Modding Tutorials

Master GTA 5 and FiveM modding with our comprehensive guides.

How to Import Custom .OBJ Props into GTA 5 Using OpenIV

By Digvijay Ghogare | GTA 5 Modding | Intermediate

Bringing custom 3D models into the world of Grand Theft Auto V can seem daunting, but with the right tools and workflow, it becomes a straightforward process. This guide will walk you through importing your custom .obj files into the game using the industry-standard tool, OpenIV.

Step 1: Preparing Your Model

Before touching OpenIV, ensure your .obj file is properly prepared. Open your modeling software (like Blender) and ensure your object is correctly scaled. GTA 5 uses meters, so scale your model appropriately. Ensure all your textures are applied and UV mapped correctly. It's crucial to apply all transformations (Scale, Rotation, Location) before exporting.

Step 2: Setting up OpenIV

If you haven't already, download and install OpenIV. Upon launching, select Grand Theft Auto V (Windows). You'll need to specify your game directory. Once OpenIV is open, navigate to Tools > ASI Manager and install the ASI Loader and OpenIV.asi. This step is critical as it enables the game to read modified files.

Step 3: Creating an Add-on Folder (dlcpack)

The safest way to mod GTA V is by creating an add-on folder rather than replacing core game files. Navigate to mods/update/x64/dlcpacks. Create a new folder (e.g., custom_props). Inside this folder, you will need a dlc.rpf file. You can usually copy an existing one from another mod and clear its contents to use as a template. Within this dlc.rpf, create the necessary folder structure: x64/models/cdimages/custom_props.rpf.

Step 4: Importing the .OBJ via Sollumz/Blender

OpenIV cannot natively import .obj files directly as game props. You must first convert them into the game's proprietary formats (.ydr for drawable models and .ytd for texture dictionaries). The most efficient workflow is to use Blender with the Sollumz plugin. Import your .obj into Blender, assign Sollumz shaders to your materials, and export the model as a .ydr file.

Step 5: Placing Files in OpenIV

Open the custom_props.rpf you created in Step 3 using OpenIV. Ensure Edit Mode is enabled. Drag and drop your newly created .ydr and .ytd files into this archive. Finally, you must update the dlclist.xml located in mods/update/update.rpf/common/data. Add the line <Item>dlcpacks:/custom_props/</Item> to load your new pack.

Top 5 Optimization Tips for Blender to FiveM Assets

By Digvijay Ghogare | FiveM Optimization | Advanced

When creating custom props or vehicles for FiveM servers, optimization is not just a suggestion; it's a requirement. High-poly models and massive textures will cause texture loss, frame drops, and poor server performance. Here are the top five ways to optimize your Blender models before exporting them to FiveM.

  1. Strict Polygon Budgeting (Decimation): The most common issue with custom models is an excessively high polygon count. FiveM recommends keeping standard props under 5,000 polygons. Use Blender's Decimate Modifier to reduce the geometry. Focus on collapsing edges on flat surfaces while preserving details on curved areas. Always aim for a clean topology utilizing quads where possible, although game engines will ultimately triangulate the mesh.
  2. Texture Atlasing and Compression: Having dozens of separate materials on a single object forces the game engine to make multiple draw calls, severely impacting performance. Combine your textures into a single, larger texture map (Texture Atlasing). More importantly, compress your exported textures (.ytd files). Use DXT1 compression for textures without transparency and DXT5 for those with alpha channels. Never use 4K textures for small props; stick to 512x512 or 1024x1024.
  3. Creating Efficient LODs (Levels of Detail): LODs are critical for FiveM performance. You should create multiple versions of your model (e.g., High, Medium, Low, Very Low). As the player moves further away, the game swaps the high-poly model for a lower-poly version. In Blender, create duplicates of your mesh and aggressively use the Decimate modifier on the lower LODs. The 'Very Low' LOD can often be a simple box representation.
  4. Merge by Distance (Remove Doubles): Imported models often have overlapping vertices that add to the file size without contributing to the visual fidelity. In Blender's Edit Mode, select all vertices, press 'M', and choose Merge by Distance. This cleans up unnecessary geometry.
  5. Proper Collision Meshes: Never use your high-poly visual mesh as your collision mesh. The physics engine will struggle to calculate interactions. Create a separate, highly simplified mesh (often just a few primitive boxes or cylinders) to act as the collision bounds.

Beginner's Guide to Using CodeWalker for Map Modding

By Digvijay Ghogare | Map Creation | Beginner

CodeWalker is the definitive tool for modifying the Grand Theft Auto V map. Whether you want to add a custom building, remove debris, or create a new island for your FiveM server, CodeWalker makes it possible. This guide covers the essential basics of navigating and editing the game world.

Getting Started and Navigation

Download the latest version of CodeWalker and launch it. On startup, it will prompt you to locate your GTA V installation folder. Once loaded, you will be in the World View. Navigation is similar to standard PC games: use the WASD keys to move, click and drag the right mouse button to look around, and use the scroll wheel to adjust your movement speed.

Before editing, it's highly recommended to click the arrow in the top left to open the side panel and check Enable Mods and Enable DLC. This ensures you are viewing all assets currently installed in your game.

Creating a Project and Placing Entities

To begin modding, open the main toolbar by clicking the icon (or pressing 'T'). Click the New button to create a new Project. To add objects, you must first create a YMAP file. Go to File > New > Ymap File within the Project window.

To add a new object to your YMAP, select the YMAP in your project window, then from the menu select Ymap > New Entity. This will spawn a default 'egg' object. In the Entity properties panel on the right, look for the Archetype field. Here, you type the exact name of the 3D model (e.g., prop_bench_01a) you wish to spawn. The egg will instantly change into your chosen prop.

Moving, Rotating, and Saving (YMAP)

Ensure you have the Move tool selected. Left-click the object to reveal the 3D gizmo (arrows for movement, circles for rotation). Drag the arrows to position your prop perfectly.

Once you have finished placing your custom assets, it is crucial to finalize the file before saving. Select your YMAP in the project window and click the Calculate Extents and Calculate All Flags buttons. This ensures the game knows when to load and unload the area. Finally, save the .ymap file. You can then stream this file directly to your FiveM server or place it in a custom dlc.rpf for single-player.