Convert
Conversion settings
In Assets you choose how the prop is used, its texture size and how the files are packed. The free page uses fixed settings.
World prop or Hero object
GLB to FiveM uses the usage to set how many triangles and how much texture the prop may keep. It is the same choice as in the 3D Generator.
- World prop: placed around the map, often many times. The model stays light for performance. The default.
- Hero object: seen up close, such as an item in a player's hand or on a desk. Keeps more detail.
- 1. 3D model: the file you picked
- 2. Name: becomes the model name in game
- 3. World prop / Hero object: sets the triangle and texture budget
A model that is already light, like the one above, converts the same either way. The usage matters for dense models.
Low poly
Low poly under Usage rebuilds the converted model to a triangle budget you set with a slider, then bakes the detail into the texture. It helps with props that appear many times or only from a distance. It works the same as in the 3D Generator, see Low poly.
Leave it off for models that are already light. Low poly on a model with loose, open pieces can fail; convert it without Low poly then.
Texture size
Texture size caps the largest edge of the prop's textures at 256, 512, 1024 or 2048 pixels. 512 is the default and fine for most world props. Larger textures look sharper up close but use more memory on every client.
- 1. Texture size: largest texture edge in pixels
- 2. Packaging: four files or one YDR
- 3. Create asset: free for uploads
You can change the texture size later in the editor. That runs a free rebuild.
Packaging
Packaging decides how the files land in the stream folder of your resource.
Separate files
Files:YDR, YTD, YBN, YTYPWhen to use it:The default. Textures can be swapped in the YTD without touching the model.Single YDR
Files:YDR, YTYPWhen to use it:Textures and collision inside the model, the way most stock GTA props ship.
Note
Asked for "just a YDR"? Single YDR is the closest: one model file with everything inside, plus the YTYP, which the game needs to know the prop.
Sharing with the community
Tick Share with the community when it is done and the finished prop appears in Community Assets, where other people can find and download it. Nothing is shared unless you choose it. Only share models you made or are allowed to pass on.