weaponarchetypes.meta: tying a weapon model to its textures
Each <Item> in weaponarchetypes.meta lists a modelName (the .ydr name without extension), a txdName (the .ytd name without extension that holds its textures), a ptfxAssetName (usually NULL) and a lodDist. Every model the weapon and its components use needs an entry, and the names must match the streamed files exactly.
weaponarchetypes.meta is the shortest weapon meta file and the one most often behind “my weapon is invisible” or “my weapon is white”. It tells the game, for each model the weapon uses — the gun, every magazine, every suppressor — which texture dictionary to read its textures from and from how far away to draw it.

#A real example
<CWeaponModelInfo__InitDataList>
<InitDatas>
<Item>
<modelName>w_ar_myrifle</modelName>
<txdName>w_ar_myrifle</txdName>
<ptfxAssetName>NULL</ptfxAssetName>
<lodDist value="500"/>
</Item>
<Item>
<modelName>w_ar_myrifle_mag1</modelName>
<txdName>w_ar_myrifle</txdName>
<ptfxAssetName>NULL</ptfxAssetName>
<lodDist value="300"/>
</Item>
</InitDatas>
</CWeaponModelInfo__InitDataList>Here the rifle and its magazine share one texture dictionary, w_ar_myrifle.ytd. That is common: several models can read from the same dictionary, which keeps the texture count down.
#The four fields
| Field | Must match | If wrong |
|---|---|---|
modelName | A streamed .ydr (gun) or component model | The model is not registered; it may be invisible |
txdName | A streamed .ytd containing the textures the model asks for | The model draws with missing textures |
ptfxAssetName | A particle asset, or NULL | Usually harmless; leave NULL unless the model needs particles |
lodDist | — | Too low: the weapon disappears at short range in other players’ hands |
#How it connects to your textures
A model asks for textures by name; txdName tells it which dictionary to search. If you retexture a weapon and rename the dictionary, update txdName too. If textures come out pink or missing, the problem is either this name or the texture names inside the .ytd — see pink weapon textures and .ytd texture dictionaries.
#lodDist and other players
You always see your own weapon up close. lodDist matters for everyone else: it is how far away other players can still see the weapon in your hands or on your back. A value of a few hundred metres is enough; very high values make every weapon in the area draw from far away for no benefit.
Questions
What does weaponarchetypes.meta do?
Why is my addon weapon white or pink?
txdName does not match the streamed .ytd, or the texture names inside the .ytd differ from what the model expects.Do attachments need entries in weaponarchetypes.meta?
Which data_file loads weaponarchetypes.meta?
data_file 'WEAPON_METADATA_FILE' 'path/weaponarchetypes.meta'.Ready to pick a map?
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