Free tool, live below. No CodeWalker, no manual manifests, no login.

FiveM Resource Merger

Combine prop and asset packs into ONE streamed resource. Upload your resource ZIPs and the merger checks every file, catches name collisions before they break in game, combines the ytyps and hands you one clean resource with a single fxmanifest. One ensure line instead of twenty.

Works on stream files and manifests, not Lua scripts: your script resources stay untouched. Free · no login · 2-10 resources per merge · merging clothing packs? Use the EUP Merger →

Drop your resource ZIPs here or click to browse

2 to 10 ZIPs · 64 MB each · prop packs, ymap/ytyp packs, addon assets

Free · no login · 3 merges per hour · only upload resources you have the rights to use. Clothing packs instead? Use the EUP Merger

What you can merge

One .zip per resource, ideally the whole folder (fxmanifest.lua + stream/) zipped up. Anything streamable under stream/ is taken: .ydr, .ytd, .ytyp, .ybn, .ycd, .yft, .ymap, .ynv.

Not for this tool: clothing/EUP packs (collection metas would be lost, the merger rejects them and points you to the EUP Merger) and vehicle packs (they need meta merging, see FAQ).

Prop and asset packs

Resources with stream/*.ydr, .ytd and .ytyp files: bought prop packs, our converter and Reskin Studio outputs, decoration packs. The core use case.

Map packs (ymap/ytyp)

Streamed .ymap placements with their .ytyp definitions and collision .ybn files merge exactly the same way. One resource for your whole map folder.

Animation resources

Streamed .ycd clips ride along. Test scripts (client.lua) are deliberately left out and listed in the report; the clips keep their names, so your scripts keep working.

Any stream/ layout

Nested folders, resource-inside-a-folder ZIPs, extra READMEs and previews: the merger finds every streamable file under stream/ and skips the rest with a reason.

Why fewer resources matter

The FiveM docs are direct about it: every resource you add increases server startup time. Servers running hundreds of separate asset resources are the classic case behind multi-minute boots, txAdmin restart loops that hit the startup time limit, and server.cfg files nobody wants to touch anymore.

Faster startup

Fewer resources to initialize means faster boots and fewer txAdmin boot-loop incidents. To be honest about the rest: merging does not reduce streaming memory or raise FPS. The same assets stream either way.

A server.cfg you can read

One ensure line for all your decoration props instead of an ensure block you scroll past. Bracket folders only organize the files; they do not reduce the resource count. Merging does.

Conflicts become visible

Two packs streaming the same file name is a silent lottery about which one loads. A merge forces the conflict into the open and tells you exactly where it is.

The fiddly parts, handled

Combining resources by hand fails in very specific, very silent ways. These are the four the merger takes off your plate:

Name collisions caught, not hidden

FiveM cannot stream two files with the same name. The merger checks every basename across all your packs and tells you exactly which files collide and which ZIPs they came from, before anything breaks in game.

One fxmanifest, generated

Every .ytyp gets its DLC_ITYP_REQUEST line, in your upload order. No hand-written data_file lines, no forgotten ytyp that makes props invisible.

Only real game files

Every file is checked for the RAGE resource signature. Junk that pretends to be a .ydr is skipped and documented instead of crashing your server at 3 am.

Full bundle report

bundle_report.json documents what was taken from each ZIP and what was skipped with the reason. Shown right in the tool and shipped inside the download.

Merging by hand vs. the Resource Merger

The manual route works and people sell it as a service for $10-60 per merge. This is what changes:

By hand
Resource Merger
Combining the files
Copy every stream/ folder by hand, hope nothing collides
Upload the ZIPs, done
Duplicate file names
Find out in game when props go invisible
Every collision listed with the packs it came from
fxmanifest & ytyps
Hand-write a DLC_ITYP_REQUEST line per ytyp, miss one and props never spawn
Generated automatically, in order
Broken files
One corrupt file crashes the whole resource with no hint
Checked and skipped with the file name in the report
server.cfg
Twenty ensure lines to keep sorted
One ensure line
Cost
Hours of your evening, or $10-60 per merge on Fiverr
Free, under a minute

FiveM Resource Merger FAQ

For streamed asset resources (props, ymap/ytyp map packs, addon assets): zip each resource folder, upload them to the merger above, give the result a name and download one combined resource. The tool copies every stream/ file, checks for file name collisions, and generates a single fxmanifest with one DLC_ITYP_REQUEST line per ytyp. Replace the old ensure lines in server.cfg with one line and restart.
Yes. Props stream by file name, not by resource name, so any number of prop packs can live in one resource as long as no two files share a name. That name check is exactly what this merger automates. All spawn names stay the same, so scripts, ymaps and spawner menus keep working unchanged.
There is no hard resource-count limit, but the official FiveM docs note that every resource adds startup time, txAdmin flags high resource counts, and servers with hundreds of resources are the classic cause of multi-minute boots and restart loops. The practical advice from the community is to consolidate streamed assets into a few combined resources. The separate hard limit that does exist is 65,535 streamed asset FILES per server, and merging resources does not change your file count.
Be careful with claims here: merging does NOT reduce streaming memory or increase FPS, because the same assets still stream either way. What it genuinely improves is server startup time (fewer resources to initialize), server.cfg manageability (one ensure line), txAdmin resource-count warnings, and debuggability (one place to look when an asset is missing).
The merge stops and tells you every colliding file name and which of your ZIPs it appears in. Nothing is silently overwritten, because with streamed assets a silent overwrite means one pack randomly loses in game. Rename the file in one pack (for props, our Reskin Studio can rebuild a prop under a new spawn name) and merge again.
Each .ytyp in stream/ needs its own data_file DLC_ITYP_REQUEST line in fxmanifest.lua. Forgetting one is the classic reason props are invisible in game. The merger writes these lines for every ytyp it bundles, in your upload order, so you never edit the manifest by hand.
Not yet. Vehicles are more than streamed files: their vehicles.meta, handling.meta and carvariations.meta must be combined too, which is a different job than stream merging. Upload prop, map and asset packs here; for vehicles, keep using a dedicated vehicle merger for now.
No, and that is deliberate. Script resources are cheap to keep separate, merging their Lua code creates conflicts, and running third-party scripts through an automated merger would be a security risk. This tool merges streamed asset files and manifests. Your script resources stay exactly as they are.
No. Clothing packs carry collection metas and YMT definitions that a stream merger would lose, so the tool rejects them with a clear message. Use our free FiveM EUP Merger instead: it understands dlcName collisions, YMT patching and ShopPedApparel metas.
Yes. Free and anonymous, like our GLB to FiveM converter and the EUP tools. The rate limit is 3 merges per hour per connection. No account, no watermarks, and the merged resource is yours.

Merge your asset packs right now

Upload your resource ZIPs at the top of this page and download one clean, streamable resource with a full report. Free, no login, done in seconds.