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LAUNCHER · STANDARD

Flamethrower

A standard-grade launcher built from 1 part (weapon), 14,073 triangles and 5 textures. Every number on this page is read from the model itself, not from a listing file.

Flamethrower — 3D render of the launcher model, shown from the side
Flamethrower — a launcher model you can skin and export as a FiveM-compatible resource. Mesh detail 14,073 triangles across 1 model file.

Specification

Weapon class
Launcher
Grade
Standard
Triangles
14,073
Vertices
12,592
Textures
5
Paintable sheets
1
Model files
1
Own animation clips
No
Self-lit parts
No
Pack
pityus_redside
Resource name
pityus_flamethrower
1 paintable sheet1 texture not in the pack
What a weapon costs

$5 for the first weapon in an order and $4 for every one after it, once — no subscription and no per-server fee. The first weapon on a new account is free. Checkout for weapon skins is not switched on in this shop yet; the studio and the whole library are open in the meantime.

ARTWORK

Putting artwork on Flamethrower

Only one of Flamethrower's 5 textures is large enough to carry artwork, which makes the decision easy: everything you add lands on that sheet, and the placement search has the whole of it to work with.

Its largest sheet is Wep_1stP_Flamethrower_D at 1024×1024 in D3DFMT_DXT1. That is the surface most of the launcher body samples from, and it is where a decal reads biggest in game.

At 14,073 triangles it is a light model, which keeps it cheap to stream but means the flat-panel mask is coarser. Expect to nudge the placement by hand more often than on a high-poly rifle.

1 normal map is present, so surface detail — rivets, grooves, stippling — keeps reacting to light through whatever you paint on top. Artwork only ever touches the diffuse sheet.

Its textures span 3 compression formats (D3DFMT_DXT1, D3DFMT_ATI2, D3DFMT_DXT5). Each edited sheet is written back in the format it already used, so the rebuilt dictionary is structurally identical to the original.

It references 1 texture that are not shipped inside the pack (w_mg_minigun_tint). Where those are stock game textures the renderer falls back to them; anything else stays plain until you supply it.

Launchers are event and tournament pieces — a sponsor mark on the tube reads clearly at any distance.

TEXTURES

Texture manifest

Every texture this model references, read from its own dictionaries. Sheets marked paintable are the ones large enough for the placement search to use.

TextureRoleSizeFormatPaintable
Wep_1stP_Flamethrower_Ddiffuse1024×1024D3DFMT_DXT1yes
env_smooth_concrete2detail128×128D3DFMT_ATI2—
Wep_1stP_Flamethrower_Sspec1024×1024D3DFMT_DXT5—
Wep_1stP_Flamethrower_Mpalette1024×1024D3DFMT_DXT5—
Wep_1stP_Flamethrower_Nnormal1024×1024D3DFMT_DXT5—

GEOMETRY

Model breakdown

The separate drawables that make up Flamethrower, with the geometry measured out of each model file.

PartKindVariantTrianglesVerticesGeometries
Flamethrowerweaponbase14,07312,5925

QUESTIONS

Questions about Flamethrower

Can I put my own logo on Flamethrower?
Yes. Upload a PNG and the studio loads this model's 14,073-triangle mesh, works out which triangles face the flat side of the launcher, and places your artwork inside the largest calm area it can find on the real texture. You can then move, rotate or rescale it from there.
What do I get when I export Flamethrower?
A complete resource folder: the rebuilt texture dictionary, the untouched model files, a clean fxmanifest.lua, a transparent inventory image named after the item, and a ready-to-paste ox_inventory entry. The source pack is never modified.
How many textures does Flamethrower have?
5, of which 1 is large enough to take artwork. The rest are normal maps, specular maps and small detail sheets that are copied through untouched.
Can I take Flamethrower without changing anything?
Yes. The unmodified download packages it exactly as it ships — all 5 textures and 1 model file copied with nothing re-encoded and no artwork applied — and you still get a ready-to-drop resource with an fxmanifest, a README and inventory entries.
Does Flamethrower work on QBCore and ESX?
Yes. The exported resource registers the weapon with the game engine itself, so it behaves the same on every framework. Only the inventory registration differs, and the item name and label stay the same wherever you paste them.

INSTALL

Putting Flamethrower on your server

LICENCE

Licence and delivery

How it arrives
As a .zip built at export and downloaded straight away — no waiting, no shipping. It stays on your account, so you can fetch Flamethrower again later from any machine.
What you may do with it
Run it on the servers you operate and edit it however you like. You may not resell or redistribute the files. The full wording is in the licence.
Returns
A delivered download cannot be returned, which is why every model here is listed with its real measurements and shown from the same render pipeline the studio uses. If a file is broken, say so and it gets fixed or refunded.
Whose work this is
An add-on that works with FiveM, built by an independent studio with no affiliation to, endorsement from or sponsorship by Take-Two Interactive, Rockstar Games, Cfx.re or the FiveM project.

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