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Konwerter modów

Zamienia pobrany mod w zasób, który wrzucasz na serwer. Dajesz mu folder, zip albo add-onowy dlc.rpf, a on sam ustala, co jest w środku, auto, broń, ped czy ubrania freemode, zmienia nazwy plików modeli na te, których szuka gra, zachowuje każdą metę, którą mod przyniósł (nawet te wklejone tylko do readme) i pisze fxmanifest z właściwą linią data_file dla każdej z nich. Ubrania dodaje jako własną kolekcję, więc nic z podstawowej gry nie zostaje nadpisane. Mówi, co musiał uzupełnić, a wynik z autem albo bronią przepuszcza jeszcze przez Vehicle Pack Validator, zanim go pobierzesz.

To narzędzie i jego opis są na razie po angielsku.

Config i kodPojazdy, Bronie, Pedy, Ubrania, Zasób, PobieraniePrzeczytaj dokumentację

How to use it

Drop the mod exactly as you downloaded it: the folder, the .zip, or the dlc.rpf inside an add-on pack. You get back a resource folder with stream/, the metas it needs and anfxmanifest.lua. Copy that folder into your server's resources folder and addensure <name> to server.cfg. Everything runs in your browser and no file is uploaded anywhere.

The report lists everything it found, which files it used for each, what it renamed and what it had to fill in. Read that before you install: a generated handling is a starting point, not the mod author's numbers, and so is a generated peds.meta entry.

What it converts

  • Cars. The .yft, the _hi.yft, the .ytd, every tuning part a mod kit references, and the five vehicle metas.
  • Weapons. The w_ models and the weapon metas.
  • Peds. A model of its own, with a peds.meta entry and aPED_METADATA_FILE line. Both shapes work: one <model>.ydd next to its.ytd, or a .yft skeleton plus a folder of component files.
  • Freemode clothing. Either as a collection of its own (nothing in the base game is touched) or as a replacement of the drawable numbers the mod names. See below.

What it accepts

  • Loose files. A folder with car.yft, car_hi.yft, car.ytd, or myped.ydd and myped.ytd, or jbib_000_u.ydd andjbib_diff_000_a_uni.ytd, at any depth and in any letter case.
  • A readme with the metas pasted in. Plenty of mods print thevehicles.meta, handling.meta, carcols.meta andcarvariations.meta blocks in a text file instead of shipping them. Those blocks are read out of the text and turned back into real files.
  • An existing FiveM resource. It is read, the wrong bits are fixed (adata_file type that does not exist, a meta that was never listed in files) and it is written out again.
  • An add-on dlc.rpf, if it was built with OpenIV or CodeWalker. See the note below.
  • Several cars or peds in one download, either in one resource or one resource per car.

.rar and .7z cannot be opened in a browser. Unpack those with 7-Zip or WinRAR first and drop the folder.

How it tells the kinds apart

From the metas that parsed and from the file names, never from the mesh. A car ships a model and its_hi twin, a weapon model is called w_…, and a ped is named after itself. The one that needs care is a ped against freemode clothing, because both are skinned drawables and look the same to a file reader.

The rule is the name. A file called jbib_000_u.ydd or p_head_diff_000_a.ytd is a component of some ped, never a ped. Which ped it belongs to is then the only open question: amp_m_freemode_01^ prefix means freemode clothing, a prefix or a folder named after something else means that ped's own files, and nothing at all means freemode clothing, because that is what a loosejbib_000_u.ydd on gta5-mods is.

About dlc.rpf

A dlc.rpf is an archive, and whether it opens here depends on one number in its first 16 bytes. An archive a modder built in OpenIV or CodeWalker is written unencrypted, so the models, the textures and the metas come straight out and the conversion is the same as for loose files. An archive taken out of the game, or one run through ArchiveFix so it works without OpenIV.asi, is encrypted with a key that only exists inside GTA5.exe. This site does not carry game keys and will not, so that one cannot be opened here.

When that happens the tool says so and names the archive instead of failing quietly. Open it in OpenIV or CodeWalker on your own machine, drag out the .yft, the .ytd and thedata folder, and drop those here instead.

What it writes

  • stream/ with the model and texture files named the way the game looks them up: the.yft named after <modelName>, the matching _hi.yft, the.ytd named after <txdName>, and every tuning part a mod kit references.
  • data/ with the metas. A meta the mod shipped in one clean file is copied through as it is, values and all. It is only rebuilt when something had to change: two files of the same kind merged, entries recovered from a readme, or a mod kit wired up to the car that was supposed to use it.
  • fxmanifest.lua with fx_version 'cerulean', game 'gta5', every meta infiles and one data_file line per meta, in the order Rockstar's own DLCs load them.
  • client.lua with an AddTextEntry per car or weapon, so menus show a real name. Where the mod ships its own string table the name comes from there.
  • For a ped: data/peds.meta with the entry, and stream files named after the model. A ped whose components were in a folder inside the archive keeps that folder in the name with a caret, which is how FiveM flattens a streamed ped: myped^uppr_000_r.ydd. Props go in as myped_p^… and the entry names them with <PropsName>.
  • For a clothing collection: the ShopPedApparel meta, the stream files under the collection prefix, and the .ymt XML in convert_in_codewalker/.
  • README.md with the same report you see on the page, so it travels with the resource.

Clothing: add it or replace something

These are two different resources, not two settings of one, and it is the thing people get wrong.

  • Add it as a collection. The pack gets a name of its own, the clothes get drawable numbers of their own, and nothing the base game ships is touched. The resource is aShopPedApparel meta loaded with SHOP_PED_APPAREL_META_FILE, aCPedVariationInfo .ymt and stream files namedmp_m_freemode_01_<name>^jbib_000_u.ydd. This is the default.
  • Replace the drawables it names. The files keep the numbers the mod gave them and stream asmp_m_freemode_01^jbib_000_u.ydd, which overwrites that exact drawable for every player on the server. Nobody keeps the outfit that was there before. No meta and no data_file line: a streamed file of that name is the whole resource.

Left on Whatever the mod's own file names say, a pack whose files already carry a freemode ped name and a caret is converted as a replacement, because that prefix is the author naming the drawable they meant to take. Everything else is added as a collection. Both choices are always available in the dropdown.

A .ymt is a binary RAGE meta container and a browser cannot compile one, so a collection ships the CodeWalker XML in convert_in_codewalker/ with the steps. Import it in CodeWalker, put the.ymt it writes in stream/, and the collection is done. A replacement needs none of that.

data_file types it uses

Vehicles:

  • HANDLING_FILE for handling.meta
  • VEHICLE_LAYOUTS_FILE for vehiclelayouts.meta
  • VEHICLE_METADATA_FILE for vehicles.meta
  • CARCOLS_FILE for carcols.meta
  • VEHICLE_VARIATION_FILE for carvariations.meta
  • CONTENT_UNLOCKING_META_FILE for contentunlocks.meta, VEHICLE_SHOP_DLC_FILE for shop_vehicle.meta

Weapons:

  • WEAPONINFO_FILE for weapons.meta
  • WEAPON_METADATA_FILE for weaponarchetypes.meta
  • WEAPON_ANIMATIONS_FILE for weaponanimations.meta
  • WEAPONCOMPONENTSINFO_FILE for weaponcomponents.meta
  • PED_PERSONALITY_FILE for pedpersonality.meta, LOADOUTS_FILE for loadouts.meta, DLC_WEAPON_PICKUPS for pickups.meta

Peds and clothing:

  • PED_METADATA_FILE for peds.meta
  • SHOP_PED_APPAREL_META_FILE for the clothing collection's .meta
  • ALTERNATE_VARIATIONS_FILE for pedalternatevariations.meta, PED_OVERLAY_FILE for a ped overlays xml

The type is picked from what the file contains, not from its name, so a meta saved as vehicles.meta.txtstill gets the right line. Two types people write that do not exist are corrected on the way through:DLCTEXT_FILE is not a type FiveM has a loader for, and shop_vehicle.meta isVEHICLE_SHOP_DLC_FILE, not VEHICLE_SHOP_FILE.

When the mod is missing something

Nothing is ever invented quietly. Each of these is a switch you can turn off, and each one is reported when it fires.

  • No handling. A car with no handling does not spawn, so an entry is written from one of the templates in the Vehicle Handling Editor and the report says loudly that the numbers are not the author's. Turn the switch off and the conversion tells you to supply a handling.meta instead.
  • No _hi.yft. The normal model is copied to that name, so the car does not flicker or drop through the world up close. It will not look sharper up close until the author ships a real one.
  • No carvariations entry. One is written with the default colour and0_default_modkit, so tuning menus are not empty.
  • No vehicles.meta at all. One is generated from the model files, usingLAYOUT_STANDARD and class VC_SPORT. Check the class, the flags and the seat layout before a live server sees it.
  • No .ytd. Nothing is generated. A texture dictionary cannot be made up, so the report says the car will render untextured and that the file has to come from the mod.
  • No peds.meta entry. One is written from a real base game civilian entry, so the ped walks, talks and reacts like an ambient ped. Change the ped type, the walk and the voice if it should be something else.

Add-on or replace

A lot of car downloads ship both: an Add-On folder with the car under its own model name, and aReplace folder with the same car under a base game name. Converting both would give you the same car twice, so the add-on is taken by default and the other half is left out. You can switch to the replace version, but know what it does: every car of that model on the server becomes this one, traffic included.

Limits

  • It does not open the models. A broken mesh, a missing bone or a wrong embedded texture is not something it can see.
  • An encrypted .rpf cannot be opened here. Nor can a password protected zip.
  • Engine sound packs are carried over with their data_file lines, but the sounds themselves are not checked.
  • A mod that ships only a .oiv installer needs unpacking first. An .oiv is a zip, so renaming it to .zip usually works.
  • Very large archives are read into memory, so a multi gigabyte pack is better unpacked first.
  • A clothing collection is not finished until the .ymt XML is imported in CodeWalker. Nothing in a browser can write that file.
  • Hair, heels and hats that need an alternate mesh use pedalternatevariations.meta. A file the mod ships is carried over; one is never written from nothing.
  • The sample is made up: invented names, placeholder model files, no game or author data.