First identify what the tool produced. The file’s role determines how you install it.
Complete resource ZIP
- Extract the ZIP and read any included README or installation snippet.
- Locate the resource root: the folder containing
fxmanifest.lua. Avoid an extra nested folder between the resource directory and the manifest. - Put the resource folder under your development server’s
resourcesdirectory. Keep its stream, data and script folders together. - Add
ensure your_resource_nameto the appropriate server configuration, using the actual folder name and starting its dependencies first. - For a newly copied resource on a running development server, run
refresh, thenensure your_resource_namein the server console.ensurerestarts an already running resource, so do this deliberately. - Read the server and client console output, then exercise the resource in game.
For example, a resource named my_vehicle might look like this:
resources/
my_vehicle/
fxmanifest.lua
stream/
my_vehicle.yft
my_vehicle.ytd
data/
vehicles.meta
handling.meta
This is an illustrative layout, not a complete downloadable vehicle. Preserve the layout and registrations supplied by your exporter.
FiveM defines manifest placement in its resource manifest reference, and the behaviour of refresh and ensure in server commands.
One edited game file or metadata file
Keep a copy of the working resource. Replace the corresponding file in that copy using the expected filename. A YTD belongs with the model that references its textures; a handling.meta entry must match the vehicle’s handling reference.
A metadata patch ZIP may contain only changed files. Apply those files to their matching paths in the original resource; do not remove geometry, scripts or other files absent from the patch.
For renaming tools, also update references outside the exported resource, such as vehicle shops, garages and scripts. Replacing the local files does not update a database automatically.
PNG, DDS or SVG artwork
Artwork exports are not server resources. Place the artwork in the intended material or texture slot using your livery/texture workflow. Use a UV template as a guide layer, then hide that layer in the final artwork.
Check transparency, resolution, seams and mirrored UV regions. A PNG that looks correct in isolation can still be mapped to the wrong part of a model.
Report or preview
A report explains what to investigate. It does not automatically repair the source files unless the tool explicitly offers a reviewed repair/export action.
A 3D preview may change colours or textures without rebuilding the game asset. Read What you get in the individual guide before expecting a modified YFT, YDD or YDR.
Verify the actual behaviour
| Result | Check in your development server |
|---|---|
| Vehicle | Spawn name, textures, handling, modkit, lights and detail variants |
| Clothing | Intended ped, component/prop slot, drawable and every supplied texture variant |
| Map or interior | World position, entry/exit, room transitions, collision and nearby map content |
| Audio | Resource startup, vehicle/controller binding, volume and loop transitions |
| Animation | Dictionary/clip names, target skeleton, loop boundary and root movement |
| Texture optimization | Download-size change, close-up detail and distant appearance |
Change one resource at a time so you can attribute the result. If a regression appears, restore the saved version and keep the failing input/output for a reproducible issue report.