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A model without an archetype is a file the game has never been told about. The .ytyp is where you tell it: this name, this drawable, this collision, this big, drawn this far out. Build one here, drop your .ydr.xml so the bounding box comes out of the mesh rather than out of your head, and get XML that CodeWalker imports as-is.
Field names, order and the 32 flag labels taken from CodeWalker's own source and checked against two files on disk: a hand-written prop ytyp the game loads, and CodeWalker's XML export of a stock GTA V interior. Nothing here is invented — where a field is reconstructed rather than documented, the page says so.
1 archetype · 0 time-based · 0 with no collision
One archetype per file, with bbMin, bbMax, bsCentre and bsRadius filled in from the drawable itself. Export your model to XML in CodeWalker (or let Sollumz write it) and drop that — nothing is uploaded, the file is read in this tab.
Save it as my_props.ytyp and point DLC_ITYP_REQUEST at it. The inner name and the file name have to match, because the request is by name.
One .ydr on its own. This is what a custom prop almost always is, and the only one most people need.
CodeWalker resolves physicsDictionary by looking for a .ybn of that name, and shows Embedded instead when the string equals the archetype name — which is the case for a .ydr that carries its own collision. That is the behaviour of the editor, not a written spec, so if your prop is one .ydr with collision baked in, put the prop name here.
Both the box and the sphere, because the game uses the box for physics bounds and the sphere for culling. Get the sphere wrong and the prop is culled before it draws.
bsCentre 0.000, 0.000, 1.000 · bsRadius 1.732051
Size 2.00 × 2.00 × 2.00 m
A bottle, a tool, a sign. CodeWalker’s own defaults for a new archetype are exactly these two numbers.
One bit each, added together. The labels are the ones CodeWalker prints beside its own checkboxes, bit for bit.
Leave specialAttribute at 0 unless you are copying a stock archetype that uses it. It is a single integer with no public enum behind it, and guessing at values does nothing useful.
<?xml version="1.0" encoding="UTF-8"?>
<CMapTypes>
<extensions />
<archetypes>
<Item type="CBaseArchetypeDef">
<lodDist value="60.000000" />
<flags value="32" />
<specialAttribute value="0" />
<bbMin x="-1.000000" y="-1.000000" z="0.000000" />
<bbMax x="1.000000" y="1.000000" z="2.000000" />
<bsCentre x="0.000000" y="0.000000" z="1.000000" />
<bsRadius value="1.732051" />
<hdTextureDist value="15.000000" />
<name>my_prop</name>
<textureDictionary />
<clipDictionary />
<drawableDictionary />
<physicsDictionary>my_prop</physicsDictionary>
<assetType>ASSET_TYPE_DRAWABLE</assetType>
<assetName>my_prop</assetName>
<extensions />
</Item>
</archetypes>
<name>my_props</name>
<dependencies />
<compositeEntityTypes itemType="CCompositeEntityType" />
</CMapTypes>
DLC_ITYP_REQUEST registers the archetypes; files gets the .ytyp to the client. Both, or the prop still will not spawn.
fx_version 'cerulean'
game 'gta5'
data_file 'DLC_ITYP_REQUEST' 'stream/my_props.ytyp'
files {
'stream/my_props.ytyp',
}
If HasModelLoaded never returns true, the ytyp is not mounted. If it loads and you see nothing, look at bsRadius and lodDist.
local model = `my_prop`
RequestModel(model)
while not HasModelLoaded(model) do Wait(0) end
local ped = PlayerPedId()
local c = GetEntityCoords(ped)
local obj = CreateObject(model, c.x, c.y, c.z, true, true, false)
PlaceObjectOnGroundProperly(obj)
SetModelAsNoLongerNeeded(model)
HOW TO USE IT
Six steps, and the two that people skip are the two that make a prop invisible.
.ydr and use the XML export; in Blender with Sollumz, the exporter writes the same .ydr.xml. Drop it on the panel above. You get the name, both box corners, the sphere centre and the radius, plus a note on whether the collision is embedded.textureDictionary is the .ytd without its extension, and it can be empty when the textures are embedded in the drawable. physicsDictionary is the collision — leave it empty only if you genuinely want a prop you can walk through.32 for static scenery. Add 8192 to stop small props casting shadows. Add 65536 if a single-plane mesh vanishes from one side. If you filled in clipDictionary, you also need 512..ytyp next to your .ydr in stream/. The XML itself is not what the game reads.data_file 'DLC_ITYP_REQUEST' registers the archetypes and files gets the .ytyp to the client. Miss either and the model name resolves to nothing — which is the most common reason a prop "does not exist" on a server where it worked in single player.The game culls against bsCentre and bsRadius, not against the box. The test is cheap and it happens before anything else, so if the sphere does not contain your geometry the prop is thrown away before a single triangle is considered. A zero radius culls it from every angle at every distance: the model loads, collision works, and you see empty air. A radius that is too small clips the edges of the mesh as you turn. The safe value is the distance from the box centre to the box corner, which is what this tool computes, and what CodeWalker's own export of a real prop ytyp contains.
The box is used for the physics bounds and for the editor's selection volume. It has to be the real extents of the mesh, and if it is inverted — a bbMax smaller than bbMin on any axis — behaviour is undefined rather than merely wrong.
THE TWO ARCHETYPE TYPES
Identical except for one trailing field, and that field is the whole point of the second one.
Sixteen fields: lodDist, flags, specialAttribute, bbMin, bbMax, bsCentre, bsRadius, hdTextureDist, name, textureDictionary, clipDictionary, drawableDictionary, physicsDictionary, assetType, assetName and extensions, in exactly that order.
Always drawn when it is within lodDist. Every ordinary prop, wall, floor and piece of furniture in a custom map is one of these. If you are reading a tutorial that only ever shows one archetype type, this is it.
The same sixteen fields in the same order, plus timeFlags written last, after extensions. Twenty-four bits for the twenty-four hours of the game clock, and bit 24 — value 16777216 — to allow it to vanish while being looked at.
This is how a neon sign is only lit at night and how a lamp's glow geometry appears at dusk. It is not an animation and it is not a script: the model is simply not drawn in the hours you did not tick. Which is why timeFlags of 0 means invisible all day — the single most common way to break one of these.
There is a third type, CMloArchetypeDef, for interiors. It shares the same first sixteen fields and then adds mloFlags, entities, rooms, portals, entitySets and timeCycleModifiers. An MLO is a different job from a prop pack — rooms and portals have to be drawn by hand against the geometry — so this tool does not pretend to generate one.
REFERENCE
Five values. Two of them are what you will use, and one of them needs a second field filled in or the archetype points at nothing.
| assetType | Value | What it means |
|---|---|---|
| ASSET_TYPE_DRAWABLE | 2 | One .ydr on its own. This is what a custom prop almost always is, and the only one most people need. |
| ASSET_TYPE_DRAWABLEDICTIONARY | 3 | The drawable lives inside a .ydd dictionary, so drawableDictionary has to name that file and assetName has to name the drawable inside it. |
| ASSET_TYPE_FRAGMENT | 1 | A .yft — a breakable or jointed prop. Use this and not DRAWABLE for anything that comes apart. |
| ASSET_TYPE_ASSETLESS | 4 | No geometry of its own. What a CMloArchetypeDef interior uses, because the shell is made of entities rather than a model. |
| ASSET_TYPE_UNINITIALIZED | 0 | The zero value. An archetype that ends up here is a bug, not a choice. |
The names and numbers come from the enum CodeWalker serialises this field with, so they are the spellings the importer accepts. assetName is the file the game actually loads, and for a plain drawable it is the same string as name. The one case where they differ is ASSET_TYPE_DRAWABLEDICTIONARY, where drawableDictionary names the .ydd and assetName names the drawable inside it.
FLAGS
One bit each, added together into the flags field. These labels are the ones CodeWalker prints beside its own checkboxes, bit for bit — nothing in the game files publishes official names for them.
| Bit | Value | Label | When it earns its place |
|---|---|---|---|
| 0 | 1 | Wet Road Reflection | Exposed by CodeWalker, no published behaviour. Leave it alone unless you are matching a stock archetype that sets it. |
| 1 | 2 | Dont Fade | The prop pops in at full opacity instead of blending. Set on interior shells so a wall does not ghost. |
| 2 | 4 | Draw Last | Exposed by CodeWalker, no published behaviour. Leave it alone unless you are matching a stock archetype that sets it. |
| 3 | 8 | Climbable By AI | Exposed by CodeWalker, no published behaviour. Leave it alone unless you are matching a stock archetype that sets it. |
| 4 | 16 | Suppress HD TXDs | Exposed by CodeWalker, no published behaviour. Leave it alone unless you are matching a stock archetype that sets it. |
| 5 | 32 | Static | The prop never moves. Cheapest option for scenery, and the one to set on anything bolted down. |
| 6 | 64 | Disable alpha sorting | Exposed by CodeWalker, no published behaviour. Leave it alone unless you are matching a stock archetype that sets it. |
| 7 | 128 | Tough For Bullets | Exposed by CodeWalker, no published behaviour. Leave it alone unless you are matching a stock archetype that sets it. |
| 8 | 256 | Is Generic | Exposed by CodeWalker, no published behaviour. Leave it alone unless you are matching a stock archetype that sets it. |
| 9 | 512 | Has Anim (YCD) | Needed before clipDictionary does anything at all. |
| 10 | 1024 | UV anims (YCD) | Exposed by CodeWalker, no published behaviour. Leave it alone unless you are matching a stock archetype that sets it. |
| 11 | 2048 | Shadow Only | Exposed by CodeWalker, no published behaviour. Leave it alone unless you are matching a stock archetype that sets it. |
| 12 | 4096 | Damage Model | Exposed by CodeWalker, no published behaviour. Leave it alone unless you are matching a stock archetype that sets it. |
| 13 | 8192 | Dont Cast Shadows | Worth setting on small clutter: a shadow costs a draw pass the player will never look at. |
| 14 | 16384 | Cast Texture Shadows | Exposed by CodeWalker, no published behaviour. Leave it alone unless you are matching a stock archetype that sets it. |
| 15 | 32768 | Dont Collide With Flyer | Exposed by CodeWalker, no published behaviour. Leave it alone unless you are matching a stock archetype that sets it. |
| 16 | 65536 | Double-sided rendering | Renders both faces. The fix for a single-plane mesh that disappears from one side. |
| 17 | 131072 | Dynamic | The prop can be pushed around. Mutually exclusive with Static in intent, even though nothing stops you ticking both. |
| 18 | 262144 | Override Physics Bounds | Exposed by CodeWalker, no published behaviour. Leave it alone unless you are matching a stock archetype that sets it. |
| 19 | 524288 | Auto Start Anim | Exposed by CodeWalker, no published behaviour. Leave it alone unless you are matching a stock archetype that sets it. |
| 20 | 1048576 | Pre Reflected Water Proxy | Exposed by CodeWalker, no published behaviour. Leave it alone unless you are matching a stock archetype that sets it. |
| 21 | 2097152 | Proxy For Water Reflections | Exposed by CodeWalker, no published behaviour. Leave it alone unless you are matching a stock archetype that sets it. |
| 22 | 4194304 | No AI Cover | Exposed by CodeWalker, no published behaviour. Leave it alone unless you are matching a stock archetype that sets it. |
| 23 | 8388608 | No Player Cover | Exposed by CodeWalker, no published behaviour. Leave it alone unless you are matching a stock archetype that sets it. |
| 24 | 16777216 | Is Ladder Deprecated | Exposed by CodeWalker, no published behaviour. Leave it alone unless you are matching a stock archetype that sets it. |
| 25 | 33554432 | Has Cloth | Exposed by CodeWalker, no published behaviour. Leave it alone unless you are matching a stock archetype that sets it. |
| 26 | 67108864 | Enable Door Physics | Exposed by CodeWalker, no published behaviour. Leave it alone unless you are matching a stock archetype that sets it. |
| 27 | 134217728 | Is Fixed For Navigation | Exposed by CodeWalker, no published behaviour. Leave it alone unless you are matching a stock archetype that sets it. |
| 28 | 268435456 | Dont Avoid By Peds | Exposed by CodeWalker, no published behaviour. Leave it alone unless you are matching a stock archetype that sets it. |
| 29 | 536870912 | Use Ambient Scale | Exposed by CodeWalker, no published behaviour. Leave it alone unless you are matching a stock archetype that sets it. |
| 30 | 1073741824 | Is Debug | Exposed by CodeWalker, no published behaviour. Leave it alone unless you are matching a stock archetype that sets it. |
| 31 | 2147483648 | Has Alpha Shadow | Exposed by CodeWalker, no published behaviour. Leave it alone unless you are matching a stock archetype that sets it. |
QUESTIONS
MORE
The manifest that mounts your ytyp. It has the DLC_ITYP_REQUEST entry already spelled correctly, which matters because a wrong data_file type fails in silence.
Archetype names are Jenkins hashes. If you want to know what your prop name becomes before the game tells you it does not exist, this is where you find out.
All the free toolsThe bitmask calculators, the reference tables and the rest of the builders.
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FROM THE SHOP
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Twelve colour palettes across three base map styles, each one a drop-in resource. Add your logo and your district labels in the editor.

Put your own artwork on any model in the library and export it as its own resource, inventory icons cut to match. The first one costs nothing.

Your server name standing on the hillside in real 3D geometry. It ships as a pure map resource with no script, so there is nothing to break.