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Export

Export writes your ped’s files from what is in the editor, ready for your FiveM server, either as a whole resource or as the stream files alone. You need to be signed in and verified in Pedify’s Discord, and what you added is charged when the export succeeds.

Export the ped

  1. Press Export in the top bar. Pedify builds the files once your last edit has landed, then lists each one with its size. Validation issues are shown there too, but they do not stop an export.

  2. In the dialog, choose FiveM resource to get a folder named after your ped, holding fxmanifest.lua, peds.meta and a stream folder with the ped’s files. Choose Stream files only to get the ped’s files alone. For a resource, also choose Male or Female, which sets how the ped moves, its expressions and its size in peds.meta. The male values come from a working FiveM resource. The female values are GTA V’s standard ones and have not been tested in the game.

  3. Choose Download ZIP to get one ZIP, or, in Chrome and Edge, Save to a folder… to write the files straight into a folder. Before it replaces files in that folder, Pedify lists them and asks.

Good to know

Pedify exports only the highest detail level of each model (High LOD), the one a ped uses, with the wind off and no geometry lock, so CodeWalker can open the models. A garment’s normal and specular maps go in the .ytd, while an accessory keeps its own inside its model, as the game’s own do. The maps are also shrunk to 256 × 256 in DXT1, or in DXT5 when a map uses its alpha so that it is kept, which makes the .ytd much smaller. Turn this off with Shrink normal and specular maps to 256 × 256 in the export dialog. Garments on the ped shader get the game’s own vertex colours, so they no longer look wet in the sun. If a .ytd would be larger than the 256 MB a file holds, the export halves its largest textures, one at a time, until it fits. Your project in the editor stays as it is.

The invisible choice

Invisible choice last in every category but the head is on from the start. Every clothing category in the .ymt file then ends with one more number, after the last garment, with no model. It lists one texture, so servers' ped checks do not stop the ped for a garment without textures. If the hair category ends with hair_013_u, number 014 is the invisible choice, and whoever picks it in the game gets no hair. No .ydd or .ytd file is written for it. Accessories get none, since the game can already take an accessory off, and a category that already ends with the game’s empty option gets none either. The head gets none either, since FiveM and many servers’ ped checks stop an empty head as a crash risk.

The invisible choice is only ever the last number, and the wardrobe does not show it as a garment. When you remove a garment in the middle of a category, the garments after it move down one number, so no number in the middle is left empty, and the invisible choice follows the new last garment. Servers save players’ outfits as numbers, so an outfit saved with a garment after the removed one then points to the garment that took its number.

Put it on your server

Put a resource folder in your server’s resources, add ensure and the folder’s name to server.cfg, like ensure dillen, and restart the server. If the server already has a resource for this ped, use one or the other, not both. Stream files go in your resource’s stream folder in place of the old ones, then restart the server. Your fxmanifest.lua and peds.meta stay as they are.

Step by step, with fxmanifest.lua and server.cfg: Install on your server.

Privacy and credits

Nothing is uploaded. The files are built and zipped in your browser, on your computer.

Before you save, the dialog shows what the export costs and how many credits you will have left. The credits are charged once you have chosen where to save, just before the files are written, and given back if writing them fails. What you have already paid for in this project is not charged again.