Extra Map Tiles v2 - Add extra textured tiles on the pause menu map (and minimap) - New and revamped version

Extra Map Tiles v2 - Add extra textured tiles on the pause menu map (and minimap) - New and revamped version

Download : extra-map-tiles-v2 (Free)

Intro

The GTA 5 pause menu map (and inherently the minimap) is made up of 6 individual tiles forming a 2x3 grid, on which the textures of the in-game world atlas are mapped. For singleplayer modding, users would modify the minimap.ymt file, allowing them to add more quadrants beyond this 2x3 grid. FiveM does not support modifying or mounting the minimap.ymt file, so workarounds and “hacks” had to be used in order to achieve the same effect.

The Problem

Example

As an example, I used the atlas map tiles made by @LorenVidican for Los Santos, San Fierro, Las Venturas and Liberty City. Parts of these maps also overlap the Los Santos tiles, which I streamed using the classic method - replacing the textures in minimap_sea_0_0.ytd, minimap_sea_0_1.ytd, etc. The rest of the tiles were configured with this resource. The result is the following:

Note: This resource does not include any actual graphics besides the placeholder tile images. It also does not modify the minimap zoom or pause menu zoom levels. The resource comes configured like this, as an example:

Improvements

In October 2023, I posted the first ever resource that lets server developers easily add tiles beyond the 2x3 grid. Since this was the first iteration of the resource, many improvements could still be made. Using a novel Scaleform injection method, we brought multiple enhancements to the original resource, including:

  1. Most important - Colors of extra tiles match perfectly with any textures mapped over the default tiles.

  2. Also very important - GPS routes are now drawn and visible over any extra tile.

  3. Some other refinements - Textures of adjacent tiles are now composed seamlessly, no gaps are visible between tiles.

  4. Minor improvements - The pause menu cursor bound extension workaround uses 2 dummy blips instead of 4.

Setup

In the same way the default tile grid works, this resource places tiles based on offsets. The position of a tile, given 2 offsets (X and Y) is calculated from an origin point. The designers of GTA 5 chose the origin to be the top-left corner of the map. This means that the top-left tile of the default map is at offset X = 0 and Y = 0.

The sign of the offset determines the direction in which to place a tile, while the actual number determines how far (in number of tiles) to place the tile in that direction. (1 unit = 1 tile = 4500 in-game units)

Values for the X axis go left to right from positive to negative, while the Y axis is inverted. If I wanted to place a new tile that is 2 tiles left of the origin and 1 tile down (remember - the top-left default tile is the origin, marked with green), I would use an X offset of -2 and a Y offset of1, as shown in this picture:

The example config file provided with this resource is shown below. The keys of the dictionary (e.g. 1, 2, 3, etc) have to be unique and numeric.

  • x_offset and y_offset are the offset values mentioned before and have to be integers (Note: if you are coming from the old resource, the Y axis is now flipped, just like in the base game’s tiles)
  • txd represents the name of the YTD file containing the texture. Has to be a string without the .ytd extension.
  • txn is the name of the texture inside the aforementioned YTD file, and has to be a string.
config.tiles = {

    -- 2 example tiles in the south-east of the main map
    [1] = {x_offset = 2, y_offset = 1, txd = "extra_tiles_blue", txn = "tile_1"},
    [2] = {x_offset = 2, y_offset = 2, txd = "extra_tiles_blue", txn = "tile_2"},

    -- 4 example tiles in the north-west of the main map 
    [3] = {x_offset = -1, y_offset = -1, txd = "extra_tiles_green_1", txn = "tile_3"},
    [4] = {x_offset = 0, y_offset = -1, txd = "extra_tiles_green_1", txn = "tile_4"},
    [5] = {x_offset = -1, y_offset = 0, txd = "extra_tiles_green_2", txn = "tile_5"},
    [6] = {x_offset = -1, y_offset = 1, txd = "extra_tiles_green_2", txn = "tile_6"},
}

Textures can be grouped in a single YTD file (not recommended for big textures) or split between multiple files, but all textures used should have unique names, regardless of where they live.

Performance

This resource takes up virtually no CPU cycles - 0.00ms shown on resmon.

Other information

  • Tested on server build 17000 and game build 2944 on 30/07/2025 - fully working.
  • Although it is not a good practice, you can use a trial-and-error approach by restarting the resource when configuring tiles - Define the config, change offset values, txd or txn, restart the resource. Changes should take effect after opening and closing the pause menu - no need to restart the client or the server. After you have the tiles at the correct positions, stop and restart the server. Only do this when configuring tiles, never on a live server as it may lead to visual bugs.
  • In theory, compatibility with other resources that modify the minimap (circular, square minimaps, etc - not pause menu map) should not be a problem.
  • Ideally, your textures should have a 1:1 aspect ratio, in order to not get skewed when mapping to a tile, which has a 1:1 ratio.
  • Depending on the placement of your extra tiles, some minor visual bugs (sharp cutoff of extra tiles) may occur with the minimap’s blur mask when the minimap is tiled (i.e. when in a vehicle). The current “solution” is to stream a custom mask that disables the blur. Other workarounds could be writing a script to not tilt the map at all - blur with extra tiles works perfectly fine when on foot. Most of the time this is not even noticeable, I just want to make everything perfect. This feature can be toggled in the config file:
Minimap blur on and off

Support and bug-reporting

If you require any help, have found a bug with this resource, or have a feature request, either leave a reply in this thread, or in my PMs. I read and reply to everything. As always, feedback is very much appreciated.

My other resources

Carrier Operations - Working aircraft carrier mechanics.
Los Santos Removed - Empty game map.
Vehicle Helmets - Wear hats and helmets inside vehicles.
Extra Map Tiles v1 - Add extra texture tiles to your minimap and pause menu map.

Code is accessible No
Subscription-based No
Lines (approximately) 300
Requirements None
Support Yes
6 Likes

So bought the script - not seeing a ton of difference between this and the free version.

Still having the map color issue, and still having the GPS not working for those extra map tile areas.

1 Like

The GPS doesn’t work because the path nodes in Roxwood can’t be reached from your current location. As for the color issue… could you check the texture to confirm that it actually has the same colors as minimap_sea_0_0? I will test some things as well and come back to you.

Yea im pulling out all my map files and gunna comb and possibly redo them.

As for the GPS - I wonder if thats a roxwood issue then :confused:

It should work when you enter the Roxwood map area, but I don’t think the GPS even works to show a route if you are in Los Santos and set a waypoint to Roxwood (I might be wrong)

So I don’t have access to the actual Roxwood postal map, but it’s probably just a coloring issue with the textures used. For testing I just streamed minimap_sea_0_0 which includes the Las Venturas graphics, then duplicated the ytd and changed the file and texture name, which I then streamed and configured as an extra tile in extra-map-tiles-v2, so I have 2 YTDs that contain the same texture: minimap_sea_0_0.ytd and test.ytd.

The colors are 100% the same, use a color picker if you don’t believe me :slight_smile:
So in theory (and in practice), as long as you use the same colors for extra tiles as the 6 base tiles, everything should match up perfectly.

Example of what I’m talking about regarding the GPS:
Here, I’m “outside” of the LV path nodes (i.e. the LV path nodes don’t connect to any of LS’ path nodes => game can’t draw GPS)

But once I enter the LV area:

I’m using the (0, 0) tile as an example, but this applies to any location on the map, this behavior is unrelated to the extra-map-tiles script.

@SAVRP
Edit, also a little bit off topic: After a little bit of messing around, it is 100% an issue with Roxwood’s path nodes (they aren’t connected to any nodes of LS). I connected a node from Los Santos to a node of the LV map and the GPS can now be drawn when placing the waypoint in LV while standing in LS:

2 Likes

€15.59 ? it’s a joke ?

Hi, the price has been lowered since yesterday; please blame tebex’ fees and/or your country’s VAT %, not me, because if there were 0 taxes, I would have priced this at ~6-7 euro. If you’ve ever sold a paid resource, you know that they drown you in fees (gateway fee + fixed gateway fee + sales tax + platform fee + withdraw fee) their favorite word is “fee”. In the end you are barely left with anything, but this is already going off topic.

Everybody wants good, cheap stuff (if possible free) but how much do you think this resource should cost? If you think that even the new price is a “joke”, I invite you to try and make this resource yourself. See for yourself how much knowledge and time it takes, then when you’re done, tell us how much you think it should cost. But make sure to maintain all other functions of the game, not lazily use the minimap loader from ScaleformUI.

1 Like

The price is much more attractive, thank you for reducing it.

1 Like

I made this minimap; the top of Roxwood was made with the V1 version of Extra Map Tiles. I purposely darkened the image by 15% to try and replicate the dark overlay the rest of the map has.

Here’s an attached version of the extra tile without the darkness overlay, so you can replace it with OpenIV:

1 Like

Hi, so I own the roxwood minimap seen in some issues posted above, and I’d love to update the ExtraMapTiles to this new version because it fixes a lot of the issues I had before. The only problem is that I’m not sure how I’m going to release it since Extra Map Tiles V2 uses FiveM escrow & is paid in general. Any ideas?

Additionally, is there still an issue where the minimap displays extra tiles at 100% opacity, while the default tiles are set to a lower opacity?

As you can see in the corner minimap, the extra tiles are much more visible than the regular map tiles. A problem I had with this before is that when I changed the opacity to match the minimap, it wouldn’t match anymore on the pause menu map.

Does the tile resource’s code have anything to do with the actual minimap graphics? like why do you need to release both the minimap graphics and the source code? What do you suggest?

Shouldn’t happen with the v2, if you can send/post minimap_sea_0_0 and the other texture, I can test and show you.

I like simplicity, and making it the easiest I can for people to download, and just drag & drop into their servers. Somehow people STILL struggle with it, which is why I usually provide extra map tiles inside the resource, etc.


How easy is it to migrate from V1 to V2? I could possibly add a message explaining how to upgrade for those who want to fix the issues with their maps


1 Like

the config is the same, except now the Y axis is inverted like in the base game’s tiles, meaning that you just have to invert the sign off all y_offsets