SMG · RARE
Smghall
A rare-grade smg built from 4 parts (weapon, magazine, attachment), 11,672 triangles and 7 textures. Every number on this page is read from the model itself, not from a listing file.

Specification
- Weapon class
- SMG
- Grade
- Rare
- Triangles
- 11,672
- Vertices
- 8,592
- Textures
- 7
- Paintable sheets
- 3
- Model files
- 4
- Own animation clips
- No
- Self-lit parts
- Yes
- Pack
- pityus_redside
- Resource name
- pityus_smghall
$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 Smghall
3 of Smghall's 7 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 smghall at 1024×1024 in D3DFMT_DXT5. That is the surface most of the smg body samples from, and it is where a decal reads biggest in game.
At 11,672 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.
2 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.
Every texture on this model uses D3DFMT_DXT5, and each edited sheet is written back in that same format with its mip chain rebuilt to the original depth.
Because Smghall 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 smg white.
Submachine guns dominate close-quarters red zone fights, and their flat receiver panels take a decal cleanly without wrapping over a rail.
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.
| Texture | Role | Size | Format | Paintable |
|---|---|---|---|---|
| smghall | diffuse | 1024×1024 | D3DFMT_DXT5 | yes |
| akhallmoss | diffuse | 512×512 | D3DFMT_DXT5 | yes |
| smgsupphall | diffuse | 256×256 | D3DFMT_DXT5 | yes |
| smghallspec | spec | 1024×1024 | D3DFMT_DXT5 | — |
| smgsupphallspec | spec | 256×256 | D3DFMT_DXT5 | — |
| smghallnormal | normal | 1024×1024 | D3DFMT_DXT5 | — |
| smgsupphallnormal | normal | 128×128 | D3DFMT_DXT5 | — |
GEOMETRY
Model breakdown
The separate drawables that make up Smghall, with the geometry measured out of each model file.
| Part | Kind | Variant | Triangles | Vertices | Geometries |
|---|---|---|---|---|---|
| Smghall | weapon | base | 9,990 | 7,443 | 2 |
| Smghall Mag1 | magazine | base | 743 | 502 | 2 |
| Smghall Mag2 | magazine | base | 743 | 502 | 2 |
| Smghall Supp | attachment | base | 196 | 145 | 1 |
QUESTIONS
Questions about Smghall
- Can I put my own logo on Smghall?
- Yes. Upload a PNG and the studio loads this model's 11,672-triangle mesh, works out which triangles face the flat side of the smg, 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 Smghall?
- 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 Smghall have?
- 7, of which 3 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 Smghall without changing anything?
- Yes. The unmodified download packages it exactly as it ships — all 7 textures and 4 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 Smghall 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 Smghall 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 Smghall 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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