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.
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.
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.
Yes. The .ytyp archetype registers the model with the engine. Without it RequestModel never resolves and the prop fails to load in-game.
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.
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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