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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

  • .ydrdrawable. One static model: geometry, its shaders, LODs and optionally embedded collision. This is what a prop is.
  • .yftfragment. 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.
  • .ydddrawable dictionary. Several drawables in one file, skinned to an external skeleton. This is how clothing and ped components ship.
  • .ytdtexture dictionary. A container of DDS textures. Referenced by name, so the name has to match what the model's shader asks for.
  • .ytyparchetype definition. Registers the model with the engine: bounding box, LOD distance, physics dictionary. Metadata only, no geometry.
  • .ybnbounds. Standalone collision, used for map pieces where collision is not embedded in the drawable.
  • .ymapmap placement. Where entities sit in the world, and where an MLO interior is instanced.
  • .ycdclip 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.

FIVEFORGE writes the archetype, the physics dictionary reference and the external texture dictionary for you, so neither of these is something you have to remember.

Sık sorulanlar

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.

Ücretsiz dene

Ücretsiz bir hesap oluştur, kredilerin için Discord'a katıl ve ilk asset'ini dakikalar içinde oluştur.