First identify what the tool produced. The file’s role determines how you install it.

Complete resource ZIP

  1. Extract the ZIP and read any included README or installation snippet.
  2. Locate the resource root: the folder containing fxmanifest.lua. Avoid an extra nested folder between the resource directory and the manifest.
  3. Put the resource folder under your development server’s resources directory. Keep its stream, data and script folders together.
  4. Add ensure your_resource_name to the appropriate server configuration, using the actual folder name and starting its dependencies first.
  5. For a newly copied resource on a running development server, run refresh, then ensure your_resource_name in the server console. ensure restarts an already running resource, so do this deliberately.
  6. 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.