsdetail',
},
['stairsdetail_6'] = {
label = 'Stairsdetail',
weight = 500,
stack = true,
close = true,
description = 'Stairsdetail',
},
['stairsdetail_7'] = {
label = 'Stairsdetail',
weight = 500,
stack = true,
close = true,
description = 'Stairsdetail',
},
['stairsdetail_8'] = {
label = 'Stairsdetail',
weight = 500,
stack = true,
close = true,
description = 'Stairsdetail',
},
['stairsdetail_9'] = {
label = 'Stairsdetail',
weight = 500,
stack = true,
close = true,
description = 'Stairsdetail',
},
['stairsdetail_10'] = {
label = 'Stairsdetail',
weight = 500,
stack = true,
close = true,
description = 'Stairsdetail',
},
['stairsdetail_11'] = {
label = 'Stairsdetail',
weight = 500,
stack = true,
close = true,
description = 'Stairsdetail',
},
['stnt_trk_dwsh5'] = {
label = 'Stnt Trk Dwsh5',
weight = 500,
stack = true,
close = true,
description = 'Stnt Trk Dwsh5',
},
['stnt_trk_sh5'] = {
label = 'Stnt Trk Sh5',
weight = 500,
stack = true,
close = true,
description = 'Stnt Trk Sh5',
},
['studiocard'] = {
label = 'Studiocard',
weight = 500,
stack = true,
close = true,
description = 'Studiocard',
},
['tomb'] = {
label = 'Tomb',
weight = 500,
stack = true,
close = true,
description = 'Tomb',
},
['tracklines'] = {
label = 'Tracklines',
weight = 500,
stack = true,
close = true,
description = 'Tracklines',
},
['zombiestaff'] = {
label = 'Zombiestaff',
weight = 500,
stack = true,
close = true,
description = 'Zombiestaff',
},
['details_handrails'] = {
label = 'Details Handrails',
weight = 500,
stack = true,
close = true,
description = 'Details Handrails',
},
['details_steps'] = {
label = 'Details Steps',
weight = 500,
stack = true,
close = true,
description = 'Details Steps',
},
['elev_door'] = {
label = 'Elev Door',
weight = 500,
stack = true,
close = true,
description = 'Elev Door',
},
['glass_blocks'] = {
label = 'Glass Blocks',
weight = 500,
stack = true,
close = true,
description = 'Glass Blocks',
},
['beams'] = {
label = 'Beams',
weight = 500,
stack = true,
close = true,
description = 'Beams',
},
['ceil_em'] = {
label = 'Ceil Em',
weight = 500,
stack = true,
close = true,
description = 'Ceil Em',
},
['ceiling_detail'] = {
label = 'Ceiling Detail',
weight = 500,
stack = true,
close = true,
description = 'Ceiling Detail',
},
['conduit_ent'] = {
label = 'Conduit Ent',
weight = 500,
stack = true,
close = true,
description = 'Conduit Ent',
},
['conduit_ws'] = {
label = 'Conduit Ws',
weight = 500,
stack = true,
close = true,
description = 'Conduit Ws',
},
['dado'] = {
label = 'Dado',
weight = 500,
stack = true,
close = true,
description = 'Dado',
},
['dado_2'] = {
label = 'Dado',
weight = 500,
stack = true,
close = true,
description = 'Dado',
},
['doorframe'] = {
label = 'Doorframe',
weight = 500,
stack = true,
close = true,
description = 'Doorframe',
},
['doorframe_2'] = {
label = 'Doorframe',
weight = 500,
stack = true,
close = true,
description = 'Doorframe',
},
['doorframe_3'] = {
label = 'Doorframe',
weight = 500,
stack = true,
close = true,
description = 'Doorframe',
},
['doorframe_4'] = {
label = 'Doorframe',
weight = 500,
stack = true,
close = true,
description = 'Doorframe',
},
['doorframe_5'] = {
label = 'Doorframe',
weight = 500,
stack = true,
close = true,
description = 'Doorframe',
},
['ent_blends'] = {
label = 'Ent Blends',
weight = 500,
stack = true,
close = true,
description = 'Ent Blends',
},
['ent_emwindows'] = {
label = 'Ent Emwindows',
weight = 500,
stack = true,
close = true,
description = 'Ent Emwindows',
},
['ent_shell_blends'] = {
label = 'Ent Shell Blends',
weight = 500,
stack = true,
close = true,
description = 'Ent Shell Blends',
},
['exit'] = {
label = 'Exit',
weight = 500,
stack = true,
close = true,
description = 'Exit',
},
['exit_2'] = {
label = 'Exit',
weight = 500,
stack = true,
close = true,
description = 'Exit',
},
['fabric_rolls'] = {
label = 'Fabric Rolls',
weight = 500,
stack = true,
close = true,
description = 'Fabric Rolls',
},
['glass_off'] = {
label = 'Glass Off',
weight = 500,
stack = true,
close = true,
description = 'Glass Off',
},
['hack_door'] = {
label = 'Hack Door',
weight = 500,
stack = true,
close = true,
description = 'Hack Door',
},
['hack_sec_em'] = {
label = 'Hack Sec Em',
weight = 500,
stack = true,
close = true,
description = 'Hack Sec Em',
},
['hack_shell'] = {
label = 'Hack Shell',
weight = 500,
stack = true,
close = true,
description = 'Hack Shell',
},
['hack_shell_blends'] = {
label = 'Hack Shell Blends',
weight = 500,
stack = true,
close = true,
description = 'Hack Shell Blends',
},
['hack_shell_blends2'] = {
label = 'Hack Shell Blends2',
weight = 500,
stack = true,
close = true,
description = 'Hack Shell Blends2',
},
['lockdoor'] = {
label = 'Lockdoor',
weight = 500,
stack = true,
close = true,
description = 'Lockdoor',
},
['off_cabling'] = {
label = 'Off Cabling',
weight = 500,
stack = true,
close = true,
description = 'Off Cabling',
},
['off_furniture'] = {
label = 'Off Furniture',
weight = 500,
stack = true,
close = true,
description = 'Off Furniture',
},
['partition'] = {
label = 'Partition',
weight = 500,
stack = true,
close = true,
description = 'Partition',
},
['powerbox'] = {
label = 'Powerbox',
weight = 500,
stack = true,
close = true,
description = 'Powerbox',
},
['powerbox_2'] = {
label = 'Powerbox',
weight = 500,
stack = true,
close = true,
description = 'Powerbox',
},
['stairs'] = {
label = 'Stairs',
weight = 500,
stack = true,
close = true,
description = 'Stairs',
},
['stairs_top'] = {
label = 'Stairs Top',
weight = 500,
stack = true,
close = true,
description = 'Stairs Top',
},
['static_dressing'] = {
label = 'Static Dressing',
weight = 500,
stack = true,
close = true,
description = 'Static Dressing',
},
['supports'] = {
label = 'Supports',
weight = 500,
stack = true,
close = true,
description = 'Supports',
},
['supports_2'] = {
label = 'Supports',
weight = 500,
stack = true,
close = true,
description = 'Supports',
},
['sweatshell'] = {
label = 'Sweatshell',
weight = 500,
stack = true,
close = true,
description = 'Sweatshell',
},
['tempwall001'] = {
label = 'Tempwall001',
weight = 500,
stack = true,
close = true,
description = 'Tempwall001',
},
['thread'] = {
label = 'Thread',
weight = 500,
stack = true,
close = true,
description = 'Thread',
},
['emwin2'] = {
label = 'Emwin2',
weight = 500,
stack = true,
close = true,
description = 'Emwin2',
},
['emwindows'] = {
label = 'Emwindows',
weight = 500,
stack = true,
close = true,
description = 'Emwindows',
},
['veh_conduit'] = {
label = 'Veh Conduit',
weight = 500,
stack = true,
close = true,
description = 'Veh Conduit',
},
['win_em_day'] = {
label = 'Win Em Day',
weight = 500,
stack = true,
close = true,
description = 'Win Em Day',
},
['window01'] = {
label = 'Window01',
weight = 500,
stack = true,
close = true,
description = 'Window01',
},
['window'] = {
label = 'Window',
weight = 500,
stack = true,
close = true,
description = 'Window',
},
['window_ref_prox'] = {
label = 'Window Ref Prox',
weight = 500,
stack = true,
close = true,
description = 'Window Ref Prox',
},
['window_ref_prox02'] = {
label = 'Window Ref Prox02',
weight = 500,
stack = true,
close = true,
description = 'Window Ref Prox02',
},
['windows'] = {
label = 'Windows',
weight = 500,
stack = true,
close = true,
description = 'Windows',
},
['ws_beams'] = {
label = 'Ws Beams',
weight = 500,
stack = true,
close = true,
description = 'Ws Beams',
},
['ws_beams_2'] = {
label = 'Ws Beams',
weight = 500,
stack = true,
close = true,
description = 'Ws Beams',
},
['ws_shell_blends'] = {
label = 'Ws Shell Blends',
weight = 500,
stack = true,
close = true,
description = 'Ws Shell Blends',
},
['og_shell'] = {
label = 'Og Shell',
weight = 500,
stack = true,
close = true,
description = 'Og Shell',
},
['og_shell_2'] = {
label = 'Og Shell',
weight = 500,
stack = true,
close = true,
description = 'Og Shell',
},
['og_shell_ref_proxy'] = {
label = 'Og Shell Ref Proxy',
weight = 500,
stack = true,
close = true,
description = 'Og Shell Ref Proxy',
},
['elev_door_2'] = {
label = 'Elev Door',
weight = 500,
stack = true,
close = true,
description = 'Elev Door',
},
['doorframe_6'] = {
label = 'Doorframe',
weight = 500,
stack = true,
close = true,
description = 'Doorframe',
},
['edgeblends'] = {
label = 'Edgeblends',
weight = 500,
stack = true,
close = true,
description = 'Edgeblends',
},
['elev_cond'] = {
label = 'Elev Cond',
weight = 500,
stack = true,
close = true,
description = 'Elev Cond',
},
['elev_cond001'] = {
label = 'Elev Cond001',
weight = 500,
stack = true,
close = true,
description = 'Elev Cond001',
},
['handrails'] = {
label = 'Handrails',
weight = 500,
stack = true,
close = true,
description = 'Handrails',
},
['shell'] = {
label = 'Shell',
weight = 500,
stack = true,
close = true,
description = 'Shell',
},
['supports_3'] = {
label = 'Supports',
weight = 500,
stack = true,
close = true,
description = 'Supports',
},
['windows_2'] = {
label = 'Windows',
weight = 500,
stack = true,
close = true,
description = 'Windows',
},
['additions_door'] = {
label = 'Additions Door',
weight = 500,
stack = true,
close = true,
description = 'Additions Door',
},
}
HOW THIS GROUP IS DECIDED
Why a model lands in building structure
Nothing here was hand-sorted one model at a time. The rules read the model name, which is the only honest thing to sort 18,000 objects by.
The game names an object after what it is and stamps the update that shipped it on the front, so a name like m24_1_prop_m41_block_dmy_01d carries a usable word in the middle of it. The rules look for those words, the nine item-like groups get first refusal, and a model only reaches this group when nothing earlier claimed it.
A rule that reads names gets the obvious ones right and the ambiguous ones arguable. A crate of beer is food, not a container; a log fence has the word log in it. If something here is plainly in the wrong place, the model name on the card is all we need to fix it.
Nine groups are the ones an inventory wants — food and drink, tools, medical, electronics, valuables, documents, containers, smoking and gear. The rest, this one included if it is not in that list, are map material: use the name and the hash, and treat the picture as a way of recognising the thing.
Any model name containing _lod was left out of the whole library. Those are the low-detail stand-ins the engine swaps in at distance, and their renders are blurred copies of models that are already listed.
THE OTHER GROUPS
Keep looking
Bottles, cans, cartons, plates and the takeaway the game models for its shops.
Tools — 358Hand tools, power tools and the boxes they live in — the mechanic and crafting staples.
Medical — 105Syringes, vials, pill bottles and the rest of the small clinical props.
Electronics — 737Phones, laptops, radios, batteries and the media the game still ships on discs.
Valuables — 377Cash, gold, jewels and the heist props built around carrying them.
Documents — 344Cards, passports, folders, notes and printed matter for paperwork scripts.
Everything at onceAll 18,574 icons, the search across the whole set, and the 24 categories with their counts.
Inventory icon makerYour own pictures instead of ours: background flooded away, the item squared and centred, items.lua written in the browser.