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RIFLE · RARE

Integrale

A rare-grade rifle built from 7 parts (weapon, magazine, attachment), 16,045 triangles and 15 textures. Every number on this page is read from the model itself, not from a listing file.

Integrale — 3D render of the rifle model, shown from the side
Integrale — a rifle model you can skin and export as a FiveM-compatible resource. Mesh detail 16,045 triangles across 7 model files.

Specification

Weapon class
Rifle
Grade
Rare
Triangles
16,045
Vertices
38,822
Textures
15
Paintable sheets
7
Model files
7
Own animation clips
No
Self-lit parts
Yes
Pack
pityus_premium
Resource name
pityus_integrale
Self-lit parts7 paintable sheets
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 Integrale

7 of Integrale's 15 textures are large enough to carry artwork. Each one is analysed separately, so you can put a crew logo on the receiver and a different mark on the magazine without the two fighting for the same space.

Its largest sheet is INTEGRALE553_BaseColor at 1024×1024 in D3DFMT_DXT5. That is the surface most of the rifle body samples from, and it is where a decal reads biggest in game.

At 16,045 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.

4 normal maps are 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 2 compression formats (D3DFMT_DXT5, D3DFMT_DXT1). Each edited sheet is written back in the format it already used, so the rebuilt dictionary is structurally identical to the original.

Because Integrale carries self-lit parts, its glow shell is drawn additively with the emissive alpha as the mask — the neon reads as neon rather than washing the whole rifle white.

With 7 separate diffuse sheets, this model splits its body across several dictionaries — useful if you want different parts of the rifle branded differently.

Assault rifles and carbines are the weapons players stare at longest in a firefight, so they carry a server brand better than anything else in the loadout.

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
INTEGRALE553_BaseColordiffuse1024×1024D3DFMT_DXT5yes
INTEGRALE553_Scope_BaseColordiffuse1024×1024D3DFMT_DXT5yes
INTEGRALE553_Grip_BaseColordiffuse512×256D3DFMT_DXT1yes
w_at_ar_flshdiffuse512×256D3DFMT_DXT1yes
INTEGRALE553_Supp_BaseColordiffuse512×128D3DFMT_DXT1—
w_at_scope_glassw_at_scope_glass_adiffuse128×128D3DFMT_DXT5—
prop_bulb_whitediffuse64×64D3DFMT_DXT1—
INTEGRALE553_Grip_Specspec512×256D3DFMT_DXT1—
w_at_ar_flsh_sspec512×256D3DFMT_DXT1—
INTEGRALE553_Supp_Specspec512×128D3DFMT_DXT1—
INTEGRALE553_Specspec128×128D3DFMT_DXT5—
INTEGRALE553_Grip_Bumpnormal512×256D3DFMT_DXT1—
INTEGRALE553_Supp_Bumpnormal512×128D3DFMT_DXT1—
INTEGRALE553_Bumpnormal128×128D3DFMT_DXT5—
w_at_ar_flsh_nnormal64×32D3DFMT_DXT1—

GEOMETRY

Model breakdown

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

PartKindVariantTrianglesVerticesGeometries
Integraleweaponbase9,62428,8711
Integrale Mag1magazinebase3441,0321
Integrale Mag2magazinebase3441,0321
AR Integrale Flshattachmentbase7622,2863
AR Integrale Gripattachmentbase2226661
AR Integrale Scopeattachmentbase4,3913,8613
AR Integrale Suppattachmentbase3581,0741

QUESTIONS

Questions about Integrale

Can I put my own logo on Integrale?
Yes. Upload a PNG and the studio loads this model's 16,045-triangle mesh, works out which triangles face the flat side of the rifle, 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 Integrale?
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 Integrale have?
15, of which 7 are large enough to take artwork. The rest are normal maps, specular maps and small detail sheets that are copied through untouched.
Can I take Integrale without changing anything?
Yes. The unmodified download packages it exactly as it ships — all 15 textures and 7 model files 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 Integrale 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 Integrale 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 Integrale 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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