Every tool, up close
Nine parts of one app, from finding a file in the game archives to the resource your server loads.
Assets
Search every archive at once.
Two ways in
Browse by asset (vehicles, peds, clothing, weapons, MLO interiors, YMAPs, animations and more) with a count per category, or walk any RPF file by file.
Search that reads like you think
A space means AND and a comma means OR: "police car" narrows, "carbine, pistol" widens. Filter by source, vehicle class, file type and DLC, newest pack first.
Mods, labelled
Files from your mod folders carry a MOD tag, and an override says which game file it replaces. Watched folders rescan on their own when a file changes.
Clothing by the numbers
Every texture variation of a freemode piece is its own row, with the component or prop anchor, drawable, texture and gender the natives expect.
Everything an asset touches
The inspector lists each file with its role and size, the archive it lives in and its external dependencies, every path one click from the clipboard.
Look before you extract
Preview in 3D, step through textures with their resolution and format, or read .meta, .xml and .lua inline. Then extract the original, export a GLB or send it to a queue.
Viewer
Inspect peds, weapons, vehicles and interiors in 3D.
Peds, dressed
One picker per slot, 12 components and 5 prop anchors. Freemode peds wear the whole installed DLC wardrobe, with barbershop hair colors and highlights.
Animation and skeleton
Clips filtered to the ped's skeleton, frame by frame, from 0.25× to 2×. A sortable bone table and overlays for bones, axes, bounds and skin weights.
A mod shop for vehicles
Respray each paint layer from the game palette, fit parts by shop slot, swap wheels by type, toggle extras and switch to the high-detail mesh.
Weapons, fully built
An attachment per mount point, tints and MkII camos, whole-model variants, and older copies of a weapon that a later update replaced.
Interiors, room by room
Rooms, portals, entities and entity sets in tables and on the model, with overlays for volumes and portals, and a list of archetypes missing from your data.
Stills from any angle
Orbit or fly with WASD, snap to six views, then save PNG, JPEG or WebP up to 8192 px on a transparent, sky or solid background.
Capture
Render a whole catalog in one run.
Seven batch modes
Objects, peds, vehicles, vehicle mods on the car that sells them, clothing on a mannequin, weapons, and weapon mods on the weapon that owns them.
Any number of cameras
Each model renders once per camera. Set azimuth, elevation, tilt, field of view and framing per camera, and give one its own lighting if it needs it.
Studio lighting
Time of day or a manual sun, flat catalog lighting, shadows and HDR, over a transparent, sky or solid background. Preview it on a sample model first.
Names that fit your UI
PNG, JPEG or WebP, named from a template with fields like {{drawable_id}}, {{dlc}} and {{camera_name}}. It shows sample names and warns before two captures collide.
A mannequin for clothing
Pick the base ped, choose which pieces stay drawn over the captured one, recolor hair or render the body in a flat color.
Original or mod
When a mod replaces a game file in your selection, choose the original, the mod or both, per item or for all. Stop after the current item and keep what is saved.
Texture editing
Edit in layers, see it on the model.
Any texture in the game
Vehicles, peds, weapons, clothing, props and models picked on the Map. Or start something new: a livery, a weapon camo or a clothing variant.
Real layers
Position, scale, rotation, opacity and 16 blend modes on every layer, saved in a project you reopen. Nothing is flattened until export.
Make it in the app
Fill, gradient, shape, noise, brush, text and hue/saturation layers, all still editable after you make them.
Mask with the model
Clip a layer to parts, triangles or a lasso on the 3D model, invert it for "everything but the hood", and feather the edge so no seam shows.
Warnings at the right time
The 3D view outlines the parts that use the texture, flags UV areas the model reuses, and tells you when the texture is shared with other models.
Written like the original
Export keeps the game's compression and re-encodes only the blocks you touched, mip levels included. Your install is never written to.
AI textures and liveries
Describe a livery and get it back on the UV.
Material or UV
Material mode makes a tiling surface like asphalt or fabric, in 1, 2 or 4 variations. UV mode paints the unwrapped part: a livery, a garment.
It sees the model
The request carries the current pixels, the UV mask, the part template and a 3D render, plus your own reference photos, so the art lands on the right part.
Painted from every side
The AI paints 2, 4 or 6 views of the model, each projected back onto the UV and blended into one texture. Lights, glass and wheels stay clear.
Checked before it is used
Each view is compared to the model's outline. A shifted view is realigned; a view where the shape changed is thrown out.
Logos stay whole
Letters, numbers and logos are lifted from the view that faces them and placed on a layer of their own, so blending never smears or doubles them.
Results you keep
Each result is a normal layer, with matching normal and specular maps if you want them. Every result stays in a history you can reuse without generating again.
Map
The whole map, rendered by Rageon.
The game's world
Streamed with the game's own detail levels, with interiors that load only the rooms you can see through doors and openings.
The game's light
Sky, fog and exposure by the hour, weather blending, street lamps that glow at a distance, an ocean with waves and trees that move in the wind.
Fly anywhere
WASD and Q/E to fly, teleport to coordinates, copy position and heading. Scrub the clock, pause it and switch between the game's weather types.
Your mods in place
FiveM resources and .rpf packs from your folders load into the same world, each switched on or off live, up to the game update you choose.
Click to edit
Select any object to see its model, detail level, position and draw distance, then open it to edit its texture, its geometry or an interior around it.
Views for the work
Untextured, normals, detail level or wireframe, with vehicle and ped paths, scenario points and spawners on top. Or draw a minimap in one of 8 styles.
Interiors (MLO)
Build an interior and walk through it in game.
Rooms first
Draw rooms and get walls, floor and ceiling. Set heights, timecycle and flags like no sunlight or no outside world per room, and cut entrances to the street.
Portals and lights
Portals with opacity, one-way and mirror flags. Point, spot and capsule lights with color, falloff, corona, shadows and the hours they turn on.
Collision per face
Each face is visual, collision or a ped-only ramp, with a game material and flags such as shoot-through or see-through for AI.
Modeling built in
Extrude, inset, bevel, loop cut, knife and bridge, with primitives for stairs, ramps and swimmable water. Or import a game interior and edit it.
Props from the library
Search every game and mod prop, then click to place it in a room. A .glb or .ydr imports as geometry you can edit and reuse as a prop.
Live on your server
Geometry, props and collision reload on a local FiveM server on edit, on save or by hand. Rooms, portals and lights need an export and a reconnect.
Emergency vehicles
Set up a police car down to the light pattern.
New model or stock
Ship a new model with its own spawn name and in-game name, or change the stock car for everyone on the server.
Paint, parts and extras
Six color slots written to the vehicle's metadata. Parts, wheels and extras come from the car's own kit, with a Lua snippet in the README to apply them.
A catalog of lightbars
16 lightbars, beacons and modules for the roof, grille, bumper, mirror, dashboard or rear window, with a 3D preview before you place one.
Placed on the body
Move, rotate and scale with a gizmo that slides along the bodywork and snaps to the car's center, axles and other bars. Mirror, duplicate, trim.
A siren sequencer
20 siren slots on a 32-beat grid with its own BPM. Each light can be on, flash or rotate, with six patterns one click away and a night preview.
Handling, field by field
About forty handling.meta fields in five groups, each starting at the stock value with a reset. Only what you change is written.
Export
Export a GLB for Blender, or a whole resource.
GLB for Blender
Send models from Assets, the Viewer or the Map to a queue. Export GLB, the original file or both, with the skeleton and textures as PNG or DDS beside it.
Queues that resume
Queues persist between sessions. Items whose source and options are unchanged are skipped, failures can be retried and duplicate names are blocked before the run.
One project, one resource
Textures, interiors, props and vehicles go out together: stream/, fxmanifest.lua and a README with install steps, what each file replaces and spawn commands.
Checked before it is written
Unreachable rooms, inverted portals, missing entrances, floors without collision, parts outside the kit. Click a problem to select what caused it.
Never half-written
The resource is built in a temporary folder and swapped in at the end. The destination, a folder or your server's resources/, is remembered per project.
Interiors, complete
Models, collision, texture dictionary, map and type files, interior audio, water and a lower detail level, with the manifest lines a map needs.