# Making inventory images for FiveM weapons

> FiveM inventory images that actually show: exact naming rules, the folder each inventory reads, and what makes an icon look right. Get them right.

Source: https://fam-tools.com/guides/fivem-weapon-item-images · FAM Tools · published 2026-10-25 · updated 2026-10-25 · about 5 min

**Short answer.** FiveM inventory images that actually show: exact naming rules, the folder each inventory reads, and what makes an icon look right. Get them right.

Inventory icons are the one part of a weapon that every player sees constantly, and the one most often left as a question mark. The rules are simple, but they are strict: the filename decides everything.

## The naming rule

The file must be named exactly after the item, with a .png extension. On ox_inventory weapon items use the uppercase name, so WEAPON_MYGUN needs WEAPON_MYGUN.png — the same as the stock images it ships with. On QBCore items are lowercase, so the image is weapon_mygun.png (or whatever the item’s image field says). Not weapon_mygun.jpg, not weapon-mygun.png. Inventories look for an exact match and show a placeholder when they do not find one, and Linux hosts also treat capitalisation as part of the name.

## Where each inventory reads from

- ox_inventory - ox_inventory/web/images/
- qb-inventory - qb-inventory/html/images/ (some forks differ; match wherever the existing weapon images live)
- Older ESX inventories - usually an html/img folder inside the inventory resource

> **Worth knowing** — After adding images, restart the inventory resource and rejoin. The NUI caches its image list aggressively, and a server restart alone does not always clear it.

## What makes an icon look right

- 512x512 with a transparent background. Larger is wasted; smaller looks soft on high-resolution displays.
- The weapon at a slight angle rather than dead side-on, so it reads as a three-dimensional object in a small square.
- Consistent framing across your whole set - roughly the same margin on every icon. A grid where every gun is a different size looks unfinished.
- Neutral, even lighting. Heavy shadows read as smudges once the image is scaled down to a slot.
- No background box, no drop shadow baked in, no watermark.

## Producing them

By hand, that means loading the model in a viewer, framing it, rendering with a transparent background and cropping consistently for every weapon in the pack - slow, and hard to keep uniform across a large set.

Every resource exported from our library ships with its icons already rendered: a transparent 512x512 image per weapon, framed identically across the whole pack, named exactly as the item, with the matching inventory entries generated alongside. Copying them into web/images/ is the entire job. If you would rather not draw them, [18,574 inventory icons](https://fam-tools.com/free-tools/item-icons) rendered from the game’s own models are free to take, and [an icon maker](https://fam-tools.com/free-tools/inventory-icons) squares up your own.

## Questions

### My image is in the folder but the slot is still empty.

Check the filename against the item name character by character, then restart the inventory resource and rejoin so the NUI reloads. Those two account for nearly every case.

### Can I use JPG or WEBP?

JPG has no transparency, so the weapon will sit on a white box. WEBP works in some inventories and not others. PNG is the only format that is safe everywhere.

### Do image dimensions have to be square?

They do not have to be, but inventory slots are square and a non-square image will be letterboxed or stretched depending on the inventory. Square is the safe choice.

## Related

- https://fam-tools.com/guides/ox-inventory-weapon-setup
- https://fam-tools.com/guides/qbcore-weapon-setup
- https://fam-tools.com/guides/make-a-fivem-weapon-skin
