Keeping weapon packs light
Each weapon costs download size once and memory whenever it is near the camera. Most of that is textures: keep main textures at 1K–2K in BC1/BC7 with mipmaps, make sure +hi dictionaries and _hi models are reasonable, give models LODs and sensible polycounts, and remove variants nobody uses. Audit by listing each weapon’s texture sizes and fixing the heaviest first.
Weapon packs are small next to car packs, but they add up: fifty add-on guns with 4K textures can be hundreds of megabytes to download and a noticeable chunk of streaming memory in a firefight. A short audit usually halves the cost with no visible difference.

#Where the cost is
| Part | Typical weight | Fix |
|---|---|---|
| 4K uncompressed textures | Tens of MB per weapon | Downscale and compress |
+hi.ytd duplicates of the base textures | Doubles texture size | Keep +hi for real detail only |
| Heavy models without LODs | GPU cost in fights | Add LODs, reduce triangles |
| Colour variants of the same gun | Multiplies everything | Keep what you sell |
Memory numbers per texture size: texture resolution.
#Auditing a pack
- Sort the pack’s stream files by size.
- Open the largest
.ytdfiles in CodeWalker and note resolution and format. - Check oversized-asset warnings in the server console.
- Fix the top ten weapons first — see editing YTDs and DDS formats.
- Re-measure the pack size and warnings.
#How many add-on weapons?
The number matters less than their weight. Fifty well-optimised weapons can cost less than ten unoptimised ones. Keep the catalogue to what your economy uses, and prefer retextures of vanilla models (small, no new geometry) for variety — see replace vs add-on.
#Models
Polycount and LODs: polycount optimisation and LOD models. Server-wide asset budgets: texture loss explained.
Questions
Do weapon packs cause lag in FiveM?
What texture size should weapons use?
What are +hi and _hi files?
How do I make a weapon pack smaller?
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Relevant to what you just read
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The reference tables this guide leans on, free and without an account.
- The 100 blip colour indexesEvery index SetBlipColour accepts, with the hex value the radar actually draws.
- All 921 vehicle spawn namesEvery vanilla model with a picture, its display name, its class and the hash CreateVehicle takes.
- The same tables as JSON and CSVFree downloads, CORS open, no account and no API key — ship the list inside your own resource instead of scraping a page.