# The files behind the FiveM minimap and pause map

> What a FiveM-compatible minimap replacement contains: the minimap_X_Y.ytd tile grid, sea and LOD textures, .ydd geometry and minimap.ymt zoom data.

Source: https://fam-tools.com/guides/fivem-map-tiles-and-radar-textures · FAM Tools · published 2026-09-11 · updated 2026-09-11 · about 9 min

**Short answer.** The map texture is 6144 × 9216 split into a 2 × 3 grid of land dictionaries (`minimap_0_0.ytd` … `minimap_2_1.ytd`), a matching set of `minimap_sea_*.ytd` files, a LOD texture for the fully zoomed-out view and `.ydd` geometry files the textures are drawn onto, plus zoom data. A client script calls `SetMapZoomDataLevel` so the radar zoom levels match the new art. Two resources streaming the same `minimap_*` names conflict — only one can win.

## Key points

- 6144 × 9216 map in a 2 × 3 texture grid.
- Land tiles, sea tiles, a LOD texture and `.ydd` geometry.
- Zoom levels set with `SetMapZoomDataLevel`.
- Only one resource may stream `minimap_*` files.
- Postal overlays and branding are baked into the textures.

A custom minimap looks like one picture, but the game assembles it from dozens of files: texture tiles for the land, separate textures for the sea, a low-detail version for the zoomed-out pause map, and geometry the textures are drawn onto. Knowing the pieces explains most installation problems.

## The files

*Layout of our resources; other packs may name or split files differently.*

| Files | Role |
| --- | --- |
| `minimap_X_Y.ytd` (land tiles) | The map artwork, 3072 × 3072 per tile |
| `minimap_sea_X_Y.ytd` | The ocean textures |
| `minimap_lod*.ytd` | Used when the pause map is fully zoomed out |
| `minimap_X_Y.ydd` | The geometry the textures are drawn onto |
| `minimap.ymt`, zoom data | Map metadata and zoom configuration |
| `client.lua` | `SetMapZoomDataLevel` calls for the radar |

Full specification: [minimap technical specification](https://fam-tools.com/guides/minimap-technical-specification).

## Zoom levels

*client.lua*

```lua
SetMapZoomDataLevel(0, 0.96, 0.9, 0.08, 0.0, 0.0)
SetMapZoomDataLevel(1, 1.6,  0.9, 0.08, 0.0, 0.0)
SetMapZoomDataLevel(2, 8.6,  0.9, 0.08, 0.0, 0.0)
SetMapZoomDataLevel(3, 12.3, 0.9, 0.08, 0.0, 0.0)
SetMapZoomDataLevel(4, 22.3, 0.9, 0.08, 0.0, 0.0)
```

Without matching zoom data the art loads but looks blurry or misaligned on the radar. Radar zoom while driving is covered in [radar zoom settings](https://fam-tools.com/guides/fivem-radar-zoom-settings).

## Conflicts

Every minimap replacement uses the same file names. If two resources stream `minimap_*` files, whichever loads last wins — often a mix of both. Keep exactly one minimap resource and remove old ones — see [minimap not showing](https://fam-tools.com/guides/fivem-minimap-not-showing).

## How custom minimaps are made

Artwork is rendered at full resolution, split into the tile grid, compressed with mipmaps and packed with the geometry and zoom data. Branding — server names, logos, postal codes — is composited into the textures before splitting, which is why it costs nothing at runtime. Our studio does exactly this — see [branding your server map](https://fam-tools.com/guides/brand-your-server-map).

## Questions

### Which files make up the GTA V minimap?

A 2 × 3 grid of land texture tiles, sea textures, a LOD texture, .ydd geometry and zoom data, plus a client script for zoom levels.

### Why does my custom minimap look blurry?

Zoom data does not match the art. The resource’s `SetMapZoomDataLevel` script must run.

### Can I run two minimap resources?

No. They stream the same file names; keep one.

### Do logos on the minimap cost performance?

No. They are baked into the textures.

## Related

- https://fam-tools.com/guides/minimap-technical-specification
- https://fam-tools.com/guides/fivem-minimap-not-showing
- https://fam-tools.com/guides/fivem-radar-zoom-settings
- https://fam-tools.com/guides/brand-your-server-map
