Occasionally, you might receive a file that isn't compatible with FiveM, such as "BM_commission.ydd" or "hand_001_u.ydd." Unfortunately, these files won't stream into your server as is. However, making them FiveM-ready is a straightforward process.
Firstly, let's grasp the format required by FiveM. Initially, we specify the ped it's being streamed to. For instance, if we aim to stream to the freemode male ped, we'd use:
mp_m_freemode_01
Next, we consider the DLC. If you're opting for one of the original slots, you can skip this part. In our case, we'll stream it to the January 2016 DLC. Thus, we add the following with an underscore (_) between the previous parts:
mp_m_january2016
Now, we introduce a caret (^) to separate the model, DLC, and the slot.
So far, our name should appear as follows:
mp_m_freemode_01_mp_m_january2016^
Moving on, we include the slot it'll be streamed to. This consists of two parts: the section and its number. In our example, it'll occupy bags and parachutes slot 1 of the January 2016 DLC. Hence, we append:
hand_001
Here is a list to help you pick which section to use:
Mask - berd
Upper Body - uppr
Pants - lowr
Parachute - hand
Shoes - feet
Accessories - teef
Under Coat - accs
Armor - task
Decal - decl
Top - jbib
The final addition is the skin tone identifier. This distinguishes between universal models (without skin texture) and skin tone-specific models (with skin texture like gloves).
For universal models:
u
For skin tone-specific models:
r
Thus, the correctly named ydd file for this example should read:
mp_m_freemode_01_mp_m_january2016^hand_001_u.ydd
Now, let's move on to the ytd. If you don't have one already, you can create a new one in OpenIV by right-clicking as if creating a new folder on your desktop and selecting the new ytd option.
Starting similarly, we copy everything up to the slot:
mp_m_freemode_01_mp_m_january2016^hand
The subsequent part differs; we need to specify it's a texture by adding:
diff
Then, we specify the slot again:
mp_m_freemode_01_mp_m_january2016^hand_diff_001
Returning to the texture-specific part, we denote the texture slot, starting with (a). For additional textures, proceed through the alphabet. In our case, since we only have one texture, we'll use slot (a).
Thus, the ytd should appear as:
mp_m_freemode_01_mp_m_january2016^hand_diff_001_a
Finally, the skin tone identifier is added as before. For universal textures:
uni
For specific skin tones:
White - whi
Black - bla
Chinese - chi
Latino - lat
Arabic - ara
Pakistani - pak
Since our model is a universal texture, the final ytd name would be:
mp_m_freemode_01_mp_m_january2016^hand_diff_001_a_uni.ytd
Now all you need to do is add the texture to the ytd by opening it.
This guide should aid in converting clothes to be FiveM ready or provide a better understanding of the structure if you're already familiar with the process.