FiveM streams props as .ydr resource files (RAGE's binary drawable format) with a matching .ytyp archetype and .ytd texture dictionary. A raw .obj or .fbx is none of those — you normally rebuild it through Blender + Sollumz and CodeWalker, which is a heavy toolchain and a common source of "model failed to load" errors.
Pick box collision for simple props, mesh for accurate ones, or none for decoration. The tool bakes an embedded collision so you don't fall through the prop, generates staggered LODs for distance, and compresses your textures to DXT with proper normal/spec maps. A .ytyp archetype is generated automatically so RequestModel succeeds in-game.
OBJ, FBX, glTF/GLB and Collada (DAE), including their textures. Output is a FiveM .ydr prop with .ytyp and .ytd.
No. The full OBJ/FBX-to-YDR pipeline runs server-side; you only use the browser editor.
Yes. You can bake box or mesh collision so players and vehicles don't pass through it, or choose none for pure decoration.
A .ytyp archetype is generated automatically so the model registers and RequestModel succeeds, avoiding the common "model failed to load".
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