FiveM file types: ydr, ytd, ytyp, yft, ydd
Every FiveM asset error starts with the wrong file type. Here is what each RAGE extension holds, which combination a prop, vehicle, clothing item or interior needs, and the two mistakes that cause "model failed to load".
The extensions, in one pass
- .ydr — drawable. One static model: geometry, its shaders, LODs and optionally embedded collision. This is what a prop is.
- .yft — fragment. A model that can break or move because it has a skeleton and physics: vehicles, breakable props, weapons. A car body is a .yft, never a .ydr.
- .ydd — drawable dictionary. Several drawables in one file, skinned to an external skeleton. This is how clothing and ped components ship.
- .ytd — texture dictionary. A container of DDS textures. Referenced by name, so the name has to match what the model's shader asks for.
- .ytyp — archetype definition. Registers the model with the engine: bounding box, LOD distance, physics dictionary. Metadata only, no geometry.
- .ybn — bounds. Standalone collision, used for map pieces where collision is not embedded in the drawable.
- .ymap — map placement. Where entities sit in the world, and where an MLO interior is instanced.
- .ycd — clip dictionary. Animations.
Which files do I actually need?
A prop: .ydr + .ytyp + a .ytd if the texture is not embedded. The .ytyp is not optional — without an archetype the engine has nothing to register, so RequestModel never resolves and you get "model failed to load".
A vehicle: <model>.yft (base), usually <model>_hi.yft (the high-detail body you see up close), <model>.ytd, plus vehicles.meta, handling.meta and carvariations.meta.
A clothing item: .ydd + .ytd + a .ymt (CPedVariationInfo) and a shop_ped_apparel .meta. The .ymt is what registers the drawable count — a clothing pack without one shows up in the menu and then applies nothing.
Two things that quietly break assets
Empty physics dictionary. If your prop's .ytyp has an empty <physicsDictionary/>, the game loads the visual model and ignores the embedded collision — you walk straight through the prop. The archetype has to name the model in that field.
Textures embedded in a vehicle .yft. FiveM reads vehicle textures from an external <model>.ytd. Embedding them in the fragment leaves the car magenta in-game even though it looks fine in OpenIV.
Frequently asked
What is the difference between a YDR and a YFT?
A .ydr is a static drawable used for props. A .yft is a fragment: it carries a skeleton and physics, so it is used for vehicles, weapons and breakable objects. A car body is always a .yft.
Do I need a YTYP for a prop?
Yes. The .ytyp archetype registers the model with the engine. Without it RequestModel never resolves and the prop fails to load in-game.
Why does my custom prop have no collision?
Almost always an empty <physicsDictionary/> in the .ytyp. The archetype must name the model in that field, otherwise the game loads the visuals and ignores the embedded collision.
What file type is FiveM clothing?
A .ydd drawable dictionary for the mesh plus a .ytd for textures, registered by a .ymt (CPedVariationInfo) and a shop_ped_apparel .meta file.
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