Make a FiveM housing shell and set it up
A housing shell is a single interior model your housing script spawns under the map. Building one used to mean modelling, collision and lighting by hand. Here is what a good shell needs and how to plug it into your script.
What a housing shell needs
- One model with the walls, floors, ceilings and fixed furniture.
- Collision for every walkable surface and wall, or players fall through the floor.
- Lighting that works far from the world’s light sources, because shells usually spawn under the map.
- A stable origin so the entry offset in your script stays valid.
- A reasonable texture budget: shells are loaded whole, so a 4K texture on every object costs memory every time someone enters.
Build it
- Draw the rooms on a grid, then add walls, doors, windows, extra floors, stairs and ceiling openings.
- Furnish it from more than 4,900 GTA objects or your own GLB, FBX and OBJ models.
- Light it with ceiling lights, lamps and screens.
- Walk it with the MP ped to check door widths, stairs and headroom before exporting.
Set it up in your housing script
Every housing script registers shells in its config with a model name and offsets. The details differ, but the steps are the same:
- Stream the export: put the folder in
resourcesandensureit before your housing script. - Add the model to the shell list of your script under the exported model name.
- Set the entry offset: stand where the player should appear, read your position relative to the shell’s spawn point (most scripts have a helper command), and save it as the entry or exit offset.
- Test entering, leaving and reloading a property, with two players if the script syncs furniture.
Common shell problems
- Falling through the floor: the collision is missing or the player is placed below the floor; raise the entry offset slightly.
- Pitch-black interior: no lights in the shell, or the time-cycle of the area under the map; add interior lights.
- Stutter on enter: oversized textures; measure and shrink them.
Frequently asked
What is the difference between a shell and an MLO?
An MLO is a placed interior with rooms, portals and entity lists, part of the world map. A shell is one streamed model with collision that a script spawns, often far below the map, and teleports players into.
What is a shell offset?
The position, relative to the shell's origin, where the script puts the player when they enter, and where the exit marker is. Each housing script stores it per shell.
Do I need a script for doors?
In the map export, doors are native GTA doors with hinge physics and need no script. The housing shell export keeps a small companion script for shells your housing framework moves.
What does it cost?
Your first creation is free; every new creation after that costs 200 credits, charged only after a successful export.
Try it free
Create a free account, join the Discord for your credits, and build your first asset in minutes.
