CATEGORY 23 OF 24 · 1,254 ICONS
GTA 5 technical and proxy props — page 5
Page 5 of 11: models 481 to 600 of the 1,254 in this group, in model-name order. Models that exist for the engine rather than for a player to look at: light and interior proxies, collision and overlay geometry, decal sheets, reflection helpers, map markers, cutscene stand-ins and effect placeholders. They are listed because they are part of the model set, and because recognising one saves you spawning it by mistake — most of them render as something close to nothing.
1,254 of the 18,574 models in the whole icon library — 6.8% 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 481 to 600 of 1,254 · page 5 of 11
- Mk Tri Swim

prop_mk_tri_swim - Mk Warp

prop_mk_warp - Base Marker

prop_mp_base_marker - Cant Place Lrg

prop_mp_cant_place_lrg - Cant Place Med

prop_mp_cant_place_med - Cant Place Sm

prop_mp_cant_place_sm - Halo

prop_mp_halo - Halo Lrg

prop_mp_halo_lrg - Halo Med

prop_mp_halo_med - Halo Point

prop_mp_halo_point - Halo Point Lrg

prop_mp_halo_point_lrg - Halo Point Med

prop_mp_halo_point_med - Halo Point Sm

prop_mp_halo_point_sm - Halo Rotate

prop_mp_halo_rotate - Halo Rotate Lrg

prop_mp_halo_rotate_lrg - Halo Rotate Med

prop_mp_halo_rotate_med - Halo Rotate Sm

prop_mp_halo_rotate_sm - Halo Sm

prop_mp_halo_sm - Icon Shad Lrg

prop_mp_icon_shad_lrg - Icon Shad Med

prop_mp_icon_shad_med - Icon Shad Sm

prop_mp_icon_shad_sm - Max Out Lrg

prop_mp_max_out_lrg - Max Out Med

prop_mp_max_out_med - Max Out Sm

prop_mp_max_out_sm - Placement

prop_mp_placement - Placement Lrg

prop_mp_placement_lrg - Placement Maxd

prop_mp_placement_maxd - Placement Med

prop_mp_placement_med - Placement Red

prop_mp_placement_red - Placement Sm

prop_mp_placement_sm - Repair

prop_mp_repair - Repair

prop_mp_repair_01 - Respawn

prop_mp_respawn_02 - Overalls

prop_overalls_01 - Jack 03 Col

prop_p_jack_03_col - Spider

prop_p_spider_01a - Spider

prop_p_spider_01c - Spider

prop_p_spider_01d - Phys Wades Head

prop_phys_wades_head - Quad Grid Line

prop_quad_grid_line - Rio Del

prop_rio_del_01 - Rio Del

prop_rio_del_01_l3 - Scrim

prop_scrim_01 - Single Grid Line

prop_single_grid_line - Gar

prop_sm_14_mp_gar - Temp Carrier

prop_temp_carrier - Tick

prop_tick - Tick

prop_tick_02 - Triple Grid Line

prop_triple_grid_line - Collision Proxy

reh_int3_collision_proxy - Decals

reh_int3_decals - Decals2

reh_int3_decals2 - Collision Proxy

reh_int4_collision_proxy - Detail Decal Tech

reh_int4_detail_decal_tech - Style 1 Lp

reh_int4_int_style_1_lp - Style 2 Lp

reh_int4_int_style_2_lp - Style 3 Lp

reh_int4_int_style_3_lp - Style3 Concrete Decal

reh_int4_style3_concrete_decal - Style 1 Decal

reh_int4_style_1_decal - Style 2 Decal

reh_int4_style_2_decal - Style 4 Decal

reh_int4_style_4_decal - Style 4 Decals

reh_int4_style_4_decals - Mpsum2 Additions Simeonfix

reh_mpsum2_additions_simeonfix - Celebration Lp

reh_prop_celebration_lp - Root Scroll Anim Skel

root_scroll_anim_skel - Club Overlay

sf_prop_sf_club_overlay - Imporage

sf_prop_sf_imporage_01a - Lp

sf_prop_sf_lp_01a - Sf Prop Sf Og1

sf_prop_sf_og1_01a - Sf Prop Sf Og2

sf_prop_sf_og2_01a - Sf Prop Sf Og3

sf_prop_sf_og3_01a - Smugdlc Prop Test

sm_smugdlc_prop_test - Detail

sum_mpapyacht_bath1_detail - Detail

sum_mpapyacht_bed3_detail - Brdg Detail

sum_mpapyacht_brdg_detail - Shadow Proxy

sum_mpapyacht_shadow_proxy - Dufocore

sum_prop_dufocore_01a - To Be Swapped

to_be_swapped - Scriptrt Style8

tr_prop_scriptrt_style8 - Scriptrt Style8x

tr_prop_scriptrt_style8x - Cont Coll

tr_prop_tr_cont_coll_01a - Flipjam

tr_prop_tr_flipjam_01a - Flipjam

tr_prop_tr_flipjam_01b - Meet Coll

tr_prop_tr_meet_coll_01 - Abbexitoverlays

v_11_abbexitoverlays - Fh Sidebrdlngb Rsref001

v_16_fh_sidebrdlngb_rsref001 - High Kit Mesh Unit

v_16_high_kit_mesh_unit - High Ktn Mesh Delta

v_16_high_ktn_mesh_delta - High Ktn Mesh Fire

v_16_high_ktn_mesh_fire - High Ktn Over Decal

v_16_high_ktn_over_decal - High Ktn Over Shadow

v_16_high_ktn_over_shadow - High Ktn Over Shadows

v_16_high_ktn_over_shadows - High Lng Details

v_16_high_lng_details - High Lng Mesh Delta

v_16_high_lng_mesh_delta - High Lng Mesh Tvunit

v_16_high_lng_mesh_tvunit - High Lng Over Shadow

v_16_high_lng_over_shadow - High Lng Over Shadow2

v_16_high_lng_over_shadow2 - High Plan Mesh Delta

v_16_high_plan_mesh_delta - High Plan Over Normal

v_16_high_plan_over_normal - High Pln Over Shadow

v_16_high_pln_over_shadow - High Stp Mesh Unit

v_16_high_stp_mesh_unit - High Ward Over Decal

v_16_high_ward_over_decal - High Ward Over Normal

v_16_high_ward_over_normal - High Ward Over Shadow

v_16_high_ward_over_shadow - Hiigh Ktn Over Normal

v_16_hiigh_ktn_over_normal - Knt Mesh Stuff

v_16_knt_mesh_stuff - Lgb Mesh Lngprop

v_16_lgb_mesh_lngprop - Lnb Mesh Coffee

v_16_lnb_mesh_coffee - Lng Mesh Delta

v_16_lng_mesh_delta - Lng Mesh Stairglass

v_16_lng_mesh_stairglass - Lng Mesh Stairglassb

v_16_lng_mesh_stairglassb - Lng Over Normal

v_16_lng_over_normal - Lngas Mesh Delta003

v_16_lngas_mesh_delta003 - Low Ktn Mesh Units

v_16_low_ktn_mesh_units - Low Ktn Over Decal

v_16_low_ktn_over_decal - Low Lng Mesh Tv

v_16_low_lng_mesh_tv - Low Lng Over Decal

v_16_low_lng_over_decal - Low Lng Over Normal

v_16_low_lng_over_normal - Low Lng Over Shadow

v_16_low_lng_over_shadow - Mesh Delta

v_16_mesh_delta
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 {
['mk_tri_swim'] = {
label = 'Mk Tri Swim',
weight = 500,
stack = true,
close = true,
description = 'Mk Tri Swim',
},
['mk_warp'] = {
label = 'Mk Warp',
weight = 500,
stack = true,
close = true,
description = 'Mk Warp',
},
['base_marker'] = {
label = 'Base Marker',
weight = 500,
stack = true,
close = true,
description = 'Base Marker',
},
['cant_place_lrg'] = {
label = 'Cant Place Lrg',
weight = 500,
stack = true,
close = true,
description = 'Cant Place Lrg',
},
['cant_place_med'] = {
label = 'Cant Place Med',
weight = 500,
stack = true,
close = true,
description = 'Cant Place Med',
},
['cant_place_sm'] = {
label = 'Cant Place Sm',
weight = 500,
stack = true,
close = true,
description = 'Cant Place Sm',
},
['halo'] = {
label = 'Halo',
weight = 500,
stack = true,
close = true,
description = 'Halo',
},
['halo_lrg'] = {
label = 'Halo Lrg',
weight = 500,
stack = true,
close = true,
description = 'Halo Lrg',
},
['halo_med'] = {
label = 'Halo Med',
weight = 500,
stack = true,
close = true,
description = 'Halo Med',
},
['halo_point'] = {
label = 'Halo Point',
weight = 500,
stack = true,
close = true,
description = 'Halo Point',
},
['halo_point_lrg'] = {
label = 'Halo Point Lrg',
weight = 500,
stack = true,
close = true,
description = 'Halo Point Lrg',
},
['halo_point_med'] = {
label = 'Halo Point Med',
weight = 500,
stack = true,
close = true,
description = 'Halo Point Med',
},
['halo_point_sm'] = {
label = 'Halo Point Sm',
weight = 500,
stack = true,
close = true,
description = 'Halo Point Sm',
},
['halo_rotate'] = {
label = 'Halo Rotate',
weight = 500,
stack = true,
close = true,
description = 'Halo Rotate',
},
['halo_rotate_lrg'] = {
label = 'Halo Rotate Lrg',
weight = 500,
stack = true,
close = true,
description = 'Halo Rotate Lrg',
},
['halo_rotate_med'] = {
label = 'Halo Rotate Med',
weight = 500,
stack = true,
close = true,
description = 'Halo Rotate Med',
},
['halo_rotate_sm'] = {
label = 'Halo Rotate Sm',
weight = 500,
stack = true,
close = true,
description = 'Halo Rotate Sm',
},
['halo_sm'] = {
label = 'Halo Sm',
weight = 500,
stack = true,
close = true,
description = 'Halo Sm',
},
['icon_shad_lrg'] = {
label = 'Icon Shad Lrg',
weight = 500,
stack = true,
close = true,
description = 'Icon Shad Lrg',
},
['icon_shad_med'] = {
label = 'Icon Shad Med',
weight = 500,
stack = true,
close = true,
description = 'Icon Shad Med',
},
['icon_shad_sm'] = {
label = 'Icon Shad Sm',
weight = 500,
stack = true,
close = true,
description = 'Icon Shad Sm',
},
['max_out_lrg'] = {
label = 'Max Out Lrg',
weight = 500,
stack = true,
close = true,
description = 'Max Out Lrg',
},
['max_out_med'] = {
label = 'Max Out Med',
weight = 500,
stack = true,
close = true,
description = 'Max Out Med',
},
['max_out_sm'] = {
label = 'Max Out Sm',
weight = 500,
stack = true,
close = true,
description = 'Max Out Sm',
},
['placement'] = {
label = 'Placement',
weight = 500,
stack = true,
close = true,
description = 'Placement',
},
['placement_lrg'] = {
label = 'Placement Lrg',
weight = 500,
stack = true,
close = true,
description = 'Placement Lrg',
},
['placement_maxd'] = {
label = 'Placement Maxd',
weight = 500,
stack = true,
close = true,
description = 'Placement Maxd',
},
['placement_med'] = {
label = 'Placement Med',
weight = 500,
stack = true,
close = true,
description = 'Placement Med',
},
['placement_red'] = {
label = 'Placement Red',
weight = 500,
stack = true,
close = true,
description = 'Placement Red',
},
['placement_sm'] = {
label = 'Placement Sm',
weight = 500,
stack = true,
close = true,
description = 'Placement Sm',
},
['repair'] = {
label = 'Repair',
weight = 500,
stack = true,
close = true,
description = 'Repair',
},
['repair_2'] = {
label = 'Repair',
weight = 500,
stack = true,
close = true,
description = 'Repair',
},
['respawn'] = {
label = 'Respawn',
weight = 500,
stack = true,
close = true,
description = 'Respawn',
},
['overalls'] = {
label = 'Overalls',
weight = 500,
stack = true,
close = true,
description = 'Overalls',
},
['jack_03_col'] = {
label = 'Jack 03 Col',
weight = 500,
stack = true,
close = true,
description = 'Jack 03 Col',
},
['spider'] = {
label = 'Spider',
weight = 500,
stack = true,
close = true,
description = 'Spider',
},
['spider_2'] = {
label = 'Spider',
weight = 500,
stack = true,
close = true,
description = 'Spider',
},
['spider_3'] = {
label = 'Spider',
weight = 500,
stack = true,
close = true,
description = 'Spider',
},
['phys_wades_head'] = {
label = 'Phys Wades Head',
weight = 500,
stack = true,
close = true,
description = 'Phys Wades Head',
},
['quad_grid_line'] = {
label = 'Quad Grid Line',
weight = 500,
stack = true,
close = true,
description = 'Quad Grid Line',
},
['rio_del'] = {
label = 'Rio Del',
weight = 500,
stack = true,
close = true,
description = 'Rio Del',
},
['rio_del_2'] = {
label = 'Rio Del',
weight = 500,
stack = true,
close = true,
description = 'Rio Del',
},
['scrim'] = {
label = 'Scrim',
weight = 500,
stack = true,
close = true,
description = 'Scrim',
},
['single_grid_line'] = {
label = 'Single Grid Line',
weight = 500,
stack = true,
close = true,
description = 'Single Grid Line',
},
['gar'] = {
label = 'Gar',
weight = 500,
stack = true,
close = true,
description = 'Gar',
},
['temp_carrier'] = {
label = 'Temp Carrier',
weight = 500,
stack = true,
close = true,
description = 'Temp Carrier',
},
['tick'] = {
label = 'Tick',
weight = 500,
stack = true,
close = true,
description = 'Tick',
},
['tick_2'] = {
label = 'Tick',
weight = 500,
stack = true,
close = true,
description = 'Tick',
},
['triple_grid_line'] = {
label = 'Triple Grid Line',
weight = 500,
stack = true,
close = true,
description = 'Triple Grid Line',
},
['collision_proxy'] = {
label = 'Collision Proxy',
weight = 500,
stack = true,
close = true,
description = 'Collision Proxy',
},
['decals'] = {
label = 'Decals',
weight = 500,
stack = true,
close = true,
description = 'Decals',
},
['decals2'] = {
label = 'Decals2',
weight = 500,
stack = true,
close = true,
description = 'Decals2',
},
['collision_proxy_2'] = {
label = 'Collision Proxy',
weight = 500,
stack = true,
close = true,
description = 'Collision Proxy',
},
['detail_decal_tech'] = {
label = 'Detail Decal Tech',
weight = 500,
stack = true,
close = true,
description = 'Detail Decal Tech',
},
['style_1_lp'] = {
label = 'Style 1 Lp',
weight = 500,
stack = true,
close = true,
description = 'Style 1 Lp',
},
['style_2_lp'] = {
label = 'Style 2 Lp',
weight = 500,
stack = true,
close = true,
description = 'Style 2 Lp',
},
['style_3_lp'] = {
label = 'Style 3 Lp',
weight = 500,
stack = true,
close = true,
description = 'Style 3 Lp',
},
['style3_concrete_decal'] = {
label = 'Style3 Concrete Decal',
weight = 500,
stack = true,
close = true,
description = 'Style3 Concrete Decal',
},
['style_1_decal'] = {
label = 'Style 1 Decal',
weight = 500,
stack = true,
close = true,
description = 'Style 1 Decal',
},
['style_2_decal'] = {
label = 'Style 2 Decal',
weight = 500,
stack = true,
close = true,
description = 'Style 2 Decal',
},
['style_4_decal'] = {
label = 'Style 4 Decal',
weight = 500,
stack = true,
close = true,
description = 'Style 4 Decal',
},
['style_4_decals'] = {
label = 'Style 4 Decals',
weight = 500,
stack = true,
close = true,
description = 'Style 4 Decals',
},
['mpsum2_additions_simeonfix'] = {
label = 'Mpsum2 Additions Simeonfix',
weight = 500,
stack = true,
close = true,
description = 'Mpsum2 Additions Simeonfix',
},
['celebration_lp'] = {
label = 'Celebration Lp',
weight = 500,
stack = true,
close = true,
description = 'Celebration Lp',
},
['root_scroll_anim_skel'] = {
label = 'Root Scroll Anim Skel',
weight = 500,
stack = true,
close = true,
description = 'Root Scroll Anim Skel',
},
['club_overlay'] = {
label = 'Club Overlay',
weight = 500,
stack = true,
close = true,
description = 'Club Overlay',
},
['imporage'] = {
label = 'Imporage',
weight = 500,
stack = true,
close = true,
description = 'Imporage',
},
['lp'] = {
label = 'Lp',
weight = 500,
stack = true,
close = true,
description = 'Lp',
},
['sf_prop_sf_og1'] = {
label = 'Sf Prop Sf Og1',
weight = 500,
stack = true,
close = true,
description = 'Sf Prop Sf Og1',
},
['sf_prop_sf_og2'] = {
label = 'Sf Prop Sf Og2',
weight = 500,
stack = true,
close = true,
description = 'Sf Prop Sf Og2',
},
['sf_prop_sf_og3'] = {
label = 'Sf Prop Sf Og3',
weight = 500,
stack = true,
close = true,
description = 'Sf Prop Sf Og3',
},
['smugdlc_prop_test'] = {
label = 'Smugdlc Prop Test',
weight = 500,
stack = true,
close = true,
description = 'Smugdlc Prop Test',
},
['detail'] = {
label = 'Detail',
weight = 500,
stack = true,
close = true,
description = 'Detail',
},
['detail_2'] = {
label = 'Detail',
weight = 500,
stack = true,
close = true,
description = 'Detail',
},
['brdg_detail'] = {
label = 'Brdg Detail',
weight = 500,
stack = true,
close = true,
description = 'Brdg Detail',
},
['shadow_proxy'] = {
label = 'Shadow Proxy',
weight = 500,
stack = true,
close = true,
description = 'Shadow Proxy',
},
['dufocore'] = {
label = 'Dufocore',
weight = 500,
stack = true,
close = true,
description = 'Dufocore',
},
['to_be_swapped'] = {
label = 'To Be Swapped',
weight = 500,
stack = true,
close = true,
description = 'To Be Swapped',
},
['scriptrt_style8'] = {
label = 'Scriptrt Style8',
weight = 500,
stack = true,
close = true,
description = 'Scriptrt Style8',
},
['scriptrt_style8x'] = {
label = 'Scriptrt Style8x',
weight = 500,
stack = true,
close = true,
description = 'Scriptrt Style8x',
},
['cont_coll'] = {
label = 'Cont Coll',
weight = 500,
stack = true,
close = true,
description = 'Cont Coll',
},
['flipjam'] = {
label = 'Flipjam',
weight = 500,
stack = true,
close = true,
description = 'Flipjam',
},
['flipjam_2'] = {
label = 'Flipjam',
weight = 500,
stack = true,
close = true,
description = 'Flipjam',
},
['meet_coll'] = {
label = 'Meet Coll',
weight = 500,
stack = true,
close = true,
description = 'Meet Coll',
},
['abbexitoverlays'] = {
label = 'Abbexitoverlays',
weight = 500,
stack = true,
close = true,
description = 'Abbexitoverlays',
},
['fh_sidebrdlngb_rsref001'] = {
label = 'Fh Sidebrdlngb Rsref001',
weight = 500,
stack = true,
close = true,
description = 'Fh Sidebrdlngb Rsref001',
},
['high_kit_mesh_unit'] = {
label = 'High Kit Mesh Unit',
weight = 500,
stack = true,
close = true,
description = 'High Kit Mesh Unit',
},
['high_ktn_mesh_delta'] = {
label = 'High Ktn Mesh Delta',
weight = 500,
stack = true,
close = true,
description = 'High Ktn Mesh Delta',
},
['high_ktn_mesh_fire'] = {
label = 'High Ktn Mesh Fire',
weight = 500,
stack = true,
close = true,
description = 'High Ktn Mesh Fire',
},
['high_ktn_over_decal'] = {
label = 'High Ktn Over Decal',
weight = 500,
stack = true,
close = true,
description = 'High Ktn Over Decal',
},
['high_ktn_over_shadow'] = {
label = 'High Ktn Over Shadow',
weight = 500,
stack = true,
close = true,
description = 'High Ktn Over Shadow',
},
['high_ktn_over_shadows'] = {
label = 'High Ktn Over Shadows',
weight = 500,
stack = true,
close = true,
description = 'High Ktn Over Shadows',
},
['high_lng_details'] = {
label = 'High Lng Details',
weight = 500,
stack = true,
close = true,
description = 'High Lng Details',
},
['high_lng_mesh_delta'] = {
label = 'High Lng Mesh Delta',
weight = 500,
stack = true,
close = true,
description = 'High Lng Mesh Delta',
},
['high_lng_mesh_tvunit'] = {
label = 'High Lng Mesh Tvunit',
weight = 500,
stack = true,
close = true,
description = 'High Lng Mesh Tvunit',
},
['high_lng_over_shadow'] = {
label = 'High Lng Over Shadow',
weight = 500,
stack = true,
close = true,
description = 'High Lng Over Shadow',
},
['high_lng_over_shadow2'] = {
label = 'High Lng Over Shadow2',
weight = 500,
stack = true,
close = true,
description = 'High Lng Over Shadow2',
},
['high_plan_mesh_delta'] = {
label = 'High Plan Mesh Delta',
weight = 500,
stack = true,
close = true,
description = 'High Plan Mesh Delta',
},
['high_plan_over_normal'] = {
label = 'High Plan Over Normal',
weight = 500,
stack = true,
close = true,
description = 'High Plan Over Normal',
},
['high_pln_over_shadow'] = {
label = 'High Pln Over Shadow',
weight = 500,
stack = true,
close = true,
description = 'High Pln Over Shadow',
},
['high_stp_mesh_unit'] = {
label = 'High Stp Mesh Unit',
weight = 500,
stack = true,
close = true,
description = 'High Stp Mesh Unit',
},
['high_ward_over_decal'] = {
label = 'High Ward Over Decal',
weight = 500,
stack = true,
close = true,
description = 'High Ward Over Decal',
},
['high_ward_over_normal'] = {
label = 'High Ward Over Normal',
weight = 500,
stack = true,
close = true,
description = 'High Ward Over Normal',
},
['high_ward_over_shadow'] = {
label = 'High Ward Over Shadow',
weight = 500,
stack = true,
close = true,
description = 'High Ward Over Shadow',
},
['hiigh_ktn_over_normal'] = {
label = 'Hiigh Ktn Over Normal',
weight = 500,
stack = true,
close = true,
description = 'Hiigh Ktn Over Normal',
},
['knt_mesh_stuff'] = {
label = 'Knt Mesh Stuff',
weight = 500,
stack = true,
close = true,
description = 'Knt Mesh Stuff',
},
['lgb_mesh_lngprop'] = {
label = 'Lgb Mesh Lngprop',
weight = 500,
stack = true,
close = true,
description = 'Lgb Mesh Lngprop',
},
['lnb_mesh_coffee'] = {
label = 'Lnb Mesh Coffee',
weight = 500,
stack = true,
close = true,
description = 'Lnb Mesh Coffee',
},
['lng_mesh_delta'] = {
label = 'Lng Mesh Delta',
weight = 500,
stack = true,
close = true,
description = 'Lng Mesh Delta',
},
['lng_mesh_stairglass'] = {
label = 'Lng Mesh Stairglass',
weight = 500,
stack = true,
close = true,
description = 'Lng Mesh Stairglass',
},
['lng_mesh_stairglassb'] = {
label = 'Lng Mesh Stairglassb',
weight = 500,
stack = true,
close = true,
description = 'Lng Mesh Stairglassb',
},
['lng_over_normal'] = {
label = 'Lng Over Normal',
weight = 500,
stack = true,
close = true,
description = 'Lng Over Normal',
},
['lngas_mesh_delta003'] = {
label = 'Lngas Mesh Delta003',
weight = 500,
stack = true,
close = true,
description = 'Lngas Mesh Delta003',
},
['low_ktn_mesh_units'] = {
label = 'Low Ktn Mesh Units',
weight = 500,
stack = true,
close = true,
description = 'Low Ktn Mesh Units',
},
['low_ktn_over_decal'] = {
label = 'Low Ktn Over Decal',
weight = 500,
stack = true,
close = true,
description = 'Low Ktn Over Decal',
},
['low_lng_mesh_tv'] = {
label = 'Low Lng Mesh Tv',
weight = 500,
stack = true,
close = true,
description = 'Low Lng Mesh Tv',
},
['low_lng_over_decal'] = {
label = 'Low Lng Over Decal',
weight = 500,
stack = true,
close = true,
description = 'Low Lng Over Decal',
},
['low_lng_over_normal'] = {
label = 'Low Lng Over Normal',
weight = 500,
stack = true,
close = true,
description = 'Low Lng Over Normal',
},
['low_lng_over_shadow'] = {
label = 'Low Lng Over Shadow',
weight = 500,
stack = true,
close = true,
description = 'Low Lng Over Shadow',
},
['mesh_delta'] = {
label = 'Mesh Delta',
weight = 500,
stack = true,
close = true,
description = 'Mesh Delta',
},
}
HOW THIS GROUP IS DECIDED
Why a model lands in technical props
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 prop_mk_tri_swim 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.