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RIFLE · STANDARD

Assaultrifle

A standard-grade rifle built from 3 parts (weapon, magazine), 54,026 triangles and 19 textures. Every number on this page is read from the model itself, not from a listing file.

Assaultrifle — 3D render of the rifle model, shown from the side
Assaultrifle — a rifle model you can skin and export as a FiveM-compatible resource. Mesh detail 54,026 triangles across 4 model files.

Specification

Weapon class
Rifle
Grade
Standard
Triangles
54,026
Vertices
38,338
Textures
19
Paintable sheets
6
Model files
4
Own animation clips
No
Self-lit parts
No
Pack
pityus_weapon
Resource name
6 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 Assaultrifle

6 of Assaultrifle's 19 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 receiver_diff at 1024×1024 in D3DFMT_DXT1. That is the surface most of the rifle body samples from, and it is where a decal reads biggest in game.

At 54,026 triangles it sits in the middle of the library — enough geometry for the side-panel detection to be reliable, without the texture budget of a showcase piece.

6 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 3 compression formats (D3DFMT_DXT1, D3DFMT_DXT5, D3DFMT_A8R8G8B8). Each edited sheet is written back in the format it already used, so the rebuilt dictionary is structurally identical to the original.

With 6 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
receiver_diffdiffuse1024×1024D3DFMT_DXT1yes
handguar_diffdiffuse512×512D3DFMT_DXT1yes
sight_diffdiffuse512×512D3DFMT_DXT1yes
handy_diffdiffuse512×256D3DFMT_DXT1yes
stock_diffdiffuse512×256D3DFMT_DXT1yes
w_ar_assaultrifle_mag1diffuse256×256D3DFMT_DXT1yes
receiver_glossspec1024×1024D3DFMT_DXT5—
handguar_glossspec512×512D3DFMT_DXT5—
sight_glossspec512×512D3DFMT_DXT5—
handy_glossspec512×256D3DFMT_DXT5—
stock_glossspec512×256D3DFMT_DXT5—
w_ar_assaultrifle_mag1_sspec256×256D3DFMT_DXT5—
receiver_normnormal1024×1024D3DFMT_DXT1—
handguar_normnormal512×512D3DFMT_DXT1—
sight_normnormal512×512D3DFMT_DXT1—
handy_normnormal512×256D3DFMT_DXT1—
stock_normnormal512×256D3DFMT_DXT1—
w_ar_assaultrifle_mag1_nnormal256×256D3DFMT_DXT1—
w_ar_assaultrifle_dpalpalette128×32D3DFMT_A8R8G8B8—

GEOMETRY

Model breakdown

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

PartKindVariantTrianglesVerticesGeometries
Assaultrifleweaponhigh detail21,58315,7135
Assaultrifleweaponbase21,58315,7135
Assaultrifle Mag1magazinebase5,4303,4561
Assaultrifle Mag2magazinebase5,4303,4561

QUESTIONS

Questions about Assaultrifle

Can I put my own logo on Assaultrifle?
Yes. Upload a PNG and the studio loads this model's 54,026-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 Assaultrifle?
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 Assaultrifle have?
19, of which 6 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 Assaultrifle without changing anything?
Yes. The unmodified download packages it exactly as it ships — all 19 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 Assaultrifle 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 Assaultrifle 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 Assaultrifle 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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