Is there a way to add ytyp to a food prop that doesn’t have one? I’ve tried to use the mmytyp tool but it keeps giving me errors when I try to connect it to the gta5.exe says problem loading rpf or getting keys from gta5.exe. Besides that lol all I’m finding in here is people editing structures. Any info or direction on fixing the loading error in mmytyp or another way would be appreciated. I have some custom food props and a few props in general that the creator says rhe info is intrigued in the prop and fivem people buy them alot without ytyp. I have no idea how that works as well
Been using this for years to create ytyp metadata:
If you need a short how-to let me know.
Please yes I’m lost on how to do custom food props Thank you
I don’t really understand what you mean by “custom food props”, the process is the same for any prop.
Here is a short tutorial:
- Import the prop in OpenIV (skip this step if you already have the .odr file for the prop):
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Right-click on it, export to openFormats (doesn’t matter where you export it to).
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Open createYTYP.exe, click on “Ytyp Creator”.
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Click on “Odr Browser”, then “Open”:
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In the new window that opened, click on “Open” and find go to the location at which you exported the prop at step 1 and open it:
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Click on “BB’S”, then “Calculate BB’s”, then “Close”:
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In the main program, click on “Odr Browser”, then “Import BB’S”, this should populate some fields.
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Object RPF can be anything, even empty.
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Flags is usually set to 32.
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If your prop has embedded collisions (small props usually do), check the “Embedded Collisions” box.
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If your prop uses textures from a .ytd file, check the “Using External Texture Dictionary” box and specify the .ytd file’s name (without “.ytd”):
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Click “Create”. Now you should have this new file called “template.ytyp.xml”. Almost done now…
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Drag the “template.ytyp.xml” file into an openIV folder (I recommend having a separate folder from the game files just for things like this):
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Done. This “template.ytyp” (rename it to whatever you want) is the file that you will have to mount on the FiveM server.
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If you have multiple props, you have to generate the ytyp data for all of them, but you can group them inside a single .ytyp file. I do this manually since that program is a little bit buggy when trying to do this. Each prop’s data starts and ends with
<Item type = ...>
and</Item>
so you can just copy and paste the data from other props one after the other:
Ytyp data for another prop would go in the marked area.
That’s about it. Sorry if this was too slow-paced for you.
Worked like a charm thank you for the explanation. This community only gets better with people like you. Most would be rude or say search but not realizing searching pulls alot of wrong answers. Alot of us are new and learning so I appreciate your time. Now on to making a fxmanifest lol smh
Great information and answer.
To expand on this, I have downloaded a vanilla prop, renamed it and changed the dds within, saved and added it to my project through CW and into a ytyp and added ydr file.
(rename as in all files within and references in the otx and odr etc)
The prop has been working fine, however I find if i use it too much (too many projects using the same porp) it will not show in some of the projects.
Is this because it is getting its ytyp info from the gta5 ytyp and there are some conflicts with renaming and a new dds texture.
Should I do this for the prop so the conflict doesnt happen?
thanks
I actually don’t know, if you post the prop and its data, I could give you a more precise answer.
My first thought was that you’re not generating manifest files for your other codewalker projects and that’s why it isn’t spawning. Give that a try.
im lost at the end, If you have multiple props, you have to generate the ytyp data for all of them, but you can group them inside a single .ytyp file. I do this manually since that program is a little bit buggy when trying to do this. Each prop’s data starts and ends with <Item type = ...>
and </Item>
so you can just copy and paste the data from other props one after the other: so what does this mean. what do i have to add the item for? could you show a example.
Yes, so first you generate the ytyp data using either that tool I mentioned or newer ones such as This and save it to a .ytyp file, and it will look something like this:
The assetName tag is the prop’s name. Each prop’s metadata is separated by the “Item” tag at the beginning and the end, as seen in the screenshot.
If you want to add multiple props in a single ytyp file, you generate the metadata for the second prop, then copy and paste only what’s inside the “Item” tags of the second prop, inside the first prop’s ytyp file, like this:
Now I have two props in the same ytyp file, “new_ap1_01_a_nufb” and “new_ap1_01_d_sthbld005”. Should be pretty clear I guess.
Hello I followed your tutorial and it created the ytyp’s I need but they won’t work in game and the props still aren’t appearing and it crashes the animations menu. Is there something I’m missing while making the ytyp files I already made sure they were streaming in my fx manifest as well but no luck.
Can you attach the prop files so I can test?
yes here they are
blueballoon.ydr (933.7 KB)
blueballoon.ytyp (507 Bytes)
redballoon.ydr (933.6 KB)
redballoon.ytyp (507 Bytes)
were you able to test the prop files??
First of all, sorry for the delayed reply.
There is nothing wrong with the prop, apart from it having 10000 polygons, which is a bit too much for something this simple and small. I would suggest reducing the face/polygon count in whatever software you’re using to make them.
As for the part with the animations menu, I don’t know what you’re using, if it’s custom or not, but whatever it is, it has to request to load the prop into memory before it can use it, and your animation menu is probably not doing this.