# Table of Contents
- [Welcome | Durty Cloth Tool - Documentation](#welcome-durty-cloth-tool-documentation)
- [Quickstart | Durty Cloth Tool - Documentation](#quickstart-durty-cloth-tool-documentation)
- [Changelogs | Durty Cloth Tool - Documentation](#changelogs-durty-cloth-tool-documentation)
- [Testing Addon Clothes | Durty Cloth Tool - Documentation](#testing-addon-clothes-durty-cloth-tool-documentation)
- [Working Together | Durty Cloth Tool - Documentation](#working-together-durty-cloth-tool-documentation)
- [Team Licenses | Durty Cloth Tool - Documentation](#team-licenses-durty-cloth-tool-documentation)
- [License Activation | Durty Cloth Tool - Documentation](#license-activation-durty-cloth-tool-documentation)
- [Ped Expression Flags | Durty Cloth Tool - Documentation](#ped-expression-flags-durty-cloth-tool-documentation)
- [First Addon Tattoo | Durty Cloth Tool - Documentation](#first-addon-tattoo-durty-cloth-tool-documentation)
- [Cloth Audio Presets | Durty Cloth Tool - Documentation](#cloth-audio-presets-durty-cloth-tool-documentation)
- [Prop Mask Models | Durty Cloth Tool - Documentation](#prop-mask-models-durty-cloth-tool-documentation)
- [Mesh Physics (YLD) | Durty Cloth Tool - Documentation](#mesh-physics-yld-durty-cloth-tool-documentation)
- [Addon Tattoos | Durty Cloth Tool - Documentation](#addon-tattoos-durty-cloth-tool-documentation)
- [Drawable Types & Textures | Durty Cloth Tool - Documentation](#drawable-types-textures-durty-cloth-tool-documentation)
- [Files Naming | Durty Cloth Tool - Documentation](#files-naming-durty-cloth-tool-documentation)
- [Model Alternations | Durty Cloth Tool - Documentation](#model-alternations-durty-cloth-tool-documentation)
- [Essential Knowledge | Durty Cloth Tool - Documentation](#essential-knowledge-durty-cloth-tool-documentation)
- [Good to know | Durty Cloth Tool - Documentation](#good-to-know-durty-cloth-tool-documentation)
- [Game Limits and Crashes | Durty Cloth Tool - Documentation](#game-limits-and-crashes-durty-cloth-tool-documentation)
- [Shortcuts | Durty Cloth Tool - Documentation](#shortcuts-durty-cloth-tool-documentation)
- [Import & Export Formats | Durty Cloth Tool - Documentation](#import-export-formats-durty-cloth-tool-documentation)
- [First Person & Tint Effects | Durty Cloth Tool - Documentation](#first-person-tint-effects-durty-cloth-tool-documentation)
- [Integrated Search | Durty Cloth Tool - Documentation](#integrated-search-durty-cloth-tool-documentation)
- [Placeholders/Dummy Ids | Durty Cloth Tool - Documentation](#placeholders-dummy-ids-durty-cloth-tool-documentation)
- [High Heels | Durty Cloth Tool - Documentation](#high-heels-durty-cloth-tool-documentation)
- [Logs | Durty Cloth Tool - Documentation](#logs-durty-cloth-tool-documentation)
- [Auto Cloth Data Resolving | Durty Cloth Tool - Documentation](#auto-cloth-data-resolving-durty-cloth-tool-documentation)
- [Build Options | Durty Cloth Tool - Documentation](#build-options-durty-cloth-tool-documentation)
- [Cutting Hairs | Durty Cloth Tool - Documentation](#cutting-hairs-durty-cloth-tool-documentation)
- [Dynamic Config Builders | Durty Cloth Tool - Documentation](#dynamic-config-builders-durty-cloth-tool-documentation)
- [Optimizing Clothes | Durty Cloth Tool - Documentation](#optimizing-clothes-durty-cloth-tool-documentation)
- [Audio Presets | Durty Cloth Tool - Documentation](#audio-presets-durty-cloth-tool-documentation)
- [App & Project Settings | Durty Cloth Tool - Documentation](#app-project-settings-durty-cloth-tool-documentation)
- [Themes | Durty Cloth Tool - Documentation](#themes-durty-cloth-tool-documentation)
- [Material Editor | Durty Cloth Tool - Documentation](#material-editor-durty-cloth-tool-documentation)
- [Embedded Textures Editor | Durty Cloth Tool - Documentation](#embedded-textures-editor-durty-cloth-tool-documentation)
- [Useful to know | Durty Cloth Tool - Documentation](#useful-to-know-durty-cloth-tool-documentation)
- [Durty Cloth Projects | Durty Cloth Tool - Documentation](#durty-cloth-projects-durty-cloth-tool-documentation)
- [Frequently Asked Questions | Durty Cloth Tool - Documentation](#frequently-asked-questions-durty-cloth-tool-documentation)
- [Creator Info | Durty Cloth Tool - Documentation](#creator-info-durty-cloth-tool-documentation)
- [Behaviour Flags | Durty Cloth Tool - Documentation](#behaviour-flags-durty-cloth-tool-documentation)
- [Complete Walktrough | Durty Cloth Tool - Documentation](#complete-walktrough-durty-cloth-tool-documentation)
- [Items Position Number | Durty Cloth Tool - Documentation](#items-position-number-durty-cloth-tool-documentation)
- [Backface Culling | Durty Cloth Tool - Documentation](#backface-culling-durty-cloth-tool-documentation)
- [Cloth Analysis Report | Durty Cloth Tool - Documentation](#cloth-analysis-report-durty-cloth-tool-documentation)
- [Skin Tone Data | Durty Cloth Tool - Documentation](#skin-tone-data-durty-cloth-tool-documentation)
- [First Cloth Resource | Durty Cloth Tool - Documentation](#first-cloth-resource-durty-cloth-tool-documentation)
- [Shop Meta File | Durty Cloth Tool - Documentation](#shop-meta-file-durty-cloth-tool-documentation)
- [Vertex Colors | Durty Cloth Tool - Documentation](#vertex-colors-durty-cloth-tool-documentation)
- [3D Previewing Clothes | Durty Cloth Tool - Documentation](#3d-previewing-clothes-durty-cloth-tool-documentation)
- [Textures/Power of two | Durty Cloth Tool - Documentation](#textures-power-of-two-durty-cloth-tool-documentation)
- [Basics | Durty Cloth Tool - Documentation](#basics-durty-cloth-tool-documentation)
- [Chapter 1: Files, Embedded Textures | Durty Cloth Tool - Documentation](#chapter-1-files-embedded-textures-durty-cloth-tool-documentation)
- [Chapter 2: Into Blender | Durty Cloth Tool - Documentation](#chapter-2-into-blender-durty-cloth-tool-documentation)
- [User Interface | Durty Cloth Tool - Documentation](#user-interface-durty-cloth-tool-documentation)
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- [Durty Cloth Tool - Documentation](#durty-cloth-tool-documentation)
- [Durty Cloth Tool - Documentation](#durty-cloth-tool-documentation)
- [Durty Cloth Tool - Documentation](#durty-cloth-tool-documentation)
- [Durty Cloth Tool - Documentation](#durty-cloth-tool-documentation)
- [Durty Cloth Tool - Documentation](#durty-cloth-tool-documentation)
- [Durty Cloth Tool - Documentation](#durty-cloth-tool-documentation)
- [Durty Cloth Tool - Documentation](#durty-cloth-tool-documentation)
- [Durty Cloth Tool - Documentation](#durty-cloth-tool-documentation)
---
# Welcome | Durty Cloth Tool - Documentation

For the complete documentation index, see [llms.txt](https://docs.gta.clothing/llms.txt)
. This page is also available as [Markdown](https://docs.gta.clothing/readme.md)
.
[](https://docs.gta.clothing/#introduction)
**Introduction**
-----------------------------------------------------------------
Welcome to the documentation site for Durty Cloth Tool. Here you will find all the information you need to get started and also everything you need to know about the basics of Durty Cloth Tool and GTA V Cloth modding and how to create addon Tattoos.
[](https://docs.gta.clothing/#what-is-durty-cloth-tool)
**What is Durty Cloth Tool?**
------------------------------------------------------------------------------------------
**Durty Cloth Tool** is the best tool available to **easily create & manage your GTA 5 addon cloth & tattoo packs** (for singleplayer, FiveM, alt:V & RageMP) without any knowledge in GTA 5 modding needed.
In simple terms, DCT is your GTA V Cloth & Tattoo modding companion.

###
[](https://docs.gta.clothing/#jump-right-in)
Jump right in
[](https://docs.gta.clothing/getting-started/quickstart)
**Quickstart**
Install Durty Cloth Tool and create your first addon Cloth Resource
[](https://docs.gta.clothing/basics/essential-knowledge)
**Essential Knowledge**
Learn the essentials of Durty Cloth Tool
[](https://docs.gta.clothing/game-mechanics/game-limits-and-crashes)
**Dive deeper**
Discover GTA V clothing game mechanics
[VolgendeChangelogs](https://docs.gta.clothing/changelogs)
Laatst bijgewerkt 1 jaar geleden
---
# Quickstart | Durty Cloth Tool - Documentation
For the complete documentation index, see [llms.txt](https://docs.gta.clothing/llms.txt)
. This page is also available as [Markdown](https://docs.gta.clothing/getting-started/quickstart.md)
.

In this article I'll guide you thru How to Get Started with using Durty Cloth Tool in order to create your first addon Cloth Resource for any Multiplayer platform or Singleplayer. **You will learn How To Download and Install Durty Cloth Tool.**
**Already a Durty Cloth Tool User**? Head to [Essential Knowledge](https://docs.gta.clothing/basics/essential-knowledge)
to dive into everything essential to know!
[](https://docs.gta.clothing/getting-started/quickstart#setup-your-durty-cloth-tool-installation)
Setup your Durty Cloth Tool Installation
-----------------------------------------------------------------------------------------------------------------------------------------------
Get your DCT Installation setup within minutes.
###
[](https://docs.gta.clothing/getting-started/quickstart#id-1.-download-latest-version-of-durty-cloth-tool)
1\. Download Latest Version of Durty Cloth Tool
Download the latest available version of the Durty Cloth Tool from [here](https://github.com/DurtyFree/durty-cloth-tool/releases/latest/download/DurtyClothTool.App.zip)
.
You can also press the 'Download Latest' Button on upper right of this page or alternatively always from [our Website](https://gta.clothing/)
.

Downloading it could look something like this (Screenshot from Firefox🦊)
###
[](https://docs.gta.clothing/getting-started/quickstart#id-2.-extract-zipped-durty-cloth-tool-files)
2\. Extract zipped Durty Cloth Tool Files
Navigate to your downloads output folder and search for the `DurtyClothTool.App.zip` you just downloaded.
Default Downloads folder of the most common browsers is located at `C:\Users\%username%\Downloads`
Open the context menu by right clicking on this file and select `Extract All...` or any other option from your ZIP Extraction tool of choice.

Right Click Context Menu in Windows on the just downloaded DurtyClothTool.App.zip
Depending on your ZIP Extraction tool of your choice, a popup looking like this could appear. In this case continue by pressing `Extract`.

Windows ZIP Extraction Software Popup
###
[](https://docs.gta.clothing/getting-started/quickstart#id-3.-start-durty-cloth-tool-application)
3\. Start Durty Cloth Tool Application
Navigate into the just extracted DurtyClothTool.App folder if it didn't open automatically and double click on the `DurtyClothTool.App.exe` to start it up.

Your DurtyClothTool.App Folder should look similar to this
If you haven't deleted the DurtyClothTool.App.zip yet, you can go ahead and do this now, alternatively if you like it messy, keep it there. 🫠
####
[](https://docs.gta.clothing/getting-started/quickstart#in-case-you-get-an-windows-protected-your-pc-popup-press-on-more-info-and-choose-run-anyway)
In case you get an "Windows protected your PC" popup, press on 'More info' and choose Run anyway.

Run Application thru 'Windows protected your PC' dialog
**Why does the 'Windows protected your PC' screen popup?** This is due to the nature of running Software published without any digital certificate attached. These only work when authorized by some big distributors that demand lots of money for this.
####
[](https://docs.gta.clothing/getting-started/quickstart#in-case-the-application-doesnt-start-or-is-blocked-by-your-anti-virus)
In case the application doesn't start or is blocked by your anti virus
In some cases it is possible that your anti virus is triggered due to the way the software is build in a protected way. **This is in all cases a so called false positive, feel free to verify it yourself using services like** [**VirusTotal**](https://www.virustotal.com/)
**.** Additionally we always provide VirusTotal scan results on every release of DCT.
Info
Avast
**In order to continue, you will have to add an exclusion / exception rule for Durty Cloth Tool** in your Anti Virus system. See the tabs for some of the most common Anti Virus systems and how to do it.
**Step 1:** Open Avast on your computer and go to the Avast dashboard.

Avast Dashboard
**Step 2:** Click Menu, and select the Settings tab. Look for the Exceptions tab under the General tab, and select this.

Avast Menu

Avast Settings > Exceptions Page
**Step 3:** Under this tab, click "**ADD EXCEPTION** and a new window will appear. Enter the File Path of your Durty Cloth Tool Folder that you want to add to your whitelist or simply search for it.

Avast Add Exception Dialog
###
[](https://docs.gta.clothing/getting-started/quickstart#id-4.-profit)
4\. Profit
You should have a **Durty Cloth Tool installation running by now.**
Lets continue by either adding clothes and / or tattoos to it, click on one of the cards below to continue. See you there 🚀
[](https://docs.gta.clothing/getting-started/license-activation)
**Download and Activate your License**
This is optional and not needed if you are testing 🫡
[](https://docs.gta.clothing/getting-started/first-cloth-resource)
**Create your first Addon Cloth Resource**
Your first Cloth Project with Clothes 👕
[](https://docs.gta.clothing/getting-started/first-addon-tattoo)
**Create your first Addon Tattoo**
Your first Cloth Project with Tattoos 🖌️
[VorigeChangelogs](https://docs.gta.clothing/changelogs)
[VolgendeLicense Activation](https://docs.gta.clothing/getting-started/license-activation)
Laatst bijgewerkt 1 jaar geleden
---
# Changelogs | Durty Cloth Tool - Documentation
For the complete documentation index, see [llms.txt](https://docs.gta.clothing/llms.txt)
. This page is also available as [Markdown](https://docs.gta.clothing/changelogs.md)
.
[](https://docs.gta.clothing/changelogs#general-information)
General Information
-------------------------------------------------------------------------------------
🔽Find the latest Version of Durty Cloth Tool by clicking on "Download Latest" on the top right or the [Official Website](https://gta.clothing/)
.
👚Check out Pleb Masters: Forge if you are interested in retrieving file paths for modding GTA V clothes: [https://forge.plebmasters.de/clothes/](https://forge.plebmasters.de/clothes/)
🛟Join our discord for support: [https://discord.plebmasters.de](https://discord.plebmasters.de/)
📝Please consider **supporting me on Patreon to get access to a full license + support** for this tool: [https://www.patreon.com/plebmasters](https://www.patreon.com/plebmasters)
✅Also **visit our website** for more information: [https://gta.clothing](https://gta.clothing/)
[](https://docs.gta.clothing/changelogs#durty-cloth-tool-v3.2.0-20.08.25)
Durty Cloth Tool v3.2.0 (20.08.25)
-----------------------------------------------------------------------------------------------------------------
[](https://docs.gta.clothing/changelogs#update-highlights)
✨Update highlights
----------------------------------------------------------------------------------
This update contains many quality‑of‑life improvements and bug fixes. Let’s focus on the highlights:
###
[](https://docs.gta.clothing/changelogs#material-editor)
🎨 Material Editor
Edit shaders and material parameters directly on your drawable and save changes instantly.
See [Material Editor](https://docs.gta.clothing/basics/good-to-know/material-editor)
documentation.

Durty Cloth Tool Material Editor Demo
###
[](https://docs.gta.clothing/changelogs#embedded-textures-editor)
🧵 Embedded Textures Editor
Inspect, export, rename, replace or delete embedded textures. Auto‑fix shader params when names/usages change.
See [Embedded Textures Editor](https://docs.gta.clothing/basics/good-to-know/embedded-textures-editor)
documentation.

Durty Cloth Tool Embedded Textures Editor Demo
###
[](https://docs.gta.clothing/changelogs#live-texture-editing-previewing)
🖼️ Live Texture Editing / Previewing
Select a target slot (Diffuse, Specular, Normal) and a watch folder. Drop an updated DDS into that folder to instantly see the change in the 3D Preview.

Durty Cloth Tool Live Texture Editing / Previewing Demo
###
[](https://docs.gta.clothing/changelogs#optimizer-improvements-and-options)
🧪 Optimizer improvements and options
Quickly identify unoptimized textures with a new preview, plus apply new auto‑fixes:
* Fix unused embedded textures
* Fix wrongly named embedded textures
* Fix invalid diffuse sampler

Durty Cloth Tool Texture Optimization Improvements
###
[](https://docs.gta.clothing/changelogs#quality-of-life-improvements)
⚡ Quality of Life improvements
Streamlined workflows and fewer interruptions across the board:
* Option to disable the "Total props per gender limit" dialog (recent FiveM fixes)
* Option to directly disable "Reached max drawables for type" in the project when it occurs
* Improved Unsaved Changes handling via Project Auto Saves to preserve discarded edits and reduce prompts
* Clearer handling and logging when skipping drawables
* More consistent logs with improved levels across the app
* Builders & compatibility: Menyoo PedDecalOverlays.xml, official support for `mp2024_02` and `mp2025_01`
* Tattoos QoL: `UseTintColor` flag, negative scale/UV support, and size guidance with warnings/errors
[](https://docs.gta.clothing/changelogs#v3.2-full-changelog)
v3.2 Full Changelog
-------------------------------------------------------------------------------------
####
[](https://docs.gta.clothing/changelogs#v3.2.0.1)
v3.2.0.1
####
[](https://docs.gta.clothing/changelogs#v3.2.0.2)
v3.2.0.2
####
[](https://docs.gta.clothing/changelogs#v3.2.0.3)
v3.2.0.3
####
[](https://docs.gta.clothing/changelogs#v3.2.0.4--v.3.2.0.5)
v3.2.0.4 + v.3.2.0.5
[](https://docs.gta.clothing/changelogs#durty-cloth-tool-v3.1.0-18.11.24)
Durty Cloth Tool v3.1.0 (18.11.24)
-----------------------------------------------------------------------------------------------------------------
[](https://docs.gta.clothing/changelogs#update-highlights-1)
✨Update highlights
------------------------------------------------------------------------------------
This update focuses on many quality-of-life improvements, empowering teams to collaborate on Durty Cloth Projects effortlessly and introducing powerful features for addon tattoo creation, making it accessible to everyone. Here's what's new:
###
[](https://docs.gta.clothing/changelogs#id-3d-tattoo-editor-support)
🖊️ 3D Tattoo Editor Support
With Pleb Masters: Forge 3D Tattoo Editor integration, creating addon tattoos has never been easier! Position, scale, and rotate tattoos in 3D and import them directly into DCT for a streamlined workflow. ✨**Try it out and use for free now** @ https://forge.plebmasters.de/tattoo3d/ NAN;_See our documentation for a how to get started:_ [First Addon Tattoo](https://docs.gta.clothing/getting-started/first-addon-tattoo)

Pleb Masters: Forge 3D Tattoo Editor Example Image
###
[](https://docs.gta.clothing/changelogs#custom-animations-in-3d-preview)
🕺 Custom Animations in 3D Preview
Load and preview custom animation files (.ycd) in the 3D Previewer. Simply drop animations into the designated folder or load them via the file selector in our 3D preview and use them instantly. (Docs @ [Custom Animations Loading](https://docs.gta.clothing/basics/essential-knowledge/3d-preview-clothes#custom-animations-loading)
)

3D Preview load and use Custom Animations
###
[](https://docs.gta.clothing/changelogs#sharing-and-collaboration-on-projects)
🛠️ Sharing and Collaboration on Projects
New Sharing and Collaboration settings allow teams to seamlessly work together on cloth projects using version control systems like Git. Share your projects easily with relative paths and independent build output folders for each team member. _See our documentation to get started:_ [Working Together](https://docs.gta.clothing/getting-started/working-together)

New Project Sharing Project Settings
###
[](https://docs.gta.clothing/changelogs#file-format-linking)
📂 File Format Linking
DCT now supports file associations for .dctproj, .dctpackage, and .dctexport formats. Open files directly from your file explorer for added convenience.

New File association DCT App Settings
###
[](https://docs.gta.clothing/changelogs#shop-meta-file-generation)
🛍️ Shop Meta File Generation
Easily generate shop meta files for your clothing, fine-tuning metadata like target shops and restriction tags directly within DCT. (Docs @ [Shop Meta File](https://docs.gta.clothing/game-mechanics/shop-meta-file)
)

New Shop Meta Details Tab
###
[](https://docs.gta.clothing/changelogs#smart-behaviour-project-settings)
🤖 Smart Behaviour Project Settings
New settings make managing dummy placeholders easier than ever, ensuring drawable ID consistency while preventing ID shifts. (Docs @ [Project Settings](https://docs.gta.clothing/basics/good-to-know/app-and-project-settings#project-settings)
)

New Project Behaviour Settings
###
[](https://docs.gta.clothing/changelogs#enhanced-integrated-search)
🔍 Enhanced Integrated Search
Experience fuzzy matching, token matching, and result scoring for more precise search results. Effortlessly combine parameters like position and type for targeted searches. (Docs @ [Integrated Search](https://docs.gta.clothing/basics/good-to-know/integrated-search)
)

Improved Integrated Search
###
[](https://docs.gta.clothing/changelogs#creator-info)
🏷️ Creator Info
Add metadata like creator name, website, and support details for each item. Export this information in the .dctpackage format to credit authors or provide troubleshooting info. (Docs @ [Creator Info](https://docs.gta.clothing/basics/useful-to-know/creator-info)
)

New Creator Info Tab
###
[](https://docs.gta.clothing/changelogs#minor-qol-improvements)
⚡ Minor QoL Improvements
* Added mesh physics support in the 3D Preview.
* New analyze and remove duplicates project action.
* Option to auto-skip adding duplicates during app sessions.
* Added author and version metadata to project settings and output files.
* New texture preview size adjustment option.
* Context menu option to clone clothes for other genders.
* Added gender change support for clothes and tattoos.
* Improved Logs Window with search and text copy options.
This update ensures an even smoother cloth & tattoo modding experience and paves the way for efficient collaboration. Ready to take your projects to the next level? 🚀
[](https://docs.gta.clothing/changelogs#v3.1-full-changelog)
v3.1 Full Changelog
-------------------------------------------------------------------------------------
####
[](https://docs.gta.clothing/changelogs#v3.1.0.1)
v3.1.0.1
####
[](https://docs.gta.clothing/changelogs#v3.1.0.2)
v3.1.0.2
[](https://docs.gta.clothing/changelogs#durty-cloth-tool-v3.0.0-27.08.24)
Durty Cloth Tool v3.0.0 (27.08.24)
-----------------------------------------------------------------------------------------------------------------
###
[](https://docs.gta.clothing/changelogs#update-highlights-2)
✨Update highlights
This is the biggest feature update ever released. Featuring a completely remade user interface, more responsive than ever, introducing different looking themes and color options. Additionally performance across the entire application has been improved. Enjoy the best performance and more insights than ever before without compromise. This will definitely boost your daily clothes modding work! :)
###
[](https://docs.gta.clothing/changelogs#themes-and-improved-user-interface)
🎨Themes and improved User Interface
Choose from a variety of new themes, including various dark themed color variants, your eyes can finally relax at night 🥳 See this article for an overview of all themes: [Themes](https://docs.gta.clothing/basics/useful-to-know/themes)

New Themes available in DCT v3
###
[](https://docs.gta.clothing/changelogs#error-list-window)
🆕Error List Window
Very customizable and exportable overview of issues, tips and information on your Cloth Resource.

New Error List Overview available in DCT v3
###
[](https://docs.gta.clothing/changelogs#project-settings-window)
🆕Project Settings Window
Configure everything to your desire for your cloth project, **including customizing every validation with its related error level, thresholds and more to your liking.** Additionally there is also an entire new Options window that allows to adjust different DCT preferences.

Fully Customizable Project Settings
###
[](https://docs.gta.clothing/changelogs#project-.dctexport-format-and-items-.dctpackage)
🗃️Project .dctexport Format & Items .dctpackage
Easily export and **share single cloth items with configurations** or **entire cloth projects in one single file** for most easy transfer

New Export and Import Formats
###
[](https://docs.gta.clothing/changelogs#new-first-person-features-alternation-models-and-behaviour-flags-support)
👀New first person features, alternation models & behaviour flags support
Easily **configure first person mask model** or **tinted glass effects**. Additionally DCT comes with **full alternation models support** where needed to allow for an even better clothing and first person experience.

Prop Masks and Screen Effects demo
####
[](https://docs.gta.clothing/changelogs#prop-mask-example)
Prop Mask Example
See this article for an overview of all supported prop masks: [Prop Mask Models](https://docs.gta.clothing/game-mechanics/prop-mask-models)

GTA V Prop Mask
####
[](https://docs.gta.clothing/changelogs#first-person-options)
First Person Options
New first person options, configurable timecycle modifier including intensity and prop mask models.

New First Person Options
###
[](https://docs.gta.clothing/changelogs#id-3d-preview-base-components-animation-quick-select-and-auto-rotate)
🆕3D preview base components, animation quick select & auto rotate
Adjust any of the base components to be able to verify fitting of your cloth.

Adjust 3D preview base components, auto rotate and Animation Quick Select
Easily quickly test with various animation whether a clothing you have added is correctly rigged.

Demo on quickly testing Clothes with Animations
###
[](https://docs.gta.clothing/changelogs#v3-full-changelog)
v3 Full Changelog
####
[](https://docs.gta.clothing/changelogs#v3.0.0.1)
v3.0.0.1
####
[](https://docs.gta.clothing/changelogs#v3.0.0.2)
v3.0.0.2
####
[](https://docs.gta.clothing/changelogs#v3.0.0.3)
v3.0.0.3
####
[](https://docs.gta.clothing/changelogs#v3.0.0.4)
v3.0.0.4
####
[](https://docs.gta.clothing/changelogs#v3.0.0.5)
v3.0.0.5
####
[](https://docs.gta.clothing/changelogs#v3.0.0.6)
v3.0.0.6
####
[](https://docs.gta.clothing/changelogs#v3.0.0.7)
v3.0.0.7
####
[](https://docs.gta.clothing/changelogs#v3.0.0.8)
v3.0.0.8
[](https://docs.gta.clothing/changelogs#durty-cloth-tool-v2.5.3-20.03.24)
Durty Cloth Tool v2.5.3 (20.03.24)
-----------------------------------------------------------------------------------------------------------------
###
[](https://docs.gta.clothing/changelogs#update-highlights-3)
✨Update highlights
This is a minor feature update, including some 3D preview features, many fixes and improvements. This will help you with your daily clothes modding work! :)
###
[](https://docs.gta.clothing/changelogs#show-floor-and-3d-preview-high-heel-heights)
Show Floor & 3D preview high heel heights
Add a floor to your 3D preview and see whether your high heel will glitch thru it or not. Change custom high heel heights with ease to its proper value, making sure it doesn't glitch in game.

Demo showing new High Heel 3D Preview with floor
###
[](https://docs.gta.clothing/changelogs#id-3d-preview-cutting-hairs-below-head-props)
3D preview cutting hairs below head props
Adjust with ease custom cut values and see which value exactly is needed to not have hairs glitch thru your hats anymore. Everything is instantly visible in the 3D preview.

Demo showing new Hair Cutting in 3D Preview
###
[](https://docs.gta.clothing/changelogs#control-animation-playback-speed)
Control Animation Playback Speed
See your cloth in motion and slow down the playback to instantly see whether its properly rigged and working.

Demo showing Animation Playback Speed Control
###
[](https://docs.gta.clothing/changelogs#change-base-components-clothes)
Change base components/clothes
Easily adjust torso, head, legs and more in 3D preview to see which other cloth components are needed to work with your addon cloth!

Demo showing changing of 3D Preview base Components
###
[](https://docs.gta.clothing/changelogs#preview-multiple-addon-clothes-at-the-same-time)
Preview multiple addon clothes at the same time
Preview your addon cloth additions together in the 3D preview to see whether clothes are matching or fitting 🔥

Demo showing 3D Previewing multiple Addon Clothes
###
[](https://docs.gta.clothing/changelogs#v2.5.3-full-changelog)
v2.5.3 Full Changelog
[](https://docs.gta.clothing/changelogs#durty-cloth-tool-v2.5.2-24.01.24)
Durty Cloth Tool v2.5.2 (24.01.24)
-----------------------------------------------------------------------------------------------------------------
This is a minor "Quality of Life" update, including tons of fixes, improvements and smaller changes that will help you with your daily clothes modding work! :)
###
[](https://docs.gta.clothing/changelogs#new-icons-and-support-for-escrow-locked-files)
New icons & "support" for escrow / locked files
Lightbulb now indicates information for potential improvements to clothes and you are now able to add escrow locked files to your project and build it. Keep in mind this doesn't mean we fully support escrow locked clothes, in general this still requires additional manual work to make them properly load (You need to put the package license some how properly for it to load)

New Icons and Escrow Locked File indicator
###
[](https://docs.gta.clothing/changelogs#official-support-for-latest-gamebuilds)
Official support for latest gamebuilds
You can now select mp2023\_01 and mp2023\_02 gamebuilds on project build for improved warnings and information. Keep in mind that you could previously already build projects for these newer gamebuilds but with less accurate errors & warnings.

Target Game Build Selection with new Game Build option
###
[](https://docs.gta.clothing/changelogs#new-warnings-and-information)
New warnings & information
Introducing some new information to increase awareness for bad clothes, including:
* new warning for Raced skin type clothes that have bigger than 512x512 textures (not needed / unsupported by game)
* new warning for unoptimized / bad sims port textures (unoptimized / huge)
* new warning for embedded textures containing illegal characters in name (causing them to not work properly)

New Warnings & Informations added
###
[](https://docs.gta.clothing/changelogs#v2.5.2-full-changelog)
v2.5.2 Full Changelog
[](https://docs.gta.clothing/changelogs#durty-cloth-tool-v2.5.1-16.03.23)
Durty Cloth Tool v2.5.1 (16.03.23)
-----------------------------------------------------------------------------------------------------------------
This is a minor "Quality of Life" update, including tons of smaller changes that will help you with your daily clothes modding work! :)
###
[](https://docs.gta.clothing/changelogs#new-hat-options)
New hat options
There are new options now to define hats as motorcycle helmets, bullet proof helmets or airplane hats. These will change some of the behaviours of the hat; for example the player not taking any headshot damage or the helmet not being dropped off when riding a motorcycle

New Hat Options
###
[](https://docs.gta.clothing/changelogs#rename-textures)
Rename textures
You are able to rename cloth drawable textures now using the right click mouse context menu. This will help organizing your cloth projects even more.

Rename Cloth Texture dialog
###
[](https://docs.gta.clothing/changelogs#bulk-exporting-textures--exporting-embedded-textures-directly)
Bulk exporting textures + exporting embedded textures directly
There are various bulk exporting options available now. It has been never easier to quickly export embedded textures to PNG or DDS, additionally all other exporting options support bulk (mass) export options now by selecting multiple items.

New Bulk exporting options
###
[](https://docs.gta.clothing/changelogs#v2.5.1-full-changelog)
v2.5.1 Full Changelog
[](https://docs.gta.clothing/changelogs#durty-cloth-tool-v2.5.0-07.02.23)
Durty Cloth Tool v2.5.0 (07.02.23)
-----------------------------------------------------------------------------------------------------------------
###
[](https://docs.gta.clothing/changelogs#important-project-migration-note)
📑 Important Project Migration Note
This update changes the way your cloth project is saved and referenced cloth models and textures are managed internally. Due to this change, on first time loading a older project, it will be automatically migrated to the new project format without any needed input from you. As this could take some while, you will be prompted with a dialog to confirm this.
In this process all your previously added, 'linked', clothes will be copied to a by Cloth Tool managed "data" folder. NAN;_**Read more "technical information" about the changed project new projects formats in the end of this post.**_

Showcasing new Projects handling
###
[](https://docs.gta.clothing/changelogs#update-highlights-4)
✨Update highlights
This is **the biggest cloth tool update** so far, almost one year of work, lots of research and testing went into this. Thanks to every suggestion on this GitHub or my Discord and special thanks to the @Clothes-Experts that decided on helping testing and improving this version.
Lets dive into some of the highlighted features and additions of this new version.
###
[](https://docs.gta.clothing/changelogs#id-3d-previewer)
🔍 3D Previewer
Introducing the 3D Preview Feature. This exciting new feature allows you to **easily visualize and analyze your cloth models and textures** in a whole new dimension. With the Cloth 3D Preview Feature, you can:
* **Preview model and texture combinations with ease**, using the context menu options, the preview button or by simply double clicking any item.
* Get a full **preview of your ped models and see cloth models in motion**, allowing you to test whether clothes are correctly rigged.
* **Apply animations** to your ped models and see the clothes in motion for an even more comprehensive analysis.
* Benefit from **different render modes** that help you identify any cloth model issues.
* Take advantage of the **wireframe option to see the model structure**, and the ped skeleton option to see the ped bones.
* **Switch between different levels of detail (LOD)** to preview the models in a range of resolutions.
* **Explore the Models & Texture data** tabs for a more in-depth analysis of your cloth models.
This feature is an essential tool for anyone looking to bring their models and textures to life and is sure to take your 3D modeling to the next level.
####
[](https://docs.gta.clothing/changelogs#example-of-male-clothes-changing-light-direction-switching-thru-different-level-of-details-and-anima)
Example of male clothes, changing light direction, switching thru different Level of Details & animating ped

####
[](https://docs.gta.clothing/changelogs#example-of-female-clothes-animating-showing-grid-wireframe-and-only-selected-cloth)
Example of female clothes, animating, showing grid, wireframe & only selected cloth

####
[](https://docs.gta.clothing/changelogs#example-of-different-rendermodes-allowing-deeper-texturing-insights)
Example of different rendermodes allowing deeper texturing insights

###
[](https://docs.gta.clothing/changelogs#tops-with-working-duffel-bags-hoodie-hairs-and-masks-that-cut-or-remove-hairs)
💇Tops with working duffel Bags, Hoodie hairs & Masks that cut or remove hairs
This update introduces various new options to **make use of even more GTA V cloth related game mechanics**. Find out more about all new clothing options below.
####
[](https://docs.gta.clothing/changelogs#cut-hairs-for-hoodie-clothes-tops-and-undershirts)
Cut hairs for hoodie clothes (tops & undershirts)
Configure whether your **hoodie top / undershirt should cut hairs** to make hoodies not glitch.

####
[](https://docs.gta.clothing/changelogs#remove-hat-in-vehicle)
Remove hat in vehicle
Set **hats to automatically be removed when the player enters a vehicle** and reapplied when he leaves it again. Making it not glitch thru the vehicle roof.

####
[](https://docs.gta.clothing/changelogs#without-remove-hat-in-vehicle-option-hat-will-possibly-glitch-thru-roofs)
Without 'Remove hat in vehicle' option, hat will possibly glitch thru roofs

####
[](https://docs.gta.clothing/changelogs#remove-hat-in-vehicle-option-enabled-hat-will-be-unequipped-in-vehicle)
'Remove hat in vehicle' option enabled, hat will be unequipped in vehicle

####
[](https://docs.gta.clothing/changelogs#cut-or-remove-hairs-for-masks-berds)
Cut or remove hairs for masks (berds)
Configure **masks (berds) to automatically cut or remove hairs completely** whenever needed to perfectly fit your masks without glitching hairs.

####
[](https://docs.gta.clothing/changelogs#fixed-addon-tops-jbib-vanilla-game-duffel-bags-invisible)
Fixed addon tops (jbib) vanilla game duffel bags invisible
Previously all vanilla game duffel bags would not work (be invisible) with all your addon tops (jbibs), this is now **automatically fixed** and will work after regenerating your cloth pack with this new update.
####
[](https://docs.gta.clothing/changelogs#previously-unfixed-addon-top-with-duffel-bag-combined)
Previously 'unfixed' addon top with duffel bag combined

####
[](https://docs.gta.clothing/changelogs#now-fixed-addon-top-with-duffel-bag-combined)
Now 'fixed' addon top with duffel bag combined

###
[](https://docs.gta.clothing/changelogs#tons-of-automatic-error-analyzing)
❗ Tons of automatic error analyzing
Introducing a new and improved error handling system, you can now **easily identify and fix issues that could potentially break your clothes**, before you build.
With this new feature, you'll be able to:
* **Quickly categorize issues** as Errors, Warnings, or Informations.
* **Identify and fix Errors that could break your clothes**, ensuring that your projects are always in tip-top shape.
* Take advantage of **various Warnings, ranging from missing LOD levels**, invalid model files, missing embedded textures, and more, to improve the quality of your cloth models and textures.
* Receive **Informational hints that provide valuable insights** into your cloth projects.
Elevate your cloth projects and stay ahead of the game with our new error handling system.
####
[](https://docs.gta.clothing/changelogs#example-of-some-information-warnings-and-errors)
Example of some information, warnings & errors

###
[](https://docs.gta.clothing/changelogs#easy-optimizing-of-cloth-textures-and-embedded-model-textures)
⚡ Easy optimizing of cloth textures and embedded model textures
Say goodbye to manual texture optimization and hello to effortless efficiency with this update. The Texture Optimization Feature is here to **revolutionize the way you optimize your textures and models** with ease.
With a range of easily optimizations and edits to apply, including:
* **Automatic optimization of the compression format** for your textures, ensuring the best quality with the smallest file size, or choose your own compression format to be applied.
* **Automatic generation of the suggested amount of mipmap levels** for your texture, providing the perfect balance between quality and performance.
* Seamless adjustments to your textures with the **automatic adjustment to the next power of two** width and height.
* **Easy downscaling of your textures** to your preferred size, ensuring that your models look great at any resolution.
* Effortless compatibility with **embedded model textures and cloth texture variations**, without the need for any other tools or manual editing.
With the Texture Optimization Feature, you can streamline your workflow and focus on creating the best GTA V cloth pack possible.
####
[](https://docs.gta.clothing/changelogs#example-of-easily-optimizing-compression-format-mipmaps-power-of-two-and-more)
Example of easily optimizing compression format, mipmaps, power of two & more

###
[](https://docs.gta.clothing/changelogs#drag-and-drop)
👉 Drag & Drop
Making it **easier than ever to import files**. With this new feature, you can:
* **Effortlessly import files by simply dragging and dropping** them into the tool, whether they're from Windows File Explorer, OpenIV, or CodeWalker.
* Save time and streamline your workflow by **eliminating the need to manually export & import files** one-by-one.
* Enjoy a **more user-friendly and intuitive experience adding files** from GTA V file explorers
####
[](https://docs.gta.clothing/changelogs#example-of-dragging-and-dropping-files-from-openiv-and-codewalker)
Example of dragging and dropping files from OpenIV and CodeWalker

###
[](https://docs.gta.clothing/changelogs#various-new-import-and-export-formats)
📂 Various new import & export formats
We're excited to announce a suite of **new import and export file formats that make it easier than ever** to work with clothes.
With this new update, you can:
* Enjoy faster workflows (especially when using Blender) with the **addition of CodeWalker XML import and export support** for cloth drawables and textures.
* Have more flexibility when editing your cloth textures with **new DDS and PNG export options**.
* **Quickly add cloth textures straight from a image**, from a variety of image formats including PNG, JPG, TGA, and BMP, which will automatically be converted to YTD.
####
[](https://docs.gta.clothing/changelogs#example-of-exporting-to-and-importing-from-different-new-file-formats-codewalker-xml-png-dds)
Example of exporting to & importing from different new file formats: CodeWalker XML, PNG, DDS

###
[](https://docs.gta.clothing/changelogs#new-projects-format-and-file-data-handling)
💾 New projects format & file/data handling
All **files related to a cloth project will be saved & managed in one single folder**, that could easily be shared & does prevent accidentally building files to some unwanted location, deleting hundreds of files in advance (People selected Desktop as output and files got deleted there..).
* Durty Cloth Tool will manage all files added to your project on its own, which **takes you the hassle to manage all imported files on your own** and removes cases where you accidentally deleted a file used in any of your cloth projects, breaking it completely.
* Files that are added to the project will now be imported to a "data" subfolder of your output folder defined in the build settings
###
[](https://docs.gta.clothing/changelogs#dynamic-config-builders)
🔧 Dynamic config builders
The Dynamic Config Builder options are here to **provide you all the configuration files** you need to work with framework plugins like xnTattoos, qb-tattooshop, ESX-TattooShop, or any other similar config files.
With this powerful new feature, you can:
* **Easily provide example configuration entries** for various framework plugin configurations, making the setup process a breeze.
* **Access clothes and tattoos info dumps** filled with valuable information for your developers, such as scripting IDs, types, and names.

####
[](https://docs.gta.clothing/changelogs#example-of-generating-different-config-files-and-viewing-them-in-visual-studio-code)
Example of generating different config files and viewing them in Visual Studio Code

###
[](https://docs.gta.clothing/changelogs#technical-explaination-for-new-project-data-keeping)
💡 Technical explaination for new project data keeping
In previous versions, as soon as you add any drawable or texture file, a reference to this file has been saved. This reference is the full file path leading to the file you have selected. Basically it is not adding the drawable, its just _linking_ to it. This behaviour is not common for applications that look like managing files, like Durty Cloth Tool does.
**This can and does cause issues like**
* moving the whole clothes project file is nearly to impossible if not properly managed on your own
* you will have to take care of managing files properly, because if not done properly you could end up deleting files from your disk that are used in any cloth project
* new people can run into issues like; downloading clothes from the internet, then selecting the drawable file in the downloads folder. When file gets overwritten or deleted in the future, it will just break cloth projects
**It does bring some pros tho**
* "Experienced" users that are aware of the possible issues can manage clothes for multiple cloth projects that share the same cloth files (If this is a use case?)
* Possible duplicate of same cloth files on the disk can be prevented (saves some disk space)
The **change introduced with this version** is that adding a drawable or texture file, will basically import (copy) the file into a by the cloth tool managed "data" folder. This will make managing clothes files a no-brainer as people will not have to pay any attention to that anymore. The cloth tool will manage all files in a folder and delete them there if they are unused, while making sure to not delete it instantly (so you could still delete clothes from your project for testing, exit the tool and load the project again and they would be there again.).
People could still setup & manage "raw/source" folders if wanted to keep the original files somewhere, to add from that. Imported / managed files by Durty Cloth Tool will receive cryptic hash names like `936DA01F-9ABD-4D9D-80C7-02AF85C822A8.ydd` as it is not meant to manually delete, edit or replace files in the data folder.
###
[](https://docs.gta.clothing/changelogs#v2.5-full-changelog)
v2.5 Full Changelog
[](https://docs.gta.clothing/changelogs#durty-cloth-tool-v2.3.0-05.02.22)
Durty Cloth Tool v2.3.0 (05.02.22)
-----------------------------------------------------------------------------------------------------------------
###
[](https://docs.gta.clothing/changelogs#important-license-note)
Important License Note
**As this update changes the way licenses are generated and processed, you might have to update your HWID with the new one from the tool and update it on the website + download a new license**
_Visit the_ [_Pleb Masters: Forge licenses_](https://forge.plebmasters.de/account?tab=licenses)
_page to update your HWID and redownload your license_ _Find a detailed article on how to download and use your license_ [_on patreon_](https://www.patreon.com/posts/how-to-receive-59448712)
###
[](https://docs.gta.clothing/changelogs#update-highlights-5)
✨Update highlights
This update contains a lot of fixes that improve the overall experience with the tool and should resolve many of the reported issues I received. Besides many small additions, this update also contains some big new additions that I will highlight below.
###
[](https://docs.gta.clothing/changelogs#crash-fixes-fixes-and-more-fixes)
Crash fixes, fixes and more fixes
Thanks to all reports the past weeks, many of the issues that people experienced got fixed with this update. Including many things that possibly caused game crashes. Please keep in mind I am not able to fix the crashes and issues caused by loading too many _.YMT files in the latest game DLC / update. This limit has to be increased either bei R_ Games themselves on the next updates or by the multiplayer platform of your choice.
Anyway I have added an option that disables the generation of extra .YMTs that are needed to make high heels, cutting hairs and other stuff possible. Using this can help you shrink down the amount of .YMT files generated, but will make the listed features not work anymore. NAN;_See this wiki article for more information regarding the game YMT files limit:_ [Game Limits and Crashes](https://docs.gta.clothing/game-mechanics/game-limits-and-crashes)

###
[](https://docs.gta.clothing/changelogs#addon-tattoos)
Addon Tattoos
This update introduces the first version of being able to easily manage your addon tattoos with the tool. By pressing Add in the tool, you will receive a list of options which now include "Add tattoo". Tattoos can be created from whatever image file you prefer; \*.png, \*.jpg, \*.dds, \*.tga, \*.bmp or even .ytd files from already existing tattoos. The tool will automatically optimize your tattoo images for the game and create all needed files that are needed. In the game the item Name will represent the tattoo hash / name and the collection name is represented by the name you have gave the collection in the build window.

In Game Demo of a Addon Tattoo

Showcasing new Addon Tattoo Option in DCT
###
[](https://docs.gta.clothing/changelogs#item-warnings)
Item warnings
From now on you will see possible warnings for your cloth items in form of an exclamation mark directly in front of the related item. This helps finding cause of issues ahead of time faster and more reliable.
###
[](https://docs.gta.clothing/changelogs#build-progress-bar-and-cancel-builds)
Build progress bar & cancel builds
To improve the cloth building experience I have added a build progress indicator, which will give you detailed information about the current state of build and the possibility to cancel the build at any time. Additionally the application remains responsive at any time.
###
[](https://docs.gta.clothing/changelogs#cloth-physics-and-audio-presets)
Cloth physics & Audio presets
You can now add related \*.YLD files for your clothes, which basically describe physics movement for your clothes. Additionally I have added the possibility to the define an audio preset for your clothes. You will be able to select from all the currently existing audio presets for your drawable type of choice. This will for example change the sound of your shoes when you are walking to proper high heel sounds and similar.
###
[](https://docs.gta.clothing/changelogs#v2.3-full-changelog)
v2.3 Full Changelog
####
[](https://docs.gta.clothing/changelogs#v2.3.1)
v2.3.1
[](https://docs.gta.clothing/changelogs#durty-cloth-tool-v2.1.0-28.09.21)
Durty Cloth Tool v2.1.0 (28.09.21)
-----------------------------------------------------------------------------------------------------------------
####
[](https://docs.gta.clothing/changelogs#hey-there-its-been-some-time-since-the-last-release-of-the-cloth-tool)
Hey there, its been some time since the last release of the cloth tool.
This is the first release of the **next generation premium tool "Durty Cloth Tool"**, which is the best available tool to easily create & manage your GTA 5 addon cloth packs (for singleplayer, FiveM & alt:V) without any knowledge in GTA 5 modding needed. It has been rewritten completely from scratch with minimal design changes and a lot of new features.
**As this required a lot of time, this tool is limited in the free version** of it. Please **consider supporting me on Patreon to get access to a unlimited license**: [https://www.patreon.com/plebmasters](https://www.patreon.com/plebmasters)
Also visit our new website for this tool: [https://gta.clothing](https://gta.clothing/)
###
[](https://docs.gta.clothing/changelogs#v2.1-full-changelog)
v2.1 Full Changelog
[](https://docs.gta.clothing/changelogs#durty-cloth-tool-v1.4.0-21.04.21)
Durty Cloth Tool v1.4.0 (21.04.21)
-----------------------------------------------------------------------------------------------------------------
###
[](https://docs.gta.clothing/changelogs#v1.4-full-changelog)
v1.4 Full Changelog
This version contains some experimental changes related to the texId, please create a Issue if you experience any weird behaviours.
####
[](https://docs.gta.clothing/changelogs#v1.4.1)
v1.4.1
[](https://docs.gta.clothing/changelogs#durty-cloth-tool-v1.3.0-16.04.21)
Durty Cloth Tool v1.3.0 (16.04.21)
-----------------------------------------------------------------------------------------------------------------
###
[](https://docs.gta.clothing/changelogs#v1.3-full-changelog)
v1.3 Full Changelog
[](https://docs.gta.clothing/changelogs#durty-cloth-tool-v1.2.0-07.02.21)
Durty Cloth Tool v1.2.0 (07.02.21)
-----------------------------------------------------------------------------------------------------------------
###
[](https://docs.gta.clothing/changelogs#v1.2-full-changelog)
v1.2 Full Changelog
[](https://docs.gta.clothing/changelogs#durty-cloth-tool-v1.1.0-23.01.21)
Durty Cloth Tool v1.1.0 (23.01.21)
-----------------------------------------------------------------------------------------------------------------
###
[](https://docs.gta.clothing/changelogs#v1.1-full-changelog)
v1.1 Full Changelog
[](https://docs.gta.clothing/changelogs#durty-cloth-tool-v1.0.0-07.12.20)
Durty Cloth Tool v1.0.0 (07.12.20)
-----------------------------------------------------------------------------------------------------------------
###
[](https://docs.gta.clothing/changelogs#v1-full-changelog)
v1 Full Changelog
Expect things to be broken
[VorigeWelcome](https://docs.gta.clothing/)
[VolgendeQuickstart](https://docs.gta.clothing/getting-started/quickstart)
Laatst bijgewerkt 9 maanden geleden
* [General Information](https://docs.gta.clothing/changelogs#general-information)
* [Durty Cloth Tool v3.2.0 (20.08.25)](https://docs.gta.clothing/changelogs#durty-cloth-tool-v3.2.0-20.08.25)
* [✨Update highlights](https://docs.gta.clothing/changelogs#update-highlights)
* [🎨 Material Editor](https://docs.gta.clothing/changelogs#material-editor)
* [🧵 Embedded Textures Editor](https://docs.gta.clothing/changelogs#embedded-textures-editor)
* [🖼️ Live Texture Editing / Previewing](https://docs.gta.clothing/changelogs#live-texture-editing-previewing)
* [🧪 Optimizer improvements and options](https://docs.gta.clothing/changelogs#optimizer-improvements-and-options)
* [⚡ Quality of Life improvements](https://docs.gta.clothing/changelogs#quality-of-life-improvements)
* [v3.2 Full Changelog](https://docs.gta.clothing/changelogs#v3.2-full-changelog)
* [Durty Cloth Tool v3.1.0 (18.11.24)](https://docs.gta.clothing/changelogs#durty-cloth-tool-v3.1.0-18.11.24)
* [✨Update highlights](https://docs.gta.clothing/changelogs#update-highlights-1)
* [🖊️ 3D Tattoo Editor Support](https://docs.gta.clothing/changelogs#id-3d-tattoo-editor-support)
* [🕺 Custom Animations in 3D Preview](https://docs.gta.clothing/changelogs#custom-animations-in-3d-preview)
* [🛠️ Sharing and Collaboration on Projects](https://docs.gta.clothing/changelogs#sharing-and-collaboration-on-projects)
* [📂 File Format Linking](https://docs.gta.clothing/changelogs#file-format-linking)
* [🛍️ Shop Meta File Generation](https://docs.gta.clothing/changelogs#shop-meta-file-generation)
* [🤖 Smart Behaviour Project Settings](https://docs.gta.clothing/changelogs#smart-behaviour-project-settings)
* [🔍 Enhanced Integrated Search](https://docs.gta.clothing/changelogs#enhanced-integrated-search)
* [🏷️ Creator Info](https://docs.gta.clothing/changelogs#creator-info)
* [⚡ Minor QoL Improvements](https://docs.gta.clothing/changelogs#minor-qol-improvements)
* [v3.1 Full Changelog](https://docs.gta.clothing/changelogs#v3.1-full-changelog)
* [Durty Cloth Tool v3.0.0 (27.08.24)](https://docs.gta.clothing/changelogs#durty-cloth-tool-v3.0.0-27.08.24)
* [✨Update highlights](https://docs.gta.clothing/changelogs#update-highlights-2)
* [🎨Themes and improved User Interface](https://docs.gta.clothing/changelogs#themes-and-improved-user-interface)
* [🆕Error List Window](https://docs.gta.clothing/changelogs#error-list-window)
* [🆕Project Settings Window](https://docs.gta.clothing/changelogs#project-settings-window)
* [🗃️Project .dctexport Format & Items .dctpackage](https://docs.gta.clothing/changelogs#project-.dctexport-format-and-items-.dctpackage)
* [👀New first person features, alternation models & behaviour flags support](https://docs.gta.clothing/changelogs#new-first-person-features-alternation-models-and-behaviour-flags-support)
* [🆕3D preview base components, animation quick select & auto rotate](https://docs.gta.clothing/changelogs#id-3d-preview-base-components-animation-quick-select-and-auto-rotate)
* [v3 Full Changelog](https://docs.gta.clothing/changelogs#v3-full-changelog)
* [Durty Cloth Tool v2.5.3 (20.03.24)](https://docs.gta.clothing/changelogs#durty-cloth-tool-v2.5.3-20.03.24)
* [✨Update highlights](https://docs.gta.clothing/changelogs#update-highlights-3)
* [Show Floor & 3D preview high heel heights](https://docs.gta.clothing/changelogs#show-floor-and-3d-preview-high-heel-heights)
* [3D preview cutting hairs below head props](https://docs.gta.clothing/changelogs#id-3d-preview-cutting-hairs-below-head-props)
* [Control Animation Playback Speed](https://docs.gta.clothing/changelogs#control-animation-playback-speed)
* [Change base components/clothes](https://docs.gta.clothing/changelogs#change-base-components-clothes)
* [Preview multiple addon clothes at the same time](https://docs.gta.clothing/changelogs#preview-multiple-addon-clothes-at-the-same-time)
* [v2.5.3 Full Changelog](https://docs.gta.clothing/changelogs#v2.5.3-full-changelog)
* [Durty Cloth Tool v2.5.2 (24.01.24)](https://docs.gta.clothing/changelogs#durty-cloth-tool-v2.5.2-24.01.24)
* [New icons & "support" for escrow / locked files](https://docs.gta.clothing/changelogs#new-icons-and-support-for-escrow-locked-files)
* [Official support for latest gamebuilds](https://docs.gta.clothing/changelogs#official-support-for-latest-gamebuilds)
* [New warnings & information](https://docs.gta.clothing/changelogs#new-warnings-and-information)
* [v2.5.2 Full Changelog](https://docs.gta.clothing/changelogs#v2.5.2-full-changelog)
* [Durty Cloth Tool v2.5.1 (16.03.23)](https://docs.gta.clothing/changelogs#durty-cloth-tool-v2.5.1-16.03.23)
* [New hat options](https://docs.gta.clothing/changelogs#new-hat-options)
* [Rename textures](https://docs.gta.clothing/changelogs#rename-textures)
* [Bulk exporting textures + exporting embedded textures directly](https://docs.gta.clothing/changelogs#bulk-exporting-textures--exporting-embedded-textures-directly)
* [v2.5.1 Full Changelog](https://docs.gta.clothing/changelogs#v2.5.1-full-changelog)
* [Durty Cloth Tool v2.5.0 (07.02.23)](https://docs.gta.clothing/changelogs#durty-cloth-tool-v2.5.0-07.02.23)
* [📑 Important Project Migration Note](https://docs.gta.clothing/changelogs#important-project-migration-note)
* [✨Update highlights](https://docs.gta.clothing/changelogs#update-highlights-4)
* [🔍 3D Previewer](https://docs.gta.clothing/changelogs#id-3d-previewer)
* [💇Tops with working duffel Bags, Hoodie hairs & Masks that cut or remove hairs](https://docs.gta.clothing/changelogs#tops-with-working-duffel-bags-hoodie-hairs-and-masks-that-cut-or-remove-hairs)
* [❗ Tons of automatic error analyzing](https://docs.gta.clothing/changelogs#tons-of-automatic-error-analyzing)
* [⚡ Easy optimizing of cloth textures and embedded model textures](https://docs.gta.clothing/changelogs#easy-optimizing-of-cloth-textures-and-embedded-model-textures)
* [👉 Drag & Drop](https://docs.gta.clothing/changelogs#drag-and-drop)
* [📂 Various new import & export formats](https://docs.gta.clothing/changelogs#various-new-import-and-export-formats)
* [💾 New projects format & file/data handling](https://docs.gta.clothing/changelogs#new-projects-format-and-file-data-handling)
* [🔧 Dynamic config builders](https://docs.gta.clothing/changelogs#dynamic-config-builders)
* [💡 Technical explaination for new project data keeping](https://docs.gta.clothing/changelogs#technical-explaination-for-new-project-data-keeping)
* [v2.5 Full Changelog](https://docs.gta.clothing/changelogs#v2.5-full-changelog)
* [Durty Cloth Tool v2.3.0 (05.02.22)](https://docs.gta.clothing/changelogs#durty-cloth-tool-v2.3.0-05.02.22)
* [Important License Note](https://docs.gta.clothing/changelogs#important-license-note)
* [✨Update highlights](https://docs.gta.clothing/changelogs#update-highlights-5)
* [Crash fixes, fixes and more fixes](https://docs.gta.clothing/changelogs#crash-fixes-fixes-and-more-fixes)
* [Addon Tattoos](https://docs.gta.clothing/changelogs#addon-tattoos)
* [Item warnings](https://docs.gta.clothing/changelogs#item-warnings)
* [Build progress bar & cancel builds](https://docs.gta.clothing/changelogs#build-progress-bar-and-cancel-builds)
* [Cloth physics & Audio presets](https://docs.gta.clothing/changelogs#cloth-physics-and-audio-presets)
* [v2.3 Full Changelog](https://docs.gta.clothing/changelogs#v2.3-full-changelog)
* [Durty Cloth Tool v2.1.0 (28.09.21)](https://docs.gta.clothing/changelogs#durty-cloth-tool-v2.1.0-28.09.21)
* [v2.1 Full Changelog](https://docs.gta.clothing/changelogs#v2.1-full-changelog)
* [Durty Cloth Tool v1.4.0 (21.04.21)](https://docs.gta.clothing/changelogs#durty-cloth-tool-v1.4.0-21.04.21)
* [v1.4 Full Changelog](https://docs.gta.clothing/changelogs#v1.4-full-changelog)
* [Durty Cloth Tool v1.3.0 (16.04.21)](https://docs.gta.clothing/changelogs#durty-cloth-tool-v1.3.0-16.04.21)
* [v1.3 Full Changelog](https://docs.gta.clothing/changelogs#v1.3-full-changelog)
* [Durty Cloth Tool v1.2.0 (07.02.21)](https://docs.gta.clothing/changelogs#durty-cloth-tool-v1.2.0-07.02.21)
* [v1.2 Full Changelog](https://docs.gta.clothing/changelogs#v1.2-full-changelog)
* [Durty Cloth Tool v1.1.0 (23.01.21)](https://docs.gta.clothing/changelogs#durty-cloth-tool-v1.1.0-23.01.21)
* [v1.1 Full Changelog](https://docs.gta.clothing/changelogs#v1.1-full-changelog)
* [Durty Cloth Tool v1.0.0 (07.12.20)](https://docs.gta.clothing/changelogs#durty-cloth-tool-v1.0.0-07.12.20)
* [v1 Full Changelog](https://docs.gta.clothing/changelogs#v1-full-changelog)
Kopiëren
Added
- Add drawable Material Editor to view and edit shader/material parameters; save directly to the drawable
- Add drawable Embedded Textures Editor to manage embedded textures and auto-fix related shader params; save directly to the drawable
- Add unoptimized texture preview to Texture Optimization Dialog
- Add new auto-fixes in Optimization Dialog for embedded textures: fix unused embedded textures, fix wrongly named embedded textures, fix invalid diffuse sampler
- Add Live Texture Editing/Previewing to instantly see cloth updates in the 3D Preview (Diffuse, Specular, Normal)
- Add 3D preview support to show hair alternation previews (no hair / hair alternation models)
- Add config builder for Menyoo PedDecalOverlays.xml
- Add option to disable "Total props per gender limit" dialog (fixed in recent FiveM versions)
- Add option to directly disable "Reached max drawables for type" in project when it occurs
- Add official support for mp2024_02 and mp2025_01 game updates
- Add support for tattoos "UseTintColor" flag (configurable on tattoos)
- Add support for tattoos with negative scale and UV position
- Add tattoo size recommendations with warnings and errors when exceeding game limitations
- Add project behaviour setting to use texture name as unique name hash in Shop Meta dump
- Add support for Replace Collection feature to also replace base game (non-DLC) collection
- Add IsDummyPlaceholder value to clothes_dump.json when selected on build
Fixed
- Fix not working "Replace DLC Cloth Collection" option for RageMP/Singleplayer
- Fix server target game build setting by moving it to Project Settings instead of Build Settings
- Fix when "Add menu" moves to second line and hovering any option closes the menu
- Fix some DDS texture conversion issues
- Fix missing error when XML conversion on export fails
- Fix missing path errors in various situations
- Fix RcoreTattoo config builder output
- Fix files changed dialog sometimes triggering for non-shared DCT projects
- Fix potential error on tattoo creation from web
- Fix possible issue on file content checksum generation
- Fix various unhandled errors/exceptions that could lead to app crashes
Improved
- Improve Unsaved Changes discarding with Project Auto Saves to preserve discarded changes and avoid repeated prompts
- Improve handling and logging when skipping drawables
- Improve logging and log levels across the app
- Improve overall quality with many minor bug fixes and QoL tweaks
Kopiëren
- App doesn't start as Administrator per default anymore in order to improve Drag & Drop Support
- Fix issue with wrongly generated Decoration Shop File
- Enhance props drawable type rendering in 3D Preview
- Various fixes to unhandled crashes
- Tons of improvements to handle common failed file & directory operations
Kopiëren
- Various minor fixes and improvements
Kopiëren
- More minor fixes and improvements
Kopiëren
- Improved UI/UX for first time project creation
- Fixed "InvalidCast" issue
- Fixed "Collection modified" issue
- Fixed Project Settings 'Description' Input content was not correctly aligned
- Improved tons of situations with file/directory handling to properly handle weirdest User Errors
- Many more minor fixes and improvements
Kopiëren
Added
- Add support to load and preview clothes using custom anims in 3D preview
- Add support for version control (Git) hosted/shared cloth projects (See new Project Sharing Settings)
- Add DCT Launcher with support to open DCT file formats from file explorer directly
- Add support for Pleb Masters: Forge 3D Tattoo Editor to easily position and add tattoos
- Add proper generation of cloth shop meta file with configurable options to define RestrictionTags + Target Shop, per cloth
- Add new behaviour project setting: Replace dummys with real cloth on adding automatically
- Add new behaviour project setting: Instead of removing items ask to replace with dummy
- Add "Replace with Dummy" context menu options for cloth drawables + textures
- Add support to replace dummy cloth textures with real ones via context menu
- Add context menu option to create cloth clone to other gender
- Add gender change option for clothes + tattoos
- Add Search/Filtering to Logs Window + Option to select and copy text
- Add app option to change Texture Preview Popup Size
- Add displaying of size of files that will be cleaned when optimizing cloth project data folder
- Add option to auto skip adding duplicates for app session in duplicate confirmation dialog
- Add Project Author & Version to project settings, saved into cloth build output meta files
- Add DCT Version mentioning in the cloth build output meta files
- Add Creator Info fields that can be defined per Item and locked on export
- Add support for 3D previewing mesh physic based clothes
- Add project action to analyze for duplicates in project and easily remove them
- Add new validation check for total props game limit
- Add new documentation links and update some related links
Fixed
- Fix transparent texture images wrongly previewed (as black instead)
- Fix drag and drop textures reordering
- Fix possible crash when selecting appearance item thru error list
- Fix for 'Invalid Slice Pitch' error when exporting or optimizing textures (experimental)
Improved
- Improve project cache validation to fix some project loading issues
- Improve search to allow for searching by various other cloth / data parameters like game name, file name, ids, position etc.
- Improve Auto Data resolving for more cases
- Improve confirmation dialogs opening behaviour
- Improve various UI dialogs to better support all themes + better overview
- Improve Rename Texture Hotkey (Changed to F2) for consistency
Kopiëren
- Fixed 3D previewer crash on startup
- Fixed possible crash on project loading
- Improved DCT Launcher Pipes Listener Handling, previously causing some issues
- Properly handle some "File in use by another process" cases
Kopiëren
- Added new Dynamic Config Builders for rcore-tattoos and illenium-appearance
- Added support to paste UV Pos/Scale/Rot from Pleb Masters 3D Tattoo Editor via right click context menu on tattoos
- Improved Project Build output folder pre-checks to handle more cases
- Improved setup process of URL Protocol Handler & File Association (Formats) Setup
- Improved user settings upgrading process to handle more edge cases
- Improved overall error logging (More detailed logs in all sorts of corners)
- Fixed Singleplayer dlc.rpf Output not properly loading
- Fixed various 3D Preview Crash Issues
- Fixed using ' in some project meta fields could cause FiveM parsing errors
- Fixed some edge cases of failed project saving actions
- Fixed some possible crash issues when opening file dialog in some edge cases
Kopiëren
- Revamped entire App design to increase responsivenes and fix various useability issues
- Reworked project format and introduced project cache to speed up project loading
- Tons of performance improvements for project loading, clothes adding and project building
- Added "dark mode" with various different themes (try them out, they are nice) and theme color variations, selectable via Options window
- Added new "Options" window that allows for managing all user app related settings
- Redone Project Settings window that allows for managing all sorts of project related settings
- Added possibility to disable and adjust all existing validation rules
- Added new "Error List" Window (View > Error List) with various export possibilities to have an easy overview of all information in your cloth project
- Added new import/export formats for entire cloth projects, for convenient sharing of a DCT project
- Added new DCT Package export format for convenient sharing of cloth project items with their entire configuration, models and textures saved into one file
- Tons of quality of life improvements like a recently opened projects history, possibility to preview cloth texture image, enabling cloth texture thumbnails and all sorts of new configuration possibilities
- Added new first person options that allows for configuring tinted screen effects or mask model
- Added hair alternation models support to allow for addon hairs to properly work with hoodie hair, cut hair and remove hair options
- Added possibility to set any behaviour flag available (Like armoured, lightly armoured etc)
- Added animation "quick select" menu for easier cloth testing
- Added description field to project settings (for project notes or information etc)
- Added option to not automatically select newly added cloth / items in the drawables list
- Added XML drag and drop import for drawables and textures + Fixed textures drag and drop in general
- Added alternation model export options such as XML
- Added buttons to preview cloth model alternation models in 3d preview
- Added 3D previewer option to auto rotate around ped
- Added 3D previewer changeable base components for base hand, teef, accss, task & jbib
Kopiëren
- Fixed special case crash when adding clothes
Kopiëren
- Added option to prefer use of Windows File Dialogs instead of the new themed file dialogs (Accessable thru Options Window)
- Improved saving of window position
- Improved remembering of last accessed folders
- Fixed updating behaviour flags removing flag set on previous item
- Fixed focus lost on 3D previewer when double clicking on appearance item list entry
- Fixed auto backup crash when clothproject folder didnt exist
- Fixed auto selection of newly added clothes (now just selects added ones)
- Fix alternate variations generation
Kopiëren
- Added option to automatically update selected drawable texture based on selection when 3D previewer open
- Added support for multiple addon clothes keeping their related cut hair / high heel configuration in 3D previewer
- Fixed more alternate variations generation related issues (submitted GTA limit issue to FiveM/alt:V)
- Fixed anim playback speed resetting on cloth change
- Fixed maximizing / minimizing issues with the window on different screens
- Fixed rare case issue when opening right click context menu
Kopiëren
- Fixed rare case app crash related to wildly doing things
Kopiëren
- Improved project data optimizing action (Cleaning up faster now and is more responsive)
- Fixed some multi selection commands not working any more (Mass Delete for example)
- Fixed 3D preview causing crash when opened via button click
- Fixed crash when trying to import DCT package to not created/new project
- Fixed some rare case random project crashes
Kopiëren
- Fixed rare case project load crash where corrupted auto backup was the reason
- Fixed some possible drag and drop related crash issues
Kopiëren
- Added CTRL + F hotkey to focus search input
- Added option to disable any extra ped alternate variations related features, which can be used in case of "ERR_MEM_MULTIALLOC_FREE" crashes
- Improved cloth texture previews to load much faster and also react much faster on hovering img placeholder
- Improved auto updater handling to gracefully end any confirmation dialogs in future updates
- Fixed rare case crash issue with build output pointing to drive letter that doesnt exist anymore
- Fixed potential project loading issue with some invalid project states
Kopiëren
- Added experimental option to "Fix 'invalid fixup' bugged cloth drawables", access it via Right Click context menu
- Added Project Error List button next to project settings
- Added possibility to find drawables by game name / output file name
- Added drawable name and texture names entered in DCT as values to the cloth info dump
- Added button to clear Recent Projects History in Options window
- Improved "Disable Extra Alternation Features" build option to also not automatically create _1 alternation model
- Improved tooltip showing duration at various places
- Improved cloth texture export in single texture case
- Fixed Project Name and DLC Name setting input not working on some themes
- Fixed possible issue with animating cloth props not working
- Fixed possible issue with invalid project folder causing app crash
- Fixed various 3D previewer cases that could cause it to crash
- Fixed rare case crash issue with windows themed multi file dialogs
- Fixed rare case issue with unhandled corrupted texture (YTD) file
- Splash Screen is animated now 😏
Kopiëren
- Added option to "Show floor" with correct high heel height rendered, adding possibility to fine tune heel height live with 3D preview
- Added correct rendering of hair scale bone modifications (Cut Hair/Remove Hair options on phead props for example), adjust live in 3D preview when changed (Custom Cut Hair value for example)
- Added possibility to control animation playback speed, allowing to better test clothes in motion
- Added options to change the ped base components used in the 3D preview, for example to adjust head, legs etc. Also allows for 3D previewing multiple custom clothes at the same time.
- Added and improved some warnings/information
- Added proper prop rendering on ped (Props will not just render without the ped anymore)
- Lots of fixes related to 3D preview, failing in some cases with modded GTA V installations
- Many other fixes to errors that could appear in some scenarios
Kopiëren
- Added options / "support" for mp2023_01 & mp2023_02 gamebuild selection in build options
- Added some new discovered audio presets
- Added "support" for escrow / locked YDD files, you can add them now to your project and build them but it still needs escrow license file placement manually + doesnt work with adding escrow protected files from different packages as this would require multiple escrow licenses, which we dont know yet how it should work (Feel free to reach out to us if you know more)
- Added support for optimizing a previously unknown TextureFormat, which lead to many YTD/Embedded YDD textures failing to optimize
- Added some fallbacks and checks for blocked license files, causing them to not being read properly
- Added new warning for Raced skin type clothes that have bigger than 512x512 textures (not needed / unsupported by game)
- Added new warning for unoptimized / bad sims port textures (unoptimized / huge)
- Added new warning for embedded textures containing illegal characters in name (causing them to not work properly)
- Added information when previewing clothes that miss diffuse texture, stating that 3D preview doesnt represent ingame look in this case
- Added option to disable missing diffuse texture warning in 3D preview (Menut > Options dropdown)
- Added clothproject data folder relocation dialog on project load when all files failed to find (Should help in cases where clothproject folder got moved around)
- Improved information icon to lightbulb instead of question mark + introduced lock icon for either corrupt or locked files
- Improved 3D preview initial loading time
- Improved general memory usage of Durty Cloth Tool (It should consume less now)
- Improved duplicate content check to consider type & gender information
- Fixed 3D preview crashing in same cases with badly made drawables
- Fixed placeholder dummy textures not causing proper shifting texture variation id. You can now add dummy textures before a real texture variation and it will cause the real one to be shifted to variation id 2 for example
- Fixed some mods installers (FiveMods etc) & graphic mods (Network Redux) causing 3D preview to not load / eat up all your RAM and CPU
- Fixed adding files with capslocked file extensions like .YDD .YTD etc.
- Fixed setting possibly invalid tattoo file names, leading to application crash on build
- Fixed Enable Animation / Only Selected Cloth checkboxes sometimes in invalid state when switching between props & clothes in 3D preview
- Fixed output directory write permission check, sometimes not properly detecting read permissions on selected output folder
- Fixed adding Read Only files to project not being possible
- Fixed issue caused by some recent windows updates that lead to HWID sometimes changing
- Disabled sub folders option for alt:V as its unsupported right now
- Updated some discord / support links
Kopiëren
- Added motorcycle helmet, bullet proof helmet & airplane options for hat props
- Added new warning for when no diffuse sampler info found (breaks lightning)
- Added new warning when there is no embedded and external samplers at all (Bad clothing)
- Added new warning for unused embedded textures in cloth model (Useless, takes up space)
- Added new warning when embedded textures are not named correctly for skin toned drawables (Breaks clothing)
- Added new (build time) warning for drawables that have invalid shader names defined (Breaks clothing)
- Allow for custom high heel height down to 0.1
- Added warning for SP & RageMP resources when DLC Name / collection name is invalid
- Added option to add from one or multiple files without targetting gender specifically, automatically tries to resolve the gender of selected drawable files
- Added possibility for bulk optimizing textures of same drawable (Select all textures, right click -> optimize)
- Added new context option to export drawable with textures
- Added bulk export support for all selected drawables or selected textures
- Added new options to export all embedded textures as PNG or DDS
- Added new context option for textures to rename textures to your liking (Helps organizing)
- Added warning when trying to add facial overlay, stating its WIP / not working
- Added progress indicator for texture optimizations + making it not freeze the application
- Added showing skintone setting for drawables that are already added as raced (So they can be changed if they got added as raced drawable)
- Added option to resort project item positions (for the autistic people, find it in Project Window Options > Resort item positions)
- Bigger refactoring of everything that is context menu related, will now only enable options to you that are also useable
- Pressing ENTER while editing any textbox input will now automatically save and update edited item
- Fixed possible rare case DDS optimizing error
- Fixed "divide by zero" exception for projects with only 1 item, causing them to not load again
- Fixed replacing of dummy drawables & textures
- Fixed wrong message when failed to optimize embedded texture / drawable
- Fixed possible crash for certain context menu options on dummy placeholders
- Fixed default generated file name for drawable & textures export options
- Fixed controller input being able to move preview even without focus
- Fixed EndOfFile issue for exported DDS files sometimes, making them unusable
- Fixed facial overlay position not increasing when adding new ones
- Fixed corrupt textures when drag & dropping PNG or other image formats onto textures section
- Removed initial Position being postfixed for the default cloth names, was confusing in addition to Position
- Raised precision for custom high heel height and hair cut value to .2
Kopiëren
# Added 3D Previewer
- Easily 3D preview model & texture combinations using the context menu options, the preview button or double clicking any item
- Full ped preview & cloth model only preview
- Apply animations to the ped and see clothes in motion to test whether clothes are correctly rigged
- Different render modes that help analyzing cloth model issues
- Wireframe option to see model structure
- Ped skeleton option to see ped bones
- Level of Detail switch to preview different level of detail (LOD) models of your cloth model
- Models & Texture data tabs to get more deep insights
# Added new projects format & file handling
- Durty Cloth Tool will manage all files added to your project on its own, which takes you the hassle to manage all imported files on your own and removes cases where you accidentally deleted a file used in any of your cloth projects, breaking it completely.
- Files that are added to the project will now be imported to a "data" subfolder of your output folder defined in the build settings
- Manually editing any files in this directory is not recommended, please use either "Remove" or "Replace" context menu options to edit any files
- When first time loading old / previous cloth project, they will automatically be migrated to the new project type
# Added tons of error analyzing and features to warn about possible cloth issues
- Durty Cloth Tool now treats issues in the category of errors, warnings and informations. Errors will possibly break / make your clothes not work and therefore need to be fixed before build, where as warnings are just personal recommendations to improve any cloth model or texture and informations are just small informational hints.
- There are different kinds of warnings now ranging from missing LOD levels, possibly invalid model files, missing embedded textures or textures that are not pow2, too big or have no mip map levels and tons more
# Added easy optimizing of cloth textures and embedded model textures
- Automatically optimize compression format to the best choice for the given texture, or select your own compression format to be applied
- Automatically generate the suggested amount of mipmap levels for your texture
- Automatically adjust textures to the next power of two width & height
- Easily downscale textures to the preferred size
- Works for embedded model textures & cloth texture variations, magically without the need to edit anything in any other tool
- Added dynamic config builders, easily provide example configuration entries for xnTattoos, qb-tattooshop, ESX-TattooShop or any other similar config files. Also provides clothes & tattoos info dumps that contain all scripting ids & information needed for your developers to work with the new clothes
- Added options to create complete GTA DLC replace resource, by allowing to assign different male & female cloth collection names or select from a list of GTA 5 dlcs to automatically set the names
- Added drag & drop support from windows file explorer, OpenIV or CodeWalker, just drag your files into the tool and it will automatically import them
- Added facial overlays support (beards, makeup, aging, body hair, eyebrows etc), easily add any facial overlay texture and let the Durty Cloth Tool to the rest (very experimental, known to not work as addons... need more investigation)
- Added warning before trying to exit application when project is not saved, also adds more information to the app title bar
- Added multi selection support to remove project items or textures
- Added absolute & relative drawable id generation in the tool, the tool will now automatically calculate the target absolute drawable id (This only works when the cloth pack will be the first or only cloth pack to be loaded)
- Added context menu for project items & textures, with options to quickly Remove, Replace, Export, Copy Names or 3D preview
- Added option to customize high heel height, alternatively to the default high heel height value
- Added option to set custom cut value for hairs, alternatively to the default cut value
- Added support for RageMp as official target resource type
- Added BERD drawable type option to "Remove hat in vehicle", will automatically remove the hat while in vehicle and put on when exiting vehicle
- Added DEL hotkey for quickly deleting selected items / textures (Confirmation dialog will still open)
- Added options for masks to cut hairs or remove hairs completely when worn
- Added option for "Hoodie hairs" on tops (jbibs) and undershirts (accs)
- Added support for all basegame duffel bags to properly work with addon tops (jbibs), they should not be invisible weared in combination with addon jbibs now
- Added CodeWalker XML import & export support for cloth drawables + cloth textures, enabling faster workflows when working with Blender
- Added DDS & PNG export options for cloth textures for more easier editing of your clothes
- Added support for adding cloth textures from png, jpg, tga & bmp images directly (They get auto converted to YTD)
- Added various new file formats for importing cloth textures from, like png, jpg, tga & bmp
- Improved logging overall, previous session logs are now saved, all logs in general provide more information
- Improved mass adding from folders (previously taking ages & freezing application), Performance increases, can understand and import much more file naming schemas, will not only search top directory
- Improved various messages & dialogs like item duplicate & license error dialogs. Buttons should be better understandable now
- Improved alt:V resources configs, from old .cfg file schema, to new .toml file schema
- Fixed SP cloth packs not working
- Fixed possible crash cause when using decorations (tattoos) meta
Kopiëren
- Fixed issues with *.ymt files compression (That could lead to game crashes in some cases)
- Fixed issues with format of creaturemetadata.ymt file (That could lead to game crashes in some cases)
- Fixed drawable options window buttons sometimes not visible
- Fixed an edge case with dummy drawables that could cause clothes projects to not work anymore
- Fixed collection name could be uppercase (should always be lowercase)
- Fixed mass adding cloth models could fail when theres a variant of some model
- Fixed possible crash when output directory is still in use on cleanup
- Fixed last interacted folder sometimes not properly resolved and used on folder / file select dialogs
- Fixed license HWID related issues
- Added more license related logging on app startup
- Added support for mass adding gender specific clothes from multiple folders
- Added "Has skin tone data" flag support for body / UPPR drawables
- Added "Cut hairs" flag support for comp MASK
- Added warning when drawables don't have any textures
- Added wiki links for YMT Limit help & New file naming help
- Added descriptions for all cloth drawable types
- Added initial support for tattoos (decorations)
- Added support for numbers in the collection name
- Added resource build progress bar
- Added support for cancelling a running build
- Added option to automatically copy cloth drawable files to sub folders (Named after drawable type)
- Added item warnings system that will indicate with a exclamation mark in the UI in front of items whether there is some potential issue
- Added support for enabling comp drawable cloth physics by selecting a *.yld file
- Added support for comp drawables audio presets that can change shoe walking sounds for example
- Added option to disable creation of extra .ymt files (With warning that it will disable high heels/ cut hairs flag support)
- Reworked resource building to run asynchronously and non UI-thread blocking
- Improved license info window to show license id and more details
- Improved several license related information
- Improved build finished information popup
- Improved build failed handling to properly cleanup resources
Kopiëren
- Fixed position data not correctly being loaded from previous save files => overwriting all positions to 0
-> Make sure to load a copy of your old save file if you have already overwritten it with the new version
- Fixed newly added tattoos having UvPos & Scale set to null, resulting in a build time exception
-> Make sure to always set Uv Pos & Scale + rotation for all your tattoos
Kopiëren
- Completely rewritten core of tool (Improved performance and fixed many bugs)
- Completely rewritten UI (Fixed a lot of small issues & UI is completely responsive now)
- Added proper support for creating high heels
- Added proper support for hats that cut hairs
- Added proper support for hats that remove hairs completely
- Fixed various issues that caused some cloth textures to bug or not be visible
- Fixed singleplayer addon rpf generation
- Fixed "Unk Flags" options for drawables
- Fixed auto resolving file names for a lot of cases (Mostly related to EUP and other "replace clothes")
- Improved auto detection of textures for added cloth drawables in many cases
- Added options popup whenever options for an added cloth drawable could not be resolved (You can decide its type etc manually or skip items)
- Added support for adding "dummy / placeholder" drawables & textures that can be used to reserve ids (For future GTA 5 updates or own cloth ### updates)
- Added button to easily add female & male clothes from a input folder (For example EUP as source), automatically detects gender & other data of replace cloth drawables for example
- Added button to easily mass add female or male cloth drawables from target folders
- Added option to automatically skip already added cloth drawables (Detected by same file path)
- Added various pre-build checks to make sure your cloth build works 100%, if not it will give you proper warnings and how to fix it
- Added a seperately openable logs window (Click on log text), shows all logs
- Added a lot more logging in general so generation & actions can be better understand
- Added support for changing various drawable options after adding it (Comp/Prop & Drawable Type (lowr, accs, jbib etc.))
- Added support for easily reordering cloth drawables (To change generated drawable id (game id) of output)
- Added support for easily reordering drawable textures (To change generated variation id (ingame) of output)
- Added grid splitter between drawables list & edit drawables section, lets user customize the size of regions on its own
- Introduced new file format that should be smaller (You can select old save files and it will update the format) & Actually saves everything related to your project (Collection & build data too)
- Added application settings to save various app related things like: Last opened project, Auto cleanup output folder etc.
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- Possible fix for Addon masks (Thanks to @Nicoo34)
- Some minor cleanup
- Experimental texId related changes
Kopiëren
- Minor fix for previous version in some case causing black textures?
This version contains some experimental changes related to the texId, please create a Issue if you experience any weird behaviours.
Kopiëren
- Possible fix for Addon pants & shoes (Thanks to @MateqB)
Kopiëren
- Various fixes and improvements
Kopiëren
- Improved some texts and add error dialog for exception during resource building
- Fixed some naming consistency
- Fixed after removing item, details still shown
- Fixed crash with only prop project
- Added better error / info messages
Kopiëren
- Various fixes
- A lot of refactoring
---
# Testing Addon Clothes | Durty Cloth Tool - Documentation
For the complete documentation index, see [llms.txt](https://docs.gta.clothing/llms.txt)
. This page is also available as [Markdown](https://docs.gta.clothing/getting-started/testing-addon-clothes.md)
.
[](https://docs.gta.clothing/getting-started/testing-addon-clothes#how-to-test-add-on-cloth-resources)
How To Test Add-On Cloth Resources 👕
-------------------------------------------------------------------------------------------------------------------------------------------------
Testing your add-on cloth resources **should always happen on a clean enviroment** - This means that you should ideally not run any other mods or server resources other than what is _**needed**_ to test your new clothes.
Depending on the type of add-on resource, this can be different.
All add-on clothing items will **always** appear at the end of your clothing scripts such as Menyoo or vMenu, if you are struggling to find them, please reach out to the respective script creators, as we cannot garauntee support for each and every script.
Please keep in mind this article is currently work in progress and will be enhanced further (with screenshots etc) in the future.
###
[](https://docs.gta.clothing/getting-started/testing-addon-clothes#testing-on-alt-v)
Testing On alt:V
* Download and setup a clean alt:V [server](https://altv.mp/#/downloads)
. See the docs for more information regarding [setting up a windows server](https://wiki.altv.mp/wiki/Tutorial:Setup_Windows_Server)
.
* Download alt:V [Better Clothing Menu](https://github.com/LeCyreaxYT/altv-better-clothing)
and put it in your **server / resources folder.** Make sure to add the resource name to the server.cfg file
* Move the Durty Cloth Tool generated add-on generated resources to your server/resources folder Add yourclothtoolresourcename (Should be named like your cloth collection, visible in the build window) to your server.cfg as a seperate line below resources: \[ and before the enclosing \]
Your server.cfg resources configuration could look similar to this:
Kopiëren
resources: [\
altv-better-clothing,\
newclothes1\
newclothes2\
newclothes3\
]
The order in which you add your clothing to your server.cfg, is the order it will appear _after_ the Grand Theft Auto Online clothing. We can of course rearrange our clothing resources to our own preference, such as newclothes2, 1 then 3.
* Start your server and connect to it (localhost)
* Once in your server, press `F6` to open the cloth menu and browse through your new added clothing.
**They are always added to the end of the list.**
###
[](https://docs.gta.clothing/getting-started/testing-addon-clothes#testing-on-fivem)
Testing On FiveM
####
[](https://docs.gta.clothing/getting-started/testing-addon-clothes#please-ensure-you-are-subscribed-to-cfxres-cfx.re-element-club-argentum)
Please ensure you are subscribed to Cfxre's [Cfx.re Element Club Argentum](https://www.patreon.com/fivem)
.
####
[](https://docs.gta.clothing/getting-started/testing-addon-clothes#the-element-club-argentum-allows-server-owners-to-stream-custom-clothing-within-the-fivem-platform-w)
The Element Club Argentum allows server owners to stream custom clothing within the FiveM platform, without it your clothes will most likely not be visible in game.
Alternatively, you can set your player slots to 10 in your txAdmin or server.cfg.
_Please refer to their forums on how to do this as we cannot provide support for each and every platform._
* Download and setup a clean [FiveM server](https://docs.fivem.net/docs/server-manual/setting-up-a-server/)
* Download [vMenu](https://github.com/TomGrobbe/vMenu/releases)
and place it within your server/resources folder
\*See detailed installation and permission steps [here](https://docs.vespura.com/vmenu/installation/#installation-steps)
.
* Move the Durty Cloth Tool generated add-on resource to your server / resources folder
* Add `ensure yourclothtoolresourcename` (Should be named like your cloth collection, visible in the build window) to your [server.cfg](https://docs.fivem.net/docs/server-manual/setting-up-a-server-vanilla/#servercfg)
* Start your server and connect to it (localhost)
* Press `M` on your keyboard to open the menu and browse thru your new added clothes (They are always added to the end / last DLC clothes).
The order in which you add your clothing resources to your server.cfg, is the order it will appear in your clothing menu scriptss, _after_ the original Grand Theft Auto Online clothing. For example;
In the example above, we would have 4 clothing packs, however in the order of 4, 2, 1, and 3. We can of course rearrange this to our own preference.
_Please note that we can not provide support for other clothing menus._
###
[](https://docs.gta.clothing/getting-started/testing-addon-clothes#testing-on-singleplayer)
Testing on Singleplayer
* Download and install **OpenIV** (https://openiv.com/)
* Open **OpenIV ASI Manager** and install **ASI Loader & OpenIV.ASI**
* This allows for loading additional singleplayer mods without editing the original game
* See the official tutorial by OpenIV regarding this [here](https://openiv.com/?p=1132)
* There now should be a **mods folder** in your games directory. If not, it is highly recommended that you create one. Once you have done so, open this directory.
* Move the by Durty Cloth Tool generated `dlc.rpf` file to this sub folder of your mods folder: `mods/update/x64/dlcpacks` (Create it if its not there)
* In order to make the game load this new dlc.rpf file, we need to modify the games dlclist.xml, this can be done by searching for dlclist.xml using OpenIV and copying it to your mods folder: `mods/update/update.rpf/common/data` (Create it if its not there)
* Edit the last entry of your dlclist.xml file and make sure to add a similar entry with the name of your addon cloth resource (DLC name you have configured in your project settings in Durty Cloth Tool)
Much like in our alt:V and FiveM examples above, you can organize your add-on clothing to appear in the order you desire, which will appear _after_ the default Grand Theft Auto Online clothing;
* To apply the new clothes you will need some mod menu, suggested ones are:
* Menyoo 2.0: [GitHub](https://github.com/itsjustcurtis/MenyooSP/releases)
, [5mods](https://www.gta5-mods.com/scripts/menyoo-2-0)
* [Character Menu](https://gta5-mods.com/scripts/charactermenu)
* _(Please see related installation guides there)_
[](https://docs.gta.clothing/getting-started/testing-addon-clothes#notes)
Notes
------------------------------------------------------------------------------------
**It is crucial that you are aware of the YMT limits within the game. This can differ depending on the version of your gamebuild.**
Please refer to the [Game Limits and Crashes](https://docs.gta.clothing/game-mechanics/game-limits-and-crashes)
page for more information regarding this.
It is also recommended that your packs are in lowercase, for example `myclothpack1` rather than `MyClothPack1`. It has been reported that uppercase clothing files can / may cause issues.
[VorigeFirst Cloth Resource](https://docs.gta.clothing/getting-started/first-cloth-resource)
[VolgendeFirst Addon Tattoo](https://docs.gta.clothing/getting-started/first-addon-tattoo)
Laatst bijgewerkt 1 jaar geleden
* [How To Test Add-On Cloth Resources 👕](https://docs.gta.clothing/getting-started/testing-addon-clothes#how-to-test-add-on-cloth-resources)
* [Testing On alt:V](https://docs.gta.clothing/getting-started/testing-addon-clothes#testing-on-alt-v)
* [Testing On FiveM](https://docs.gta.clothing/getting-started/testing-addon-clothes#testing-on-fivem)
* [Testing on Singleplayer](https://docs.gta.clothing/getting-started/testing-addon-clothes#testing-on-singleplayer)
* [Notes](https://docs.gta.clothing/getting-started/testing-addon-clothes#notes)
Kopiëren
ensure ClothPack4
ensure ClothPack2
ensure ClothPack1
ensure ClothPack3
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- dlcpacks:/clothpacknew/
Kopiëren
- dlcpacks:/clothpacknew/
- dlcpacks:/clothpacknew3/
- dlcpacks:/clothpacknew2/
---
# Working Together | Durty Cloth Tool - Documentation
For the complete documentation index, see [llms.txt](https://docs.gta.clothing/llms.txt)
. This page is also available as [Markdown](https://docs.gta.clothing/getting-started/working-together.md)
.
[](https://docs.gta.clothing/getting-started/working-together#introduction)
Introduction
---------------------------------------------------------------------------------------------
Collaborating on **Durty Cloth Tool** (DCT) projects with your team is straightforward when using version control systems like Git. This guide explains how to configure and share DCT projects correctly, ensuring seamless collaboration across multiple users.
[](https://docs.gta.clothing/getting-started/working-together#step-1-enable-sharing-for-your-project)
Step 1: Enable Sharing for Your Project
--------------------------------------------------------------------------------------------------------------------------------------------------

Durty Cloth Tool Project Settings for Sharing and Collaboration
1. Open your **Durty Cloth Project** in DCT.
2. Navigate to **Project Settings > Sharing and Collaboration**.
3. Enable the **Force relative file paths to allow for sharing this project** checkbox.
This option ensures that the cloth project references all related files and folders using relative paths, making it compatible for sharing.
[](https://docs.gta.clothing/getting-started/working-together#step-2-set-up-a-version-controlled-folder)
Step 2: Set Up a Version-Controlled Folder
--------------------------------------------------------------------------------------------------------------------------------------------------------
We’ll use Git and [GitHub](https://github.com/)
as an example for creating a version-controlled folder, but this process works with other services like GitLab, Bitbucket, or Azure DevOps.
###
[](https://docs.gta.clothing/getting-started/working-together#create-a-repository-on-github)
Create a Repository on GitHub
1. Go to [GitHub](https://github.com/)
and sign in.
2. Create a [**New Repository**](https://github.com/new)
.
3. Provide a **Repository Name** and set its visibility to **Private** (optional for collaboration within a secure environment).
4. Click **Create Repository**.
[](https://docs.gta.clothing/getting-started/working-together#step-3-clone-the-repository-locally)
Step 3: Clone the Repository Locally
--------------------------------------------------------------------------------------------------------------------------------------------
1. Open your Git client (e.g., Git Bash, GitHub Desktop, or another tool).
2. Clone the repository using the command:
3. Replace `username` and `repository-name` with your GitHub credentials.
4. After cloning, navigate to the local repository folder on your computer. This will serve as the version-controlled folder where the DCT project files will reside.
###
[](https://docs.gta.clothing/getting-started/working-together#step-4-move-your-project-files-to-the-git-folder)
Step 4: Move Your Project Files to the Git Folder
1. Close DCT before proceeding.
2. Move the `**.dctproj**` file and the `**clothproject**` folder into the cloned repository folder. The directory structure should look like this:
1. Reopen DCT and load the project from the Git-controlled folder.
In some cases, DCT might prompt you to **relocate the clothproject folder**. This happens if the `.dctproj` file and `clothproject` folder were not originally in the correct relative position. Follow the prompt to ensure everything is correctly linked.
[](https://docs.gta.clothing/getting-started/working-together#step-5-commit-and-share-the-project)
Step 5: Commit and Share the Project
--------------------------------------------------------------------------------------------------------------------------------------------
1. Open your Git client and stage the project files:
1. Commit the changes with a message:
1. Push the changes to the remote repository:
1. Share the repository URL with your team members.
[](https://docs.gta.clothing/getting-started/working-together#step-6-team-members-clone-and-load-the-project)
Step 6: Team Members Clone and Load the Project
------------------------------------------------------------------------------------------------------------------------------------------------------------------
Team members can now:
1. Clone the repository using the same process as **Step 3**.
2. Open the project in **Durty Cloth Tool** by loading the `.dctproj` file from the Git-controlled folder.
[](https://docs.gta.clothing/getting-started/working-together#benefits-of-the-shared-project-setting)
Benefits of the Shared Project Setting
-------------------------------------------------------------------------------------------------------------------------------------------------
The **Shared Project** setting ensures:
1. **Independent Build Paths**: Each team member has a personal build output folder, preventing conflicts in build paths.
2. **Relative File Referencing**: Ensures all project-related files are referenced relatively, avoiding path mismatches between collaborators.
[](https://docs.gta.clothing/getting-started/working-together#requirements-for-collaboration)
Requirements for Collaboration
---------------------------------------------------------------------------------------------------------------------------------
* All users must have **Durty Cloth Tool** installed and set up.
* Basic knowledge of Git is recommended for committing, pulling, and pushing changes.
[VorigeFirst Addon Tattoo](https://docs.gta.clothing/getting-started/first-addon-tattoo)
[VolgendeFrequently Asked Questions](https://docs.gta.clothing/getting-started/frequently-asked-questions)
Laatst bijgewerkt 1 jaar geleden
* [Introduction](https://docs.gta.clothing/getting-started/working-together#introduction)
* [Step 1: Enable Sharing for Your Project](https://docs.gta.clothing/getting-started/working-together#step-1-enable-sharing-for-your-project)
* [Step 2: Set Up a Version-Controlled Folder](https://docs.gta.clothing/getting-started/working-together#step-2-set-up-a-version-controlled-folder)
* [Create a Repository on GitHub](https://docs.gta.clothing/getting-started/working-together#create-a-repository-on-github)
* [Step 3: Clone the Repository Locally](https://docs.gta.clothing/getting-started/working-together#step-3-clone-the-repository-locally)
* [Step 4: Move Your Project Files to the Git Folder](https://docs.gta.clothing/getting-started/working-together#step-4-move-your-project-files-to-the-git-folder)
* [Step 5: Commit and Share the Project](https://docs.gta.clothing/getting-started/working-together#step-5-commit-and-share-the-project)
* [Step 6: Team Members Clone and Load the Project](https://docs.gta.clothing/getting-started/working-together#step-6-team-members-clone-and-load-the-project)
* [Benefits of the Shared Project Setting](https://docs.gta.clothing/getting-started/working-together#benefits-of-the-shared-project-setting)
* [Requirements for Collaboration](https://docs.gta.clothing/getting-started/working-together#requirements-for-collaboration)
Kopiëren
git clone https://github.com/username/repository-name.git
Kopiëren
gitcontrolled_folder
├── clothproject_test
│ └── data
└── clothtest.dctproj
Kopiëren
git add .
Kopiëren
git commit -m "Initial commit of Durty Cloth Project"
Kopiëren
git push origin main
---
# Team Licenses | Durty Cloth Tool - Documentation
For the complete documentation index, see [llms.txt](https://docs.gta.clothing/llms.txt)
. This page is also available as [Markdown](https://docs.gta.clothing/getting-started/team-licenses.md)
.
[](https://docs.gta.clothing/getting-started/team-licenses#introduction)
Introduction
------------------------------------------------------------------------------------------
This guide explains how to use the Teams feature on Pleb Masters: Forge to purchase multiple Durty Cloth Tool licenses, share them with a team, and assign each license to an individual.
Teams can be created, managed and accessed from the Teams page when logged in with your Pleb Masters: Forge account: [Teams](https://forge.plebmasters.de/account?tab=teams)
.
If you are new to licenses, first follow the [License Activation](https://docs.gta.clothing/getting-started/license-activation)
guide to understand how license download and Hardware ID (HWID) configuration works.
[](https://docs.gta.clothing/getting-started/team-licenses#what-share-with-team-means)
What “Share with Team” means
------------------------------------------------------------------------------------------------------------------------
When you enable “Share with team” for a license:
1. The license becomes visible to the selected team within Forge.
2. Team owners/managers can assign that license to a specific team member.
3. Only the assigned member can use that license during the subscription period.
Each license can be assigned to exactly one team member at a time. Sharing with the team makes the license assignable within the team; assignment selects who can use it.
[](https://docs.gta.clothing/getting-started/team-licenses#what-it-does-not-mean)
What it does NOT mean
------------------------------------------------------------------------------------------------------------
* It does not allow multiple people to use the same license at the same time.
* It does not allow one license to be used on multiple devices.
Licenses are HWID-locked upon download for the duration of the subscription period (typically 30 days). Once downloaded and bound to a device, a license cannot be moved to another user or device until the next subscription period begins.
[](https://docs.gta.clothing/getting-started/team-licenses#before-you-start)
Before you start
--------------------------------------------------------------------------------------------------
* Ensure your Patreon subscription includes enough licenses for your team size.
* Confirm your Forge account is linked to Patreon per [License Activation](https://docs.gta.clothing/getting-started/license-activation)
.
* Decide who will be the team owner/manager responsible for assignments.
You can always upgrade to a higher subscription tier that includes multiple licenses to make them available in your team. See our subscription options here: [Pleb Masters Patreon Memberships](https://www.patreon.com/plebmasters/membership?jumpToTiersAndReveal=true)
.
[](https://docs.gta.clothing/getting-started/team-licenses#step-by-step-set-up-a-team-and-assign-licenses)
Step-by-step: Set up a team and assign licenses
---------------------------------------------------------------------------------------------------------------------------------------------------------------
###
[](https://docs.gta.clothing/getting-started/team-licenses#id-1-create-or-open-your-team)
1) Create or open your team
* Navigate to [Account > Teams](https://forge.plebmasters.de/account?tab=teams)
while logged in with your Pleb Masters: Forge account.
* Create a new team or open an existing one.

###
[](https://docs.gta.clothing/getting-started/team-licenses#id-2-invite-members)
2) Invite members
* Invite your teammates to the team.
* Have them accept the invitation so they appear as members in the team.

###
[](https://docs.gta.clothing/getting-started/team-licenses#id-3-share-licenses-with-the-team)
3) Share licenses with the team
* Go to Account > Licenses.
* Open a license and enable “Share with team”, then select your team.

###
[](https://docs.gta.clothing/getting-started/team-licenses#id-4-assign-the-license-to-an-individual)
4) Assign the license to an individual
* In the same license details view, choose an assignee from your team members.
* Save the changes.

###
[](https://docs.gta.clothing/getting-started/team-licenses#id-5-assignee-hwid-and-license-download)
5) Assignee: HWID and license download
The assigned member should follow the [License Activation](https://docs.gta.clothing/getting-started/license-activation)
guide to configure the Hardware ID (HWID), download the license file, and place it next to the DCT executable.
###
[](https://docs.gta.clothing/getting-started/team-licenses#id-6-renewal-and-reassignments)
6) Renewal and reassignments
* At the start of a new subscription period (about every 30 days), you may change the assignee before or when the new license is downloaded.
During a subscription period, a license remains bound to the original HWID. Reassignment to another user/device is normally only possible after renewal. In special cases like hardware upgrades, contact support on Discord.
[](https://docs.gta.clothing/getting-started/team-licenses#rules-and-limitations-must-know)
Rules and limitations (must-know)
----------------------------------------------------------------------------------------------------------------------------------
* One license = one person = one device per subscription period.
* You cannot use one license on multiple devices at the same time.
* You cannot rotate a license between multiple people within the same 30-day period once it has been downloaded and HWID-locked.
Attempting to download/use the same license on a different device during the active period will fail because the HWID does not match.
[](https://docs.gta.clothing/getting-started/team-licenses#best-practices-for-teams)
Best practices for teams
------------------------------------------------------------------------------------------------------------------
* Plan your license distribution before each renewal window.
* Keep a simple roster (who holds which license this period) and update it monthly.
* If you need more concurrent users, add more licenses rather than rotating mid-cycle.
Teams commonly allocate licenses to core creators and purchase extra licenses for temporary collaborators during peak months.
[](https://docs.gta.clothing/getting-started/team-licenses#faq)
FAQ
------------------------------------------------------------------------
###
[](https://docs.gta.clothing/getting-started/team-licenses#can-multiple-team-members-use-the-same-license-in-parallel)
Can multiple team members use the same license in parallel?
No. A license can be assigned to one member and used on one device during the subscription period.
###
[](https://docs.gta.clothing/getting-started/team-licenses#can-i-move-a-license-to-another-user-mid-period)
Can I move a license to another user mid-period?
Not normally. Licenses are HWID-locked until renewal (every ~30 days). For hardware failures or urgent migrations, [contact support on Discord](https://discord.plebmasters.de/)
.
###
[](https://docs.gta.clothing/getting-started/team-licenses#can-one-user-use-the-same-license-on-two-personal-devices)
Can one user use the same license on two personal devices?
No. Each license is HWID-locked to a single device during the subscription period.
###
[](https://docs.gta.clothing/getting-started/team-licenses#what-happens-when-the-subscription-renews)
What happens when the subscription renews?
The license can be reassigned before downloading the renewed license. The new HWID lock applies after the new license file is downloaded for that period.
###
[](https://docs.gta.clothing/getting-started/team-licenses#who-can-assign-or-reassign-licenses)
Who can assign or reassign licenses?
Typically the team owner or managers within the team can assign licenses to members.
[](https://docs.gta.clothing/getting-started/team-licenses#next-steps)
Next steps
--------------------------------------------------------------------------------------
[](https://docs.gta.clothing/getting-started/license-activation)
**License Activation**
How HWID and license download works
[](https://docs.gta.clothing/getting-started/working-together)
**Working Together**
Project sharing & collaboration basics
[VorigeLicense Activation](https://docs.gta.clothing/getting-started/license-activation)
[VolgendeFirst Cloth Resource](https://docs.gta.clothing/getting-started/first-cloth-resource)
Laatst bijgewerkt 10 maanden geleden
* [Introduction](https://docs.gta.clothing/getting-started/team-licenses#introduction)
* [What “Share with Team” means](https://docs.gta.clothing/getting-started/team-licenses#what-share-with-team-means)
* [What it does NOT mean](https://docs.gta.clothing/getting-started/team-licenses#what-it-does-not-mean)
* [Before you start](https://docs.gta.clothing/getting-started/team-licenses#before-you-start)
* [Step-by-step: Set up a team and assign licenses](https://docs.gta.clothing/getting-started/team-licenses#step-by-step-set-up-a-team-and-assign-licenses)
* [1) Create or open your team](https://docs.gta.clothing/getting-started/team-licenses#id-1-create-or-open-your-team)
* [2) Invite members](https://docs.gta.clothing/getting-started/team-licenses#id-2-invite-members)
* [3) Share licenses with the team](https://docs.gta.clothing/getting-started/team-licenses#id-3-share-licenses-with-the-team)
* [4) Assign the license to an individual](https://docs.gta.clothing/getting-started/team-licenses#id-4-assign-the-license-to-an-individual)
* [5) Assignee: HWID and license download](https://docs.gta.clothing/getting-started/team-licenses#id-5-assignee-hwid-and-license-download)
* [6) Renewal and reassignments](https://docs.gta.clothing/getting-started/team-licenses#id-6-renewal-and-reassignments)
* [Rules and limitations (must-know)](https://docs.gta.clothing/getting-started/team-licenses#rules-and-limitations-must-know)
* [Best practices for teams](https://docs.gta.clothing/getting-started/team-licenses#best-practices-for-teams)
* [FAQ](https://docs.gta.clothing/getting-started/team-licenses#faq)
* [Can multiple team members use the same license in parallel?](https://docs.gta.clothing/getting-started/team-licenses#can-multiple-team-members-use-the-same-license-in-parallel)
* [Can I move a license to another user mid-period?](https://docs.gta.clothing/getting-started/team-licenses#can-i-move-a-license-to-another-user-mid-period)
* [Can one user use the same license on two personal devices?](https://docs.gta.clothing/getting-started/team-licenses#can-one-user-use-the-same-license-on-two-personal-devices)
* [What happens when the subscription renews?](https://docs.gta.clothing/getting-started/team-licenses#what-happens-when-the-subscription-renews)
* [Who can assign or reassign licenses?](https://docs.gta.clothing/getting-started/team-licenses#who-can-assign-or-reassign-licenses)
* [Next steps](https://docs.gta.clothing/getting-started/team-licenses#next-steps)
---
# License Activation | Durty Cloth Tool - Documentation
For the complete documentation index, see [llms.txt](https://docs.gta.clothing/llms.txt)
. This page is also available as [Markdown](https://docs.gta.clothing/getting-started/license-activation.md)
.
[](https://docs.gta.clothing/getting-started/license-activation#introduction)
Introduction
-----------------------------------------------------------------------------------------------
In its free Version, Durty Cloth Tool is technically limited in the amount of clothes you can add to your Addon Cloth Resource. This limitation shouldn't stop you from running and testing it out, in order to Get Started and find out whether it works for you.
###
[](https://docs.gta.clothing/getting-started/license-activation#buying-a-license)
Buying a License
You can either directly [navigate to our Patreon](https://www.patreon.com/plebmasters/membership?jumpToTiersAndReveal=true)
and **choose one of the Subscription Tiers that include a Durty Cloth Tool License**, or alternatively [check out our easy Pricing Overview](https://gta.clothing/index.html#pricing)
on our Website.
Feel free to **test out Durty Cloth Tool for completely free without any risks**, to see whether it fits your needs. Keep in mind the free version is limited in the size of Cloth Resources you can create with it.
Simply download it and use it without a license to check it out. Please consider supporting us by getting a license to receive unlimited access and full support ❤️
[](https://docs.gta.clothing/getting-started/license-activation#how-to-receive-your-durty-cloth-tool-license)
How to receive your Durty Cloth Tool license
---------------------------------------------------------------------------------------------------------------------------------------------------------------
Before continuing make sure to have an active and running Durty Cloth Tool Subscription, see [Buying a License](https://docs.gta.clothing/getting-started/license-activation#buying-a-license)
for details 💪
In order to receive your Durty Cloth Tool license, you will need to be member of our **Pleb Masters discord** guild first. You can use this invite link to join the discord: [https://discord.plebmasters.de](https://discord.plebmasters.de/)
###
[](https://docs.gta.clothing/getting-started/license-activation#watch-a-short-video)
**📺Watch a short video**
See how to get your license activated and downloaded in less then 3 minutes:
Quick Video walkthrough on How to activate & download your license
###
[](https://docs.gta.clothing/getting-started/license-activation#step-by-step-text-guide)
📃Step by Step Text Guide
Your Durty Cloth Tool benefits are tied to your Patreon account. To activate these benefits on Forge, follow these steps to link your Patreon account with your Pleb Masters: Forge profile and to download your license.
####
[](https://docs.gta.clothing/getting-started/license-activation#step-1-log-in-to-pleb-masters-forge)
Step 1: Log in to Pleb Masters: Forge
1. Go to [Pleb Masters: Forge](https://forge.plebmasters.de/)
.
2. Click the **Discord OAuth** login button in the upper-right corner to log in.
3. Once logged in, go to your **Account Profile**.

Pleb Masters: Forge Account dropdown
####
[](https://docs.gta.clothing/getting-started/license-activation#step-2-connect-your-patreon-profile)
Step 2: Connect Your Patreon Profile
* In your Forge account, click on your profile picture > **Profile** > **Connect Patreon Profile**.

Pleb Masters: Forge Account without connected Patreon
* Follow the Patreon prompt to authenticate and allow Pleb Masters: Forge to access your Patreon pledge details.
* After authorization, you’ll be redirected to your profile with subscription details and premium benefits displayed.

Pleb Masters: Forge Account with successfully connected Patreon
####
[](https://docs.gta.clothing/getting-started/license-activation#step-3-access-your-licenses)
Step 3: Access Your Licenses
* Go to **Account > Licenses** to view all your accessible licenses.

Pleb Masters: Forge Account Licenses Overview
* To manage or download a license, click on it to view the license details.

Pleb Masters: Forge Account License Details
####
[](https://docs.gta.clothing/getting-started/license-activation#step-4-configure-your-license-hardware-id)
Step 4: Configure Your License Hardware ID
1. In the **License Details** section, add your **Hardware ID** in the '**Configure License Hardware Id'** section on the right side.
2. To get your Hardware ID:
* Open Durty Cloth Tool.
* Navigate to **Help > Register License**.

Durty Cloth Tool 'Register License' Window
* After entering and saving your Hardware ID, download the license by pressing the green download icon.

Pleb Masters Forge: License details Download button
####
[](https://docs.gta.clothing/getting-started/license-activation#step-5-place-your-license-file)
Step 5: Place Your License File
1. Download the license file from the Forge licenses overview.
2. Place the downloaded license file in the same folder as the Durty Cloth Tool executable (`*.exe` file).
That’s it! You’re now ready to enjoy the unlimited version of Durty Cloth Tool.
**Welcome to Forge Club! 🥳**

Remember to download a renewed license each month to keep your access active.
[Join us on our Discord](https://discord.plebmasters.de/)
server to share your feedback and ideas. Thank you for being part of our community ✨
[](https://docs.gta.clothing/getting-started/license-activation#why-does-it-lock-my-hardware-id)
Why does it lock my Hardware Id?
--------------------------------------------------------------------------------------------------------------------------------------
To prevent unauthorized sharing and use on multiple devices, the Durty Cloth Tool license is locked to the specified Hardware ID (HWID) for the duration of each subscription period—typically 30 days. This means that once the license is downloaded, it’s bound to that HWID and can’t be moved to another device until the subscription resets after 30 days. However, you can still download your license at any time during this period, even though the HWID remains fixed.
For users who need access on multiple devices, we offer [pricing options to purchase](https://gta.clothing/#pricing)
additional licenses at an attractive rate. **In special cases, like upgrading your PC hardware or moving to another personal device, we can also assist with unlocking the HWID before the 30-day period is up.** This license binding helps us ensure fair usage while providing flexible solutions for various device needs.
Create a [Support Ticket on our Discord](https://discord.plebmasters.de/)
in order to request unlocking your Hardware Id in special cases such as upgrading your hardware.
[](https://docs.gta.clothing/getting-started/license-activation#known-issues-and-solutions)
Known Issues and Solutions
---------------------------------------------------------------------------------------------------------------------------
In every case of issue please make sure to have an updated license from your current subscription period downloaded and replaced in your DCT app folder.
###
[](https://docs.gta.clothing/getting-started/license-activation#warning-triangle-license-info)
⚠️ **Warning triangle license info**
This is possibly caused by a hardware id change that might have happened due to some hardware related change on your PC. **In this case please create a ticket on our Discord** in order to get this resolved :)
###
[](https://docs.gta.clothing/getting-started/license-activation#license-not-recognized-in-folder)
❓**License not recognized in folder**
1. Most likely cause of this is the license being overtime, which happens every 30 days, as the licenses are always have to be renewed with each new paid subscription period. **In this case just re-download it from the licenses overview.**
2. Sometimes **it is possible for your Computer related Hardware Id to change due to anything adjusted in your Setup.** Verify this by comparing the Hardware Id from the "Help > Register License" Window in Durty Cloth Tool, with the Hardware Id entered on your License Details page. **In such cases please create a Support Ticket on our Discord** in order to get your Hardware Id unlocked.
###
[](https://docs.gta.clothing/getting-started/license-activation#patreon-payment-status-indicating-pending-on-pleb-masters-accounts-page)
**Patreon Payment Status indicating Pending on Pleb Masters Accounts Page**
Payments may take up to 48hrs to process depending on your country of origin and is out of our control. If you face any issues, please join our [discord](https://discord.plebmasters.de/)
and have a chat with us.
[](https://docs.gta.clothing/getting-started/license-activation#support)
Support
-------------------------------------------------------------------------------------
Feel free to contact us on [discord](https://discord.plebmasters.de/) in any case of issue ♥️
[](https://docs.gta.clothing/getting-started/license-activation#next-steps)
Next Steps
-------------------------------------------------------------------------------------------
Lets continue by creating your first GTA 5 addon cloth resource! Click on one of the cards below to continue. See you there 🚀
[](https://docs.gta.clothing/getting-started/first-cloth-resource)
**Create your first Addon Cloth Resource**
Your first Cloth Project with Clothes 👕
[](https://docs.gta.clothing/getting-started/first-addon-tattoo)
**Create your first Addon Tattoo**
Your first Cloth Project with Tattoos 🖌️
[](https://docs.gta.clothing/getting-started/testing-addon-clothes)
**Test your Addon Clothes**
See how to easily test your Addon Clothes 🧪
[VorigeQuickstart](https://docs.gta.clothing/getting-started/quickstart)
[VolgendeTeam Licenses](https://docs.gta.clothing/getting-started/team-licenses)
Laatst bijgewerkt 1 jaar geleden
* [Introduction](https://docs.gta.clothing/getting-started/license-activation#introduction)
* [Buying a License](https://docs.gta.clothing/getting-started/license-activation#buying-a-license)
* [How to receive your Durty Cloth Tool license](https://docs.gta.clothing/getting-started/license-activation#how-to-receive-your-durty-cloth-tool-license)
* [📺Watch a short video](https://docs.gta.clothing/getting-started/license-activation#watch-a-short-video)
* [📃Step by Step Text Guide](https://docs.gta.clothing/getting-started/license-activation#step-by-step-text-guide)
* [Why does it lock my Hardware Id?](https://docs.gta.clothing/getting-started/license-activation#why-does-it-lock-my-hardware-id)
* [Known Issues and Solutions](https://docs.gta.clothing/getting-started/license-activation#known-issues-and-solutions)
* [⚠️ Warning triangle license info](https://docs.gta.clothing/getting-started/license-activation#warning-triangle-license-info)
* [❓License not recognized in folder](https://docs.gta.clothing/getting-started/license-activation#license-not-recognized-in-folder)
* [Patreon Payment Status indicating Pending on Pleb Masters Accounts Page](https://docs.gta.clothing/getting-started/license-activation#patreon-payment-status-indicating-pending-on-pleb-masters-accounts-page)
* [Support](https://docs.gta.clothing/getting-started/license-activation#support)
* [Next Steps](https://docs.gta.clothing/getting-started/license-activation#next-steps)
---
# Ped Expression Flags | Durty Cloth Tool - Documentation
For the complete documentation index, see [llms.txt](https://docs.gta.clothing/llms.txt)
. This page is also available as [Markdown](https://docs.gta.clothing/game-mechanics/ped-expression-flags.md)
.
---
# First Addon Tattoo | Durty Cloth Tool - Documentation
For the complete documentation index, see [llms.txt](https://docs.gta.clothing/llms.txt)
. This page is also available as [Markdown](https://docs.gta.clothing/getting-started/first-addon-tattoo.md)
.

Pleb Masters: Forge 3D Tattoo Editor demo with Export to Durty Cloth Tool
[](https://docs.gta.clothing/getting-started/first-addon-tattoo#introduction)
Introduction
-----------------------------------------------------------------------------------------------
This guide will walk you through creating your first addon tattoo resource using **Durty Cloth Tool**. Before starting, ensure you have **Durty Cloth Tool** installed and a **Cloth Project** created. If you need help with these steps, refer to the following documentation:
* [Installing Durty Cloth Tool](https://docs.gta.clothing/getting-started/quickstart)
* [Creating a Cloth Project](https://docs.gta.clothing/getting-started/first-cloth-resource#id-1.-creating-your-first-cloth-project)
Additionally, you’ll need a square-format image for your tattoo. Square images are required as this is the format the game uses for tattoos.
[](https://docs.gta.clothing/getting-started/first-addon-tattoo#step-1-open-the-3d-tattoo-editor)
Step 1: Open the 3D Tattoo Editor
----------------------------------------------------------------------------------------------------------------------------------------

Pleb Masters: Forge 3D Tattoo Editor
To position your tattoo correctly on the player model, we’ll use the **3D Tattoo Editor** provided by Pleb Masters: Forge. You can access the editor at:
[**Pleb Masters: Forge 3D Tattoo Editor**](https://forge.plebmasters.de/tattoo3d/)
This tool lets you:
* Position the tattoo on the desired area of the player model.
* Scale the tattoo.
* Rotate the tattoo to fit correctly on the body.
In order to use the Pleb Masters: Forge 3D Tattoo Editor it is required to be logged in. If you haven't got a Pleb Masters account yet, easily create one using Discord by logging in to the website in the upper right corner.
[](https://docs.gta.clothing/getting-started/first-addon-tattoo#step-2-upload-your-tattoo-image)
Step 2: Upload Your Tattoo Image
--------------------------------------------------------------------------------------------------------------------------------------

Example 3D Tattoo Editor Configuration
1. In the **3D Tattoo Editor**, click the **Upload Tattoo Image** button.
2. Select your tattoo image file (ensure it is in square format).
3. Use the following settings to define the tattoo's placement:
* **Gender**: Select Male or Female.
* **Zone**: Choose the body zone where the tattoo will appear (e.g., Torso, Arm).
* **UV Position (X/Y)**: Adjust the sliders to position the tattoo on the body.
* **Scale**: Modify the tattoo’s size proportionally using the **Scale** slider. Lock or unlock the aspect ratio as needed.
* **Rotation**: Use the rotation slider to align the tattoo properly.
**Recommended Tattoo Size is 512x512**, keep in mind 1024x1024 is the maximum size that the game engine supports.
[](https://docs.gta.clothing/getting-started/first-addon-tattoo#step-3-create-the-tattoo-in-durty-cloth-tool)
Step 3: Create the Tattoo in Durty Cloth Tool
----------------------------------------------------------------------------------------------------------------------------------------------------------------

Easily Create Tattoo in Durty Cloth Tool
As previously mentioned, this requires to have a updated Version of Durty Cloth Tool installed, see [Quickstart](https://docs.gta.clothing/getting-started/quickstart)
and [1\. Creating your first Cloth Project](https://docs.gta.clothing/getting-started/first-cloth-resource#id-1.-creating-your-first-cloth-project)
for information how to prepare a Cloth Project in before.
Once satisfied with the positioning, scaling, and rotation:
1. **Option 1: Use "Create Tattoo in Durty Cloth Tool" Button**
* Press the **Create Tattoo in Durty Cloth Tool** button.
* This will directly add the tattoo to your currently loaded project in **Durty Cloth Tool**.
* If prompted, confirm running the link with the **Durty Cloth Tool Launcher** to proceed.
2. **Option 2: Copy Raw Values**
* Alternatively, press the **Copy** button to manually copy the UV Position, Scale, and Rotation values.
* You can then input these values manually within Durty Cloth Tool or use them to manually create tattoo related meta files.
In case the 'Create Tattoo in Durty Cloth Tool' Button doesn't create the tattoo in your Durty Cloth Tool instance, make sure you have the latest version installed and **try closing any currently running Durty Cloth Tool instances**.
As last resort it is always possible to manually add the tattoo in your Durty Cloth Project and apply the copied raw values using the right click context menu and selecting '**Paste UV Pos/Scale Data**'.
[](https://docs.gta.clothing/getting-started/first-addon-tattoo#step-4-adjust-tattoo-settings-in-durty-cloth-tool)
Step 4: Adjust Tattoo Settings in Durty Cloth Tool
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Example of the tattoo added in a Durty Cloth Project
Once the tattoo is added to your project in **Durty Cloth Tool**, you can fine-tune additional settings:
* **Gender**: Set the tattoo to be available for both genders if desired.
* **Additional Options**: Modify any other available settings for the tattoo (e.g., DLC name, zone restrictions).
[](https://docs.gta.clothing/getting-started/first-addon-tattoo#step-5-build-the-project)
Step 5: Build the Project
------------------------------------------------------------------------------------------------------------------------
Finally, build your project to generate the addon tattoo resource. Refer to the [Build Options Documentation](https://docs.gta.clothing/basics/essential-knowledge/build-options)
for detailed information on the various available building options.
[](https://docs.gta.clothing/getting-started/first-addon-tattoo#step-6-configure-your-tattoo-script)
Step 6: Configure your tattoo script
----------------------------------------------------------------------------------------------------------------------------------------------
In order to load and test your new addon tattoos in game, an tattoo script is required. There is plenty available for the various platforms existing if you haven't got one yet.
Due to the nature of how addon tattoos work, these scripts usually require additional configurations to be done in order to preview your tattoo in game. Please see our [Dynamic Config Builders](https://docs.gta.clothing/basics/useful-to-know/dynamic-config-builders)
article for more information regarding configuration files DCT can automatically generate for you.
In most cases we recommend getting in contact with your tattoo script creator to get support on configuring your new addon tattoos. Ticking the "**Tattoos info dump**" configuration **option in the Build Window** will also make sure you have a file that contains all information required for most tattoo script configuration files.
[](https://docs.gta.clothing/getting-started/first-addon-tattoo#step-7-profit)
Step 7: Profit
--------------------------------------------------------------------------------------------------
You just created your first GTA 5 addon tattoo resource wohoo!

[](https://docs.gta.clothing/getting-started/first-addon-tattoo#additional-notes)
Additional Notes
-------------------------------------------------------------------------------------------------------
* **Free Version Support**: Durty Cloth Tool allows up to 5 tattoos to be added completely free of charge. For larger projects, consider subscribing to one of the available licensing tiers.
* **Convenience**: Using the **Create Tattoo in Durty Cloth Tool** button is the fastest and easiest method to add tattoos to your project.
[](https://docs.gta.clothing/getting-started/first-addon-tattoo#summary)
Summary
-------------------------------------------------------------------------------------
You’ve successfully created and added your first addon tattoo using **Durty Cloth Tool** and the **3D Tattoo Editor**. With these tools, you can now expand your tattoo collection and customize them to fit your needs perfectly.
Lets continue by adding clothes to your newly created Durty Cloth Project! Click on one of the cards below to continue. See you there 🚀
[](https://docs.gta.clothing/getting-started/first-cloth-resource)
**Adding your first addon clothes**
See how to easily create addon cloth resources 🚀🚀
[](https://docs.gta.clothing/basics/essential-knowledge)
**Dig into DCT Essential Knowledge**
Learn how to benefit from our powerful features 👕
[](https://docs.gta.clothing/game-mechanics/game-limits-and-crashes)
**Dive deeper**
Discover GTA V clothing game mechanics
[VorigeTesting Addon Clothes](https://docs.gta.clothing/getting-started/testing-addon-clothes)
[VolgendeWorking Together](https://docs.gta.clothing/getting-started/working-together)
Laatst bijgewerkt 10 maanden geleden
* [Introduction](https://docs.gta.clothing/getting-started/first-addon-tattoo#introduction)
* [Step 1: Open the 3D Tattoo Editor](https://docs.gta.clothing/getting-started/first-addon-tattoo#step-1-open-the-3d-tattoo-editor)
* [Step 2: Upload Your Tattoo Image](https://docs.gta.clothing/getting-started/first-addon-tattoo#step-2-upload-your-tattoo-image)
* [Step 3: Create the Tattoo in Durty Cloth Tool](https://docs.gta.clothing/getting-started/first-addon-tattoo#step-3-create-the-tattoo-in-durty-cloth-tool)
* [Step 4: Adjust Tattoo Settings in Durty Cloth Tool](https://docs.gta.clothing/getting-started/first-addon-tattoo#step-4-adjust-tattoo-settings-in-durty-cloth-tool)
* [Step 5: Build the Project](https://docs.gta.clothing/getting-started/first-addon-tattoo#step-5-build-the-project)
* [Step 6: Configure your tattoo script](https://docs.gta.clothing/getting-started/first-addon-tattoo#step-6-configure-your-tattoo-script)
* [Step 7: Profit](https://docs.gta.clothing/getting-started/first-addon-tattoo#step-7-profit)
* [Additional Notes](https://docs.gta.clothing/getting-started/first-addon-tattoo#additional-notes)
* [Summary](https://docs.gta.clothing/getting-started/first-addon-tattoo#summary)
---
# Cloth Audio Presets | Durty Cloth Tool - Documentation
For the complete documentation index, see [llms.txt](https://docs.gta.clothing/llms.txt)
. This page is also available as [Markdown](https://docs.gta.clothing/game-mechanics/cloth-audio-presets.md)
.
---
# Prop Mask Models | Durty Cloth Tool - Documentation
For the complete documentation index, see [llms.txt](https://docs.gta.clothing/llms.txt)
. This page is also available as [Markdown](https://docs.gta.clothing/game-mechanics/prop-mask-models.md)
.
[](https://docs.gta.clothing/game-mechanics/prop-mask-models#in-a-nutshell)
In a nutshell
----------------------------------------------------------------------------------------------
Prop Mask Models are supported on Prop Hats, Prop Eyes (Glasses etc.), Masks and Undershirts. When defined for a cloth they will essentially mask parts of the players vision **in first person.** This feature allows for better first person immersion and is used by GTA V in various scenarios where scuba equipment, motorcycle helmets or similar are equipped.

Example of first person with prop\_mask\_specops mask model
[](https://docs.gta.clothing/game-mechanics/prop-mask-models#how-to-set-a-prop-mask-model-using-durty-cloth-tool)
How to set a prop mask model using Durty Cloth Tool
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------
See our article about [First Person & Tint Effects](https://docs.gta.clothing/basics/good-to-know/first-person-and-tint-effects)
to learn how to use this feature in Durty Cloth Tool.
[](https://docs.gta.clothing/game-mechanics/prop-mask-models#available-first-person-prop-mask-models)
Available first person prop mask models
--------------------------------------------------------------------------------------------------------------------------------------------------
####
[](https://docs.gta.clothing/game-mechanics/prop-mask-models#prop_mask_motobike)
prop\_mask\_motobike

prop\_mask\_motobike
####
[](https://docs.gta.clothing/game-mechanics/prop-mask-models#prop_mask_motobike_a)
prop\_mask\_motobike\_a

prop\_mask\_motobike\_a
####
[](https://docs.gta.clothing/game-mechanics/prop-mask-models#prop_mask_motobike_b)
prop\_mask\_motobike\_b

prop\_mask\_motobike\_b
####
[](https://docs.gta.clothing/game-mechanics/prop-mask-models#prop_mask_motox)
prop\_mask\_motox

prop\_mask\_motox
####
[](https://docs.gta.clothing/game-mechanics/prop-mask-models#prop_mask_flight)
prop\_mask\_flight

prop\_mask\_flight
####
[](https://docs.gta.clothing/game-mechanics/prop-mask-models#prop_mask_scuba01)
prop\_mask\_scuba01

prop\_mask\_scuba01
####
[](https://docs.gta.clothing/game-mechanics/prop-mask-models#prop_mask_scuba02)
prop\_mask\_scuba02

prop\_mask\_scuba02
####
[](https://docs.gta.clothing/game-mechanics/prop-mask-models#prop_mask_scuba03)
prop\_mask\_scuba03

prop\_mask\_scuba03
####
[](https://docs.gta.clothing/game-mechanics/prop-mask-models#prop_mask_scuba04)
prop\_mask\_scuba04

prop\_mask\_scuba04
####
[](https://docs.gta.clothing/game-mechanics/prop-mask-models#prop_mask_specops)
prop\_mask\_specops

prop\_mask\_specops
####
[](https://docs.gta.clothing/game-mechanics/prop-mask-models#prop_mask_ballistic)
prop\_mask\_ballistic

prop\_mask\_ballistic
####
[](https://docs.gta.clothing/game-mechanics/prop-mask-models#prop_mask_bugstar)
prop\_mask\_bugstar

prop\_mask\_bugstar
####
[](https://docs.gta.clothing/game-mechanics/prop-mask-models#prop_mask_fireman)
prop\_mask\_fireman

prop\_mask\_fireman
[VorigeGame Limits and Crashes](https://docs.gta.clothing/game-mechanics/game-limits-and-crashes)
[VolgendeMesh Physics (YLD)](https://docs.gta.clothing/game-mechanics/mesh-physics-yld)
Laatst bijgewerkt 1 jaar geleden
* [In a nutshell](https://docs.gta.clothing/game-mechanics/prop-mask-models#in-a-nutshell)
* [How to set a prop mask model using Durty Cloth Tool](https://docs.gta.clothing/game-mechanics/prop-mask-models#how-to-set-a-prop-mask-model-using-durty-cloth-tool)
* [Available first person prop mask models](https://docs.gta.clothing/game-mechanics/prop-mask-models#available-first-person-prop-mask-models)
---
# Mesh Physics (YLD) | Durty Cloth Tool - Documentation
For the complete documentation index, see [llms.txt](https://docs.gta.clothing/llms.txt)
. This page is also available as [Markdown](https://docs.gta.clothing/game-mechanics/mesh-physics-yld.md)
.
[](https://docs.gta.clothing/game-mechanics/mesh-physics-yld#introduction)
Introduction
--------------------------------------------------------------------------------------------
Clothing models often require more than just static geometry and textures. Certain items, such as long clothing, accessories and more, need to behave dynamically in response to player movement, environmental conditions, or specific in-game physics. This is where **Mesh Physics (YLD)** files come into play.
[](https://docs.gta.clothing/game-mechanics/mesh-physics-yld#what-are-yld-files)
What are YLD Files?
---------------------------------------------------------------------------------------------------------
**YLD files** are physics definition files that GTA V uses to simulate dynamic behavior for certain elements of a character’s appearance, primarily clothing and accessories. These files contain data that allows models to respond to physics-based interactions, such as wind, gravity, or collisions, which give the models a more realistic appearance in the game.
[](https://docs.gta.clothing/game-mechanics/mesh-physics-yld#purpose-of-yld-files)
Purpose of YLD Files
------------------------------------------------------------------------------------------------------------
The **Mesh Physics (YLD)** files serve several important functions in the game engine:
1. **Dynamic Cloth Simulation**: YLD files define the behavior of dynamic cloth elements such as capes, skirts, loose sleeves, or long coats. Without YLD files, these items would appear stiff and unresponsive to movement.
2. **Accessory Physics**: Accessories such as scarves, necklaces, or dangling items like tassels can also have associated YLD files to control their movement in relation to the character and the environment.
[](https://docs.gta.clothing/game-mechanics/mesh-physics-yld#components-of-a-yld-file)
Components of a YLD File
--------------------------------------------------------------------------------------------------------------------
A **YLD file** primarily contains information related to the mesh's interaction with in-game physics. These components can include:
1. **Vertex Weights**: Each vertex of a mesh can be weighted to specific physics bones or joints, allowing for precise control over how different parts of the model behave under physics-based interactions.
2. **Collision Data**: This section of the YLD defines how the mesh interacts with the environment or other parts of the character model. It ensures that cloth or hair does not clip through the character’s body or other items, adding realism to the game.
3. **Spring and Damping Coefficients**: These parameters dictate how "springy" or "stiff" the physics-based movement will be. For example, a silk scarf would have a low spring coefficient, making it flow freely, while a leather jacket might have a higher coefficient, making it stiffer.
4. **Gravity and Wind Resistance**: YLD files also determine how a mesh responds to natural forces like gravity or wind. This ensures that long coats, for instance, drape correctly over a character’s body and react to gusts of wind.
[](https://docs.gta.clothing/game-mechanics/mesh-physics-yld#how-mesh-physics-yld-files-work)
How Mesh Physics (YLD) Files Work
------------------------------------------------------------------------------------------------------------------------------------
The **YLD** files are tied directly to the **YDD** (Drawable) files that define the visual appearance of the clothing or accessory model. The **YDD** provides the static geometry and textures, while the **YLD** file adds the dynamic behavior. These two files work together to create the final result seen in the game.
**Example**: A long coat in GTA V may have a **YDD** file that defines its shape, texture, and geometry. The corresponding **YLD** file allows the coat to flow naturally when the character runs or turns, and ensures that the coat does not clip through the character’s legs as they move.
In the absence of a **YLD** file, items like coats, capes, or long hair would appear static and rigid, ruining the immersion of the game world. The **YLD** files ensure that these elements respond realistically to the character’s movement and the environment.
[](https://docs.gta.clothing/game-mechanics/mesh-physics-yld#related-file-naming-and-structure)
Related File Naming and Structure
--------------------------------------------------------------------------------------------------------------------------------------
YLD files are typically found alongside their corresponding **YDD** (Drawable) and **YTD** (Texture) files within the game’s file structure. The **YLD** file shares the same base name as the **YDD** file but ends with the **.yld** extension. Both files must be present and properly configured for the physics to be applied.
**Example file structure**:
In this example, the **jbib\_000\_u.yld** file ensures that the jacket (drawable type **jbib**) has dynamic physics applied during gameplay.
[](https://docs.gta.clothing/game-mechanics/mesh-physics-yld#common-use-cases-for-yld-files)
Common Use Cases for YLD Files
--------------------------------------------------------------------------------------------------------------------------------
**1\. Capes and Long Coats** YLD files allow these items to behave like real cloth, flowing behind the character while running or responding to wind. Without the YLD files, these items would appear stiff and unrealistic.
**2\. Hair** Long hairstyles use YLD files to move naturally as characters walk or run. The YLD file controls how the hair flows in response to head movement or environmental factors like wind.
**3\. Scarves and Loose Accessories** Scarves, necklaces, and other dangling accessories benefit from YLD files by having physics-based movement that makes them react to gravity and motion. For example, a scarf might billow as the player runs or turn naturally as the player changes direction.
[](https://docs.gta.clothing/game-mechanics/mesh-physics-yld#summary)
Summary
----------------------------------------------------------------------------------
**Mesh Physics (YLD)** files are a crucial part of the **GTA V** clothing and accessory system, allowing for dynamic and realistic movement of cloth and hair. By working alongside **YDD** drawable files, **YLD** files enhance the overall visual fidelity and immersion of the game. While they have limitations, their careful implementation can significantly improve the realism of characters in **GTA V**, especially for clothing items like coats, scarves, and long hair.
[VorigeProp Mask Models](https://docs.gta.clothing/game-mechanics/prop-mask-models)
[VolgendeModel Alternations](https://docs.gta.clothing/game-mechanics/model-alternations)
Laatst bijgewerkt 1 jaar geleden
* [Introduction](https://docs.gta.clothing/game-mechanics/mesh-physics-yld#introduction)
* [What are YLD Files?](https://docs.gta.clothing/game-mechanics/mesh-physics-yld#what-are-yld-files)
* [Purpose of YLD Files](https://docs.gta.clothing/game-mechanics/mesh-physics-yld#purpose-of-yld-files)
* [Components of a YLD File](https://docs.gta.clothing/game-mechanics/mesh-physics-yld#components-of-a-yld-file)
* [How Mesh Physics (YLD) Files Work](https://docs.gta.clothing/game-mechanics/mesh-physics-yld#how-mesh-physics-yld-files-work)
* [Related File Naming and Structure](https://docs.gta.clothing/game-mechanics/mesh-physics-yld#related-file-naming-and-structure)
* [Common Use Cases for YLD Files](https://docs.gta.clothing/game-mechanics/mesh-physics-yld#common-use-cases-for-yld-files)
* [Summary](https://docs.gta.clothing/game-mechanics/mesh-physics-yld#summary)
Kopiëren
jbib_000_u.ydd // Drawable model file for a jacket (jbib)
jbib_diff_000_a_uni.ytd // Texture file for the jacket
jbib_000_u.yld // Physics file for the jacket
---
# Addon Tattoos | Durty Cloth Tool - Documentation
For the complete documentation index, see [llms.txt](https://docs.gta.clothing/llms.txt)
. This page is also available as [Markdown](https://docs.gta.clothing/basics/good-to-know/addon-tattoos.md)
.
This article is work in progress, please come back at some later time to enjoy it in its full beauty 🫡
[VorigePlaceholders/Dummy Ids](https://docs.gta.clothing/basics/good-to-know/placeholders-dummy-ids)
[VolgendeUseful to know](https://docs.gta.clothing/basics/useful-to-know)
Laatst bijgewerkt 1 jaar geleden
---
# Drawable Types & Textures | Durty Cloth Tool - Documentation
For the complete documentation index, see [llms.txt](https://docs.gta.clothing/llms.txt)
. This page is also available as [Markdown](https://docs.gta.clothing/game-mechanics/drawable-types-and-textures.md)
.
[](https://docs.gta.clothing/game-mechanics/drawable-types-and-textures#cloth-drawable-types)
**Cloth Drawable Types**
---------------------------------------------------------------------------------------------------------------------------
The game engine categorizes clothing and accessories into **components** (core character body parts) and **props** (additional accessories like glasses or hats). Each component or prop has a **drawable type ID** that defines the type of item it is (e.g., shirt, hat, or mask). Additionally, each component type has an associated **PV\_COMP** identifier, and each prop type has an **ANCHOR** identifier used internally by the game engine.
###
[](https://docs.gta.clothing/game-mechanics/drawable-types-and-textures#components)
**Components:**
Components are core body parts such as heads, torsos, or legs, and their associated PV\_COMP identifiers are as follows:
* **head**: Component ID 0, **PV\_COMP\_HEAD** (Ped Head / Face)
* **berd**: Component ID 1, **PV\_COMP\_BERD** (Big Masks)
* **hair**: Component ID 2, **PV\_COMP\_HAIR (Hairstyles)**
* **uppr**: Component ID 3, **PV\_COMP\_UPPR** (Torso & Gloves)
* **lowr**: Component ID 4, **PV\_COMP\_LOWR** (Pants/Trousers)
* **hand**: Component ID 5, **PV\_COMP\_HAND** (Backpacks)
* **feet**: Component ID 6, **PV\_COMP\_FEET** (Shoes)
* **teef**: Component ID 7, **PV\_COMP\_TEEF** (Parachute, Scuba tank etc.)
* **accs**: Component ID 8, **PV\_COMP\_ACCS** (Shirts to wear with top/jbib)
* **task**: Component ID 9, **PV\_COMP\_TASK** (Vests)
* **decl**: Component ID 10, **PV\_COMP\_DECL** (Shirt printings, Emblems etc)
* **jbib**: Component ID 11, **PV\_COMP\_JBIB** (Auxiliary parts for torso)
###
[](https://docs.gta.clothing/game-mechanics/drawable-types-and-textures#props)
**Props:**
Props are attachments like hats, glasses, or other accessories. The corresponding **ANCHOR** identifiers define how these props are connected to the character.
* **head**: Prop ID 0, **ANCHOR\_HEAD** (Hats, Helmets, Masks, Ear phones etc)
* **eyes**: Prop ID 1, **ANCHOR\_EYES** (Eye accessories like glasses)
* **ears**: Prop ID 2, **ANCHOR\_EARS** (Ear accessories like earrings)
* **mouth**: Prop ID 3, **ANCHOR\_MOUTH** (Unused in the game)
* **lhand**: Prop ID 4, **ANCHOR\_LEFT\_HAND** (Unused in the game)
* **rhand**: Prop ID 5, **ANCHOR\_RIGHT\_HAND** (Unused in the game)
* **lwrist**: Prop ID 6, **ANCHOR\_LEFT\_WRIST** (Watches, Chains etc)
* **rwrist**: Prop ID 7, **ANCHOR\_RIGHT\_WRIST** (Chains)
* **hip**: Prop ID 8, **ANCHOR\_HIP** (Unused in the game)
* **lfoot**: Prop ID 9, **ANCHOR\_LEFT\_FOOT** (Unused in the game)
* **rfoot**: Prop ID 10, **ANCHOR\_RIGHT\_FOOT** (Unused in the game)
* **unk1**: Prop ID 11, **ANCHOR\_PH\_L\_HAND** (Unused placeholder)
* **unk2**: Prop ID 12, **ANCHOR\_PH\_R\_HAND** (Unused placeholder)
Props are primarily used for head-related items like helmets and glasses, as well as wrist accessories. Other props, especially those like **mouth**, **hip**, **lfoot**, and **rfoot**, are **unused** in the game but exist in the system for completeness.
[](https://docs.gta.clothing/game-mechanics/drawable-types-and-textures#texture-variations)
**Texture Variations**
-----------------------------------------------------------------------------------------------------------------------
Each drawable can have up to **26 texture variations**, represented by letters from `a` to `z`. These variations allow for multiple looks for a single item of clothing. For example, a shirt could have different color options or patterns, each represented by a different texture variation.
* Texture variations are named in the order of `a` through `z`, meaning up to 26 distinct textures for a single drawable item.
[VorigeModel Alternations](https://docs.gta.clothing/game-mechanics/model-alternations)
[VolgendeFiles Naming](https://docs.gta.clothing/game-mechanics/files-naming)
Laatst bijgewerkt 1 jaar geleden
* [Cloth Drawable Types](https://docs.gta.clothing/game-mechanics/drawable-types-and-textures#cloth-drawable-types)
* [Components:](https://docs.gta.clothing/game-mechanics/drawable-types-and-textures#components)
* [Props:](https://docs.gta.clothing/game-mechanics/drawable-types-and-textures#props)
* [Texture Variations](https://docs.gta.clothing/game-mechanics/drawable-types-and-textures#texture-variations)
---
# Files Naming | Durty Cloth Tool - Documentation
For the complete documentation index, see [llms.txt](https://docs.gta.clothing/llms.txt)
. This page is also available as [Markdown](https://docs.gta.clothing/game-mechanics/files-naming.md)
.
[](https://docs.gta.clothing/game-mechanics/files-naming#component-and-prop-file-naming)
**Component & Prop File Naming**
------------------------------------------------------------------------------------------------------------------------------
Components and props are referred to as **drawables**, and they follow specific naming conventions. A drawable’s file name provides information about its **type**, **model ID**, and **skin tone data**.
###
[](https://docs.gta.clothing/game-mechanics/files-naming#components)
**Components:**
A component represents a core body part or clothing piece (e.g., a shirt, shoes, or hands).
* **Example**: `accs_000_u`
* **accs**: Indicates the component type (accessories).
* **000**: This is the model number for the drawable (the first item in this category).
* **\_u**: This suffix means the item is **universal** and does not include any specific skin tone data.
To change the type of this drawable to a top (shirt), you would rename it to:
* **jbib\_000\_u**
* **jbib**: Indicates this is now a top (component ID 11).
* The `000` indicates it is the first top, and `_u` indicates universal skin tone data.
###
[](https://docs.gta.clothing/game-mechanics/files-naming#props)
**Props:**
Props are items like hats, glasses, or other accessories. The naming convention is similar, but props don’t require skin tone data.
* **Example**: `p_eyes_000`
* **p\_eyes**: Indicates this is an eye accessory (glasses or similar).
* **000**: The model number for this prop.
Since props are always universally usable, they don’t need a skin tone suffix like components do.
[](https://docs.gta.clothing/game-mechanics/files-naming#texture-file-naming)
**Texture File Naming**
----------------------------------------------------------------------------------------------------------
Textures that correspond to drawable models follow a similar convention, ensuring that the correct texture is applied to each drawable item. The texture file name must match the corresponding **drawable type** and **model number**.
###
[](https://docs.gta.clothing/game-mechanics/files-naming#example)
**Example:**
* **accs\_diff\_000\_a\_uni**
* **accs**: Corresponding component (accessories).
* **diff**: This indicates the file is a diffuse texture.
* **000**: The model number for the drawable (must match the model file).
* **a**: The texture variation (first variation).
* **uni**: Universal texture (no skin tone data).
If the drawable type changes, such as renaming the accessory to a top, the texture file must also be renamed accordingly:
* **jbib\_diff\_000\_a\_uni**: Now corresponds to a top (jbib) drawable.
[](https://docs.gta.clothing/game-mechanics/files-naming#alternation-models-and-mesh-physics-files)
**Alternation Models and Mesh Physics Files**
------------------------------------------------------------------------------------------------------------------------------------------------------
**Alternation models** are special variations of a clothing model that help prevent clipping or provide alternate appearances. For example, large masks may require alternation models to avoid conflicts with other clothing items. These alternation models are usually named with suffixes like `_1`, `_2`, etc., and must be in the same folder as the main model for the tool to automatically resolve them.
* **Example**: `accs_001_1` (for the alternation model)
**Mesh physics files** define the movement and physical properties of a cloth item, such as the way a jacket or cape might sway. These files follow the same naming conventions as their corresponding model files, but they end with `.yld`.
* **Example**: `accs_001.yld` (mesh physics file for the first accessory model)
By following these **naming conventions**, you ensure that all the files are properly linked within **Durty Cloth Tool**, allowing for easy management of textures, alternation models, and physics files in your projects.
[VorigeDrawable Types & Textures](https://docs.gta.clothing/game-mechanics/drawable-types-and-textures)
[VolgendeBehaviour Flags](https://docs.gta.clothing/game-mechanics/behaviour-flags)
Laatst bijgewerkt 1 jaar geleden
* [Component & Prop File Naming](https://docs.gta.clothing/game-mechanics/files-naming#component-and-prop-file-naming)
* [Components:](https://docs.gta.clothing/game-mechanics/files-naming#components)
* [Props:](https://docs.gta.clothing/game-mechanics/files-naming#props)
* [Texture File Naming](https://docs.gta.clothing/game-mechanics/files-naming#texture-file-naming)
* [Example:](https://docs.gta.clothing/game-mechanics/files-naming#example)
* [Alternation Models and Mesh Physics Files](https://docs.gta.clothing/game-mechanics/files-naming#alternation-models-and-mesh-physics-files)
---
# Model Alternations | Durty Cloth Tool - Documentation
For the complete documentation index, see [llms.txt](https://docs.gta.clothing/llms.txt)
. This page is also available as [Markdown](https://docs.gta.clothing/game-mechanics/model-alternations.md)
.
[](https://docs.gta.clothing/game-mechanics/model-alternations#introduction)
Introduction
----------------------------------------------------------------------------------------------
The game utilizes a mechanic known as **Alternation Models**, or **Alternative Models**, to improve visual fidelity and prevent clipping issues with clothing items. These models are variations of a base clothing model, optimized for specific scenarios like first-person view or to avoid clipping with other clothing items. This system enhances gameplay by providing smoother visuals, avoiding obstructed views, and ensuring characters’ clothes interact realistically in various game contexts.
####
[](https://docs.gta.clothing/game-mechanics/model-alternations#purpose-of-alternation-models)
Purpose of Alternation Models
The primary goal of **Alternation Models** is to improve the visual experience when certain clothing items are combined, especially in problematic scenarios. There are two primary use cases for alternation models:
1. **First-Person Model**: To avoid obstructing the player’s view in first-person mode.
2. **Clipping Prevention**: To prevent visual glitches like hair or clothing clipping through other items, such as masks, hats, or hoodies.
In **GTA V**, alternation models are differentiated by appending numbers (\_1, \_2, \_3, etc.) to the base model’s file name. These numbered models serve specific purposes, and while a \_1 suffix is often associated with first-person models, this is not a strict rule. Alternate models can serve a variety of purposes based on how they are configured.
[](https://docs.gta.clothing/game-mechanics/model-alternations#use-cases-of-alternation-models)
Use Cases of Alternation Models
------------------------------------------------------------------------------------------------------------------------------------
###
[](https://docs.gta.clothing/game-mechanics/model-alternations#id-1.-first-person-models)
**1\. First-Person Models**
**First-person models** are the most common application of alternation models in GTA V. When a player switches to first-person mode, clothing items like hoodies or large hats may obstruct the camera view. To solve this, the game loads an alternate version of the clothing that’s optimized for first-person.
**Example**: A hoodie with the hood up in third-person mode may block the camera in first-person view. The first-person alternation model (\_1) removes the hood, ensuring the player has an unobstructed view.
!\[Example Image: Third-person hoodie with hood\] !\[Example Image: First-person hoodie without hood\]
###
[](https://docs.gta.clothing/game-mechanics/model-alternations#id-2.-clipping-prevention-hair-and-masks)
**2\. Clipping Prevention (Hair and Masks)**
Clothing items like masks or hats often interact poorly with larger hairstyles, causing clipping. To prevent this, **GTA V** uses alternation models that modify the hairstyle to fit the mask or hat without clipping.
**Example**: When wearing a hockey mask with an afro hairstyle, an alternate model (\_2 or \_3) of the hair is loaded. This alternative hair model is slightly pushed back to fit the mask, preventing any visible clipping.
!\[Example Image: Third-person mask with clipping hair\] !\[Example Image: Alternation model with adjusted hair\]
###
[](https://docs.gta.clothing/game-mechanics/model-alternations#id-3.-hood-hair-models)
**3\. Hood Hair Models**
Similar to masks, **hoodies** or jackets with hoods can cause issues with large hairstyles. In these cases, an alternation model is used to push the hair down or modify it to fit better under the hood, avoiding visible glitches.
**Example**: A large afro might clip through a hoodie with the hood up. The alternation model adjusts the hair to sit naturally within the hood, eliminating clipping.
!\[Example Image: Afro clipping through hoodie\] !\[Example Image: Hair adjusted to fit under hoodie\]
[](https://docs.gta.clothing/game-mechanics/model-alternations#managing-alternation-models-with-pedalternatevariations.meta)
Managing Alternation Models with `pedalternatevariations.meta`
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
**GTA V** uses the `pedalternatevariations.meta` file to configure which alternation models should be loaded for specific clothing combinations. This allows developers to fine-tune how clothing items interact with each other, ensuring smooth visual transitions between different pieces of apparel.
For example, when a mask is worn over a hoodie, an alternative version of the mask or hoodie may be loaded to prevent visual clipping.
**Example**: You created a mask that clips through hoodies with the hood up. Using the `pedalternatevariations.meta` file, you can specify that a different model (the alternation) is used when the mask is worn with the hoodie.
[](https://docs.gta.clothing/game-mechanics/model-alternations#backpack-alternation-models)
Backpack Alternation Models
----------------------------------------------------------------------------------------------------------------------------
Some clothing items, such as **backpacks**, utilize alternation models to ensure they fit correctly over different types of clothing. In **GTA V**, you may notice that backpacks use alternative models when worn over heavy jackets, armor, or specific heist outfits.
**Example**: Duffel bags may have alternate models for different clothing combinations. The base model might be invisible, but the alternation models (\_1 through \_28) are designed to fit over specific types of clothing. These models might have wider straps or different placements to fit various outfits.
[](https://docs.gta.clothing/game-mechanics/model-alternations#fixing-clipping-with-backpacks)
Fixing Clipping with Backpacks
----------------------------------------------------------------------------------------------------------------------------------
To prevent clipping with backpacks, two methods can be used:
* **Method 1: Easy** — Simply replace the base backpack model with one of the alternation models that has a wider belt, such as the models around \_16. These are often designed to fit over various types of clothing, from jackets to armor.
* **Method 2: Advanced** — Configure the `pedalternatevariations.meta` file. This involves specifying the alternation models for each piece of clothing in combination with the backpack. For each alternation, you must define the clothing items and their associated IDs that trigger the use of the alternative model. This method allows for greater control over how clothing items interact with each other.
[](https://docs.gta.clothing/game-mechanics/model-alternations#summary)
Summary
------------------------------------------------------------------------------------
**Alternation Models** in **GTA V** are a powerful tool for avoiding visual glitches and improving character appearance across a variety of scenarios. By leveraging these models, developers can ensure that characters look good whether they’re in first-person mode, wearing masks, or sporting heavy backpacks. The system provides flexibility for tailoring clothing to specific gameplay needs, ultimately leading to a smoother, more immersive gaming experience.
You can preview alternation effects, including hair adjustments for masks and hoodies, in the **3D Preview**. See [3d-preview-clothes.md](https://docs.gta.clothing/basics/essential-knowledge/3d-preview-clothes)
for details on toggling alternation models and hair states.
[VorigeMesh Physics (YLD)](https://docs.gta.clothing/game-mechanics/mesh-physics-yld)
[VolgendeDrawable Types & Textures](https://docs.gta.clothing/game-mechanics/drawable-types-and-textures)
Laatst bijgewerkt 10 maanden geleden
* [Introduction](https://docs.gta.clothing/game-mechanics/model-alternations#introduction)
* [Use Cases of Alternation Models](https://docs.gta.clothing/game-mechanics/model-alternations#use-cases-of-alternation-models)
* [1\. First-Person Models](https://docs.gta.clothing/game-mechanics/model-alternations#id-1.-first-person-models)
* [2\. Clipping Prevention (Hair and Masks)](https://docs.gta.clothing/game-mechanics/model-alternations#id-2.-clipping-prevention-hair-and-masks)
* [3\. Hood Hair Models](https://docs.gta.clothing/game-mechanics/model-alternations#id-3.-hood-hair-models)
* [Managing Alternation Models with pedalternatevariations.meta](https://docs.gta.clothing/game-mechanics/model-alternations#managing-alternation-models-with-pedalternatevariations.meta)
* [Backpack Alternation Models](https://docs.gta.clothing/game-mechanics/model-alternations#backpack-alternation-models)
* [Fixing Clipping with Backpacks](https://docs.gta.clothing/game-mechanics/model-alternations#fixing-clipping-with-backpacks)
* [Summary](https://docs.gta.clothing/game-mechanics/model-alternations#summary)
---
# Essential Knowledge | Durty Cloth Tool - Documentation
For the complete documentation index, see [llms.txt](https://docs.gta.clothing/llms.txt)
. This page is also available as [Markdown](https://docs.gta.clothing/basics/essential-knowledge.md)
.
[User Interface](https://docs.gta.clothing/basics/essential-knowledge/user-interface)
[Build Options](https://docs.gta.clothing/basics/essential-knowledge/build-options)
[3D Previewing Clothes](https://docs.gta.clothing/basics/essential-knowledge/3d-preview-clothes)
[Items Position Number](https://docs.gta.clothing/basics/essential-knowledge/items-position-number)
[Cloth Analysis Report](https://docs.gta.clothing/basics/essential-knowledge/cloth-analysis-report)
[Optimizing Clothes](https://docs.gta.clothing/basics/essential-knowledge/optimizing-clothes)
[Cutting Hairs](https://docs.gta.clothing/basics/essential-knowledge/cutting-hairs)
[High Heels](https://docs.gta.clothing/basics/essential-knowledge/high-heels)
[Audio Presets](https://docs.gta.clothing/basics/essential-knowledge/audio-presets)
[VorigeFrequently Asked Questions](https://docs.gta.clothing/getting-started/frequently-asked-questions)
[VolgendeUser Interface](https://docs.gta.clothing/basics/essential-knowledge/user-interface)
Laatst bijgewerkt 1 jaar geleden
---
# Good to know | Durty Cloth Tool - Documentation
For the complete documentation index, see [llms.txt](https://docs.gta.clothing/llms.txt)
. This page is also available as [Markdown](https://docs.gta.clothing/basics/good-to-know.md)
.
[App & Project Settings](https://docs.gta.clothing/basics/good-to-know/app-and-project-settings)
[First Person & Tint Effects](https://docs.gta.clothing/basics/good-to-know/first-person-and-tint-effects)
[Integrated Search](https://docs.gta.clothing/basics/good-to-know/integrated-search)
[Material Editor](https://docs.gta.clothing/basics/good-to-know/material-editor)
[Embedded Textures Editor](https://docs.gta.clothing/basics/good-to-know/embedded-textures-editor)
[Auto Cloth Data Resolving](https://docs.gta.clothing/basics/good-to-know/auto-cloth-data-resolving)
[Placeholders/Dummy Ids](https://docs.gta.clothing/basics/good-to-know/placeholders-dummy-ids)
[Addon Tattoos](https://docs.gta.clothing/basics/good-to-know/addon-tattoos)
[VorigeAudio Presets](https://docs.gta.clothing/basics/essential-knowledge/audio-presets)
[VolgendeApp & Project Settings](https://docs.gta.clothing/basics/good-to-know/app-and-project-settings)
---
# Game Limits and Crashes | Durty Cloth Tool - Documentation
For the complete documentation index, see [llms.txt](https://docs.gta.clothing/llms.txt)
. This page is also available as [Markdown](https://docs.gta.clothing/game-mechanics/game-limits-and-crashes.md)
.
[](https://docs.gta.clothing/game-mechanics/game-limits-and-crashes#gta-v-game-engine-limits)
GTA V Game Engine limits
---------------------------------------------------------------------------------------------------------------------------
Internally the game has a fixed amount of .ymt files that can be loaded in total. This limit seems to be ~80 (before mpg9ec)~ **around 100 (since mpg9ec)** .ymt files **per gender** in total. With every GTA: Online DLC that is pushed, R\* adds new clothes and therefore takes up more .ymt files - until the limit is reached.
Additionally there is a limit of components/props that can be added per drawable/component type.
[](https://docs.gta.clothing/game-mechanics/game-limits-and-crashes#component-prop-related-limits)
Component / Prop Related Limits
---------------------------------------------------------------------------------------------------------------------------------------
Clothes are categorized into **components** and **props**, where components are everything you wear as clothes (Shirts, Pants, Shoes etc) and props are everything you can put on top of your model (like hats, glasses, watches, ear rings etc.)
Internally we call all these types together **drawable types**, the game currently has 25 drawable types in total. Some of them are unused tho.
###
[](https://docs.gta.clothing/game-mechanics/game-limits-and-crashes#id-128-drawables-component-prop-per-type-per-gender)
128 drawables (component / prop) per type, per gender
One **YMT** file (per gender) can hold **128 cloth items per drawable type** in total.
> For example, you can have 128 cloth items of type PV\_COMP\_JBIB (Component id 11 / Shirts) for your male in one addon cloth resource. With 26 variations per cloth item, this would be 128 \* 26 = 3.328 shirt variations. Going beyond this limit can and will cause game crashes.
###
[](https://docs.gta.clothing/game-mechanics/game-limits-and-crashes#id-255-props-hats-etc-per-type-per-gender-total)
255 props (hats etc) per type, per gender total
For **Props** there is an additional limit of **255 total props per gender allowed to exist** in the entire game (base + addons). **This limit only applies to FiveM Client Version below 7559 and Singleplayer**.
> Going beyond this limit will in most cases not cause any game crashes but instead just appear as invisible props. You won't see the props like hats beyond the limit of 255 total of their respective type.
**Important Notice:** 📣 The 255 props limit got patched in FiveM Client Version 7669+ ([#](https://github.com/citizenfx/fivem/pull/2421)
) and latest alt:V and RageMP Client Releases
> FiveM patched the ped props limit of 255 from 8bit to 32bit, which increases the ped prop limit to a total of 2,147,483,647 props. This means there is basically no need to consider any limit in this regards anymore.
>
> To achieve this, you are required to use the server artificacts number 7669 or above and run the FiveM client on Latest (Unstable). Please note that instabilities may occur as this channel is mainly for public testing of new features, until Cfxre pushes it out to public release.
####
[](https://docs.gta.clothing/game-mechanics/game-limits-and-crashes#bypassing-the-prop-limits-for-singleplayer)
**Bypassing the prop limits for Singleplayer**
GTA5Mods users Zombieguy and William Halverd have made an ASI version of the FiveM patch which basically patches the limit of the ped props that characters use (Mostly mp freemode), and replaces the limit of 255 from RAGE of 8bit style to 32bits, which increases as result the ped prop limit to a total of 2,147,483,647 props.
> This patch was tested on the game build 3095 Chop Shop Update and it will work at least the older game build / version 2372 (Los Santos Tuners).
To install it, simply drag and drop into the root folder of GTA V. You will need the latest ASI loader and [ScriptHookV](https://dev-c.com/gtav/scripthookv/)
for it to work as intended.
**Download the ASI file here:** [https://www.gta5-mods.com/scripts/pedprop-limit-adjuster](https://www.gta5-mods.com/scripts/pedprop-limit-adjuster)
(Credits: Zombieguy and FiveM team)
###
[](https://docs.gta.clothing/game-mechanics/game-limits-and-crashes#id-255-high-heels-per-gender-total)
255 high heels per gender total
For **High Heel configurations** (creaturemetadata) there is an additional limit of **255 total per gender allowed to exist** in the entire game (base + addons). **This limit only applies to RageMP** as alt:V and FiveM ([#](https://github.com/citizenfx/fivem/pull/2579)
) patched this in most recent updates.
Going beyond this limit will cause the high heels to not properly function / have any "high heel" effect.
_Durty Cloth Tool will automatically make sure you are not hitting any of these limits, and warn you if you do_
[](https://docs.gta.clothing/game-mechanics/game-limits-and-crashes#ymt-limit-in-detail)
YMT Limit in detail
-----------------------------------------------------------------------------------------------------------------
YMT limit **applies to each gender seperately**.
For example, if we talk about 10 additional free .ymt slots available, it means you have 10 .ymt slots for female and 10 .ymt slots for male ped.
Lets take a look at **how Rockstar Games takes up the free .ymt slots every update**:
* In game version **b1604** (mpchristmas2018) we had **14 additional free .ymt slots to be used**
* In game version **b1737** (mpvinewood) we had **12 additional free .ymt slots to be used**
* In game version **b1868** (mpheist3) we had **10 additional free .ymt slots to be used**
* In game version **b2060** (mpsum) we had **8 additional free .ymt slots to be used**
* In game version **b2189** (mpheist4) we had **6 additional free .ymt slots to be used**
* In game version **b2372** (mptuner) we had **4 additional free .ymt slots to be used**
* In game version **b2545** (mpsecurity) we have **2 additional free .ymt slots to be used**
* In game version **b2612** (mpg9ec), R\* seems to have increased the YMT limit, we have **about 20 additional free .ymt slots to be used**
* In game version **b2699** (mpsum2), we have **about 16 additional free .ymt slots to be used**
* In game version **b2802/b2824/b2845** (mpchristmas3), we have **about 14 additional free .ymt slots to be used**
* In game version **b2944** (mp2023\_01), we have **about 12 additional free .ymt slots to be used**
* In game version **b3095** (mp2023\_02), we have **about 10 additional free .ymt slots to be used**
* In game version **b3258** (mp2024\_01), we have **about 8 additional free .ymt slots to be used**
* In game version **b3407** (mp2024\_02), we have **about 6 additional free .ymt slots to be used**
* In game version **b3570** (mp2025\_01), we have **about 5 additional free .ymt slots to be used**
* In **latest** game version **b3717** (mp2025\_02), we have **about 4 additional free .ymt slots to be used**
###
[](https://docs.gta.clothing/game-mechanics/game-limits-and-crashes#creaturemetadata-ymt-files)
creaturemetadata YMT files
Please note that adding heels and head props to your pack will create an additional ymt file known as 'creaturemetadata' which will count towards your gamebuild ymt limit. For example, if we are on gamebuild **b3095** (mp2023\_02), we have _**about**_ 10 additional free .ymt slots to be used.
If we create a pack with high heels, we would be using 3 YMTs; Male clothing, Female clothing, Male & Female hats props _and_ female heels.
###
[](https://docs.gta.clothing/game-mechanics/game-limits-and-crashes#effects-of-reaching-the-ymt-limit)
Effects of reaching the YMT limit
Using up more than the additional free .ymt slots for one gender in the given versions, will end up with your **game crashing or other weird issues**.
For example in **FiveM** you will end up with crashes like:

Example GTA V game crash when hitting the games cloth related YMT limit
* b1604: `oven-happy-sad` || GTA5.exe!sub\_1406B14FC (0xf)
* b2189: `earth-august-saturn` || FiveM\_b2189\_GTAProcess.exe!sub\_1406D21B0 (0xf)
* b2372: `yellow-stairway-december` || FiveM\_b2372\_GTAProcess.exe!sub\_14070E7A8 (0xf)
* b2545: `zebra-east-berlin` || GTA5\_b2545.exe!sub\_140712C8C (0xf)
* b2944: `low-cola-sweet` || GTA5\_b2944.exe!sub\_14071C644 (0xf)
* b3095: `iowa-beryllium-missouri` || GTA5\_b3095.exe!sub\_140722454 (0xf)
While you will be receiving errors in the console similar to:

###
[](https://docs.gta.clothing/game-mechanics/game-limits-and-crashes#why-not-put-all-clothes-in-one-big-.ymt-file)
Why not put all clothes in one big .ymt file
Each .ymt file can define up to a **total of 128 (0-127) cloth items per drawable type, per gender**. Drawable types being jbib, feet, teef etc. - Each type representing model parts like pants, shirts, hats...
When this limit is reached, we have to create a new .ymt file in order to add more clothes.
###
[](https://docs.gta.clothing/game-mechanics/game-limits-and-crashes#how-to-prevent-ymt-amount-related-issues)
How to prevent YMT amount related issues
The most simple way to not have any issues at all, is to just keep your addon cloth packs to a minimum. For example **don't try to have more than 1 addon cloth pack containing clothes for female & male ped** or **alternatively 2 addon cloth packs with each containing just male or female clothes**.
You will always need to keep in mind that every cloth collection created for one gender, will end up creating 1 .ymt file. Additionally if you have special flags enabled for any of your clothes (Like Is High Heels, Cut Hairs etc), one extra creaturemetadata.ymt file will be created. This one also counts up to the general .ymt limit per gender.
####
[](https://docs.gta.clothing/game-mechanics/game-limits-and-crashes#examples)
Examples
Lets say we run some multiplayer mod with the GTA Online Update `mptuner`, which has **4 free YMT slots for clothes** (it was before R\* raised the YMT limits a bit).
We create one basic addon cloth pack with female and ped clothes, without any special flags (Is High Heels, Cut Hairs etc). This should work fine as we are now using up 2 of the 4 additional .ymt slots we have available. This would be enough to create one additional basic addon cloth pack.
Setting special flags like Is High Heels, Cut Hairs etc will generate an additional YMT file that will also count towards the YMT limit
Another example would be creating 2 basic addon cloth packs, each having male & female clothes without any special flags set. This should be fine as we are now using up 4 of the 4 additional .ymt slots. **We will not be able to use any additional addon cloth pack.**
Each of our basic addon cloth pack / resource will take up 2 YMTs (1x male clothes, 1x female clothes)
Lets do another one with 1 advanced addon cloth pack. We have 1 addon cloth pack that contains female & male clothes + special flags set (high heels flag and cut hairs for example). This will end up using up 4 of the 4 additional .ymt slots available. We will not be able to use any additional addon cloth pack.
With special flags set there will be an additional YMT file generated that is needed to make this work, this will count towards the general YMT limit
[](https://docs.gta.clothing/game-mechanics/game-limits-and-crashes#txdstore-pool-full-size-95500-error)
`TxdStore Pool Full, Size == 95500` error
-------------------------------------------------------------------------------------------------------------------------------------------------------
Adding more YTD files than a certain limit by either putting new vehicles, new clothes, new MLOs or similar on your server, will possibly cause a **game pool full** error, which essentially means that you have hit the total amounts of YTD files supported by the game.
> This error was previously known as `pool full size == 85500`
For example in **FiveM** you will end up with crashes like:

GTA V Texture pool full game crash
Best way to fix this is by trying to **shrink down the amounts of YTDs you are adding to your game/server or by optimizing huge YTD files**. This means you will have to remove/optimize either some content (like vehicles / mlos etc) or some clothes from your clothes resource.
On FiveM platform its meanwhile **possible to increase the YTD related pool size**, this is usually not considered best practice but it is possible. Please see the FiveM Server Docs to learn how to increase the TxdStore Pool Size: [https://docs.fivem.net/docs/server-manual/server-commands/#increase\_pool\_size-poolname-increase](https://docs.fivem.net/docs/server-manual/server-commands/#increase_pool_size-poolname-increase)
[](https://docs.gta.clothing/game-mechanics/game-limits-and-crashes#rage-error-err_mem_multi_alloc_free)
RAGE Error: ERR\_MEM\_MULTI\_ALLOC\_FREE
------------------------------------------------------------------------------------------------------------------------------------------------------
###
[](https://docs.gta.clothing/game-mechanics/game-limits-and-crashes#what-is-err_mem_multi_alloc_free)
**What is ERR\_MEM\_MULTI\_ALLOC\_FREE?**
This error is tied to an internal GTA V game engine limit, specifically concerning the **Ped Alternate Variations** feature (pedalternatevariations.meta). This feature defines alternative models for clothing or hairstyles to prevent visual glitches when certain clothing items, like large masks or hoodies, are worn. These alternative models ensure that, for example, hair does not clip through hoods or masks. The error arises when the game exceeds the limit of **160 ped alternate variations** per clothing item.
**This error is not only caused by GTA V clothing related things.** A lot of other stuff can also cause this but recently it seems like we are hitting this more often in scenarios related to clothing. Keep this in mind as anything written below might only be a possible cause and solution.
###
[](https://docs.gta.clothing/game-mechanics/game-limits-and-crashes#possible-cause-of-the-error)
**Possible Cause of the Error**
The game is hardcoded to handle a maximum of **160 ped alternate variations** per piece of clothing. This limit may stem from legacy constraints of older console generations, despite the game engine technically being capable of handling more. When this limit is exceeded, for example, by adding many addon hairstyles or clothing that properly utilizes the Ped Alternate Variations system, the game will crash with the **ERR\_MEM\_MULTI\_ALLOC\_FREE** error.
* For instance, if you have 81 hairstyles in the game, adding a large mask that removes or alters the hairstyle requires 81 alternate models (one for each hairstyle). This already consumes 81 out of the 160 allowed ped alternate variations. If you also add 79 custom hairstyles, you will hit the limit, causing the crash.
###
[](https://docs.gta.clothing/game-mechanics/game-limits-and-crashes#how-to-fix-when-caused-by-alternate-variations-limit)
**How to Fix when caused by Alternate Variations Limit**
1. **Temporary Workaround**: You can delete the `pedalternatevariations.meta` file and its reference in the `fxmanifest` file. Keep in mind that this will disable some features, such as removing or cutting hair with large masks or hoods.
2. **DCT v3 Patch .7**: The Durty Cloth Tool includes an option called "Disable extra alternate variations," which helps mitigate the crash by limiting the number of ped alternate variations generated. This prevents the game from hitting the hardcoded limit, although some features like hair cutting with masks might not work as intended.
###
[](https://docs.gta.clothing/game-mechanics/game-limits-and-crashes#long-term-solution-for-alternate-variations-limit)
**Long-Term Solution for Alternate Variations Limit**
To resolve this issue more comprehensively, a patch increasing the ped alternate variation limit to **512** (or higher) would be ideal. If this affects you, consider reporting the issue on the [FiveM GitHub](https://github.com/citizenfx/fivem/issues/2760)
, providing crash dumps and any other relevant information to encourage prioritization of the fix.
The team of FiveM has recently merged some code changes ([PR #3195](https://github.com/citizenfx/fivem/pull/3195)
) related to this, in order to increase related game limits and fix this issue. It is possible this has been resolved since then.
[](https://docs.gta.clothing/game-mechanics/game-limits-and-crashes#tattoo-related-game-limits)
Tattoo related game limits
-------------------------------------------------------------------------------------------------------------------------------
There is no specific limit to the amounts of tattoos that can be added in total to the game or per tattoo collection. The total amount of tattoos that can be added is limited by the following game limits:
* **TxdStore Pool Size as tattoos are YTD based:** [TxdStore Pool Full, Size == 95500 error](https://docs.gta.clothing/game-mechanics/game-limits-and-crashes#txdstore-pool-full-size-95500-error)
* **Single YTD size limit:** YTD files can't be bigger than 16mb and therefore can only hold as much tattoos in a single YTD file.
* **Single XML size limit:** XML files can't be bigger than 16mb and therefore can only hold as much tattoo configuration data in a single XML tattoo collection file. _This is very unlikely to be hit._
Durty Cloth Tool automatically will automatically split and optimize tattoos to make best use of the game limits, in most cases there is no need to manually optimize anything.
[](https://docs.gta.clothing/game-mechanics/game-limits-and-crashes#replacing-vanilla-r-clothes)
Replacing vanilla / R\* clothes
-------------------------------------------------------------------------------------------------------------------------------------
In case these limits don't satisfy your needs of adding hundreds of more modding clothes, the only case to workaround these limits is currently by overwriting clothes provided by the game itself. (So called replace mods / clothes)
As Durty Cloth Tool doesn't support this yet, I will not go much into detail on how to do this.
> **Pleb Masters: Forge** is a useful tool to **figure out texture & model file paths of clothes** you want to replace, as you will need the file names and collection names for replacing them. See [https://forge.plebmasters.de/clothes/](https://forge.plebmasters.de/clothes/)

Pleb Masters: Forge Cloth details with file paths
[](https://docs.gta.clothing/game-mechanics/game-limits-and-crashes#credits)
Credits
-----------------------------------------------------------------------------------------
Thanks to `FumaPraQue` for his contribution to researching this over at the FiveM forums: https://forum.cfx.re/t/setplayermodel-crash-when-you-have-too-much-ymts-assigned-to-a-freemode-ped-model/1934063
[VorigeThemes](https://docs.gta.clothing/basics/useful-to-know/themes)
[VolgendeProp Mask Models](https://docs.gta.clothing/game-mechanics/prop-mask-models)
Laatst bijgewerkt 6 maanden geleden
* [GTA V Game Engine limits](https://docs.gta.clothing/game-mechanics/game-limits-and-crashes#gta-v-game-engine-limits)
* [Component / Prop Related Limits](https://docs.gta.clothing/game-mechanics/game-limits-and-crashes#component-prop-related-limits)
* [128 drawables (component / prop) per type, per gender](https://docs.gta.clothing/game-mechanics/game-limits-and-crashes#id-128-drawables-component-prop-per-type-per-gender)
* [255 props (hats etc) per type, per gender total](https://docs.gta.clothing/game-mechanics/game-limits-and-crashes#id-255-props-hats-etc-per-type-per-gender-total)
* [255 high heels per gender total](https://docs.gta.clothing/game-mechanics/game-limits-and-crashes#id-255-high-heels-per-gender-total)
* [YMT Limit in detail](https://docs.gta.clothing/game-mechanics/game-limits-and-crashes#ymt-limit-in-detail)
* [creaturemetadata YMT files](https://docs.gta.clothing/game-mechanics/game-limits-and-crashes#creaturemetadata-ymt-files)
* [Effects of reaching the YMT limit](https://docs.gta.clothing/game-mechanics/game-limits-and-crashes#effects-of-reaching-the-ymt-limit)
* [Why not put all clothes in one big .ymt file](https://docs.gta.clothing/game-mechanics/game-limits-and-crashes#why-not-put-all-clothes-in-one-big-.ymt-file)
* [How to prevent YMT amount related issues](https://docs.gta.clothing/game-mechanics/game-limits-and-crashes#how-to-prevent-ymt-amount-related-issues)
* [TxdStore Pool Full, Size == 95500 error](https://docs.gta.clothing/game-mechanics/game-limits-and-crashes#txdstore-pool-full-size-95500-error)
* [RAGE Error: ERR\_MEM\_MULTI\_ALLOC\_FREE](https://docs.gta.clothing/game-mechanics/game-limits-and-crashes#rage-error-err_mem_multi_alloc_free)
* [What is ERR\_MEM\_MULTI\_ALLOC\_FREE?](https://docs.gta.clothing/game-mechanics/game-limits-and-crashes#what-is-err_mem_multi_alloc_free)
* [Possible Cause of the Error](https://docs.gta.clothing/game-mechanics/game-limits-and-crashes#possible-cause-of-the-error)
* [How to Fix when caused by Alternate Variations Limit](https://docs.gta.clothing/game-mechanics/game-limits-and-crashes#how-to-fix-when-caused-by-alternate-variations-limit)
* [Long-Term Solution for Alternate Variations Limit](https://docs.gta.clothing/game-mechanics/game-limits-and-crashes#long-term-solution-for-alternate-variations-limit)
* [Tattoo related game limits](https://docs.gta.clothing/game-mechanics/game-limits-and-crashes#tattoo-related-game-limits)
* [Replacing vanilla / R\* clothes](https://docs.gta.clothing/game-mechanics/game-limits-and-crashes#replacing-vanilla-r-clothes)
* [Credits](https://docs.gta.clothing/game-mechanics/game-limits-and-crashes#credits)
Kopiëren
mp_m_freemode_01_mp_m_yourpack.ymt
mp_f_freemode_01_mp_f_yourpack.ymt
mp_creaturemetadata_yourpack.ymt
Kopiëren
InvokeNative: execution failed: Error executing native 0x00a1cadd00108836 at address 0x1407a0b54.
SCRIPT ERROR: Execution of native 00a1cadd00108836 in script host failed: Error executing native 0x00a1cadd00108836 at address 0x1407a0b54.
---
# Shortcuts | Durty Cloth Tool - Documentation
For the complete documentation index, see [llms.txt](https://docs.gta.clothing/llms.txt)
. This page is also available as [Markdown](https://docs.gta.clothing/basics/useful-to-know/shortcuts.md)
.
[](https://docs.gta.clothing/basics/useful-to-know/shortcuts#introduction)
Introduction
--------------------------------------------------------------------------------------------
Durty Cloth Tool provides a variety of keyboard shortcuts to help you work more efficiently. These shortcuts allow you to quickly navigate through different sections, manage appearance items, and handle cloth textures. Below is a comprehensive guide to the available shortcuts in Durty Cloth Tool, grouped into general application shortcuts, appearance items list, and cloth drawable textures list.
[](https://docs.gta.clothing/basics/useful-to-know/shortcuts#general-shortcuts)
**General Shortcuts**
----------------------------------------------------------------------------------------------------------
**Shortcut**
**Action**
CTRL + F
Focus on the integrated search bar
CTRL + S
Save the current project
CTRL + O
Open an existing project
CTRL + N
Create a new project
[](https://docs.gta.clothing/basics/useful-to-know/shortcuts#appearance-items-list-shortcuts)
**Appearance Items List Shortcuts**
--------------------------------------------------------------------------------------------------------------------------------------
**Shortcut**
**Action**
Enter
Preview the selected appearance item with its first texture in 3D Preview
DEL
Delete the currently selected appearance item(s)
CTRL + O
Optimize the selected appearance item
CTRL + H
Replace the selected appearance item
CTRL + E
Show the selected appearance item in file explorer
[](https://docs.gta.clothing/basics/useful-to-know/shortcuts#cloth-drawable-textures-list-shortcuts)
**Cloth Drawable Textures List Shortcuts**
----------------------------------------------------------------------------------------------------------------------------------------------------
**Shortcut**
**Action**
Enter
Preview the selected cloth drawable with the selected texture in 3D
DEL
Delete the currently selected texture(s)
CTRL + O
Optimize the selected cloth texture
CTRL + R
Rename the selected cloth texture
CTRL + H
Replace the selected cloth texture
CTRL + E
Show the selected cloth texture in file explorer
[](https://docs.gta.clothing/basics/useful-to-know/shortcuts#summary)
Summary
----------------------------------------------------------------------------------
Utilizing these keyboard shortcuts in **Durty Cloth Tool** will help you quickly manage and preview items, optimize your workflow, and enhance your productivity. Keeping these shortcuts at hand will save you time and reduce the need for excessive mouse interactions, allowing you to focus on creating high-quality clothing content for your projects.
[VorigeUseful to know](https://docs.gta.clothing/basics/useful-to-know)
[VolgendeImport & Export Formats](https://docs.gta.clothing/basics/useful-to-know/import-and-export-formats)
Laatst bijgewerkt 1 jaar geleden
* [Introduction](https://docs.gta.clothing/basics/useful-to-know/shortcuts#introduction)
* [General Shortcuts](https://docs.gta.clothing/basics/useful-to-know/shortcuts#general-shortcuts)
* [Appearance Items List Shortcuts](https://docs.gta.clothing/basics/useful-to-know/shortcuts#appearance-items-list-shortcuts)
* [Cloth Drawable Textures List Shortcuts](https://docs.gta.clothing/basics/useful-to-know/shortcuts#cloth-drawable-textures-list-shortcuts)
* [Summary](https://docs.gta.clothing/basics/useful-to-know/shortcuts#summary)
---
# Import & Export Formats | Durty Cloth Tool - Documentation
For the complete documentation index, see [llms.txt](https://docs.gta.clothing/llms.txt)
. This page is also available as [Markdown](https://docs.gta.clothing/basics/useful-to-know/import-and-export-formats.md)
.
[](https://docs.gta.clothing/basics/useful-to-know/import-and-export-formats#introduction)
Introduction
------------------------------------------------------------------------------------------------------------
Durty Cloth Tool offers flexible import and export functionalities to handle cloth projects and items. These features enable you to export entire projects or individual items in specific formats. The tool supports two primary formats for exporting and importing: `.dctexport` for entire projects and `.dctpackage` for individual items or selections. This guide explains both formats in detail and how to use them for your workflow.

Durty Cloth Tool Export & Import demo
[](https://docs.gta.clothing/basics/useful-to-know/import-and-export-formats#project-export-format-.dctexport)
Project Export Format: `*.dctexport`
--------------------------------------------------------------------------------------------------------------------------------------------------------
The `.dctexport` format is used for exporting and importing entire Durty Cloth Tool projects. It packages everything related to a project, including all drawables, textures, settings, and configurations, making it easy to move, share, or back up full projects.
###
[](https://docs.gta.clothing/basics/useful-to-know/import-and-export-formats#how-to-export-a-cloth-project)
**How to Export a Cloth Project**
1. Once you have finished working on your cloth project, go to the **Project** menu in the toolbar.
2. In the top navigation menu click "**Project > Export Project"**.
3. Choose a folder where you want to save the project export.
4. Click **Open Folder** to export your project.
###
[](https://docs.gta.clothing/basics/useful-to-know/import-and-export-formats#how-to-import-a-cloth-project-from-a-.dctexport-file)
**How to Import a Cloth Project from a** `**.dctexport**` **File**
1. To import an existing project, go to the **Project** menu in the toolbar.
2. In the top navigation menu click "**Project > Import Project"**.
3. Navigate to the folder containing the `.dctexport` file and select it.
4. Navigate to the folder where the extracted / exported cloth project should be saved to.
5. Click "**Open Folder**" to import the selected project export to the given destination.
[](https://docs.gta.clothing/basics/useful-to-know/import-and-export-formats#items-export-format-.dctpackage)
Items Export Format: `*.dctpackage`
------------------------------------------------------------------------------------------------------------------------------------------------------
The `.dctpackage` format is used for exporting and importing individual items, like specific cloth drawables or textures. This is useful when you want to export only parts of a project, such as a single item, and import it into another project without transferring the entire project file.
###
[](https://docs.gta.clothing/basics/useful-to-know/import-and-export-formats#how-to-export-items-as-a-.dctpackage-file)
**How to Export Items as a** `**.dctpackage**` **File**
1. Select the specific items or drawables you wish to export in the **Appearance Items List** or **Cloth Drawable Textures List**.
2. Right-click the selected items and choose "**Export as DCT package"**.
3. Choose the destination folder and name the file with a `.dctpackage` extension.
4. Click **Save** to export the selected items as a package.
###
[](https://docs.gta.clothing/basics/useful-to-know/import-and-export-formats#how-to-import-items-from-a-.dctpackage-file)
**How to Import Items from a** `**.dctpackage**` **File**
1. To import items from a `.dctpackage` file, go to the bottom of the **Appearance Items List**.
2. Choose "**Import from DCT Package"** in any dropdown or "**Import package**" in the toolbar.
3. Navigate to the folder containing the `.dctpackage` file and select it.
4. Click **Open** to import the selected items into your current project.
[](https://docs.gta.clothing/basics/useful-to-know/import-and-export-formats#summary)
Summary
--------------------------------------------------------------------------------------------------
Durty Cloth Tool’s support for the `.dctexport` and `.dctpackage` formats provides flexibility in handling entire projects and individual items. This makes collaboration easier, as you can share specific parts of a project or entire setups with others. By following these steps, you can efficiently export or import your cloth projects and items to streamline your workflow.
[VorigeShortcuts](https://docs.gta.clothing/basics/useful-to-know/shortcuts)
[VolgendeCreator Info](https://docs.gta.clothing/basics/useful-to-know/creator-info)
Laatst bijgewerkt 1 jaar geleden
* [Introduction](https://docs.gta.clothing/basics/useful-to-know/import-and-export-formats#introduction)
* [Project Export Format: \*.dctexport](https://docs.gta.clothing/basics/useful-to-know/import-and-export-formats#project-export-format-.dctexport)
* [How to Export a Cloth Project](https://docs.gta.clothing/basics/useful-to-know/import-and-export-formats#how-to-export-a-cloth-project)
* [How to Import a Cloth Project from a .dctexport File](https://docs.gta.clothing/basics/useful-to-know/import-and-export-formats#how-to-import-a-cloth-project-from-a-.dctexport-file)
* [Items Export Format: \*.dctpackage](https://docs.gta.clothing/basics/useful-to-know/import-and-export-formats#items-export-format-.dctpackage)
* [How to Export Items as a .dctpackage File](https://docs.gta.clothing/basics/useful-to-know/import-and-export-formats#how-to-export-items-as-a-.dctpackage-file)
* [How to Import Items from a .dctpackage File](https://docs.gta.clothing/basics/useful-to-know/import-and-export-formats#how-to-import-items-from-a-.dctpackage-file)
* [Summary](https://docs.gta.clothing/basics/useful-to-know/import-and-export-formats#summary)
---
# First Person & Tint Effects | Durty Cloth Tool - Documentation
For the complete documentation index, see [llms.txt](https://docs.gta.clothing/llms.txt)
. This page is also available as [Markdown](https://docs.gta.clothing/basics/good-to-know/first-person-and-tint-effects.md)
.
[](https://docs.gta.clothing/basics/good-to-know/first-person-and-tint-effects#introduction)
Introduction
--------------------------------------------------------------------------------------------------------------
The **First Person & Tint Effects** features in Durty Cloth Tool allow users to fine-tune clothing and prop behavior when viewed in first-person perspective. These features help prevent visual glitches and improve immersion through **First Person Models**, **First Person Mask Models**, and **TimeCycle Modifiers**.

Durty Cloth Tool First Person Features demo
[](https://docs.gta.clothing/basics/good-to-know/first-person-and-tint-effects#first-person-model-prevent-glitching)
**First Person Model (Prevent Glitching)**
--------------------------------------------------------------------------------------------------------------------------------------------------------------------
The **First Person Model** option is available for specific clothing types like **accessories**, **undershirts**, **armor**, and **tops**. It allows you to define a special version of a clothing item that is only loaded when the player is in first-person view. This model helps prevent clipping or glitching of items into the player's camera in first-person mode.
* **Purpose:** The First Person Model ensures that no part of the clothing obstructs the player's first-person view, eliminating visual clipping issues.
* **Use Case:** For example, if an armor vest clips into the first-person camera, defining a First Person Model for the vest ensures it does not interfere with the view.
* **Configuration:** Available for clothing types such as accessories, undershirts, armor, and tops to prevent first-person glitches.
[](https://docs.gta.clothing/basics/good-to-know/first-person-and-tint-effects#first-person-mask-model-immersion)
**First Person Mask Model (Immersion)**
--------------------------------------------------------------------------------------------------------------------------------------------------------------

Editing a Head Prop (Hats) in Durty Cloth Tool
The **First Person Mask Model** option is defined per **Cloth Drawable** and is available for props such as **prop heads**, **prop eyes**, **comp masks**, and **undershirts**. This model provides visual immersion by rendering the edges of masks, helmets, or goggles when in first-person view. Unlike the **First Person Model**, which prevents glitches, the Mask Model enhances realism by displaying part of the item in the player's view.
* **Purpose:** Provides visual immersion by rendering the borders of items like masks or goggles, giving players a more realistic sense of wearing the item.
* **Example Use Case:** A scuba mask in first-person view will show its borders, enhancing the immersion and making it feel like the player is wearing the mask.
* **Configuration:** Define the **Mask Model** per Cloth Drawable for specific items like prop heads, eyes, masks, and undershirts.
See [Prop Mask Models](https://docs.gta.clothing/game-mechanics/prop-mask-models)
for a full list of all prop mask models and some example image of them.
[](https://docs.gta.clothing/basics/good-to-know/first-person-and-tint-effects#timecycle-modifier-tint-effects)
**TimeCycle Modifier (Tint Effects)**
----------------------------------------------------------------------------------------------------------------------------------------------------------

Durty Cloth Tool First Person & Tint Effects Showcase
The **TimeCycle Modifier** applies tint effects or visual adjustments to the player's screen when specific textures are worn. The **TimeCycle Modifier** and its **Intensity** are defined **per cloth texture variation**, allowing for a wide range of visual effects like tinting glasses or darkening lenses.
* **Purpose:** Adds color or lighting effects to simulate wearing tinted glasses or looking through specific lenses.
* **How It Works:** The **TimeCycle Modifier** is a post-processing effect applied when certain cloth textures are equipped. It can simulate various visual effects, from color tints to lighting changes.
* **TimeCycle Intensity:** The intensity of the effect can be adjusted between **0.1** and **1.0** to control the strength of the tint.
* **Important Note:** The effect must be tested **in-game**, as real-time preview is not available within Durty Cloth Tool.
> _Example Use Case:_ Applying a TimeCycle Modifier to a pair of sunglasses will darken the view through the lenses, mimicking the effect of wearing tinted shades. Adjust the intensity to match the desired look.
Keep in mind that TimeCycle Modifier and Intensity option is saved per Cloth Texture Variation. It has to be set for every individual Cloth Texture.
[](https://docs.gta.clothing/basics/good-to-know/first-person-and-tint-effects#summary)
Summary
----------------------------------------------------------------------------------------------------
By leveraging **First Person Models** to prevent visual glitches, **First Person Mask Models** to enhance realism, and **TimeCycle Modifiers** to add tint effects, you can ensure that your clothing and props behave properly in first-person view, improving the overall immersion and gameplay experience. These options are flexible and can be customized for different items and texture variations to meet your specific design needs.
[VorigeApp & Project Settings](https://docs.gta.clothing/basics/good-to-know/app-and-project-settings)
[VolgendeIntegrated Search](https://docs.gta.clothing/basics/good-to-know/integrated-search)
Laatst bijgewerkt 1 jaar geleden
* [Introduction](https://docs.gta.clothing/basics/good-to-know/first-person-and-tint-effects#introduction)
* [First Person Model (Prevent Glitching)](https://docs.gta.clothing/basics/good-to-know/first-person-and-tint-effects#first-person-model-prevent-glitching)
* [First Person Mask Model (Immersion)](https://docs.gta.clothing/basics/good-to-know/first-person-and-tint-effects#first-person-mask-model-immersion)
* [TimeCycle Modifier (Tint Effects)](https://docs.gta.clothing/basics/good-to-know/first-person-and-tint-effects#timecycle-modifier-tint-effects)
* [Summary](https://docs.gta.clothing/basics/good-to-know/first-person-and-tint-effects#summary)
---
# Integrated Search | Durty Cloth Tool - Documentation
For the complete documentation index, see [llms.txt](https://docs.gta.clothing/llms.txt)
. This page is also available as [Markdown](https://docs.gta.clothing/basics/good-to-know/integrated-search.md)
.
[](https://docs.gta.clothing/basics/good-to-know/integrated-search#introduction)
Introduction
--------------------------------------------------------------------------------------------------
The **Integrated Search** feature in the Durty Cloth Tool provides a fast and efficient way to find specific items within the **Drawables List**. This functionality allows users to quickly filter and locate cloth items, textures and tattoos, improving productivity when managing large projects with many appearance items.

Durty Cloth Tool Integrated Search demo
[](https://docs.gta.clothing/basics/good-to-know/integrated-search#how-it-works)
**How It Works**
------------------------------------------------------------------------------------------------------
The **Integrated Search** bar is prominently located at the top of the **Drawables List**. As you type into the search field, the list dynamically updates to show only the drawables that match the search criteria. This is especially useful when working with projects that contain a significant number of items, allowing users to immediately pinpoint the specific item they need.
###
[](https://docs.gta.clothing/basics/good-to-know/integrated-search#key-features-of-integrated-search)
**Key Features of Integrated Search:**
1. **Real-Time Filtering** As you type in the search box, the results in the drawables list update instantly, showing only items that match the search term.
2. **Versatile Search Parameters** The search system allows filtering by various parameters, including:
* **Position**: Locate items based on their position within the project (e.g., `0` for the first position).
* **Type**: Filter results by drawable type (e.g., "Top," "Shoes").
* **File Name**: Search for assets using file names or partial matches.
* **Game File Name**: Directly find assets based on their corresponding game file names.
3. **Combined Parameter Searches** Combine multiple parameters in a single query for precise filtering. Examples include:
* `"0 Top"` to find all tops with position `0`.
* `"Shoes 2"` to locate shoes in position `2`.
4. **Drawable Types Filtering** You can search across various drawable types such as **tops**, **masks**, **shoes**, and more. This ensures that no matter what kind of item you're looking for, the **Integrated Search** will help you find it quickly.
5. **Fuzzy Matching** The search feature supports fuzzy matching, meaning you don’t need to enter exact names or terms. This makes the search more forgiving and user-friendly, even if you are unsure of the exact drawable name.
6. **Context-Sensitive Results** The results of the search will not only show the drawable names but also the associated drawable type and any other relevant metadata, helping you easily distinguish between similar items.
7. **Search Token Matching** Search queries can utilize **tokens** to filter results with precision. Tokens such as positions, drawable types, or file-related keywords help you focus on specific assets.
8. **Search Result Scoring** Results are ranked using **advanced scoring**, ensuring that the most relevant matches appear first. This helps you locate critical items efficiently without sifting through irrelevant results.
[](https://docs.gta.clothing/basics/good-to-know/integrated-search#how-to-use-integrated-search)
**How to Use Integrated Search**
--------------------------------------------------------------------------------------------------------------------------------------
* Activate the search bar by pressing **CTRL + F** or clicking the **Search Icon** at the top of the application.
* Enter your search query, leveraging the system's fuzzy matching, token processing, and parameter filtering.
* Instantly view ranked results, with the most relevant matches at the top.
* Refine your query or combine parameters for more specific results.
* Double-click on any result to jump directly to the corresponding item or setting in the project.
[](https://docs.gta.clothing/basics/good-to-know/integrated-search#benefits)
**Benefits**
----------------------------------------------------------------------------------------------
* **Time-Saving:** Eliminates the need to manually scroll through the list of drawables, allowing you to focus on editing and optimizing items.
* **Efficient:** Makes finding and editing specific drawables more streamlined, especially in large projects with hundreds of items.
* **User-Friendly:** Supports partial searches and fuzzy matching, making it accessible for users even if they don’t remember the exact item name.
[](https://docs.gta.clothing/basics/good-to-know/integrated-search#summary)
Summary
----------------------------------------------------------------------------------------
The **Integrated Search** feature is a vital tool within Durty Cloth Tool’s user interface, making it easier and faster to navigate and manage your drawable list, enhancing your workflow and project management.
[VorigeFirst Person & Tint Effects](https://docs.gta.clothing/basics/good-to-know/first-person-and-tint-effects)
[VolgendeMaterial Editor](https://docs.gta.clothing/basics/good-to-know/material-editor)
Laatst bijgewerkt 1 jaar geleden
* [Introduction](https://docs.gta.clothing/basics/good-to-know/integrated-search#introduction)
* [How It Works](https://docs.gta.clothing/basics/good-to-know/integrated-search#how-it-works)
* [Key Features of Integrated Search:](https://docs.gta.clothing/basics/good-to-know/integrated-search#key-features-of-integrated-search)
* [How to Use Integrated Search](https://docs.gta.clothing/basics/good-to-know/integrated-search#how-to-use-integrated-search)
* [Benefits](https://docs.gta.clothing/basics/good-to-know/integrated-search#benefits)
* [Summary](https://docs.gta.clothing/basics/good-to-know/integrated-search#summary)
---
# Placeholders/Dummy Ids | Durty Cloth Tool - Documentation
For the complete documentation index, see [llms.txt](https://docs.gta.clothing/llms.txt)
. This page is also available as [Markdown](https://docs.gta.clothing/basics/good-to-know/placeholders-dummy-ids.md)
.
[](https://docs.gta.clothing/basics/good-to-know/placeholders-dummy-ids#introduction)
Introduction
-------------------------------------------------------------------------------------------------------
The **Placeholders/Dummy IDs** feature in **Durty Cloth Tool** is a powerful tool that allows users to add non-functional or placeholder items into the project. These placeholders are useful for preserving **item order** or reserving **specific drawable ID slots** for future items, ensuring that your project’s structure remains intact during development.

Durty Cloth Tool (dummy) drawable / cloth
[](https://docs.gta.clothing/basics/good-to-know/placeholders-dummy-ids#purpose-of-placeholders-dummy-ids)
**Purpose of Placeholders/Dummy IDs**
-----------------------------------------------------------------------------------------------------------------------------------------------------
1. **Preserve Order:** In some cases, you might not yet have a specific drawable or texture ready for use, but you still need to maintain the overall item structure. By inserting placeholders, you ensure that the **drawable ID numbers** or **texture variations** do not shift or change later when the actual content is added.
2. **Reserving IDs for Future Content:** If you're working on a clothing pack or preparing for a large update, you can use placeholders to reserve **drawable IDs** or **texture slots**. This helps you manage how future content fits into your project without disrupting the existing content.
3. **Buffer for Game Updates:** On game updates all cloth items and their drawable ids are pushed back by the amount of clothes added by the update. By using placeholders, you can build a buffer of placeholder for each drawable type which can be removed on game updates in order to compensate a possible shift of the drawable ids.
Using the placeholder/dummys is not recommended for buffer purposes as it can quickly use up all available drawable slots per cloth resource. Read below for more information.
[](https://docs.gta.clothing/basics/good-to-know/placeholders-dummy-ids#placeholders-are-not-recommended-for-reserved-id-buffers)
Placeholders Are Not Recommended for Reserved ID Buffers
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
While placeholders can be useful in certain situations, **it is not recommended** to rely on them to create a large buffer of reserved IDs for future game updates.
###
[](https://docs.gta.clothing/basics/good-to-know/placeholders-dummy-ids#a-more-robust-solution-for-developers)
**A More Robust Solution for Developers**
For developers aiming to build a **long-term and sustainable solution**, the recommended approach would be to **engineer a proper clothing shop system** that doesn't rely on absolute drawable IDs. Instead of saving the absolute drawable ID directly for character clothing, developers can:
1. **Abstract Drawable IDs:** Create a system that stores an **abstracted number** or identifier instead of the actual drawable ID. This abstracted number represents the clothing item, but it is not tied directly to the game's drawable ID system.
2. **Mapping System:** Implement a **mapping layer** that converts the abstracted number to the real absolute drawable ID. This mapping can be adjusted as needed for each game update. The abstracted number would remain unchanged in the character's clothing data, while the mapping layer would ensure that the correct drawable ID is loaded.
3. **Simplified Game Updates:** With this system, developers only need to update the mapping layer each time a game update occurs, rather than having to reorganize or remap the entire drawable system. This provides flexibility and scalability without having to rely on placeholders or fixed ID buffers.
By developing a more abstracted and dynamic system, developers can ensure that the clothing system remains robust and adaptable to future game updates without needing to manage reserved ID slots manually.
[](https://docs.gta.clothing/basics/good-to-know/placeholders-dummy-ids#how-placeholders-work-in-durty-cloth-tool)
**How Placeholders Work in Durty Cloth Tool**
---------------------------------------------------------------------------------------------------------------------------------------------------------------------
Placeholders are handled like any other drawable or texture in **Durty Cloth Tool**, but they are marked specifically as placeholders, which means they won’t have actual visual or functional content in the game.
* **Dummy IDs:** When you add a reservation dummy, the tool assigns a **dummy ID** to the slot. This ID acts like a real drawable ID or texture variation but doesn't link to any actual model or texture.
* **Visual Representation:** Placeholders are visible and marked as "**(dummy)**" within the tool itself, ensuring that cloth maintainer knows a particular slot or ID is reserved for future use.
[](https://docs.gta.clothing/basics/good-to-know/placeholders-dummy-ids#adding-placeholders-in-durty-cloth-tool)
**Adding Placeholders in Durty Cloth Tool**
-----------------------------------------------------------------------------------------------------------------------------------------------------------------

Durty Cloth Tool adding reservation dummy dialog
1. **Using the Add Dummy Feature:** When opening the "**Add Female**" or "**Add Male**" dropdowns, the tool provides an **"Add Reservation Dummy"** option, allowing you to insert a placeholder directly into the **drawables list**.
2. **Automatic Placeholder Insertion:** Instead of completely removing a deleted cloth drawable, it can instead automatically be replaced with an placeholder to preserve drawable order. This can be enabled in the Project Settings.
3. **Replacing Placeholders:** You can easily swap a placeholder for the real drawable or texture file by replacing the dummy content with the final cloth drawable or texture.
[](https://docs.gta.clothing/basics/good-to-know/placeholders-dummy-ids#best-practices-for-using-placeholders)
**Best Practices for Using Placeholders**
-------------------------------------------------------------------------------------------------------------------------------------------------------------
* **Plan Ahead:** When working with large projects or clothing packs, it's a good idea to reserve ID slots for any items that might come later. This avoids the hassle of renumbering or reorganizing drawables when new content is added.
* **Keep Track:** Make sure to document where and why placeholders are used within your project, by giving them a meaningful name. Clearly marking them within your cloth project ensures that you self or collaborators know which items are reserved for future use.
[](https://docs.gta.clothing/basics/good-to-know/placeholders-dummy-ids#summary)
Summary
---------------------------------------------------------------------------------------------
By using **Placeholders/Dummy IDs** effectively, you can maintain the integrity of your project’s structure while allowing for flexibility and future growth. This feature ensures that **Durty Cloth Tool** remains an essential utility for developers working on complex cloth projects or clothing resources, especially in scenarios where item ordering and ID management are crucial.
[VorigeAuto Cloth Data Resolving](https://docs.gta.clothing/basics/good-to-know/auto-cloth-data-resolving)
[VolgendeAddon Tattoos](https://docs.gta.clothing/basics/good-to-know/addon-tattoos)
Laatst bijgewerkt 1 jaar geleden
* [Introduction](https://docs.gta.clothing/basics/good-to-know/placeholders-dummy-ids#introduction)
* [Purpose of Placeholders/Dummy IDs](https://docs.gta.clothing/basics/good-to-know/placeholders-dummy-ids#purpose-of-placeholders-dummy-ids)
* [Placeholders Are Not Recommended for Reserved ID Buffers](https://docs.gta.clothing/basics/good-to-know/placeholders-dummy-ids#placeholders-are-not-recommended-for-reserved-id-buffers)
* [A More Robust Solution for Developers](https://docs.gta.clothing/basics/good-to-know/placeholders-dummy-ids#a-more-robust-solution-for-developers)
* [How Placeholders Work in Durty Cloth Tool](https://docs.gta.clothing/basics/good-to-know/placeholders-dummy-ids#how-placeholders-work-in-durty-cloth-tool)
* [Adding Placeholders in Durty Cloth Tool](https://docs.gta.clothing/basics/good-to-know/placeholders-dummy-ids#adding-placeholders-in-durty-cloth-tool)
* [Best Practices for Using Placeholders](https://docs.gta.clothing/basics/good-to-know/placeholders-dummy-ids#best-practices-for-using-placeholders)
* [Summary](https://docs.gta.clothing/basics/good-to-know/placeholders-dummy-ids#summary)
---
# High Heels | Durty Cloth Tool - Documentation
For the complete documentation index, see [llms.txt](https://docs.gta.clothing/llms.txt)
. This page is also available as [Markdown](https://docs.gta.clothing/basics/essential-knowledge/high-heels.md)
.
[](https://docs.gta.clothing/basics/essential-knowledge/high-heels#introduction)
Introduction
--------------------------------------------------------------------------------------------------
The "High Heels" feature in **Durty Cloth Tool** uses the games mechanic to adjust the player ped’s height when wearing high heel shoes. Without this adjustment, the character’s feet may glitch through the ground, which affects the overall appearance of the model. This feature helps you ensure that your character is positioned properly in the game world when wearing high heels by allowing you to adjust the height and see live changes in the 3D preview.

Durty Cloth Tool High Heels Feature demo
[](https://docs.gta.clothing/basics/essential-knowledge/high-heels#how-to-use-the-high-heels-feature)
**How to Use the High Heels Feature**
------------------------------------------------------------------------------------------------------------------------------------------------
1. **Tick the "Is High Heels" Option:**
* In the **Drawable Details** panel, enable the **"Is High Heels"** checkbox for any high heel shoes you are configuring.
* This tells the game that the shoes being worn are high heels and adjusts the character’s position accordingly.
2. **Set the Heel Height Amount:**
* Next, you need to input the **Heel Height** value that corresponds to the height of the shoe model.
* The heel height represents how much the ped’s position will be lifted to prevent the shoes from sinking into the ground.
* The height is measured in game units, and you should adjust this value until the character appears to stand correctly on the floor in the preview or by testing in game.
3. **Use the 3D Preview to Fine-tune the Heel Height:**
* The **3D Preview** window provides a live view of the ped standing on the floor, which allows you to instantly see any changes made to the **Heel Height** value.
* As you adjust the heel height, watch how the shoes interact with the ground. The goal is to ensure that the heels sit properly above the ground, avoiding any clipping or glitches where the heels sink into the floor.
* Simply increase or decrease the height value until the ped looks natural in their high heels.

Durty Cloth Tool 3D Previewer High Heel Configuration
[](https://docs.gta.clothing/basics/essential-knowledge/high-heels#example-workflow-for-configuring-high-heels)
**Example Workflow for Configuring High Heels**
--------------------------------------------------------------------------------------------------------------------------------------------------------------------
1. Select a high heel shoe from the **Drawables** list.
2. Enable the **"Is High Heels"** checkbox.
3. Enter an estimated **Heel Height** value based on the shoe model.
4. Open the **3D Preview** and check how the shoes sit on the floor.
5. Fine-tune the **Heel Height** value in small increments while watching the live preview until the ped stands naturally without the shoes clipping through the ground.
Did you know? You can select from various game audio presets to change the way your Shoes sound 🎶 when walking. See [Audio Presets](https://docs.gta.clothing/basics/essential-knowledge/audio-presets)
for more details.
[](https://docs.gta.clothing/basics/essential-knowledge/high-heels#summary)
**Summary**
--------------------------------------------------------------------------------------------
* **Is High Heels:** Enable this option for any high heel shoes to lift the ped’s position correctly.
* **Heel Height:** Adjust this value to fit the high heel model so that the shoes don’t clip through the ground.
* **3D Preview:** Use the preview to fine-tune the height by seeing live changes while the ped stands on the floor.
* **Skin Tone Data:** Enable this when the shoes come with body parts like ankles or legs to ensure they match the ped’s skin tone. Be aware that this may slightly impact texture quality due to Rockstar's game engine limitations.
By following these steps and using the 3D preview to visualize changes, you can ensure that your character’s high heel shoes look natural in-game without any glitches or clipping issues.
[VorigeCutting Hairs](https://docs.gta.clothing/basics/essential-knowledge/cutting-hairs)
[VolgendeAudio Presets](https://docs.gta.clothing/basics/essential-knowledge/audio-presets)
Laatst bijgewerkt 1 jaar geleden
* [Introduction](https://docs.gta.clothing/basics/essential-knowledge/high-heels#introduction)
* [How to Use the High Heels Feature](https://docs.gta.clothing/basics/essential-knowledge/high-heels#how-to-use-the-high-heels-feature)
* [Example Workflow for Configuring High Heels](https://docs.gta.clothing/basics/essential-knowledge/high-heels#example-workflow-for-configuring-high-heels)
* [Summary](https://docs.gta.clothing/basics/essential-knowledge/high-heels#summary)
---
# Logs | Durty Cloth Tool - Documentation
For the complete documentation index, see [llms.txt](https://docs.gta.clothing/llms.txt)
. This page is also available as [Markdown](https://docs.gta.clothing/basics/useful-to-know/logs.md)
.
[](https://docs.gta.clothing/basics/useful-to-know/logs#introduction)
Introduction
---------------------------------------------------------------------------------------
The **Logs Window** in Durty Cloth Tool is a vital feature that provides detailed tracking of all actions taken within a cloth project. It helps you monitor the internal processes, changes, and events during your workflow, offering a comprehensive view of every step made throughout your modding process. The logs are automatically persisted and saved through sessions for each cloth project, ensuring no information is lost between sessions.

Durty Cloth Tool Logs Window example
[](https://docs.gta.clothing/basics/useful-to-know/logs#accessing-the-logs-window)
Accessing the Logs Window
-----------------------------------------------------------------------------------------------------------------
There are two ways to access the **Logs Window** in Durty Cloth Tool:
1. **Top Navigation Menu**: Navigate to **"View > Logs Output"** in the application's top menu to open the logs window at any time.
2. **Bottom Log Preview Click**: The most recent log entry is always displayed at the bottom of the application. Clicking on this entry will also bring up the complete **Logs Window**.
[](https://docs.gta.clothing/basics/useful-to-know/logs#logs-window-overview)
Logs Window Overview
-------------------------------------------------------------------------------------------------------
When opened, the **Logs Window** displays a **scrollable list** of all log entries, providing insights into every action taken in the project. This window includes:
* **Log Entries**: Each log entry contains detailed information about an action or event that occurred in the project. These logs help you track everything from changes made to the project, file operations, optimizations, and other significant actions.
* **Scroll Functionality**: The window is fully scrollable, allowing you to browse through extensive logs efficiently. This feature is particularly useful when working on large projects where many actions are logged over time.
* **Persisted Logs**: Log entries are persisted across project sessions, meaning that if you close and reopen the project later, the logs from the previous sessions will still be available for review. This persistence ensures a complete history of all modifications and actions taken in the project.
[](https://docs.gta.clothing/basics/useful-to-know/logs#types-of-information-logged)
Types of Information Logged
---------------------------------------------------------------------------------------------------------------------
The **Logs Window** provides detailed insights into various types of actions and events. Some of the key log categories include:
* **File Operations**: Every time a file is added, replaced, renamed, or deleted within the project, a corresponding log entry is generated. This includes actions on both cloth drawable models and textures.
* **Project Changes**: All changes made to the project, such as modifications to appearance items, texture optimizations, or configuration adjustments, are logged.
* **Optimization & Build**: When optimizing cloth resources or building projects using the dynamic config builders, logs are generated to document the processes and any outcomes or errors.
* **Warnings & Errors**: Any warnings or errors encountered during project handling will be logged, helping you identify potential issues or areas that require attention.
[](https://docs.gta.clothing/basics/useful-to-know/logs#using-the-logs-to-troubleshoot-and-understand-project-actions)
Using the Logs to Troubleshoot and Understand Project Actions
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
The logs can serve as a useful tool for troubleshooting and understanding what is happening behind the scenes during your work on a project. You can use the logs to:
* **Review Past Actions**: Go back through previous sessions and see what actions were taken, such as file operations or optimizations, allowing you to track and understand changes made to the project over time.
* **Identify Errors or Issues**: Logs provide detailed information on any warnings or errors that may occur during your workflow. This can help pinpoint the cause of a problem and guide you toward a solution.
* **Audit Changes**: The logs serve as a complete audit trail of the project. Whether working alone or as part of a team, the logs can help keep track of what has been done, what needs to be revised, and the order in which actions were taken.
[](https://docs.gta.clothing/basics/useful-to-know/logs#summary)
Summary
-----------------------------------------------------------------------------
The **Logs Window** in Durty Cloth Tool is a powerful feature for monitoring all actions taken in your cloth projects. Accessible from the top navigation menu or by clicking the most recent log entry at the bottom of the app, this window provides a comprehensive, persistent record of every change or event. By offering detailed insight into file operations, project changes, optimizations, and more, the **Logs Window** allows users to track progress, troubleshoot issues, and better understand their projects.
[VorigeDurty Cloth Projects](https://docs.gta.clothing/basics/useful-to-know/durty-cloth-projects)
[VolgendeThemes](https://docs.gta.clothing/basics/useful-to-know/themes)
Laatst bijgewerkt 1 jaar geleden
* [Introduction](https://docs.gta.clothing/basics/useful-to-know/logs#introduction)
* [Accessing the Logs Window](https://docs.gta.clothing/basics/useful-to-know/logs#accessing-the-logs-window)
* [Logs Window Overview](https://docs.gta.clothing/basics/useful-to-know/logs#logs-window-overview)
* [Types of Information Logged](https://docs.gta.clothing/basics/useful-to-know/logs#types-of-information-logged)
* [Using the Logs to Troubleshoot and Understand Project Actions](https://docs.gta.clothing/basics/useful-to-know/logs#using-the-logs-to-troubleshoot-and-understand-project-actions)
* [Summary](https://docs.gta.clothing/basics/useful-to-know/logs#summary)
---
# Auto Cloth Data Resolving | Durty Cloth Tool - Documentation
For the complete documentation index, see [llms.txt](https://docs.gta.clothing/llms.txt)
. This page is also available as [Markdown](https://docs.gta.clothing/basics/good-to-know/auto-cloth-data-resolving.md)
.
[](https://docs.gta.clothing/basics/good-to-know/auto-cloth-data-resolving#introduction)
Introduction
----------------------------------------------------------------------------------------------------------
Durty Cloth Tool provides a robust feature known as **Auto Cloth Data Resolving**, designed to streamline the process of importing and configuring clothing items by automatically extracting key details from the file names of the clothing resources. This feature is particularly useful for large clothing packs, such as **EUP Packs**, by automating the setup of drawables, textures, alternation models, and mesh physics files.

Durty Cloth Tool Easy Mass Import powered by Auto Cloth Data Resolving demo
[](https://docs.gta.clothing/basics/good-to-know/auto-cloth-data-resolving#how-it-works)
How It Works
----------------------------------------------------------------------------------------------------------
The auto-resolve feature identifies and resolves relevant attributes of the clothing files based on their naming patterns. It supports key properties like **drawable type**, **gender**, **skin type**, **related textures**, **alternation models**, and **mesh physics files**. However, for the system to function correctly, certain guidelines in the file structure and naming must be followed.
###
[](https://docs.gta.clothing/basics/good-to-know/auto-cloth-data-resolving#attributes-resolved-by-the-system)
Attributes Resolved by the System
1. **Gender**:
* The system recognizes gender from file name prefixes such as `mp_m_` for male clothing or `mp_f_` for female clothing.
2. **Drawable Type**:
* The tool identifies the type of clothing item (e.g., tops, shoes, masks) from specific keywords in the file name, such as `jbib`, `feet`, `berd`, etc.
3. **Skin Type**:
* The system automatically assigns **skin type** based on the filename. If the clothing item requires skin tone data (e.g., shoes that reveal the legs or arms), it assigns the appropriate classification.
* Universal skin tone items are marked with `_u` (universal, no skin tone data) or `_r` (skin tone-specific clothing); items requiring skin tone adjustments are resolved based on file structure and content.
4. **Related Textures**:
* Texture files (`.ytd`) with matching prefixes to the drawable (`.ydd`) files are automatically grouped and assigned. The texture files must follow the naming pattern of their associated drawable for correct resolution.
5. **Alternation Models**:
* The system can also automatically detect **alternation models**. These are additional drawable models that complement the main clothing piece and are typically denoted by suffixes such as `_1`, `_2`, etc.
* For example, these alternation models might be used for clothing variations that accommodate large masks or other accessories, preventing visual clipping of hairs.
6. **Mesh Physics Files**:
* If the clothing requires a mesh physics file (`.yld`), the tool will attempt to resolve it automatically by searching for a file with the same base name but ending in `.yld`.
See [Files Naming](https://docs.gta.clothing/game-mechanics/files-naming)
for more details regarding the required game files naming.
[](https://docs.gta.clothing/basics/good-to-know/auto-cloth-data-resolving#important-folder-structure-requirements)
Important Folder Structure Requirements
----------------------------------------------------------------------------------------------------------------------------------------------------------------
For the auto-resolve system to work correctly, **all related files** (such as textures, alternation models, and mesh physics files) must be placed in the **same folder** as the primary clothing drawable. The tool relies on this folder structure, along with the matching file name patterns, to accurately link related files together.
* **Textures**: Must share a matching prefix with the drawable file to be resolved.
* **Alternation Models**: Must have the same base name as the primary model, with suffixes like `_1`, `_2`, etc., to indicate the alternation.
* **Mesh Physics Files**: Should share the same base name as the clothing model and end in `.yld` for automatic resolution.
[](https://docs.gta.clothing/basics/good-to-know/auto-cloth-data-resolving#handling-missing-information)
Handling Missing Information
------------------------------------------------------------------------------------------------------------------------------------------

Durty Cloth Tool Drawable Options popup
If a file name doesn’t fully resolve all the necessary properties, the tool will prompt the user with a **Drawable Options** dialog (as shown in the image), prefilled with any information the system was able to extract. From there, users can manually adjust or fill in missing details like:
* **Cloth Type**: The category of clothing (e.g., Component or Prop).
* **Drawable Type**: Specific item type, such as hats, shoes, masks, or torso items.
* **Skin Type**: For body parts that require skin tone adjustments, users can select the appropriate type (`_u` for universal/`_r` for skin tone data).
[](https://docs.gta.clothing/basics/good-to-know/auto-cloth-data-resolving#use-case-large-clothing-packs-eup-packs)
Use Case: Large Clothing Packs (EUP Packs)
-------------------------------------------------------------------------------------------------------------------------------------------------------------------
When working with large clothing packs like **EUP Packs**, this feature becomes highly valuable. Users can mass import hundreds of files, and the system will resolve most of the critical details automatically. This minimizes manual setup time and ensures accuracy when integrating third-party resources.
[](https://docs.gta.clothing/basics/good-to-know/auto-cloth-data-resolving#drag-and-drop-directly-from-openiv-codewalker)
Drag and drop directly from OpenIV / CodeWalker
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Making it **easier than ever to import files**. With this feature, you can:
* **Effortlessly import files by simply dragging and dropping** them into the tool, whether they're from Windows File Explorer, OpenIV, or CodeWalker.
* Save time and streamline your workflow by **eliminating the need to manually export & import files** one-by-one.
* Enjoy a **more user-friendly and intuitive experience adding files** from GTA V file explorers

**Example of dragging and dropping files from OpenIV and CodeWalker**
[](https://docs.gta.clothing/basics/good-to-know/auto-cloth-data-resolving#benefits-of-auto-cloth-data-resolving)
Benefits of Auto Cloth Data Resolving
------------------------------------------------------------------------------------------------------------------------------------------------------------
* **Efficiency**: The ability to resolve multiple properties (textures, alternation models, etc.) automatically from file names significantly speeds up the workflow.
* **Accuracy**: By following proper naming conventions, the tool reduces the risk of errors during manual input.
* **Mass Import Support**: Ideal for working with large clothing packs, allowing for fast and reliable import and configuration.
[](https://docs.gta.clothing/basics/good-to-know/auto-cloth-data-resolving#summary)
Summary
------------------------------------------------------------------------------------------------
Durty Cloth Tool’s **Auto Cloth Data Resolving** feature is an essential tool for cloth maintainers dealing with large collections of clothing items. It ensures fast, accurate, and reliable resolution of cloth properties based on file names, reducing manual work and increasing productivity. By adhering to recommended file-naming conventions and keeping related files in the same folder, users can fully benefit from this powerful feature.
[VorigeEmbedded Textures Editor](https://docs.gta.clothing/basics/good-to-know/embedded-textures-editor)
[VolgendePlaceholders/Dummy Ids](https://docs.gta.clothing/basics/good-to-know/placeholders-dummy-ids)
Laatst bijgewerkt 1 jaar geleden
* [Introduction](https://docs.gta.clothing/basics/good-to-know/auto-cloth-data-resolving#introduction)
* [How It Works](https://docs.gta.clothing/basics/good-to-know/auto-cloth-data-resolving#how-it-works)
* [Attributes Resolved by the System](https://docs.gta.clothing/basics/good-to-know/auto-cloth-data-resolving#attributes-resolved-by-the-system)
* [Important Folder Structure Requirements](https://docs.gta.clothing/basics/good-to-know/auto-cloth-data-resolving#important-folder-structure-requirements)
* [Handling Missing Information](https://docs.gta.clothing/basics/good-to-know/auto-cloth-data-resolving#handling-missing-information)
* [Use Case: Large Clothing Packs (EUP Packs)](https://docs.gta.clothing/basics/good-to-know/auto-cloth-data-resolving#use-case-large-clothing-packs-eup-packs)
* [Drag and drop directly from OpenIV / CodeWalker](https://docs.gta.clothing/basics/good-to-know/auto-cloth-data-resolving#drag-and-drop-directly-from-openiv-codewalker)
* [Benefits of Auto Cloth Data Resolving](https://docs.gta.clothing/basics/good-to-know/auto-cloth-data-resolving#benefits-of-auto-cloth-data-resolving)
* [Summary](https://docs.gta.clothing/basics/good-to-know/auto-cloth-data-resolving#summary)
---
# Build Options | Durty Cloth Tool - Documentation
For the complete documentation index, see [llms.txt](https://docs.gta.clothing/llms.txt)
. This page is also available as [Markdown](https://docs.gta.clothing/basics/essential-knowledge/build-options.md)
.
[](https://docs.gta.clothing/basics/essential-knowledge/build-options#introduction)
Introduction
-----------------------------------------------------------------------------------------------------
The **Build Project** window in **Durty Cloth Tool** allows you to package your project for various GTA 5 platforms, including FiveM, alt:V, RageMP, and Singleplayer. This window is essential when you are ready to compile and export your project. Here's a breakdown of the options and settings available within this window.

Durty Cloth Tool Build Project Window
[](https://docs.gta.clothing/basics/essential-knowledge/build-options#target-resource-type)
Target Resource Type
---------------------------------------------------------------------------------------------------------------------
In this section, you can select the type of resource your project is intended for. The available resource types are:
* **alt:V Resource**: Exports the project for the alt:V multiplayer platform.
* **Singleplayer RPF**: Packages the project for single-player DLCs using the RPF file format.
* **FiveM Resource**: Select this option to export the project as a FiveM resource for use in the FiveM multiplayer mod.
* **RageMP Resource**: Packages the project for the RageMP multiplayer platform.
[](https://docs.gta.clothing/basics/essential-knowledge/build-options#server-target-game-build-fivem-only)
Server Target Game Build (FiveM Only)
-----------------------------------------------------------------------------------------------------------------------------------------------------
This dropdown allows you to specify the target game build for the resource. The game build selection will determine which version of the game the project is intended for, ensuring compatibility with specific limits of the selected version of GTA 5.
* **Server Build Selector**: Choose the appropriate game build, such as **3258 mp2024... Bottom Dollar Bounties**.
[](https://docs.gta.clothing/basics/essential-knowledge/build-options#replace-gta-dlc-clothes-advanced)
Replace GTA DLC Clothes (Advanced)
-----------------------------------------------------------------------------------------------------------------------------------------------
This section allows you to replace existing GTA DLC (R\* created) clothing resources. If you want to replace entire GTA 5 DLC clothing resource with your own, this option is for you.
* **Show GTA DLC replace options**: When checked, this option reveals advanced options for replacing specific DLC clothing files.
[](https://docs.gta.clothing/basics/essential-knowledge/build-options#clothes-collection-name)
Clothes Collection Name
---------------------------------------------------------------------------------------------------------------------------
Here, you specify the name of the collection of clothes that will be used in the final resource. This name will be mainly used internally for various things required by the game.
* **Clothes collection name**: Enter a name for your clothing pack.
* **Remove default added prefix**: Check this box if you want to remove the default prefix (mp\_m/mp\_f) which is by default automatically added to clothing resources for male or female characters.
[](https://docs.gta.clothing/basics/essential-knowledge/build-options#extra-options)
Extra Options
-------------------------------------------------------------------------------------------------------
This section provides additional export and organizational options that help customize how your project is structured upon export.
* **Create sub folders for cloth drawable types**: Organizes different clothing drawable types (e.g., hats, shoes, pants) into their respective subfolders.
* **Disable extra YMT files creation**: Prevents the generation of extra YMT files. YMT files are used for defining clothing metadata and structure in GTA 5.
* **Disable extra alternate variation features**: Disables the creation of alternate variation YMT entries.
* **Create clothes info dump**: Generates a detailed information file containing metadata about the clothes in your project.
* **Create tattoos info dump**: Generates a similar file but for tattoo packs.
[](https://docs.gta.clothing/basics/essential-knowledge/build-options#dynamic-config-builders)
Dynamic Config Builders
---------------------------------------------------------------------------------------------------------------------------
The **Dynamic Config Builders** feature allows the tool to automatically create configuration files for integration with FiveM servers. The following options are some of the dynamic config builders:
* **Create xnTattoos config file (FiveM)**: Generates the xnTattoos resource configuration file for FiveM servers.
* **Create qb-tattooshop config file (FiveM)**: Exports a config file for the qb-tattooshop resource on FiveM.
* **Create ESX-TattooShop config file (FiveM)**: Generates a config file for the ESX-based TattooShop resource on FiveM.
See [Dynamic Config Builders](https://docs.gta.clothing/basics/essential-knowledge/build-options#dynamic-config-builders)
article for more details.
[](https://docs.gta.clothing/basics/essential-knowledge/build-options#build-output-folder)
Build Output Folder
-------------------------------------------------------------------------------------------------------------------
* **Build output folder**: This field specifies where the exported files will be saved. You can manually set the folder or browse for a location using the folder icon.
[](https://docs.gta.clothing/basics/essential-knowledge/build-options#build-button)
Build Button
-----------------------------------------------------------------------------------------------------
* **Build**: Once you have configured all the options, click this button to start the build process. The tool will package the project according to the selected settings, generate any necessary configuration files, and export the project to the specified output folder.
[](https://docs.gta.clothing/basics/essential-knowledge/build-options#best-practices)
Best Practices
---------------------------------------------------------------------------------------------------------
* **Choose the Correct Resource Type**: Ensure you select the correct platform (e.g., FiveM, alt:V, Singleplayer) based on your intended audience or use case.
* **Check Config Builders**: If you're deploying to a FiveM server, ensure you generate the necessary configuration files to save time on manual configuration.
* **Check Compatibility**: Always select the appropriate game build in the **Server Target Game Build** dropdown to avoid issues with outdated or incompatible game versions.
* * *
This documentation covers the essential features and best practices for using the **Build Project** window in Durty Cloth Tool.
[](https://docs.gta.clothing/basics/essential-knowledge/build-options#dlc-load-order-ragemp-and-singleplayer)
DLC Load Order (RageMP & Singleplayer)
---------------------------------------------------------------------------------------------------------------------------------------------------------
For **RageMP** and **Singleplayer**, you can define a DLC load order value that influences the order in which the generated DLC is loaded by the game. Adjust this if you need your pack to load before/after others for compatibility or menu ordering.
[VorigeUser Interface](https://docs.gta.clothing/basics/essential-knowledge/user-interface)
[Volgende3D Previewing Clothes](https://docs.gta.clothing/basics/essential-knowledge/3d-preview-clothes)
Laatst bijgewerkt 10 maanden geleden
* [Introduction](https://docs.gta.clothing/basics/essential-knowledge/build-options#introduction)
* [Target Resource Type](https://docs.gta.clothing/basics/essential-knowledge/build-options#target-resource-type)
* [Server Target Game Build (FiveM Only)](https://docs.gta.clothing/basics/essential-knowledge/build-options#server-target-game-build-fivem-only)
* [Replace GTA DLC Clothes (Advanced)](https://docs.gta.clothing/basics/essential-knowledge/build-options#replace-gta-dlc-clothes-advanced)
* [Clothes Collection Name](https://docs.gta.clothing/basics/essential-knowledge/build-options#clothes-collection-name)
* [Extra Options](https://docs.gta.clothing/basics/essential-knowledge/build-options#extra-options)
* [Dynamic Config Builders](https://docs.gta.clothing/basics/essential-knowledge/build-options#dynamic-config-builders)
* [Build Output Folder](https://docs.gta.clothing/basics/essential-knowledge/build-options#build-output-folder)
* [Build Button](https://docs.gta.clothing/basics/essential-knowledge/build-options#build-button)
* [Best Practices](https://docs.gta.clothing/basics/essential-knowledge/build-options#best-practices)
* [DLC Load Order (RageMP & Singleplayer)](https://docs.gta.clothing/basics/essential-knowledge/build-options#dlc-load-order-ragemp-and-singleplayer)
---
# Cutting Hairs | Durty Cloth Tool - Documentation
For the complete documentation index, see [llms.txt](https://docs.gta.clothing/llms.txt)
. This page is also available as [Markdown](https://docs.gta.clothing/basics/essential-knowledge/cutting-hairs.md)
.
[](https://docs.gta.clothing/basics/essential-knowledge/cutting-hairs#introduction)
Introduction
-----------------------------------------------------------------------------------------------------
The "Cutting Hairs" feature in Durty Cloth Tool is designed to support GTA V’s game mechanics for managing hair visibility and cutting when head props (such as hats, helmets) or comp clothes (such as masks) are applied. This feature allows users to control hair clipping and display behavior, preventing glitches where hair clips through props or masks. There are two different approaches that the game uses depending on the type of item:
* **Comp Clothes (e.g., masks):** These rely on alternate hair models that fit the item.
* **Head Props (e.g., hats):** These utilize expression flags that dynamically adjust the hair model.
This article will cover the different options provided within Durty Cloth Tool for controlling hair behavior, focusing on how this feature is implemented for both head props and comp clothes.

Durty Cloth Tool Cut Hairs Feature demo
[](https://docs.gta.clothing/basics/essential-knowledge/cutting-hairs#how-the-hair-cutting-system-works)
**How the Hair Cutting System Works**
---------------------------------------------------------------------------------------------------------------------------------------------------
###
[](https://docs.gta.clothing/basics/essential-knowledge/cutting-hairs#comp-clothes-masks-alternation-models)
**Comp Clothes (Masks) - Alternation Models**

Durty Cloth Tool Hair Options on a Mask Comp
* **Show Hairs:** Default behavior. No hair cutting occurs; the full hair model remains visible.
* **Cut Hairs:** For alternate hair models, this setting uses predefined models (often smaller) that fit under masks to prevent clipping.
* **Remove Hairs:** Completely hides the hair model by loading no hair or the smallest hair model available.
###
[](https://docs.gta.clothing/basics/essential-knowledge/cutting-hairs#head-props-hats-ped-expression-flags)
**Head Props (Hats) - Ped Expression Flags**

Durty Cloth Tool Hair Options on a Head Prop Hat
* **Show Hairs:** This is the default behavior. No hair cutting takes place.
* **Cut Hairs:** With head props, cutting hairs can happen by dynamically adjusting the hair model. The system uses weighted values that control how much of the hair is cut.
* The hair cutting amount for head props is a dynamic value ranging from `0` (no cut) to `-1` (full cut). This system allows fine-tuning of how much of the hair is removed when the prop is equipped.
* **Remove Hairs:** This removes the hair completely, either cutting it 100% or not loading the model entirely.
**For addon hair styles this only works with properly weighted hairs**, which most clothing content creators don't do.
###
[](https://docs.gta.clothing/basics/essential-knowledge/cutting-hairs#it-doesnt-work-hairs-dont-get-cut)
It doesn't work, hairs don't get cut
* Have you **tested with GTA basegame hair styles after drawable id 36**? Hairs before drawable id 36 got patched and are not working with things like the ped expression flags.
* **Is it an addon hair?** If yes, most likely the content creator didn't properly weight paint the hairs. Most hair creators don't do this. Get in contact with the cloth creator in this case.
####
[](https://docs.gta.clothing/basics/essential-knowledge/cutting-hairs#custom-cut-hairs-for-head-props)
**Custom Cut Hairs for Head Props**
For head props such as hats, you can also use the **Custom Cut Hairs** feature. This allows you to fine-tune the hair cut amount with more precision. By entering a value between `0` and `-1`, you can control how much of the hair remains visible when the head prop is worn. This feature gives you the flexibility to adjust hair visibility in small increments.
* **Cut Amount:** Enter a value between `0` and `-1` to fine-tune the hair cut. For example, `-0.5` cuts the hair by 50%, while `-1` cuts it entirely.
[](https://docs.gta.clothing/basics/essential-knowledge/cutting-hairs#real-time-3d-preview)
**Real-time 3D Preview**
-------------------------------------------------------------------------------------------------------------------------
Any changes made to the hair cutting options can be live previewed in Durty Cloth Tool’s 3D previewer. Whether adjusting the cut amount or switching between different options, the preview window will immediately reflect your changes, allowing you to see how the hair behaves with the selected head prop or comp cloth.

Durty Cloth Tool 3D Preview Cut Hair Options
[](https://docs.gta.clothing/basics/essential-knowledge/cutting-hairs#example-of-hair-cutting-options)
**Example of Hair Cutting Options**
-----------------------------------------------------------------------------------------------------------------------------------------------
1. **Mask Example:**
* In the "Mask" drawable section, you can select whether hairs are shown, cut, or removed entirely. Comp masks typically rely on alternate hair models that must be defined separately for each mask.
2. **Hat Example (Head Prop):**
* In the "Head Prop" drawable section, you can use the **Custom Cut Hairs** feature to adjust the cut amount with precision. This option relies on ped expression flags to determine how much of the hair is removed. The real-time preview updates to reflect the current value you input.
[](https://docs.gta.clothing/basics/essential-knowledge/cutting-hairs#summary)
**Summary**
-----------------------------------------------------------------------------------------------
* **Show Hairs:** No changes to the hair model, full hair is visible.
* **Cut Hairs:** Cuts a portion of the hair to prevent clipping.
* **Remove Hairs:** Completely removes the hair, either by cutting it 100% or not loading the hair model.
* **Custom Cut Hairs:** Allows precise control over the amount of hair removed when wearing head props (range from `0` to `-1`).
The ability to live preview hair changes and adjust the cut amount makes it easy to create items that don’t suffer from hair clipping issues and ensures your clothing models work smoothly with a wide range of hairstyles in the game.
This powerful feature enables users to effectively manage the way hair behaves with different clothing items, ensuring compatibility and preventing visual glitches.
[VorigeOptimizing Clothes](https://docs.gta.clothing/basics/essential-knowledge/optimizing-clothes)
[VolgendeHigh Heels](https://docs.gta.clothing/basics/essential-knowledge/high-heels)
Laatst bijgewerkt 1 jaar geleden
* [Introduction](https://docs.gta.clothing/basics/essential-knowledge/cutting-hairs#introduction)
* [How the Hair Cutting System Works](https://docs.gta.clothing/basics/essential-knowledge/cutting-hairs#how-the-hair-cutting-system-works)
* [Comp Clothes (Masks) - Alternation Models](https://docs.gta.clothing/basics/essential-knowledge/cutting-hairs#comp-clothes-masks-alternation-models)
* [Head Props (Hats) - Ped Expression Flags](https://docs.gta.clothing/basics/essential-knowledge/cutting-hairs#head-props-hats-ped-expression-flags)
* [It doesn't work, hairs don't get cut](https://docs.gta.clothing/basics/essential-knowledge/cutting-hairs#it-doesnt-work-hairs-dont-get-cut)
* [Real-time 3D Preview](https://docs.gta.clothing/basics/essential-knowledge/cutting-hairs#real-time-3d-preview)
* [Example of Hair Cutting Options](https://docs.gta.clothing/basics/essential-knowledge/cutting-hairs#example-of-hair-cutting-options)
* [Summary](https://docs.gta.clothing/basics/essential-knowledge/cutting-hairs#summary)
---
# Dynamic Config Builders | Durty Cloth Tool - Documentation
For the complete documentation index, see [llms.txt](https://docs.gta.clothing/llms.txt)
. This page is also available as [Markdown](https://docs.gta.clothing/basics/useful-to-know/dynamic-config-builders.md)
.
[](https://docs.gta.clothing/basics/useful-to-know/dynamic-config-builders#introduction)
Introduction
----------------------------------------------------------------------------------------------------------
The **Dynamic Config Builders** in Durty Cloth Tool provide an automated way to generate specific configuration files for your cloth resources. These files are dynamically created during the build process, making them in most cases ready for use with various supported scripts, such as clothing store or tattoo shop scripts in multiplayer mods like FiveM.
Dynamic Config Builders streamline the process of setting up these configuration files, saving you time and ensuring your resources are immediately compatible with different scripts. However, they do not ensure the structural or optimization correctness of the resources themselves; their primary role is to generate the necessary configuration files for external scripts. Users simply need to enable the relevant options in the **Build Options** window, and the Dynamic Config Builders will handle the rest automatically.

Durty Cloth Tool Build Options Dynamic Config Builders
[](https://docs.gta.clothing/basics/useful-to-know/dynamic-config-builders#supported-dynamic-config-builders)
Supported Dynamic Config Builders
----------------------------------------------------------------------------------------------------------------------------------------------------
Below is a list of the currently supported Dynamic Config Builders:
Config Builder
Description
(FiveM) Rcore-Tattoos config file
Generates a configuration file for the FiveM Rcore-Tattoos script. **Grab this Tattoo Shop Script here:** [https://store.rcore.cz/package/5199324](https://store.rcore.cz/package/5199324)
(FiveM) xnTattoos config file
Generates a configuration file for the FiveM xnTattoos script
(FiveM) qb-tattooshop config file
Generates a configuration file for the FiveM qb-tattooshop script
(FiveM) ESX-TattooShop config file
Generates a configuration file for the FiveM ESX-TattooShop script
(FiveM) illenium-appearance config file
Generates a configuration file for the FiveM illenium-appearance script resource
(Menyoo) PedDecalOverlays.xml
Generates the Singleplayer Menyoo `PedDecalOverlays.xml` tattoos configuration file (see [Menyoo SP](https://github.com/itsjustcurtis/MenyooSP/releases)
).
**General Information Dumps:**
Clothes info dump
Dumps information related to cloth resources for general development
Tattoos info dump
Dumps tattoo-related data for general pipeline or script usage
More Dynamic Config Builders can be requested on our [Discord](https://discord.plebmasters.de/)
.
[](https://docs.gta.clothing/basics/useful-to-know/dynamic-config-builders#how-to-use-dynamic-config-builders)
How to Use Dynamic Config Builders
------------------------------------------------------------------------------------------------------------------------------------------------------
1. **Enabling Config Builders** To use the Dynamic Config Builders, simply tick the related config options in the **Build Options** window before you start the build process. Each supported config file type will be listed, and you can choose which ones to generate based on your project needs.
2. **No Customization or Manual Setup** Once a config builder is enabled, there is no further setup or customization required. The system is designed to automatically generate the proper config files based on the cloth resource and the target script.
3. **General Info Dumps** For broader development purposes or for building your own systems (such as clothing shop scripts), you can enable the **Clothes info dump** or **Tattoos info dump**. These files provide detailed data that can be integrated into your own workflows and custom scripts.
4. Copy the generated file contents or entire file to the actual folder / file where this configuration is required, like in your tattoo script. For more specific information please contact the script creator.
Keep in mind many of **these script configurations are not meant as "drop-in" fixes**, usually they require additional steps like merging them with your existing configuration or referencing related file somewhere. **Please get in contact with the Creator that provides support for the used script resource.**
Tattoo and Clothing related Dynamic Config Builder Options are only enabled and check-able when Tattoos and/or Clothing in the Cloth Project exists.
[](https://docs.gta.clothing/basics/useful-to-know/dynamic-config-builders#summary)
Summary
------------------------------------------------------------------------------------------------
The **Dynamic Config Builders** feature in Durty Cloth Tool makes it easier to generate essential configuration files for various scripts, particularly in FiveM environments. Users can quickly enable the relevant config builders in the **Build Options** window to generate the required files. Additionally, the info dumps offer valuable resources for custom development or integrating cloth resources into custom scripts.
[VorigeCreator Info](https://docs.gta.clothing/basics/useful-to-know/creator-info)
[VolgendeDurty Cloth Projects](https://docs.gta.clothing/basics/useful-to-know/durty-cloth-projects)
Laatst bijgewerkt 10 maanden geleden
* [Introduction](https://docs.gta.clothing/basics/useful-to-know/dynamic-config-builders#introduction)
* [Supported Dynamic Config Builders](https://docs.gta.clothing/basics/useful-to-know/dynamic-config-builders#supported-dynamic-config-builders)
* [How to Use Dynamic Config Builders](https://docs.gta.clothing/basics/useful-to-know/dynamic-config-builders#how-to-use-dynamic-config-builders)
* [Summary](https://docs.gta.clothing/basics/useful-to-know/dynamic-config-builders#summary)
---
# Optimizing Clothes | Durty Cloth Tool - Documentation
For the complete documentation index, see [llms.txt](https://docs.gta.clothing/llms.txt)
. This page is also available as [Markdown](https://docs.gta.clothing/basics/essential-knowledge/optimizing-clothes.md)
.
[](https://docs.gta.clothing/basics/essential-knowledge/optimizing-clothes#introduction)
Introduction
----------------------------------------------------------------------------------------------------------
Durty Cloth Tool (DCT) provides a powerful **Optimization** feature that allows users to optimize embedded textures in cloth drawables (YDD) as well as individual textures in cloth texture variations (YTD). This feature is designed to improve performance by reducing the size of textures, ensuring proper mipmap levels, and adjusting texture resolutions to power-of-two dimensions (commonly used by game engines for better rendering efficiency).
The **Optimization Options** dialog pops up for each texture when the user chooses to optimize a cloth drawable or a single cloth texture. In this guide, we will go over the optimization options, explaining what each setting does and how they affect the textures.

Durty Cloth Tool Optimization Options Dialog
[](https://docs.gta.clothing/basics/essential-knowledge/optimizing-clothes#optimization-options-dialog)
Optimization Options Dialog
----------------------------------------------------------------------------------------------------------------------------------------
The **Optimization Options** dialog, as shown in the screenshot above, provides several configurable settings for optimizing textures. Below is a detailed explanation of each section of the dialog.
###
[](https://docs.gta.clothing/basics/essential-knowledge/optimizing-clothes#id-1.-optimize-compression)
1\. **Optimize Compression**
The **Optimize Compression** section deals with compressing the texture to reduce its file size without significantly affecting its visual quality. Compression formats in GTA V and similar games can vary, so choosing the right one is essential for compatibility and performance.
* **Current**: This field displays the current compression format used for the texture (e.g., `D3DFMT_DXT1`).
* **Change Compression Format**: Enabling this checkbox allows you to change the compression format of the texture. For example, you may want to switch from a less efficient format to something like `BC1/DXT1`, which is widely supported and efficient.
* **Auto select good compression**: If this option is selected, the tool will automatically choose a suitable compression format based on the texture type (e.g., textures with or without alpha channels). This can save time when you are unsure of the best format.
* **Select specific compression**: If you want to manually choose a compression format, this dropdown provides options like:
* **BC1/DXT1**: Compression for textures without an alpha channel.
* **BC3/DXT5**: Compression for textures that require an alpha channel.
####
[](https://docs.gta.clothing/basics/essential-knowledge/optimizing-clothes#why-compression-matters)
**Why Compression Matters:**
Compressing textures helps reduce their size, improving game performance and reducing memory usage. However, it's essential to balance compression with visual quality, as overly aggressive compression can lead to visual artifacts.
###
[](https://docs.gta.clothing/basics/essential-knowledge/optimizing-clothes#id-2.-mipmap)
2\. **Mipmap**
Mipmaps are lower-resolution versions of a texture that are automatically used when the texture is viewed from a distance. This improves performance by reducing the amount of detail rendered when it is not necessary.
* **Auto generate mipmap levels**: If this option is selected, DCT will automatically generate mipmap levels for the texture. Mipmaps are essential for optimizing rendering performance, especially in open-world games like GTA V, where objects can be viewed at varying distances.
####
[](https://docs.gta.clothing/basics/essential-knowledge/optimizing-clothes#why-mipmaps-matter)
**Why Mipmaps Matter:**
Without mipmaps, textures can appear overly detailed at a distance, causing unnecessary strain on the rendering engine. By generating mipmaps, you allow the game engine to render lower-resolution textures when the object is far away, improving performance without sacrificing visual quality.
###
[](https://docs.gta.clothing/basics/essential-knowledge/optimizing-clothes#id-3.-power-of-two)
3\. **Power of Two**
Game engines like Rockstar's RAGE engine (used in GTA V) perform better with textures that have dimensions in powers of two (e.g., 256x256, 512x512). This option helps ensure that your textures conform to these standards.
* **Adjust width and height for pow2**: Enabling this option allows you to adjust the texture dimensions to the nearest power of two. This is useful if your textures are not already in a power-of-two format.
* **Width/Height Threshold**: If you enable the above option, you can set a threshold for adjusting the width and height to the nearest power of two. For example, if a texture is 513x513, it may be resized to 512x512, adhering to the optimal size for the game engine.
####
[](https://docs.gta.clothing/basics/essential-knowledge/optimizing-clothes#why-power-of-two-matters)
**Why Power of Two Matters:**
Textures that conform to power-of-two dimensions are handled more efficiently by game engines, resulting in smoother performance, faster loading times, and better memory usage.
###
[](https://docs.gta.clothing/basics/essential-knowledge/optimizing-clothes#id-4.-downscale-texture)
4\. **Downscale Texture**
This option allows you to reduce the resolution of textures, which can significantly improve performance at the cost of some visual detail. It is useful when textures are unnecessarily large for their intended use.
* **Downscale textures**: Selecting this checkbox enables the texture downscaling feature. The texture will be resized to a lower resolution, which can save memory and improve performance in-game.
* **Auto downscale by half**: This option automatically halves the resolution of the texture (e.g., a 1024x1024 texture would be reduced to 512x512). This is a quick and easy way to optimize textures when you want to reduce their size without manual input.
* **Target Width/Target Height**: If you prefer more control over the resizing process, you can manually specify the desired width and height for the texture. The **Current** values display the original resolution of the texture for reference.
**In some cases this might not be an ultimate solution**, as some textures are way too big due to inefficient placement of texture parts, leaving lots of white/transparent space using up space. This can only be manually fixed. Cause of this is in most cases bad clothing ports from other games like Sims. Durty Cloth Tool will warn about this.
####
[](https://docs.gta.clothing/basics/essential-knowledge/optimizing-clothes#why-downscaling-matters)
**Why Downscaling Matters:**
High-resolution textures can consume a lot of memory and processing power, especially in multiplayer environments like FiveM or alt:V, where many textures are loaded simultaneously. By downscaling textures, you can improve loading times and overall game performance, particularly on lower-end systems.
[](https://docs.gta.clothing/basics/essential-knowledge/optimizing-clothes#how-the-optimization-feature-works)
How the Optimization Feature Works
------------------------------------------------------------------------------------------------------------------------------------------------------
###
[](https://docs.gta.clothing/basics/essential-knowledge/optimizing-clothes#optimizing-cloth-drawables-ydd)
Optimizing Cloth Drawables (YDD)
When you select a cloth drawable (YDD file) for optimization, DCT will analyze all embedded textures in that drawable. For each texture, the **Optimization Options** dialog will pop up, allowing you to configure the optimization settings. The process is repeated for every embedded texture.
* **Multiple Embedded Textures**: Most drawables contain multiple embedded textures, such as diffuse maps, bump maps, and specular maps. You will need to optimize each texture individually to ensure the drawable is fully optimized.
###
[](https://docs.gta.clothing/basics/essential-knowledge/optimizing-clothes#optimizing-single-cloth-textures-ytd)
Optimizing Single Cloth Textures (YTD)
In the case of single cloth textures from a cloth variation (YTD file), DCT will optimize the individual texture. This is useful when you want to specifically focus on optimizing a particular texture, such as a diffuse or normal map.
* **Single Texture Focus**: This method allows you to fine-tune the compression, mipmaps, and resolution for individual textures that may not require the same optimization settings as other textures in the project.
**Did you know?** You can select multiple cloth textures and optimize them all at the same time by right clicking > Optimize Texture.
[](https://docs.gta.clothing/basics/essential-knowledge/optimizing-clothes#example-workflow)
Example Workflow
------------------------------------------------------------------------------------------------------------------
Here’s an example workflow for optimizing a cloth drawable (YDD) with multiple embedded textures:
1. **Select a Cloth Drawable**: Choose the cloth drawable you want to optimize from the project.
2. **Open Optimization**: Right-click the drawable and select 🪄 **Optimize embedded textures** from the context menu.
3. **Optimize Each Texture**: The **Optimization Options** dialog will appear for each embedded texture. Configure the settings for compression, mipmaps, and resolution for each texture based on the desired optimization level.
4. **Repeat for Each Texture**: Continue optimizing each texture embedded in the drawable until all textures have been optimized.
5. **Review Results**: Once the optimization process is complete, you can review the results by checking the file sizes and ensuring that the textures still appear visually acceptable in-game.
It is best practice to always check optimized clothes in game before deciding to keep an optimized clothing, as in some cases issues like artifacts or game crashes can occur.
[](https://docs.gta.clothing/basics/essential-knowledge/optimizing-clothes#summary)
Summary
------------------------------------------------------------------------------------------------
The **Cloth Optimization** feature in Durty Cloth Tool offers a comprehensive solution for optimizing cloth textures, improving game performance, and reducing file sizes. By leveraging this feature, users can ensure that their textures are compressed appropriately, have proper mipmap levels, and adhere to power-of-two dimensions.
Optimizing textures is essential for ensuring that clothing resources load efficiently and perform well, particularly in multiplayer environments such as FiveM, alt:V, or RageMP.
[VorigeCloth Analysis Report](https://docs.gta.clothing/basics/essential-knowledge/cloth-analysis-report)
[VolgendeCutting Hairs](https://docs.gta.clothing/basics/essential-knowledge/cutting-hairs)
Laatst bijgewerkt 1 jaar geleden
* [Introduction](https://docs.gta.clothing/basics/essential-knowledge/optimizing-clothes#introduction)
* [Optimization Options Dialog](https://docs.gta.clothing/basics/essential-knowledge/optimizing-clothes#optimization-options-dialog)
* [1\. Optimize Compression](https://docs.gta.clothing/basics/essential-knowledge/optimizing-clothes#id-1.-optimize-compression)
* [2\. Mipmap](https://docs.gta.clothing/basics/essential-knowledge/optimizing-clothes#id-2.-mipmap)
* [3\. Power of Two](https://docs.gta.clothing/basics/essential-knowledge/optimizing-clothes#id-3.-power-of-two)
* [4\. Downscale Texture](https://docs.gta.clothing/basics/essential-knowledge/optimizing-clothes#id-4.-downscale-texture)
* [How the Optimization Feature Works](https://docs.gta.clothing/basics/essential-knowledge/optimizing-clothes#how-the-optimization-feature-works)
* [Optimizing Cloth Drawables (YDD)](https://docs.gta.clothing/basics/essential-knowledge/optimizing-clothes#optimizing-cloth-drawables-ydd)
* [Optimizing Single Cloth Textures (YTD)](https://docs.gta.clothing/basics/essential-knowledge/optimizing-clothes#optimizing-single-cloth-textures-ytd)
* [Example Workflow](https://docs.gta.clothing/basics/essential-knowledge/optimizing-clothes#example-workflow)
* [Summary](https://docs.gta.clothing/basics/essential-knowledge/optimizing-clothes#summary)
---
# Audio Presets | Durty Cloth Tool - Documentation
For the complete documentation index, see [llms.txt](https://docs.gta.clothing/llms.txt)
. This page is also available as [Markdown](https://docs.gta.clothing/basics/essential-knowledge/audio-presets.md)
.
[](https://docs.gta.clothing/basics/essential-knowledge/audio-presets#introduction)
Introduction
-----------------------------------------------------------------------------------------------------
The **Audio Presets** feature in **Durty Cloth Tool** allows you to enhance the realism and immersion of custom clothing items by selecting an appropriate sound for each cloth component. These presets define how different clothing items sound when the character moves, contributing to a more immersive in-game experience.

Durty Cloth Tool Tool Audio Presets dropdown
[](https://docs.gta.clothing/basics/essential-knowledge/audio-presets#what-are-audio-presets)
**What are Audio Presets?**
------------------------------------------------------------------------------------------------------------------------------
In **GTA V**, each type of clothing item can be associated with a specific audio preset, which determines the sound it makes during character movement. For example, walking in flip flops will sound different from walking in heavy boots, and wearing a leather jacket creates a distinct rustling sound when compared to a light shirt. These audio presets are predefined by the game and are available for selection in **Durty Cloth Tool**.
[](https://docs.gta.clothing/basics/essential-knowledge/audio-presets#supported-clothing-types)
**Supported Clothing Types**
---------------------------------------------------------------------------------------------------------------------------------
The **Audio Presets** feature applies to various clothing components, including but not limited to:
* **Shoes** (e.g., flip flops, boots)
* **Masks**
* **Armor** (e.g., ballistic vests)
* **Bags**
* **Pants** (e.g., jeans, skirts, fireman pants)
* **Tops** (e.g., leather jackets, t-shirts)
* **Undershirts**
Each of these components has its own set of available audio presets, depending on the type of clothing being used.
[](https://docs.gta.clothing/basics/essential-knowledge/audio-presets#selecting-audio-presets)
**Selecting Audio Presets**
-------------------------------------------------------------------------------------------------------------------------------
In **Durty Cloth Tool**, you can easily apply an audio preset to any clothing item. Here's how:
1. **Select the Drawable:**
* Choose the clothing item (drawable) from the **Drawables List** that you want to edit.
2. **Locate the Audio Preset Option:**
* In the **Drawable Details** panel on the right-hand side, you'll find a dropdown labeled **Audio Preset**. This field allows you to assign a preset to the currently selected drawable.
3. **Choose an Audio Preset:**
* The **Audio Preset** dropdown is populated with a list of game-defined presets specific to the selected drawable type. For example:
* **Shoes** may have presets like "Flip Flops," "Heavy Boots," or "High Heels."
* **Armor** may have presets like "Ballistic Armor" or "Heavy Gear."
* **Pants** may have presets like "Tight Jeans," "Skirt," or "Fireman Pants."
* Select the appropriate preset based on the sound you want the item to produce in-game.
4. **Test the Audio Preset:**
* Although the **Audio Preset** does not play within **Durty Cloth Tool**, the effect will be noticeable when the player wears the item in-game. The chosen sound will be triggered as the character moves, depending on the cloth component’s interaction with the environment.
[](https://docs.gta.clothing/basics/essential-knowledge/audio-presets#examples-of-audio-presets)
**Examples of Audio Presets**
-----------------------------------------------------------------------------------------------------------------------------------
1. **Shoes:**
* **Flip Flops** – Produces the characteristic sound of flip flops hitting the ground when walking.
* **Heavy Boots** – A deep, heavier sound suitable for sturdy or military-style boots.
* **High Heels** – The sharp, distinct sound of heels clicking against the floor.
2. **Masks:**
* **Gas Mask** – Produces a sound associated with wearing a heavy-duty gas mask.
3. **Armor:**
* **Ballistic Armor** – A preset that adds the sound of heavy armor rustling with movement, reinforcing the sense of wearing protective gear.
* **Heavy Gear** – Adds a bulkier sound for heavier equipment or tactical armor.
4. **Pants:**
* **Tight Jeans** – Simulates the sound of tight fabric moving against the body.
* **Skirt** – A lighter, swish sound typical of fabric skirts when the character moves.
* **Fireman Pants** – The heavy, padded sound of fire-resistant trousers, adding weight to the movement.
5. **Tops:**
* **Leather Jacket** – Provides a realistic sound of a leather jacket shifting and creaking as the character moves.
* **Light Shirt** – A quieter sound, reflecting the less substantial material.
[](https://docs.gta.clothing/basics/essential-knowledge/audio-presets#customization-for-immersive-gameplay)
**Customization for Immersive Gameplay**
---------------------------------------------------------------------------------------------------------------------------------------------------------
By assigning appropriate audio presets to clothing items, you can:
* **Enhance Realism:** Ensure the clothing matches the character’s sound during gameplay. For example, heavy boots on a soldier sound different from flip flops on a civilian character.
* **Improve Immersion:** Audio feedback from the character’s clothing can make the player feel more connected to their in-game avatar.
* **Add Variety:** Differentiating the sound of clothing depending on its type or material adds depth to the game world.
[](https://docs.gta.clothing/basics/essential-knowledge/audio-presets#sorting-and-availability-of-audio-presets)
**Sorting and Availability of Audio Presets**
-------------------------------------------------------------------------------------------------------------------------------------------------------------------
* **Drawable Type Specificity:** The available audio presets are different for each **drawable type**. For instance, shoes will have a different set of audio presets compared to masks or armor.
* **Sorted by Type:** The presets are sorted within **Durty Cloth Tool** by their relevant drawable type, making it easy to find the right sound for each piece of clothing.
Each audio preset is pre-configured by the game engine, so you can select the one that best matches your clothing item without needing to adjust any sound settings manually.
[](https://docs.gta.clothing/basics/essential-knowledge/audio-presets#summary)
Summary
-------------------------------------------------------------------------------------------
The **Audio Presets** feature in **Durty Cloth Tool** is a powerful tool for cloth maintainers and creators to add audio realism and immersion to custom clothing items in **GTA V**. By selecting the right audio preset, you can ensure that characters sound appropriate for their clothing, whether they’re wearing heavy armor, a leather jacket, or flip flops.
[VorigeHigh Heels](https://docs.gta.clothing/basics/essential-knowledge/high-heels)
[VolgendeGood to know](https://docs.gta.clothing/basics/good-to-know)
Laatst bijgewerkt 1 jaar geleden
* [Introduction](https://docs.gta.clothing/basics/essential-knowledge/audio-presets#introduction)
* [What are Audio Presets?](https://docs.gta.clothing/basics/essential-knowledge/audio-presets#what-are-audio-presets)
* [Supported Clothing Types](https://docs.gta.clothing/basics/essential-knowledge/audio-presets#supported-clothing-types)
* [Selecting Audio Presets](https://docs.gta.clothing/basics/essential-knowledge/audio-presets#selecting-audio-presets)
* [Examples of Audio Presets](https://docs.gta.clothing/basics/essential-knowledge/audio-presets#examples-of-audio-presets)
* [Customization for Immersive Gameplay](https://docs.gta.clothing/basics/essential-knowledge/audio-presets#customization-for-immersive-gameplay)
* [Sorting and Availability of Audio Presets](https://docs.gta.clothing/basics/essential-knowledge/audio-presets#sorting-and-availability-of-audio-presets)
* [Summary](https://docs.gta.clothing/basics/essential-knowledge/audio-presets#summary)
---
# App & Project Settings | Durty Cloth Tool - Documentation
For the complete documentation index, see [llms.txt](https://docs.gta.clothing/llms.txt)
. This page is also available as [Markdown](https://docs.gta.clothing/basics/good-to-know/app-and-project-settings.md)
.
[](https://docs.gta.clothing/basics/good-to-know/app-and-project-settings#introduction)
Introduction
---------------------------------------------------------------------------------------------------------
The Durty Cloth Tool provides two distinct sets of settings to fine-tune both the application's behavior and project-specific configurations. These are divided into **App Settings** and **Project Settings**.

Durty Cloth Tool App Options & Project Settings
[](https://docs.gta.clothing/basics/good-to-know/app-and-project-settings#app-settings)
**App Settings**
-------------------------------------------------------------------------------------------------------------
App settings are user-specific preferences that influence the overall operation of the Durty Cloth Tool. These settings persist across sessions and apply to all projects that you work on. It can be opened by clicking the top navigation "⚙️ Options" menu item.

Durty Cloth Tool App Options Window
Below are the sections available in the App Settings window:
General Settings
Items Settings
**App**
* **Reopen last opened project automatically on startup** If enabled, the last saved project will be automatically opened when the tool starts.
* **Reset saved window settings** This button resets the window size, grid splitter positions, and other saved UI configurations.
* **Clear 'Recent Projects' history** Clears the list of recently opened projects from the tool.
**File Association and Link Status**
This option displays the current status of the app's linkage to any DCT-related file formats such as `.dctproj`, `.dctpackage`, and `.dctexport`. It allows users to conveniently open DCT files or perform related actions directly from the file system without navigating the tool.
* **Enable File Associations and Links Checkbox**: Toggles the linking feature on or off.
* **Status Display**: Indicates whether the associations are functional, need fixing (e.g., after moving the DCT installation), or are disabled.
**Prefer Windows File Dialogs** By enabling this, the tool will use the default Windows file dialog instead of the themed dialogs, which may help avoid issues with visual styles, especially at night.
**GTA V Installation** You must specify your GTA V installation path here. The tool requires this path for running the 3D previewer.
* Option to reselect or change the installation folder is provided if needed.
**Theming**
* **Theme & Color Variation** Allows users to choose the theme for the UI (e.g., "Office") and select a color variation such as "Dark" or "Light" to customize the appearance.
**General**
* **Don't automatically select newly added clothes/items** Prevents the tool from auto-selecting items that have just been added to the list.
* **Automatically update 3D previewed cloth/texture** Automatically refreshes the 3D previewer whenever a new cloth or texture is selected.
* **Fill unused item positions** When adding new items, this option tries to fill any gaps or unused positions, keeping the drawable order cleaner.
* **Resort item positions** Reorganizes the items list based on specific criteria.
**3D Previewer**
* **Disable missing diffuse texture information** This option disables warnings about missing diffuse textures in the 3D previewer.
**Cloth Textures Preview Icon/Thumbnail**
* Enables or disables the generation of texture preview icons in the drawable list. Keep in mind that this may slow down performance.
**Texture Preview Popup Size**
This slider allows users to adjust the size of the **Cloth Texture Preview Popup** displayed on hover.
* **Range**: 200px to 600px.
* The preview image remains a square format regardless of size.
[](https://docs.gta.clothing/basics/good-to-know/app-and-project-settings#project-settings)
**Project Settings**
---------------------------------------------------------------------------------------------------------------------
Project settings are saved with the currently loaded project and control specific rules, warnings, validations, and output configurations for the project. They can be either accessed via the View top navigation menu item or on the buttom the "⚙️ Settings" button.

Durty Cloth Tool Project Settings Window
General
Sharing and Collaboration
Warnings and Validations
**Project**
* **Name** The name of the project. This is used for both the project folder and internal project-related files. Keep it simple, avoiding special characters and uppercase letters.
* **Author (optional)** An optional field for specifying the name of the project’s author. This will be included in the cloth build files if provided.
* **Version (optional)** An optional field to specify the version of the project. If entered, this version will be included in the generated build files.
* **Description (optional)** An optional field for notes or information about the project.
* **DLC Name** The name used in-game for this project. As with the project name, keep it simple and without special characters.
* **Output Folder** This is the folder where the project's output will be saved. The folder structure here is essential, as moving or deleting the folder will cause the project to fail to build. The tool allows you to browse or specify a new path if needed.
**Behavior**
* **Automatically save one up-to-date project backup** If enabled, the tool will automatically save a backup of the current project every minute whenever unsaved changes are detected. These backups allow you to recover from crashes or unintended changes. If a backup with a newer timestamp than the last save exists, the tool will prompt whether to restore the backup.
* **Automatically replace with dummies on remove** When enabled, removing items will replace them with dummy placeholders to maintain drawable ID order. Removing these placeholders will completely delete the items.
* **Automatically replace dummies when adding clothes** If enabled, new items added to the project will replace any existing dummy placeholders, rather than being appended to the end of the list.
* **Use texture name as unique name hash in Shop Meta dump** When enabled, the generated Shop Meta dump will derive the `uniqueNameHash` from the texture name, which can simplify downstream mapping in scripts or tooling.
The **Sharing and Collaboration** tab contains settings that enable and facilitate sharing Durty Cloth Projects through version control systems like Git. These settings ensure project consistency across different systems and users while maintaining flexibility for individual build environments.
**Settings Overview**
* **Force relative file paths to allow for sharing this Project** Enables relative paths for the cloth project. This adjusts the cloth project output folder to be relative to the `.dctproj` file, ensuring compatibility when sharing the project. Additionally, it forces build output locations to be saved per user, avoiding conflicts when the project is used across different systems.
* **Sharing is enabled (Status Indicators):** Displays the current status of the project’s setup for sharing. The following indicators confirm the readiness for sharing:
* **Project File Created and Setup:** Indicates that the `.dctproj` file exists and is properly configured.
* **Cloth Project Folder is relative to Project File:** Confirms that the project folder's path is relative, allowing it to be shared seamlessly.
* **User Specific Build Output is active:** Ensures that each user has their own build output location, preventing overwrite issues during collaboration.
* **Relative Output Folder** Displays the current relative output folder path for the project.
* This folder is determined based on the location of the `.dctproj` file.
* To share the project effectively, ensure the `.dctproj` file and the associated project folder remain in the same relative structure.
These settings ensure that collaborative workflows with Durty Cloth Projects are smooth and compatible with tools like Git, making it easier for teams to work on projects together without path-related issues.
See [Working Together](https://docs.gta.clothing/getting-started/working-together)
for a more hands on documentation on how to collaborate on a Durty Cloth Project with your team.
This section provides rules and settings to help ensure the integrity of the cloth project and the compatibility of resources with the game engine.
**General Warnings**
* **Disable 'Reached max drawables for type' warning** Disables warnings when you reach the maximum number of drawables (128 for certain types).
* **Disable 'Total props per gender limit reached' dialog** Suppresses the dialog about the 255 total props-per-gender limit. This is mainly useful for recent **FiveM** versions and alt:V where the limit has been effectively raised.
* **Disable automatic file check for existing duplicates** Stops the tool from checking for file duplicates during startup.
* **Always import duplicates without any confirmation** When enabled, the tool will allow duplicate imports without prompting for confirmation. However, it will still print a log entry about the duplicates.
**Texture Optimizer**
* **Automatically select DirectX 11 compatible formats** Ensures that texture compression formats compatible with DirectX 11 are selected automatically. This is only recommended if all users playing on a server can be ensured to have DX11 or newer.
**Validation Rules**
* **Enable or Disable Validation Rules** Allows you to turn off specific validation rules that the tool uses to check your project for potential issues.
* **Information Levels (Warning, Error, Message)** Each rule can be configured to trigger a different severity level, whether a Warning, Error, or just a Message.
* **Configurable Thresholds** Some rules allow thresholds to be set, such as:
* **Model File Size Exceeded**
* **Excessive Texture Dimensions**
* **Maximum Polygons for High, Medium, Low LODs**
Clicking "Rerun all validations" will apply any adjusted settings immediately and recheck the project based on the active rules and thresholds.
[](https://docs.gta.clothing/basics/good-to-know/app-and-project-settings#summary)
Summary
-----------------------------------------------------------------------------------------------
These settings provide you with extensive control over how the tool functions and how your projects are validated and built. The App Settings are user-specific, while the Project Settings apply to the currently loaded project and provide a structured way to maintain the quality and compatibility of your cloth projects.
[VorigeGood to know](https://docs.gta.clothing/basics/good-to-know)
[VolgendeFirst Person & Tint Effects](https://docs.gta.clothing/basics/good-to-know/first-person-and-tint-effects)
Laatst bijgewerkt 10 maanden geleden
* [Introduction](https://docs.gta.clothing/basics/good-to-know/app-and-project-settings#introduction)
* [App Settings](https://docs.gta.clothing/basics/good-to-know/app-and-project-settings#app-settings)
* [Project Settings](https://docs.gta.clothing/basics/good-to-know/app-and-project-settings#project-settings)
* [Summary](https://docs.gta.clothing/basics/good-to-know/app-and-project-settings#summary)
---
# Themes | Durty Cloth Tool - Documentation
For the complete documentation index, see [llms.txt](https://docs.gta.clothing/llms.txt)
. This page is also available as [Markdown](https://docs.gta.clothing/basics/useful-to-know/themes.md)
.
Durty Cloth Tool comes with a variety of themes, including various dark themed color variants.
[](https://docs.gta.clothing/basics/useful-to-know/themes#how-to-change-your-theme)
How to change your Theme
-----------------------------------------------------------------------------------------------------------------
Open Durty Cloth Tool and click on "Options" in the window title menu. Change your selected theme in the general options category.

Durty Cloth Tool App Options Window
[](https://docs.gta.clothing/basics/useful-to-know/themes#available-themes)
Available themes
-------------------------------------------------------------------------------------------------
###
[](https://docs.gta.clothing/basics/useful-to-know/themes#office-greater-than-dark-default)
Office > Dark (Default)

officedark
###
[](https://docs.gta.clothing/basics/useful-to-know/themes#office-greater-than-gray)
Office > Gray

officegray
###
[](https://docs.gta.clothing/basics/useful-to-know/themes#office-greater-than-light)
Office > Light

officelight
###
[](https://docs.gta.clothing/basics/useful-to-know/themes#office-greater-than-high-contrast)
Office > High Contrast

officehighcontrast
###
[](https://docs.gta.clothing/basics/useful-to-know/themes#crystal-greater-than-dark)
Crystal > Dark

crystaldark
###
[](https://docs.gta.clothing/basics/useful-to-know/themes#crystal-greater-than-light)
Crystal > Light

crystallight
###
[](https://docs.gta.clothing/basics/useful-to-know/themes#dark-expression)
Dark Expression

darkexpression
###
[](https://docs.gta.clothing/basics/useful-to-know/themes#green-greater-than-dark)
Green > Dark

greendark
###
[](https://docs.gta.clothing/basics/useful-to-know/themes#green-greater-than-light)
Green > Light

greenlight
###
[](https://docs.gta.clothing/basics/useful-to-know/themes#material-greater-than-dark)
Material > Dark

materialdark
###
[](https://docs.gta.clothing/basics/useful-to-know/themes#material-greater-than-light)
Material > Light

materiallight
###
[](https://docs.gta.clothing/basics/useful-to-know/themes#visual-studio-greater-than-dark)
Visual Studio > Dark

visualstudiodark
###
[](https://docs.gta.clothing/basics/useful-to-know/themes#visual-studio-greater-than-blue)
Visual Studio > Blue

visualstudioblue
###
[](https://docs.gta.clothing/basics/useful-to-know/themes#windows-8)
Windows 8

windows8
[VorigeLogs](https://docs.gta.clothing/basics/useful-to-know/logs)
[VolgendeGame Limits and Crashes](https://docs.gta.clothing/game-mechanics/game-limits-and-crashes)
Laatst bijgewerkt 1 jaar geleden
* [How to change your Theme](https://docs.gta.clothing/basics/useful-to-know/themes#how-to-change-your-theme)
* [Available themes](https://docs.gta.clothing/basics/useful-to-know/themes#available-themes)
* [Office > Dark (Default)](https://docs.gta.clothing/basics/useful-to-know/themes#office-greater-than-dark-default)
* [Office > Gray](https://docs.gta.clothing/basics/useful-to-know/themes#office-greater-than-gray)
* [Office > Light](https://docs.gta.clothing/basics/useful-to-know/themes#office-greater-than-light)
* [Office > High Contrast](https://docs.gta.clothing/basics/useful-to-know/themes#office-greater-than-high-contrast)
* [Crystal > Dark](https://docs.gta.clothing/basics/useful-to-know/themes#crystal-greater-than-dark)
* [Crystal > Light](https://docs.gta.clothing/basics/useful-to-know/themes#crystal-greater-than-light)
* [Dark Expression](https://docs.gta.clothing/basics/useful-to-know/themes#dark-expression)
* [Green > Dark](https://docs.gta.clothing/basics/useful-to-know/themes#green-greater-than-dark)
* [Green > Light](https://docs.gta.clothing/basics/useful-to-know/themes#green-greater-than-light)
* [Material > Dark](https://docs.gta.clothing/basics/useful-to-know/themes#material-greater-than-dark)
* [Material > Light](https://docs.gta.clothing/basics/useful-to-know/themes#material-greater-than-light)
* [Visual Studio > Dark](https://docs.gta.clothing/basics/useful-to-know/themes#visual-studio-greater-than-dark)
* [Visual Studio > Blue](https://docs.gta.clothing/basics/useful-to-know/themes#visual-studio-greater-than-blue)
* [Windows 8](https://docs.gta.clothing/basics/useful-to-know/themes#windows-8)
---
# Material Editor | Durty Cloth Tool - Documentation
For the complete documentation index, see [llms.txt](https://docs.gta.clothing/llms.txt)
. This page is also available as [Markdown](https://docs.gta.clothing/basics/good-to-know/material-editor.md)
.
[](https://docs.gta.clothing/basics/good-to-know/material-editor#introduction)
Introduction
------------------------------------------------------------------------------------------------
The **Material Editor** lets you view and edit the shader and material parameters of the currently selected drawable. Use it to fine‑tune how a cloth looks in‑game by adjusting shader selection, texture slots, and numeric parameters.
Open via context menu: Right‑click an appearance item in the left list and choose **Edit Materials**.

Durty Cloth Tool Material Editor Demo
[](https://docs.gta.clothing/basics/good-to-know/material-editor#overview)
Overview
----------------------------------------------------------------------------------------
The editor is organized by materials found on the drawable. Selecting a material shows its shader and parameters.
###
[](https://docs.gta.clothing/basics/good-to-know/material-editor#shader)
Shader
* Displays the current shader used by the material.
###
[](https://docs.gta.clothing/basics/good-to-know/material-editor#parameters)
Parameters
Depending on the shader, you can adjust values such as:
* Tint color and intensity
* Specular/gloss strength
* Normal intensity
* UV scale/offset and wrap settings
[](https://docs.gta.clothing/basics/good-to-know/material-editor#workflow-tips)
Workflow Tips
--------------------------------------------------------------------------------------------------
* If you rename or replace embedded textures, review material parameters to ensure expected channels (e.g., normal/specular) still match. See [Embedded Textures Editor](https://docs.gta.clothing/basics/good-to-know/embedded-textures-editor)
.
* Use the 3D preview to verify results on different lighting. See [3D Previewing Clothes](https://docs.gta.clothing/basics/essential-knowledge/3d-preview-clothes)
.
[](https://docs.gta.clothing/basics/good-to-know/material-editor#best-practices)
Best Practices
----------------------------------------------------------------------------------------------------
* Avoid extreme parameter values that cause shimmering or banding.
* Rebuild and test in‑game for final verification. See [Build Options](https://docs.gta.clothing/basics/essential-knowledge/build-options)
.
[](https://docs.gta.clothing/basics/good-to-know/material-editor#see-also)
See also
----------------------------------------------------------------------------------------
* [Embedded Textures Editor](https://docs.gta.clothing/basics/good-to-know/embedded-textures-editor)
* [Drawable Types & Textures](https://docs.gta.clothing/game-mechanics/drawable-types-and-textures)
* [Textures/Power of two](https://docs.gta.clothing/cloth-modding/textures-power-of-two)
[VorigeIntegrated Search](https://docs.gta.clothing/basics/good-to-know/integrated-search)
[VolgendeEmbedded Textures Editor](https://docs.gta.clothing/basics/good-to-know/embedded-textures-editor)
Laatst bijgewerkt 10 maanden geleden
* [Introduction](https://docs.gta.clothing/basics/good-to-know/material-editor#introduction)
* [Overview](https://docs.gta.clothing/basics/good-to-know/material-editor#overview)
* [Shader](https://docs.gta.clothing/basics/good-to-know/material-editor#shader)
* [Parameters](https://docs.gta.clothing/basics/good-to-know/material-editor#parameters)
* [Workflow Tips](https://docs.gta.clothing/basics/good-to-know/material-editor#workflow-tips)
* [Best Practices](https://docs.gta.clothing/basics/good-to-know/material-editor#best-practices)
* [See also](https://docs.gta.clothing/basics/good-to-know/material-editor#see-also)
---
# Embedded Textures Editor | Durty Cloth Tool - Documentation
For the complete documentation index, see [llms.txt](https://docs.gta.clothing/llms.txt)
. This page is also available as [Markdown](https://docs.gta.clothing/basics/good-to-know/embedded-textures-editor.md)
.
[](https://docs.gta.clothing/basics/good-to-know/embedded-textures-editor#introduction)
Introduction
---------------------------------------------------------------------------------------------------------
The **Embedded Textures Editor** provides a focused view of all images embedded inside a drawable’s model. Use it to preview, export, replace, rename, and remove embedded textures. When texture names or assignments change, the editor can auto‑fix related shader parameters where possible.
Open via context menu: Right‑click an appearance item and choose **Embedded Textures Editor**.

Durty Cloth Tool Embedded Textures Editor Demo
[](https://docs.gta.clothing/basics/good-to-know/embedded-textures-editor#what-you-can-do)
What you can do
---------------------------------------------------------------------------------------------------------------
* Preview embedded images along with basic metadata (dimensions, format, usage).
* Replace a texture by importing a PNG, JPG or DDS of the same intended purpose.
* Rename or delete embedded textures.
* Auto‑adjusts linked shader parameters when names or usage change.
[](https://docs.gta.clothing/basics/good-to-know/embedded-textures-editor#recommended-texture-formats)
Recommended texture formats
---------------------------------------------------------------------------------------------------------------------------------------
* Use power‑of‑two dimensions (e.g., 512×512, 1024×1024). See [Textures/Power of two](https://docs.gta.clothing/cloth-modding/textures-power-of-two)
.
* Provide proper channel data:
* Normal maps in tangent space
* Specular/gloss maps with correct RGB channel usage
[](https://docs.gta.clothing/basics/good-to-know/embedded-textures-editor#workflow-tips)
Workflow Tips
-----------------------------------------------------------------------------------------------------------
* After replacing or renaming a texture, verify the material still references the correct slot in the [Material Editor](https://docs.gta.clothing/basics/good-to-know/material-editor)
.
* Use the 3D preview to validate normals/speculars under different lighting. See [3D Previewing Clothes](https://docs.gta.clothing/basics/essential-knowledge/3d-preview-clothes)
.
* For overall performance and compatibility, optimize embedded textures where possible. See [Optimizing Clothes](https://docs.gta.clothing/basics/essential-knowledge/optimizing-clothes)
.
[](https://docs.gta.clothing/basics/good-to-know/embedded-textures-editor#related-concepts)
Related concepts
-----------------------------------------------------------------------------------------------------------------
* How GTA uses different texture types: [Drawable Types & Textures](https://docs.gta.clothing/game-mechanics/drawable-types-and-textures)
[VorigeMaterial Editor](https://docs.gta.clothing/basics/good-to-know/material-editor)
[VolgendeAuto Cloth Data Resolving](https://docs.gta.clothing/basics/good-to-know/auto-cloth-data-resolving)
Laatst bijgewerkt 10 maanden geleden
* [Introduction](https://docs.gta.clothing/basics/good-to-know/embedded-textures-editor#introduction)
* [What you can do](https://docs.gta.clothing/basics/good-to-know/embedded-textures-editor#what-you-can-do)
* [Recommended texture formats](https://docs.gta.clothing/basics/good-to-know/embedded-textures-editor#recommended-texture-formats)
* [Workflow Tips](https://docs.gta.clothing/basics/good-to-know/embedded-textures-editor#workflow-tips)
* [Related concepts](https://docs.gta.clothing/basics/good-to-know/embedded-textures-editor#related-concepts)
---
# Useful to know | Durty Cloth Tool - Documentation
For the complete documentation index, see [llms.txt](https://docs.gta.clothing/llms.txt)
. This page is also available as [Markdown](https://docs.gta.clothing/basics/useful-to-know.md)
.
[Shortcuts](https://docs.gta.clothing/basics/useful-to-know/shortcuts)
[Import & Export Formats](https://docs.gta.clothing/basics/useful-to-know/import-and-export-formats)
[Creator Info](https://docs.gta.clothing/basics/useful-to-know/creator-info)
[Dynamic Config Builders](https://docs.gta.clothing/basics/useful-to-know/dynamic-config-builders)
[Durty Cloth Projects](https://docs.gta.clothing/basics/useful-to-know/durty-cloth-projects)
[Logs](https://docs.gta.clothing/basics/useful-to-know/logs)
[Themes](https://docs.gta.clothing/basics/useful-to-know/themes)
[VorigeAddon Tattoos](https://docs.gta.clothing/basics/good-to-know/addon-tattoos)
[VolgendeShortcuts](https://docs.gta.clothing/basics/useful-to-know/shortcuts)
---
# Durty Cloth Projects | Durty Cloth Tool - Documentation
For the complete documentation index, see [llms.txt](https://docs.gta.clothing/llms.txt)
. This page is also available as [Markdown](https://docs.gta.clothing/basics/useful-to-know/durty-cloth-projects.md)
.
The **Durty Cloth Projects** system in Durty Cloth Tool is designed to manage your cloth modding work efficiently by organizing your files and data into a structured project folder. At the core of this system is the `.dctproj` file format and the project’s folder structure, which includes a critical **"data"** subfolder. This setup provides numerous benefits, especially when dealing with large or complex clothing packs, ensuring data consistency and smooth workflow.

Durty Cloth Tool Project Management demo
[](https://docs.gta.clothing/basics/useful-to-know/durty-cloth-projects#structure-of-a-durty-cloth-project)
Structure of a Durty Cloth Project
---------------------------------------------------------------------------------------------------------------------------------------------------
Most cloth projects in Durty Cloth Tool will have about the following structure:
* **.dctproj File** This is the main project file, with a `.dctproj` extension. It contains references to all the assets, settings, and metadata for your project. It works similarly to a project file in any IDE, managing all the links between assets and keeping track of modifications and settings.
* **ClothProject Folder** The root folder that houses your entire clothing project. This folder contains all the files related to your project, and is where your projects associated data and files are stored.
* **Data Subfolder** The **"data"** subfolder contains important metadata and configuration files related to the clothing models, textures, and other resources. This folder is integral to your project’s integrity and ensures that all relevant data is organized properly.
* **datacache.dat** The datacache file contains various runtime information of models powering the clothes validations and quality checks inside of Durty Cloth Tool.
* **lastautobackup.dctproj** When enabled this file is generated every minute, whenever the project is in an unsaved state. It will be automatically prompted to be restored on application startup and helps in cases where a rollback is required.
* **statuslog.txt** This file saves all logged information in your project.
[](https://docs.gta.clothing/basics/useful-to-know/durty-cloth-projects#how-durty-cloth-projects-work)
How Durty Cloth Projects Work
-----------------------------------------------------------------------------------------------------------------------------------------
The **Durty Cloth Projects** structure is designed to give cloth maintainers and content creators an organized workspace where assets are linked rather than scattered, allowing for efficient management of clothing resources. When working with multiple clothing models and textures, the structured project format helps:
1. **Project Data Integrity** By storing all project related data in the **"data"** subfolder, all required project files and references are kept in sync. This guarantees that when the project is loaded, all related data is restored properly, avoiding missing references or broken models and textures.
2. **Flexibility for Large Projects** For larger projects, such as those involving multiple cloth models, textures, or configurations, this structured approach reduces the risk of errors and improves performance by keeping everything organized in one place.
[](https://docs.gta.clothing/basics/useful-to-know/durty-cloth-projects#project-folder-relocation)
Project Folder Relocation
---------------------------------------------------------------------------------------------------------------------------------

Durty Cloth Tool Project Output Folder Setting
It’s important to note that **the project folder itself cannot be moved manually**. If you need to relocate your project folder to another location on your machine, it should always be done via the "**Project Settings > Project Output Folder"** within the Durty Cloth Tool.
* **Why Relocation Needs to be Managed by the Tool** The **.dctproj** file contains file paths and references that are dependent on the current location of the project folder. Manually moving the folder would break these references, causing errors or missing files. By using the relocation feature within the tool, all internal links and references are updated automatically, ensuring the project continues to function properly.
[](https://docs.gta.clothing/basics/useful-to-know/durty-cloth-projects#project-actions)
Project Actions
-------------------------------------------------------------------------------------------------------------
Durty Cloth Tool provides **Project Actions** to help maintain clean and efficient projects. These actions allow users to analyze and optimize their projects with ease.

Durty Cloth Project Actions
* **Optimize Stored Data**: Scans the project for unused files, calculates their total size, and prompts whether to delete them. Deleting unused files is irreversible and reduces project size but may limit rollback options if backups are not available.
* **Remove Duplicates**: Identifies and removes duplicate clothing items or files while ensuring shared assets like reused textures are handled correctly. Users are prompted before duplicates are removed.
These actions ensure your project stays organized and optimized, making it easier to manage and reducing unnecessary clutter.
[](https://docs.gta.clothing/basics/useful-to-know/durty-cloth-projects#automatic-backup-save-system)
Automatic Backup Save System
---------------------------------------------------------------------------------------------------------------------------------------

Durty Cloth Tool Automatic Project Backup Setting
To safeguard your progress, Durty Cloth Tool includes an **automatic up-to-date backup save system** that monitors changes in your project. This system ensures that even if you forget to save, your work is never lost.
* **How it Works** Whenever there is an unsaved change in the project, a backup copy of the project is automatically created every minute. This backup system can be **enabled via the project settings** and works in the background to continuously protect your work.
* **Restoring from Backup** If there is an existing backup that is newer than the last manually saved state, the tool will prompt you to restore the backup when you load the project. This ensures you have the option to retrieve the most recent version of your work, even if you didn’t manually save the project before closing it. 
* **Backup Save Flow:**
1. **Enable Backup System**: Activate the automatic backup system in the **Project Settings**.
2. **Backup Creation**: The tool creates a backup every minute whenever there are unsaved changes.
3. **Auto-Restore**: Upon reopening a project, if a more recent backup exists than the last saved version, the tool will ask if you want to restore the backup.
[](https://docs.gta.clothing/basics/useful-to-know/durty-cloth-projects#benefits-of-the-durty-cloth-projects-system)
Benefits of the Durty Cloth Projects System
---------------------------------------------------------------------------------------------------------------------------------------------------------------------
* **Consistency Across Projects** The project system ensures that all related assets are neatly organized, making it easier to manage multiple projects without confusion or missing files.
* **Optimized Workflow** By keeping metadata in the **"data"** folder and linking assets through the `.dctproj` file, modders can quickly switch between projects, knowing that everything is consistently organized.
* **Scalability** For larger projects involving dozens or even hundreds of clothing models and textures, the project system scales easily, keeping everything manageable without losing performance.
[](https://docs.gta.clothing/basics/useful-to-know/durty-cloth-projects#summary)
Summary
---------------------------------------------------------------------------------------------
The **Durty Cloth Projects** system is a powerful core component of DCT to manage your clothing modding workflow. With a structured folder format and the ability to keep metadata organized, it optimizes the process of working with clothing resources. By ensuring consistency, performance, and ease of management, Durty Cloth Tool’s project system is designed for both small and large modding projects alike.
[VorigeDynamic Config Builders](https://docs.gta.clothing/basics/useful-to-know/dynamic-config-builders)
[VolgendeLogs](https://docs.gta.clothing/basics/useful-to-know/logs)
Laatst bijgewerkt 1 jaar geleden
* [Structure of a Durty Cloth Project](https://docs.gta.clothing/basics/useful-to-know/durty-cloth-projects#structure-of-a-durty-cloth-project)
* [How Durty Cloth Projects Work](https://docs.gta.clothing/basics/useful-to-know/durty-cloth-projects#how-durty-cloth-projects-work)
* [Project Folder Relocation](https://docs.gta.clothing/basics/useful-to-know/durty-cloth-projects#project-folder-relocation)
* [Project Actions](https://docs.gta.clothing/basics/useful-to-know/durty-cloth-projects#project-actions)
* [Automatic Backup Save System](https://docs.gta.clothing/basics/useful-to-know/durty-cloth-projects#automatic-backup-save-system)
* [Benefits of the Durty Cloth Projects System](https://docs.gta.clothing/basics/useful-to-know/durty-cloth-projects#benefits-of-the-durty-cloth-projects-system)
* [Summary](https://docs.gta.clothing/basics/useful-to-know/durty-cloth-projects#summary)
Kopiëren
.dctproj
/clothproject_/
/data/
datacache.dat
lastautobackup.dctproj
statuslog.txt
---
# Frequently Asked Questions | Durty Cloth Tool - Documentation
For the complete documentation index, see [llms.txt](https://docs.gta.clothing/llms.txt)
. This page is also available as [Markdown](https://docs.gta.clothing/getting-started/frequently-asked-questions.md)
.
Here are some of the most commonly asked questions about using Durty Cloth Tool and troubleshooting related issues. For more detailed information, refer to the relevant articles linked where applicable.
In any case of issue please **make sure the cloth resource is really loaded** and **tests are done on a isolated environment** with just the cloth resource and a simple script to set/preview the clothes ingame. Additionally make sure to clean any cache before investigating further. See [Testing Addon Clothes](https://docs.gta.clothing/getting-started/testing-addon-clothes)
for a quick guide on how to setup an isolated cloth testing server.
In case of **License Issues** please read [Known Issues and Solutions](https://docs.gta.clothing/getting-started/license-activation#known-issues-and-solutions)
in our License Activation Guide.
###
[](https://docs.gta.clothing/getting-started/frequently-asked-questions#why-are-my-legs-partly-invisible-in-3d-preview-in-game)
Why are my legs (partly) invisible in 3D Preview / In-Game?
In most cases, this happens because an item meant for the `accs` drawable type is being placed in the `lowr` drawable type. Try changing the drawable type and test again.
###
[](https://docs.gta.clothing/getting-started/frequently-asked-questions#why-is-my-pants-texture-looking-blurry-in-game)
Why is my pants/texture looking blurry in-game?
This could be due to a few reasons:
1. The texture may be incorrectly compressed, broken, or not a power-of-2 size.
2. For clothes with skin tone data, textures are automatically reduced to 512x512 by GTA V, which is a limitation of the game engine.
###
[](https://docs.gta.clothing/getting-started/frequently-asked-questions#when-building-i-get-the-error-no-write-permission-in-output-folder.-what-should-i-do)
When building, I get the error "No write permission in output folder." What should I do?
The application doesn't have permission to create or modify files in the selected output folder. Either choose another output location or run Durty Cloth Tool with elevated/admin rights.
###
[](https://docs.gta.clothing/getting-started/frequently-asked-questions#my-clothing-is-invisible-or-wrong-in-game-for-others-myself.-whats-wrong)
My clothing is invisible or wrong in-game for others/myself. What’s wrong?
The texture may be compressed using **BC7**, a DX11-only compression format. Ensure that your game is running in **DirectX 11** or convert the texture to another format using the [Optimizing Clothes](https://docs.gta.clothing/basics/essential-knowledge/optimizing-clothes)
feature in Durty Cloth Tool.
###
[](https://docs.gta.clothing/getting-started/frequently-asked-questions#some-clothing-on-game-builds-like-3095-cant-be-selected-in-game-are-invisible)
Some Clothing on Game Builds like 3095 can't be selected in game/are invisible
For example Tops with the Id 550, 551, 552 .. 557... This is due to these clothes being part of a R\* 'Gen 9' Exclusive DLC, which basically means this is currently console exclusive content that just exists as placeholders on PC. Only way to 'fix' this is by replacing related files.
###
[](https://docs.gta.clothing/getting-started/frequently-asked-questions#getting-execution-of-the-init_session-function-for-cextracontentwrapper-error-txdstore-pool-full-siz)
Getting "**Execution of the INIT\_SESSION function for CExtraContentWrapper error (TxdStore Pool Full, Size == 105500)**"
The Texture Store / game pool is full, which happens when your game is loading too many .YTD files. This can be fixed by either raising the game pool size (which is normally not recommended as it can cause game stability issues) or by simply removing some mods (MLOs, Vehicles, Clothing etc) from your server.
###
[](https://docs.gta.clothing/getting-started/frequently-asked-questions#i-only-have-a-.ytd-file-how-can-i-add-it-as-clothing)
I only have a .YTD file, how can I add it as clothing?
In this case usually you received a .YTD file which is intended to replace a R\* Clothing Texture Variation. You either need to add it as replace or you need to look up the R\* related Clothing .YDD file, which you can easily do by finding the cloth on [Pleb Masters](https://forge.plebmasters.de/clothes)
and grabbing the related file from your game.
###
[](https://docs.gta.clothing/getting-started/frequently-asked-questions#how-to-change-relative-or-absolute-drawable-id-for-an-cloth)
How to change relative or absolute drawable id for an cloth?
You can use Durty Cloth Tools "Position" feature to influence which (relative/absolute) drawable id a cloth will receive. Please see our [Items Position Number](https://docs.gta.clothing/basics/essential-knowledge/items-position-number)
documentation for full details how it works and how to influence the Id.
###
[](https://docs.gta.clothing/getting-started/frequently-asked-questions#why-doesnt-my-clothing-load-show-up-in-game)
Why doesn’t my clothing load/show up in-game?
Ensure the addon cloth resources are correctly loaded via the server configuration. For FiveM, you also need the necessary Patreon Tier subscription to support custom clothing on servers with more than 10 player slots.
###
[](https://docs.gta.clothing/getting-started/frequently-asked-questions#my-clothing-drawable-ids-have-shifted-and-the-order-is-now-incorrect.-what-happened)
My clothing (drawable) IDs have shifted, and the order is now incorrect. What happened?
This can happen when new clothes are added to the pack, or when the game updates. Learn more about [Items Position Number](https://docs.gta.clothing/basics/essential-knowledge/items-position-number)
to avoid this issue.
###
[](https://docs.gta.clothing/getting-started/frequently-asked-questions#how-can-i-add-clothing-to-an-existing-cloth-resource-cloth-pack-without-a-durty-cloth-project)
How can I add clothing to an existing cloth resource/cloth pack without a Durty Cloth Project?
First create a Durty Cloth Project based on the cloth files from the cloth resource / cloth pack you want to work on, then continue adding to it in order to generate a new cloth resource. See [First Cloth Resource](https://docs.gta.clothing/getting-started/first-cloth-resource)
for more information.
###
[](https://docs.gta.clothing/getting-started/frequently-asked-questions#i-used-the-cut-hair-options-but-in-game-the-hair-doesnt-cut-properly.-what-can-i-do)
I used the "Cut Hair" options, but in-game the hair doesn't cut properly. What can I do?
Ensure that the mask or head prop used is set up correctly, and that the hair has the correct alternate models or proper ped expression flags for cutting. More information can be found in the [Cutting Hairs](https://docs.gta.clothing/basics/essential-knowledge/cutting-hairs)
article.
###
[](https://docs.gta.clothing/getting-started/frequently-asked-questions#my-high-heels-dont-work-in-game.-why)
My high heels don't work in-game. Why?
Either the shoes aren’t rigged to support high heels or the **YMT limit** has been reached, preventing the game from loading the required configuration file. More information can be found in the [High Heels](https://docs.gta.clothing/basics/essential-knowledge/high-heels)
and [Game Limits and Crashes](https://docs.gta.clothing/game-mechanics/game-limits-and-crashes)
article.
###
[](https://docs.gta.clothing/getting-started/frequently-asked-questions#how-do-i-add-or-replace-face-overlays-like-makeup-eyebrows-lipstick-etc)
How do I add or replace face overlays like makeup, eyebrows, lipstick, etc.?
Currently, face overlays are **replace-only**, and no additional addon overlays can be loaded. This is a limitation of GTA V.
###
[](https://docs.gta.clothing/getting-started/frequently-asked-questions#how-do-i-prevent-my-server-clothes-from-shifting-when-i-add-new-clothes-to-my-cloth-project)
How do I prevent my server clothes from shifting when I add new clothes to my cloth project?
To avoid shifting clothes, consider using placeholders or dummy IDs and implementing an **abstract ID mapping system**. Learn more about this in our [Placeholders/Dummy Ids](https://docs.gta.clothing/basics/good-to-know/placeholders-dummy-ids)
article.
###
[](https://docs.gta.clothing/getting-started/frequently-asked-questions#how-do-i-replace-clothes-using-durty-cloth-tool)
How do I replace clothes using Durty Cloth Tool?
Durty Cloth Tool doesn't support replacing base game / R\* clothes. Generally this approach is not recommended as properly doing it is hard. The simplest way to do it is by searching the cloth you want to replace on [Pleb Masters](https://forge.plebmasters.de/clothes)
and replacing the cloth model and texture file. We don't provide support for this either in the tool or on the Discord.
###
[](https://docs.gta.clothing/getting-started/frequently-asked-questions#i-see-an-error-warning-information-message-in-durty-cloth-tool.-how-can-i-fix-it)
I see an error/warning/information message in Durty Cloth Tool. How can I fix it?
Messages will contain detailed instructions on how to resolve issues. If you're unsure, contact the original cloth creator for more information. See [Cloth Analysis Report](https://docs.gta.clothing/basics/essential-knowledge/cloth-analysis-report)
article for more information.
###
[](https://docs.gta.clothing/getting-started/frequently-asked-questions#how-do-i-optimize-more-than-one-embedded-texture-at-a-time)
How do I optimize more than one embedded texture at a time?
Mass optimization isn't recommended as it may lead to issues. It's best to optimize a few textures at a time and verify the results in-game before making broader changes. See our [Optimizing Clothes](https://docs.gta.clothing/basics/essential-knowledge/optimizing-clothes)
article for more details.
###
[](https://docs.gta.clothing/getting-started/frequently-asked-questions#how-can-i-change-the-absolute-drawable-id-that-a-clothing-piece-gets-in-the-game)
How can I change the absolute drawable ID that a clothing piece gets in the game?
You can control the drawable ID assignment through the tool by adjusting the **Items Position Number** field. However, keep in mind that absolute IDs are dependent on the load order of the cloth resource. See [Items Position Number](https://docs.gta.clothing/basics/essential-knowledge/items-position-number)
for more information.
###
[](https://docs.gta.clothing/getting-started/frequently-asked-questions#my-game-crashes-when-i-load-or-wear-clothes.-what-should-i-do)
My game crashes when I load or wear clothes. What should I do?
This is likely caused by hitting the game's internal limits. Learn more about GTA V's limitations and how to avoid crashes in our [Game Limits and Crashes](https://docs.gta.clothing/game-mechanics/game-limits-and-crashes)
article.
###
[](https://docs.gta.clothing/getting-started/frequently-asked-questions#invalid-fixup-address-is-neither-virtual-nor-physical)
'Invalid fixup, address is neither virtual nor physical'
When wearing a cloth the game crashes with above mentioned reason. In most cases this is related to the specified file being in some corrupted state. For Clothes this can be in many cases fixed in Durty Cloth Tool by Right Clicking the related Cloth and selecting "**Fix (invalid fixup) file**".
###
[](https://docs.gta.clothing/getting-started/frequently-asked-questions#id-3d-preview-shows-a-blue-screen.-whats-wrong)
3D preview shows a blue screen. What’s wrong?
This could be due to an incorrect GTA V directory setup or mods interfering with the preview. Reset the GTA V directory in **App Settings** and ensure you're using a clean GTA installation. See our [App & Project Settings](https://docs.gta.clothing/basics/good-to-know/app-and-project-settings)
article for more information.
###
[](https://docs.gta.clothing/getting-started/frequently-asked-questions#what-can-i-do-if-my-textures-are-too-large-and-impact-performance)
What can I do if my textures are too large and impact performance?
Consider reducing the texture size, typically by half, and verify that it still looks good in-game. Ideally, textures should not exceed 1MB in size. See [Optimizing Clothes](https://docs.gta.clothing/basics/essential-knowledge/optimizing-clothes)
for more details.
###
[](https://docs.gta.clothing/getting-started/frequently-asked-questions#why-does-durty-cloth-tool-not-open-a-window-after-launch)
Why does Durty Cloth Tool not open a window after launch?
This might be due to corrupted settings or compatibility issues with Windows. Try deleting the settings file or adjusting compatibility settings in Windows.
###
[](https://docs.gta.clothing/getting-started/frequently-asked-questions#why-do-my-hats-only-load-the-first-48-items-after-adding-more)
Why do my hats only load the first 48 items after adding more?
GTA V imposes a limit on the number of hats that can be loaded, which includes both vanilla and addon hats. You may have reached this limit. See our [Game Limits and Crashes](https://docs.gta.clothing/game-mechanics/game-limits-and-crashes)
article for more information.
###
[](https://docs.gta.clothing/getting-started/frequently-asked-questions#what-is-the-dummy-texture-used-for-in-durty-cloth-tool)
What is the dummy texture used for in Durty Cloth Tool?
The dummy texture is used as a placeholder for items without proper textures during resource building. See our [Placeholders/Dummy Ids](https://docs.gta.clothing/basics/good-to-know/placeholders-dummy-ids)
article for more information.
###
[](https://docs.gta.clothing/getting-started/frequently-asked-questions#what-should-i-do-if-my-textures-appear-overly-green-or-blue-after-optimization)
What should I do if my textures appear overly green or blue after optimization?
This can happen due to the **BC compression formats**. Try switching to another format, and always restore the original texture before optimizing again.
###
[](https://docs.gta.clothing/getting-started/frequently-asked-questions#how-do-i-change-the-type-of-a-clothing-item-like-a-helmet)
How do I change the type of a clothing item, like a helmet?
Use the **Item Details** section to adjust the drawable/component type. Note that the cloth may need to be re-rigged to function properly with a new drawable type.
###
[](https://docs.gta.clothing/getting-started/frequently-asked-questions#why-does-my-hat-or-cloth-appear-flipped-in-the-3d-preview)
Why does my hat or cloth appear flipped in the 3D preview?
This is likely just a visual issue in the preview. Check the item in-game to ensure it's working correctly.
###
[](https://docs.gta.clothing/getting-started/frequently-asked-questions#how-do-i-transfer-my-license-to-another-machine)
How do I transfer my license to another machine?
[Create a support ticket](https://discord.com/channels/1074580032258854954/1176840388863086624)
on our [Discord](https://discord.plebmasters.de/) to unlock the hardware ID and transfer your license.
###
[](https://docs.gta.clothing/getting-started/frequently-asked-questions#my-license-isnt-loading-but-i-have-an-active-subscription.-why)
My license isn't loading but I have an active subscription. Why?
Make sure you’ve downloaded the latest license and that your hardware ID matches the one linked to your subscription. See our [License Activation](https://docs.gta.clothing/getting-started/license-activation)
guide for more information.
###
[](https://docs.gta.clothing/getting-started/frequently-asked-questions#my-cloth-looks-wet-and-shiny-in-game-even-though-it-shouldnt-because-the-weather-is-sunny-its-not-ra)
My cloth looks wet and shiny in-game even though it shouldn't (because the weather is sunny/it's not raining)
This issue occurs due to an incorrect setup of the cloth model, specifically the **vertex alpha** values. The vertex alpha is responsible for how the cloth interacts with the environment, including how it reflects light. If the vertex alpha is not configured correctly, it can cause the cloth to appear wet or shiny, even under dry weather conditions like sunny days.
The cloth creator will need to adjust the vertex alpha values in the model. This typically involves ensuring that the vertex alpha is set correctly to avoid unintended reflections. You should contact the original cloth creator and request that they fix this issue in the model's configuration.
###
[](https://docs.gta.clothing/getting-started/frequently-asked-questions#my-clothing-is-shaking-like-crazy)
My clothing is shaking like crazy
Clothing that shakes or jitters excessively in the game is often a result of incorrect **vertex colors** in the cloth model. The vertex colors control how the cloth behaves and looks. For proper behavior, the vertex colors should be set as follows:
* **Color 1**: `#ff8000`
* **Color 2**: `#000` with no alpha.
If these values are not correctly applied, the clothing may behave erratically in the game, leading to excessive shaking or jittering.
The cloth model needs to be corrected by adjusting the vertex colors to the appropriate values. Contact the cloth creator and inform them of this issue so they can make the necessary adjustments to the model.
[](https://docs.gta.clothing/getting-started/frequently-asked-questions#additional-support)
Additional Support
-------------------------------------------------------------------------------------------------------------------
If you need further assistance, join our [Discord community](https://discord.plebmasters.de/)
for more help!
[VorigeWorking Together](https://docs.gta.clothing/getting-started/working-together)
[VolgendeEssential Knowledge](https://docs.gta.clothing/basics/essential-knowledge)
Laatst bijgewerkt 1 jaar geleden
* [Why are my legs (partly) invisible in 3D Preview / In-Game?](https://docs.gta.clothing/getting-started/frequently-asked-questions#why-are-my-legs-partly-invisible-in-3d-preview-in-game)
* [Why is my pants/texture looking blurry in-game?](https://docs.gta.clothing/getting-started/frequently-asked-questions#why-is-my-pants-texture-looking-blurry-in-game)
* [When building, I get the error "No write permission in output folder." What should I do?](https://docs.gta.clothing/getting-started/frequently-asked-questions#when-building-i-get-the-error-no-write-permission-in-output-folder.-what-should-i-do)
* [My clothing is invisible or wrong in-game for others/myself. What’s wrong?](https://docs.gta.clothing/getting-started/frequently-asked-questions#my-clothing-is-invisible-or-wrong-in-game-for-others-myself.-whats-wrong)
* [Some Clothing on Game Builds like 3095 can't be selected in game/are invisible](https://docs.gta.clothing/getting-started/frequently-asked-questions#some-clothing-on-game-builds-like-3095-cant-be-selected-in-game-are-invisible)
* [Getting "Execution of the INIT\_SESSION function for CExtraContentWrapper error (TxdStore Pool Full, Size == 105500)"](https://docs.gta.clothing/getting-started/frequently-asked-questions#getting-execution-of-the-init_session-function-for-cextracontentwrapper-error-txdstore-pool-full-siz)
* [I only have a .YTD file, how can I add it as clothing?](https://docs.gta.clothing/getting-started/frequently-asked-questions#i-only-have-a-.ytd-file-how-can-i-add-it-as-clothing)
* [How to change relative or absolute drawable id for an cloth?](https://docs.gta.clothing/getting-started/frequently-asked-questions#how-to-change-relative-or-absolute-drawable-id-for-an-cloth)
* [Why doesn’t my clothing load/show up in-game?](https://docs.gta.clothing/getting-started/frequently-asked-questions#why-doesnt-my-clothing-load-show-up-in-game)
* [My clothing (drawable) IDs have shifted, and the order is now incorrect. What happened?](https://docs.gta.clothing/getting-started/frequently-asked-questions#my-clothing-drawable-ids-have-shifted-and-the-order-is-now-incorrect.-what-happened)
* [How can I add clothing to an existing cloth resource/cloth pack without a Durty Cloth Project?](https://docs.gta.clothing/getting-started/frequently-asked-questions#how-can-i-add-clothing-to-an-existing-cloth-resource-cloth-pack-without-a-durty-cloth-project)
* [I used the "Cut Hair" options, but in-game the hair doesn't cut properly. What can I do?](https://docs.gta.clothing/getting-started/frequently-asked-questions#i-used-the-cut-hair-options-but-in-game-the-hair-doesnt-cut-properly.-what-can-i-do)
* [My high heels don't work in-game. Why?](https://docs.gta.clothing/getting-started/frequently-asked-questions#my-high-heels-dont-work-in-game.-why)
* [How do I add or replace face overlays like makeup, eyebrows, lipstick, etc.?](https://docs.gta.clothing/getting-started/frequently-asked-questions#how-do-i-add-or-replace-face-overlays-like-makeup-eyebrows-lipstick-etc)
* [How do I prevent my server clothes from shifting when I add new clothes to my cloth project?](https://docs.gta.clothing/getting-started/frequently-asked-questions#how-do-i-prevent-my-server-clothes-from-shifting-when-i-add-new-clothes-to-my-cloth-project)
* [How do I replace clothes using Durty Cloth Tool?](https://docs.gta.clothing/getting-started/frequently-asked-questions#how-do-i-replace-clothes-using-durty-cloth-tool)
* [I see an error/warning/information message in Durty Cloth Tool. How can I fix it?](https://docs.gta.clothing/getting-started/frequently-asked-questions#i-see-an-error-warning-information-message-in-durty-cloth-tool.-how-can-i-fix-it)
* [How do I optimize more than one embedded texture at a time?](https://docs.gta.clothing/getting-started/frequently-asked-questions#how-do-i-optimize-more-than-one-embedded-texture-at-a-time)
* [How can I change the absolute drawable ID that a clothing piece gets in the game?](https://docs.gta.clothing/getting-started/frequently-asked-questions#how-can-i-change-the-absolute-drawable-id-that-a-clothing-piece-gets-in-the-game)
* [My game crashes when I load or wear clothes. What should I do?](https://docs.gta.clothing/getting-started/frequently-asked-questions#my-game-crashes-when-i-load-or-wear-clothes.-what-should-i-do)
* ['Invalid fixup, address is neither virtual nor physical'](https://docs.gta.clothing/getting-started/frequently-asked-questions#invalid-fixup-address-is-neither-virtual-nor-physical)
* [3D preview shows a blue screen. What’s wrong?](https://docs.gta.clothing/getting-started/frequently-asked-questions#id-3d-preview-shows-a-blue-screen.-whats-wrong)
* [What can I do if my textures are too large and impact performance?](https://docs.gta.clothing/getting-started/frequently-asked-questions#what-can-i-do-if-my-textures-are-too-large-and-impact-performance)
* [Why does Durty Cloth Tool not open a window after launch?](https://docs.gta.clothing/getting-started/frequently-asked-questions#why-does-durty-cloth-tool-not-open-a-window-after-launch)
* [Why do my hats only load the first 48 items after adding more?](https://docs.gta.clothing/getting-started/frequently-asked-questions#why-do-my-hats-only-load-the-first-48-items-after-adding-more)
* [What is the dummy texture used for in Durty Cloth Tool?](https://docs.gta.clothing/getting-started/frequently-asked-questions#what-is-the-dummy-texture-used-for-in-durty-cloth-tool)
* [What should I do if my textures appear overly green or blue after optimization?](https://docs.gta.clothing/getting-started/frequently-asked-questions#what-should-i-do-if-my-textures-appear-overly-green-or-blue-after-optimization)
* [How do I change the type of a clothing item, like a helmet?](https://docs.gta.clothing/getting-started/frequently-asked-questions#how-do-i-change-the-type-of-a-clothing-item-like-a-helmet)
* [Why does my hat or cloth appear flipped in the 3D preview?](https://docs.gta.clothing/getting-started/frequently-asked-questions#why-does-my-hat-or-cloth-appear-flipped-in-the-3d-preview)
* [How do I transfer my license to another machine?](https://docs.gta.clothing/getting-started/frequently-asked-questions#how-do-i-transfer-my-license-to-another-machine)
* [My license isn't loading but I have an active subscription. Why?](https://docs.gta.clothing/getting-started/frequently-asked-questions#my-license-isnt-loading-but-i-have-an-active-subscription.-why)
* [My cloth looks wet and shiny in-game even though it shouldn't (because the weather is sunny/it's not raining)](https://docs.gta.clothing/getting-started/frequently-asked-questions#my-cloth-looks-wet-and-shiny-in-game-even-though-it-shouldnt-because-the-weather-is-sunny-its-not-ra)
* [My clothing is shaking like crazy](https://docs.gta.clothing/getting-started/frequently-asked-questions#my-clothing-is-shaking-like-crazy)
* [Additional Support](https://docs.gta.clothing/getting-started/frequently-asked-questions#additional-support)
---
# Creator Info | Durty Cloth Tool - Documentation
For the complete documentation index, see [llms.txt](https://docs.gta.clothing/llms.txt)
. This page is also available as [Markdown](https://docs.gta.clothing/basics/useful-to-know/creator-info.md)
.
[](https://docs.gta.clothing/basics/useful-to-know/creator-info#introduction)
Introduction
-----------------------------------------------------------------------------------------------
The **Creator Info** feature in Durty Cloth Tool allows users to define and store metadata about individual clothing items. This metadata provides valuable information about the creator, support resources, and descriptions. The data is stored within the `.dctpackage` export format and is designed to enhance collaboration and troubleshooting by preserving key details about the clothing item.
[](https://docs.gta.clothing/basics/useful-to-know/creator-info#overview-of-creator-info-tab)
Overview of Creator Info Tab
-------------------------------------------------------------------------------------------------------------------------------
When selecting a clothing item in the tool, a new **Creator Info** tab is available. This tab provides fields for adding relevant metadata and notes about the selected item.

Creator Info Tab for Durty Cloth Project Items
###
[](https://docs.gta.clothing/basics/useful-to-know/creator-info#fields-and-options)
Fields and Options
1. **Creator Name**
* Enter the name of the creator or author of the clothing item.
* Useful for crediting the original creator in cases of ports, conversions, or edits.
2. **Website/Store URL**
* Provide a link to the creator’s main website or online store.
* Helps users find more of the creator's work or purchase additional content.
3. **Support URL**
* Enter a link to support resources, such as help documentation or troubleshooting guides.
* This is particularly useful for end-users who may need assistance with the item.
4. **Description**
* Add a brief description of the clothing item.
* Ideal for documenting details like functionality, usage notes, or the history of the item’s creation.
5. **Lock Information on Export**
* If this option is enabled, the Creator Info metadata will become locked upon exporting the item as a `.dctpackage`.
* Locked metadata ensures that the information remains uneditable, preserving the integrity of the creator's input.
[](https://docs.gta.clothing/basics/useful-to-know/creator-info#exporting-and-compatibility)
Exporting and Compatibility
-----------------------------------------------------------------------------------------------------------------------------
The **Creator Info** metadata is exclusively available when exporting items in the `.dctpackage` format. This format provides several benefits:
* Retains metadata, including creator information and descriptive notes.
* Allows naming of both the clothing item and its texture variations.
* Enhances collaboration and troubleshooting by preserving essential details.
See [Import & Export Formats](https://docs.gta.clothing/basics/useful-to-know/import-and-export-formats)
for more information regarding Durty Cloth Project Import & Export formats.
[](https://docs.gta.clothing/basics/useful-to-know/creator-info#use-cases)
Use Cases
-----------------------------------------------------------------------------------------
* **Attribution:** Credit the original author of a clothing item.
* **Support:** Direct users to appropriate resources for troubleshooting or additional information.
* **Notes:** Add personal or technical notes to assist with organization and collaboration.
[](https://docs.gta.clothing/basics/useful-to-know/creator-info#managing-locked-information)
Managing Locked Information
-----------------------------------------------------------------------------------------------------------------------------
When the **Lock Information on Export** option is enabled:
* The Creator Info fields become immutable in the exported `.dctpackage` file.
* The locking mechanism is designed to protect sensitive or critical metadata from being altered by downstream users.
If you need to modify the metadata after export, ensure the locking option is disabled before exporting the `.dctpackage`.
[](https://docs.gta.clothing/basics/useful-to-know/creator-info#summary)
Summary
-------------------------------------------------------------------------------------
The **Creator Info** feature is a powerful addition to the Durty Cloth Tool, enabling users to document, attribute, and share critical information about their clothing items in a structured and professional manner.
[VorigeImport & Export Formats](https://docs.gta.clothing/basics/useful-to-know/import-and-export-formats)
[VolgendeDynamic Config Builders](https://docs.gta.clothing/basics/useful-to-know/dynamic-config-builders)
Laatst bijgewerkt 1 jaar geleden
* [Introduction](https://docs.gta.clothing/basics/useful-to-know/creator-info#introduction)
* [Overview of Creator Info Tab](https://docs.gta.clothing/basics/useful-to-know/creator-info#overview-of-creator-info-tab)
* [Fields and Options](https://docs.gta.clothing/basics/useful-to-know/creator-info#fields-and-options)
* [Exporting and Compatibility](https://docs.gta.clothing/basics/useful-to-know/creator-info#exporting-and-compatibility)
* [Use Cases](https://docs.gta.clothing/basics/useful-to-know/creator-info#use-cases)
* [Managing Locked Information](https://docs.gta.clothing/basics/useful-to-know/creator-info#managing-locked-information)
* [Summary](https://docs.gta.clothing/basics/useful-to-know/creator-info#summary)
---
# Behaviour Flags | Durty Cloth Tool - Documentation
For the complete documentation index, see [llms.txt](https://docs.gta.clothing/llms.txt)
. This page is also available as [Markdown](https://docs.gta.clothing/game-mechanics/behaviour-flags.md)
.
[](https://docs.gta.clothing/game-mechanics/behaviour-flags#introduction)
Introduction
-------------------------------------------------------------------------------------------
The "Ped Component Flags" or "Behavior Flags" are a set of flags used by the game to define specific behaviors for various pieces of clothing and accessories. These flags determine how an item behaves in different scenarios, such as entering a vehicle, handling first-person view, and reacting to weather conditions.
[](https://docs.gta.clothing/game-mechanics/behaviour-flags#how-to-set-behaviour-flags-durty-cloth-tool)
How to set Behaviour Flags Durty Cloth Tool
---------------------------------------------------------------------------------------------------------------------------------------------------------
Choose any Cloth Drawable from the left that includes the "Behaviour Flags" option in its details. Then, select one or more Behaviour Flags to apply to

Durty Cloth Tool Behaviour Flags Option
[](https://docs.gta.clothing/game-mechanics/behaviour-flags#behaviour-flags-in-dct)
Behaviour Flags in DCT
---------------------------------------------------------------------------------------------------------------
Name
Description
Additional Info
**None**
No special behavior is applied.
**Bulky**
Removes bulky clothing when entering certain cars, though it remains on bikes.
Useful for items that appear too large in vehicles.
**Remove in Vehicle**
Removes the item in vehicles, typically used for large hats, backpacks, and similar items.
Item reappears when leaving the vehicle.
**Armoured**
Applies reduced damage to the character when wearing specific vests, armor, and helmets.
**Lightly Armoured**
Reduces fall damage when wearing the item (primarily when falling from Bikes).
Commonly applied to helmets.
**Motorcycle Helmet**
Keeps the helmet on during motorcycle use, preventing automatic replacement.
Often combined with **Random Helmet** flag for motorcycle helmets.
**Random Helmet**
Adds helmet to the random selection pool when worn on motorcycles.
Typically used alongside the **Motorcycle Helmet** flag.
**Flight Equipment**
Keeps the item on in certain helicopters or planes.
**Hide in First Person**
Hides the item when in first-person view.
Commonly used to prevent items from obstructing view.
**Use Hat Physics**
Applies physics to the item, typically throwing the hat away when leaving motorcycles.
**Pilot Equipment**
Prevents removal of the item when entering planes, jets, or helicopters.
Used for helmets and accessories.
Each of these flags provides control over how different items of clothing and accessories behave based on various conditions, allowing for nuanced gameplay and visual experiences. Some flags are unused by Rockstar and have no visible effect, primarily for completeness and potential modding purposes.
[VorigeFiles Naming](https://docs.gta.clothing/game-mechanics/files-naming)
[VolgendeShop Meta File](https://docs.gta.clothing/game-mechanics/shop-meta-file)
Laatst bijgewerkt 1 jaar geleden
* [Introduction](https://docs.gta.clothing/game-mechanics/behaviour-flags#introduction)
* [How to set Behaviour Flags Durty Cloth Tool](https://docs.gta.clothing/game-mechanics/behaviour-flags#how-to-set-behaviour-flags-durty-cloth-tool)
* [Behaviour Flags in DCT](https://docs.gta.clothing/game-mechanics/behaviour-flags#behaviour-flags-in-dct)
---
# Complete Walktrough | Durty Cloth Tool - Documentation
For the complete documentation index, see [llms.txt](https://docs.gta.clothing/llms.txt)
. This page is also available as [Markdown](https://docs.gta.clothing/cloth-modding/complete-walktrough.md)
.
---
# Items Position Number | Durty Cloth Tool - Documentation
For the complete documentation index, see [llms.txt](https://docs.gta.clothing/llms.txt)
. This page is also available as [Markdown](https://docs.gta.clothing/basics/essential-knowledge/items-position-number.md)
.
[](https://docs.gta.clothing/basics/essential-knowledge/items-position-number#introduction)
Introduction
-------------------------------------------------------------------------------------------------------------
The **Items Position Number** is an essential feature within the **Cloth Drawable Details** section of Durty Cloth Tool. This field allows users to control the **relative position** of a drawable item within its **drawable type category** (such as shoes, jackets, or hats) in a specific cloth resource. The position number determines the order in which items are **loaded and presented** by the game, and it will in many cases directly influence how clothing items appear in-game, for example, in clothing stores or customization menus.
The **Items Position Number** does not represent the **absolute Drawable ID**. Instead, it affects the **relative Drawable ID** within the cloth resource, which then interacts with the game’s overall loading process, determined by Rockstar's GTA cloth resources and additional / addon cloth resources.

Durty Cloth Tool Item Position Field
[](https://docs.gta.clothing/basics/essential-knowledge/items-position-number#purpose)
Purpose
---------------------------------------------------------------------------------------------------
The **Items Position Number** is used to control the **load order** of clothing items within the game. When you add multiple clothing items of the same drawable type (such as multiple types of shoes), their **relative position** in the resource is determined by this number. This, in turn, influences:
* **The order in which the items appear** in various in-game menus, such as clothing stores or player customization screens.
* **How the items are indexed internally** when the game processes the cloth resource.
[](https://docs.gta.clothing/basics/essential-knowledge/items-position-number#functionality)
Functionality
---------------------------------------------------------------------------------------------------------------
###
[](https://docs.gta.clothing/basics/essential-knowledge/items-position-number#default-behavior)
Default Behavior
* **Starting at Zero**: When a cloth item is added to a drawable type (e.g., shoes, tops, pants), its default position will be set to `0`. Subsequent items will have their **Items Position Number** automatically incremented by `+1`.
* **Relative to Drawable Type**: The position number is relative to the specific drawable type category. For instance, the position number for shoes is distinct from the position number for jackets or pants. Each drawable type has its independent numbering sequence within the cloth resource.
###
[](https://docs.gta.clothing/basics/essential-knowledge/items-position-number#resorting-and-behaviour-options)
Resorting & Behaviour Options
In the Durty Cloth Tool Options Window there are options for adjusting the default behaviour when adding a new cloth drawable or resorting the currently existing ones to end up with properly ordered Positions.

Durty Cloth Tool Items Position Related Options
See [App & Project Settings](https://docs.gta.clothing/basics/good-to-know/app-and-project-settings)
for more details.
###
[](https://docs.gta.clothing/basics/essential-knowledge/items-position-number#when-items-share-the-same-position)
When Items Share the Same Position
* **Alphabetical Ordering**: When multiple items of the same drawable type are given the same **Items Position Number**, they will be sorted alphabetically by their name in the game menus.
For example, if two types of shoes both have a position of `1`, the game will decide the final order based on their names (e.g., "Running Shoes" may appear before "Sneakers").
[](https://docs.gta.clothing/basics/essential-knowledge/items-position-number#how-it-affects-the-absolute-drawable-id)
How It Affects the Absolute Drawable ID
-------------------------------------------------------------------------------------------------------------------------------------------------------------------
While the **Items Position Number** controls the relative positioning within a cloth resource, it influences the **absolute Drawable ID** based on the overall **load order of resources** in the game.
* **GTA V’s/R\* Cloth Resources**: The game first loads the default Rockstar clothing resources. Any custom or modded resources (like addon cloth resources) will be layered on top of these.
* **Addon Resources**: The final absolute Drawable ID of a clothing item is determined by the combination of Rockstar’s native resources and any addon clothing resources.
* **Ordering Impact**: By adjusting the **Items Position Number**, you can indirectly influence the Drawable ID, because the game assigns Drawable IDs based on the order in which items are loaded. However, this is still managed on a **relative** basis within each drawable type.
Due to this, every time R\* releases a content update containing new cloth resources it will cause a shift in all absolute drawable ids from addon cloth resources. This happens as an additional cloth resource is loaded in between existing addon cloth resources and the basegame ones. Special case for FiveM is when changing the server target gamebuild as this causes the same issue as described.
###
[](https://docs.gta.clothing/basics/essential-knowledge/items-position-number#example-adding-new-shoes)
Example: Adding New Shoes
Let’s say you're adding new shoes to a cloth resource:
* **Position 0**: The first pair of shoes added is automatically assigned an **Items Position Number** of `0`.
* **Position 1**: The second pair of shoes is assigned `1`, and so on.
If you want to reorder the shoes (for example, to ensure that a particular pair appears first in the list in a clothing store), you can manually adjust the **Items Position Number**. The game will then use this information to determine how to display the shoes in the list.
###
[](https://docs.gta.clothing/basics/essential-knowledge/items-position-number#influence-on-in-game-presentation)
Influence on In-Game Presentation
This ordering directly affects how clothing is presented in-game. For example, in a clothing store interface:
* Items with **lower Items Position Numbers** will in most cases appear first.
* Items with **identical position numbers** will be sorted alphabetically by their name.
[](https://docs.gta.clothing/basics/essential-knowledge/items-position-number#relative-and-absolute-drawable-id)
Relative and Absolute Drawable Id
-------------------------------------------------------------------------------------------------------------------------------------------------------

Showcase of Relative and Absolute Drawable Id in Durty Cloth Tool
In the appearance items list on the left side, each clothing item has an indicator which displays \[R000\] for the related **Relative Drawable Id**. Which is 0 in this case and a rough estimate of the related **Absolute Drawable Id**, which is 150 in this case for the male clothing and 158 for the female clothing.
The absolute drawable id is not reliable as it is influenced by which game build you are running and which cloth resources are loaded in before this one.
[](https://docs.gta.clothing/basics/essential-knowledge/items-position-number#alt-v-and-fivem-specific-functionality)
alt:V & FiveM Specific Functionality
---------------------------------------------------------------------------------------------------------------------------------------------------------------
There is a special case for **alt:V** and **FiveM**, these multiplayer platforms provide an API for developers to **directly set a clothing item** using the cloth resource name and the item's **relative Drawable ID** (derived from the **Items Position Number**). This allows for direct control over which clothing item to load, bypassing the need for calculating absolute Drawable IDs.
###
[](https://docs.gta.clothing/basics/essential-knowledge/items-position-number#example-in-alt-v-and-fivem)
Example in alt:V & FiveM
Instead of relying on the load order of the clothing resources to determine the final Drawable ID, developers can use a command to load a specific clothing item by:
* **Resource Name**: The name of the clothing resource (e.g., "myclothes").
* **Relative Drawable ID**: The position number within the cloth resource (e.g., `Items Position Number = 2`).
This makes it much easier to manage clothing in multiplayer environments, as the system does not rely on how the game loads all resources together, but allows direct access to specific items.
**Check out related documentation for more details.** alt:V Wiki: [https://docs.altv.mp/gta/articles/ped/clothing.html](https://docs.altv.mp/gta/articles/ped/clothing.html)
FiveM Wiki: [https://docs.fivem.net/docs/scripting-manual/using-new-game-features/collection-based-natives/](https://docs.fivem.net/docs/scripting-manual/using-new-game-features/collection-based-natives/)
[](https://docs.gta.clothing/basics/essential-knowledge/items-position-number#best-practices)
Best Practices
-----------------------------------------------------------------------------------------------------------------
* **Start with Defaults**: When creating new cloth resources, allow the tool to assign default positions for new drawables.
* **Manual Adjustments**: Use the **Items Position Number** to fine-tune the load order when needed, especially if you want to control how items are displayed in menus or sorted in-game.
* **Avoid Conflicting Positions**: If two items share the same **Items Position Number**, ensure that their names are distinct so the game can resolve any conflicts alphabetically.
* **Leverage alt:V & FiveM API**: For alt:V & FiveM developers, take advantage of the API that allows direct control over the drawable ID using the cloth resource name and relative position. This makes managing clothing resources more efficient.
[](https://docs.gta.clothing/basics/essential-knowledge/items-position-number#summary)
Summary
---------------------------------------------------------------------------------------------------
The **Items Position Number** is a powerful tool for managing the relative order of clothing drawables within a cloth resource. It helps to control how items are loaded, ordered, and displayed in-game. Although it doesn't directly control the absolute Drawable ID, it significantly influences how items are presented both in singleplayer and multiplayer platforms like FiveM, alt:V, and RageMP.
By understanding and using this feature effectively, developers can ensure that their clothing resources are organized and displayed exactly as intended, whether in modding singleplayer DLCs or customizing multiplayer servers.
[Vorige3D Previewing Clothes](https://docs.gta.clothing/basics/essential-knowledge/3d-preview-clothes)
[VolgendeCloth Analysis Report](https://docs.gta.clothing/basics/essential-knowledge/cloth-analysis-report)
Laatst bijgewerkt 1 jaar geleden
* [Introduction](https://docs.gta.clothing/basics/essential-knowledge/items-position-number#introduction)
* [Purpose](https://docs.gta.clothing/basics/essential-knowledge/items-position-number#purpose)
* [Functionality](https://docs.gta.clothing/basics/essential-knowledge/items-position-number#functionality)
* [Default Behavior](https://docs.gta.clothing/basics/essential-knowledge/items-position-number#default-behavior)
* [Resorting & Behaviour Options](https://docs.gta.clothing/basics/essential-knowledge/items-position-number#resorting-and-behaviour-options)
* [When Items Share the Same Position](https://docs.gta.clothing/basics/essential-knowledge/items-position-number#when-items-share-the-same-position)
* [How It Affects the Absolute Drawable ID](https://docs.gta.clothing/basics/essential-knowledge/items-position-number#how-it-affects-the-absolute-drawable-id)
* [Example: Adding New Shoes](https://docs.gta.clothing/basics/essential-knowledge/items-position-number#example-adding-new-shoes)
* [Influence on In-Game Presentation](https://docs.gta.clothing/basics/essential-knowledge/items-position-number#influence-on-in-game-presentation)
* [Relative and Absolute Drawable Id](https://docs.gta.clothing/basics/essential-knowledge/items-position-number#relative-and-absolute-drawable-id)
* [alt:V & FiveM Specific Functionality](https://docs.gta.clothing/basics/essential-knowledge/items-position-number#alt-v-and-fivem-specific-functionality)
* [Example in alt:V & FiveM](https://docs.gta.clothing/basics/essential-knowledge/items-position-number#example-in-alt-v-and-fivem)
* [Best Practices](https://docs.gta.clothing/basics/essential-knowledge/items-position-number#best-practices)
* [Summary](https://docs.gta.clothing/basics/essential-knowledge/items-position-number#summary)
---
# Backface Culling | Durty Cloth Tool - Documentation
For the complete documentation index, see [llms.txt](https://docs.gta.clothing/llms.txt)
. This page is also available as [Markdown](https://docs.gta.clothing/cloth-modding/backface-culling.md)
.
One thing to understand about GTA, for both modding clothing and regular props, is that for the most part, the game engine renders things as single-sided materials. This means that objects do not have both a viewable "front" and "back". Instead, the front-facing side is visible and the back is invisible.
Take a look at the MP Male uppr\_015, for instance.

uppr 015
Codewalker RPF renders things single-sided like the game does. You can already start to see this effect around the collar/neck. As you can see, the "front-facing normals" of the model are visible, and the inside is not.

the inside of uppr 015 is invisible
Most GTA clothing is 'closed off' around holes like the sleeves and collar so that you do not see through the inside of the clothing. The other option is to duplicate & flip the geometry of the mesh, so that you can 'see' the inside, but this is of course more costly performance-wise.
Unfortunately, the modding community is rife with people who do not understand this concept and make bad mods that are neither closed off nor have inside faces, which is why I feel it's important that this is one of the first concepts I explain.
Laatst bijgewerkt 1 jaar geleden
---
# Cloth Analysis Report | Durty Cloth Tool - Documentation
For the complete documentation index, see [llms.txt](https://docs.gta.clothing/llms.txt)
. This page is also available as [Markdown](https://docs.gta.clothing/basics/essential-knowledge/cloth-analysis-report.md)
.
[](https://docs.gta.clothing/basics/essential-knowledge/cloth-analysis-report#introduction)
Introduction
-------------------------------------------------------------------------------------------------------------
The **Cloth Analysis Report** in Durty Cloth Tool (DCT) is an essential feature designed to help developers analyze their clothing resources for potential issues, optimizations, and overall quality. The tool automatically generates error, warning, and informational messages to assist users in maintaining high standards of quality and compatibility for their clothing assets.
This documentation will cover:
* **Cloth Analysis Report** overview and purpose
* The **Error List** window and how it works
* Explanation of the different types of messages: **Errors**, **Warnings**, and **Information**
* How these messages are integrated into the tool’s **drawables list**

Durty Cloth Tool Errors, Warnings and Information in Appearance List
[](https://docs.gta.clothing/basics/essential-knowledge/cloth-analysis-report#purpose)
Purpose
---------------------------------------------------------------------------------------------------
The **Cloth Analysis Report** ensures that all clothing resources are thoroughly reviewed and optimized before being finalized and used in the game. This analysis helps identify:
* **Potential Issues**: Such as missing or conflicting data in the drawable models or textures.
* **Performance Optimizations**: Opportunities to reduce texture sizes or fix polygon counts.
* **Warnings**: Areas where improvements are suggested, even if they aren’t critical issues.
This reporting system allows modders, developers and content creators to ensure their clothing resources are not only functional but also optimized for the best possible performance, especially in multiplayer environments where efficiency is key.
[](https://docs.gta.clothing/basics/essential-knowledge/cloth-analysis-report#the-error-list-window)
The Error List Window
-------------------------------------------------------------------------------------------------------------------------------
The **Error List Window** is where users can view and manage all the reported issues and suggestions from the Cloth Analysis. It offers a centralized view of all **Errors**, **Warnings**, and **Information** messages across the current project.

Durty Cloth Tool Error List Window demo
###
[](https://docs.gta.clothing/basics/essential-knowledge/cloth-analysis-report#key-features-of-the-error-list-window)
Key Features of the Error List Window:
* **Type**: Each message is categorized by its severity with clear icons to distinguish between **Errors**, **Warnings**, and **Informational** messages.
* **Filtering**: Users can filter the messages based on type, such as viewing only Errors or only Warnings by clicking on the related type icon in the top section.
* **Sorting:** Easily sort messages by their severity (Level), Code, Description and more
* **Search:** Quickly search thru all messages to find issues of a specific item by using the upper right search input.
* **Grouping:** Messages can be grouped by dragging any column to the top in order to for example see all issues of a specific item grouped together.
* **Details**: Each row holds all related details about the issue, often with specific references to the problematic cloth drawable or texture.
* **Jump to Location**: By double clicking you can simply jump to the related item to take further actions.
[](https://docs.gta.clothing/basics/essential-knowledge/cloth-analysis-report#error-types)
Error Types
-----------------------------------------------------------------------------------------------------------
* ❗ **Errors**: These are critical issues that prevent a drawable or resource from functioning properly. Errors often result from missing files, broken links between models and textures, or invalid file formats. Errors **must** be resolved before the cloth resource can be build and used correctly in the game.
* ⚠️ **Warnings**: Warnings are less severe than errors but indicate potential problems that could lead to suboptimal performance or unintended behavior. For example, a drawable may have an excessively high polygon count, or a texture may not be optimized. While the resource may still function, addressing warnings can improve the quality and performance of your cloth resource.
* 💡 **Information**: These are general messages that provide useful insights about your resources but don’t require immediate action. For example, a message might inform you that a drawable has an unused material that could be cleaned up. Information helps keep your project organized and clean but does not impact functionality.
[](https://docs.gta.clothing/basics/essential-knowledge/cloth-analysis-report#error-list-integration-with-drawables-list)
Error List Integration with Drawables List
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------
In addition to the **Error List Window**, DCT provides real-time feedback directly within the **Drawables List** itself. This means that when a drawable (such as a piece of clothing) has an issue, it will be flagged in the drawables list with a corresponding icon to indicate whether it has errors, warnings, or informational messages.

Durty Cloth Tool Errors, Warnings and Information in Appearance List
###
[](https://docs.gta.clothing/basics/essential-knowledge/cloth-analysis-report#error-reporting-in-drawables-list)
Error Reporting in Drawables List
Each item in DCT is monitored for various issues and possible improvements, here are just some examples:
1. **Missing Data**: If a drawable is missing essential elements like textures or models, it will trigger an error.
2. **High Polygon Counts**: If a model’s polygon count exceeds the optimal range, it may trigger a warning about performance issues.
3. **Texture Issues**: If a texture is too large or in an incompatible format, this will be flagged as a warning or error.
4. **LOD Mismatch**: If there is an inconsistency in the levels of detail (LOD) between the different levels of the model, it could generate a warning.
5. **Naming Conflicts**: Duplicate names for drawables of the same type or category can result in conflicts. The tool will warn you when multiple items share the same name or identifier.
By providing real-time feedback in the **Drawables List**, users can immediately identify where an issue exists and begin fixing it without needing to manually review each drawable. The icons next to each item will indicate its status, allowing users to prioritize their work.
**Did you know?** You can fine tune and adjust each threshold in the Project Settings window. See [App & Project Settings](https://docs.gta.clothing/basics/good-to-know/app-and-project-settings)
for more details.
[](https://docs.gta.clothing/basics/essential-knowledge/cloth-analysis-report#error-fixing-workflow)
Error Fixing Workflow
-------------------------------------------------------------------------------------------------------------------------------
When using the **Error List Window** and **Drawables List**, it’s recommended to follow a simple workflow for addressing issues:
1. **Review Errors First**: Always resolve critical errors first, as they will prevent the project from functioning properly. In many cases these can be issues like clothes that miss textures and similar, in such cases read the error carefully and follow given steps to resolve it.
2. **Address Warnings**: Warnings should be resolved next, as they may affect performance or cause issues down the line, particularly in multiplayer environments. In many cases using our inbuilt Optimization Feature might help but not be taken as the ultimate solution for everything. See [Optimizing Clothes](https://docs.gta.clothing/basics/essential-knowledge/optimizing-clothes)
for more details.
3. **(optional) Handle Information Last**: Informational messages should be addressed at your discretion, particularly if you’re aiming for maximum optimization and cleanliness in your project. **In most cases they require extensive cloth modding knowledge.**
By working in this structured manner, you can ensure that your project is not only functional but also optimized and clean.
[](https://docs.gta.clothing/basics/essential-knowledge/cloth-analysis-report#handling-duplicate-clothing-automatically)
Handling Duplicate Clothing Automatically
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------
In addition to detecting potential issues and optimizations, Durty Cloth Tool also has an advanced system for identifying and managing duplicate clothing items to maintain a clean and efficient project.
###
[](https://docs.gta.clothing/basics/essential-knowledge/cloth-analysis-report#automatic-duplicate-detection)
**Automatic Duplicate Detection**
When adding new clothing to a project, the tool automatically checks for duplicates by comparing:
* File content data
* Assigned gender
* Drawable type
If a duplicate is detected, a prompt will appear, giving the option to either proceed with adding the duplicate or skip it. Users can also select a session-specific setting to **Always Import** or **Always Skip** duplicates during the active session. This choice is reset upon restarting the tool, ensuring full control and flexibility each time the tool is used.
All duplicate handling actions are logged, providing a transparent view of how decisions on duplicates are made and allowing users to review these actions at any time.
###
[](https://docs.gta.clothing/basics/essential-knowledge/cloth-analysis-report#project-wide-duplicate-analysis)
**Project-Wide Duplicate Analysis**
DCT also offers a **Duplicate Analysis** action under **Project > Actions**. This feature allows users to perform a comprehensive scan of the current project to identify any existing duplicates. When duplicates are found, users can choose to remove them efficiently, streamlining the project’s clothing assets for optimal organization and performance.
With these features, DCT ensures users can maintain clean, organized clothing resources and avoid unnecessary redundancies, supporting high standards of quality and project management.
[](https://docs.gta.clothing/basics/essential-knowledge/cloth-analysis-report#summary)
Summary
---------------------------------------------------------------------------------------------------
The **Cloth Analysis Report** is a powerful tool in the Durty Cloth Tool, offering detailed feedback on the quality and functionality of clothing resources. By leveraging the **Error List Window**, real-time feedback in the **Drawables List**, and a structured approach to resolving issues, developers can ensure their clothing mods are not only functional but also optimized for performance and compatibility.
Understanding and addressing the different levels of **Errors**, **Warnings**, and **Information** will lead to higher-quality results, whether you're working on Singleplayer DLC or multiplayer cloth resources for platforms like FiveM, alt:V, or RageMP.
[VorigeItems Position Number](https://docs.gta.clothing/basics/essential-knowledge/items-position-number)
[VolgendeOptimizing Clothes](https://docs.gta.clothing/basics/essential-knowledge/optimizing-clothes)
Laatst bijgewerkt 1 jaar geleden
* [Introduction](https://docs.gta.clothing/basics/essential-knowledge/cloth-analysis-report#introduction)
* [Purpose](https://docs.gta.clothing/basics/essential-knowledge/cloth-analysis-report#purpose)
* [The Error List Window](https://docs.gta.clothing/basics/essential-knowledge/cloth-analysis-report#the-error-list-window)
* [Key Features of the Error List Window:](https://docs.gta.clothing/basics/essential-knowledge/cloth-analysis-report#key-features-of-the-error-list-window)
* [Error Types](https://docs.gta.clothing/basics/essential-knowledge/cloth-analysis-report#error-types)
* [Error List Integration with Drawables List](https://docs.gta.clothing/basics/essential-knowledge/cloth-analysis-report#error-list-integration-with-drawables-list)
* [Error Reporting in Drawables List](https://docs.gta.clothing/basics/essential-knowledge/cloth-analysis-report#error-reporting-in-drawables-list)
* [Error Fixing Workflow](https://docs.gta.clothing/basics/essential-knowledge/cloth-analysis-report#error-fixing-workflow)
* [Handling Duplicate Clothing Automatically](https://docs.gta.clothing/basics/essential-knowledge/cloth-analysis-report#handling-duplicate-clothing-automatically)
* [Automatic Duplicate Detection](https://docs.gta.clothing/basics/essential-knowledge/cloth-analysis-report#automatic-duplicate-detection)
* [Project-Wide Duplicate Analysis](https://docs.gta.clothing/basics/essential-knowledge/cloth-analysis-report#project-wide-duplicate-analysis)
* [Summary](https://docs.gta.clothing/basics/essential-knowledge/cloth-analysis-report#summary)
---
# Skin Tone Data | Durty Cloth Tool - Documentation
For the complete documentation index, see [llms.txt](https://docs.gta.clothing/llms.txt)
. This page is also available as [Markdown](https://docs.gta.clothing/game-mechanics/skin-tone-data.md)
.
---
# First Cloth Resource | Durty Cloth Tool - Documentation
For the complete documentation index, see [llms.txt](https://docs.gta.clothing/llms.txt)
. This page is also available as [Markdown](https://docs.gta.clothing/getting-started/first-cloth-resource.md)
.
[](https://docs.gta.clothing/getting-started/first-cloth-resource#introduction)
Introduction
-------------------------------------------------------------------------------------------------
Durty Cloth Tool is an extensive tool allowing users to create add-on clothing packs for alt:V, FiveM, Singleplayer and RageMP.
**Durty Cloth Tool is a Subscription based licensed Software Tool.** It is actively maintained and supported, please be aware an active Subscription is needed to use this powerful tool in its full glory. Head to [Buying a License](https://docs.gta.clothing/getting-started/license-activation#buying-a-license)
for more details.

Short Durty Cloth Tool demo
**Make sure to have Durty Cloth Tool installed and running before continuing** with this article, see [Quickstart](https://docs.gta.clothing/getting-started/quickstart)
for a quick guide on how to Download, Install & Start Durty Cloth Tool.
**If you have an active Durty Cloth Tool Subscription**, before starting, please see [License Activation](https://docs.gta.clothing/getting-started/license-activation)
in order to run DCT in fully licensed mode.
###
[](https://docs.gta.clothing/getting-started/first-cloth-resource#looking-for-a-video-instead)
Looking for a Video instead?
We can recommend this (meanwhile a little bit outdated) Video on How to Get Started with Durty Cloth Tool!
(Outdated) Video covering the basics of Durty Cloth Tool and How to Get Started
[](https://docs.gta.clothing/getting-started/first-cloth-resource#id-1.-creating-your-first-cloth-project)
1\. Creating your first Cloth Project
-----------------------------------------------------------------------------------------------------------------------------------------------------
The first screen you should see is the tool running with a newly created, empty, clothes project. Before we start to add clothes to your cloth project, we will need to finish setting up the project and save it somewhere.
See our article about the [User Interface](https://docs.gta.clothing/basics/essential-knowledge/user-interface)
for more information.

Durty Cloth Tool with an empty / new Project
**Open the Project Settings** by clicking on "**⚙️Settings**" in the bottom right of the application. This will open the Project Settings window where we will have to define the following required fields:
* **Project Name** Enter a simple desired name for this cloth project
* **DLC Name** Setting Project Name will automatically set the DLC Name too, you can keep it that way in most cases
* **Project Output / Save Folder** This is the folder where your Cloth Project with all its data will be stored, choose wisely
See our article about the [Durty Cloth Projects](https://docs.gta.clothing/basics/useful-to-know/durty-cloth-projects)
for more information regarding the Durty Cloth Project format and [App & Project Settings](https://docs.gta.clothing/basics/good-to-know/app-and-project-settings)
for detailed explanations regarding all available settings.

Durty Cloth Tool Project Settings Window
If you have done setting up your Cloth Project, you can **go ahead and quickly save it** in order to be able to continue working on it at some later point.
It is considered as best practice to keep the .dctproject file near the Project Output folder, for example on the same directory level as the `clothproject_` folder of your Cloth Project.

Durty Cloth Tool Project Save dropdown
Congratulations, you have finished setting up your first Cloth Project 🥳. In the next steps we will continue by adding our first clothes to it 👕
[](https://docs.gta.clothing/getting-started/first-cloth-resource#id-2.-adding-clothes-to-your-cloth-project)
2\. Adding Clothes to your Cloth Project
-----------------------------------------------------------------------------------------------------------------------------------------------------------
Before adding clothes to your Cloth Project, we will quickly have to cover what exactly we consider a Cloth:
* **YDD File** (Drawable) is the game file format that holds cloth model information, **basically an untextured model of the cloth** you are adding.
* **YTD File** (Texture) is the game file format that holds texture information, **basically a texture variation of the cloth** you are adding.
See our article about [Drawable Types & Textures](https://docs.gta.clothing/game-mechanics/drawable-types-and-textures)
for more information.

Durty Cloth Tool Options for adding clothes
Durty Cloth Tool offers many options for adding either male or female clothes to your cloth project. We will quickly cover them:
* 🗃️ **Import package**, the most easy way to get clothes added. Imports `*.dctpackage` files which contain all information related to one or multiple clothes. See [Import & Export Formats](https://docs.gta.clothing/basics/useful-to-know/import-and-export-formats)
for more details.
* ⚧ **Add**, offers various methods to add clothes where the target gender will be automatically resolved.
* 👨 **Add Male**, offers various methods to add specifically male clothes. Useful in cases where Add method is not able to determine the target gender automatically.
* 👩 **Add Female**, offers various methods to add specifically female clothes. Useful in cases where Add method is not able to determine the target gender automatically.
In most cases '⚧ Add > 📂 Add from folder(s)' should be the best option as it should be able to automatically detect most of the information needed by the file names.
You will **require cloth files (YDD & YTD) in order to continue**. We **suggest to** [**check out Forge Hub**](https://forge.plebmasters.de/hub/Cloth)
**, our GTA V Content publishing platform**. It features lots of free clothes from amazing creators.
In our test we will continue by downloading a simple female dress by Quixotic on Forge Hub: [https://forge.plebmasters.de/hub/Cloth/1680/dione\_dress](https://forge.plebmasters.de/hub/Cloth/1680/dione_dress)
When downloaded and extracted it should contain a bunch of YDD and YTD files like this.

Downloaded and extracted cloth files
As you can see these file names don't contain any gender / ped name, this is why we have to select any of the options from the "👩 **Add Female**" dropdown. In this case we will choose "👩 **Add Female >** 📂 **Add from folder(s)**".
See our article about [Auto Cloth Data Resolving](https://docs.gta.clothing/basics/good-to-know/auto-cloth-data-resolving)
to better understand how Durty Cloth Tool automatically helps you resolve cloth information.

Adding female clothes in Durty Cloth Tool
**When adding High Heels or Clothes that support the Cut Hairs option (Hats, Masks etc)** on the right side for hairs, you can read [High Heels](https://docs.gta.clothing/basics/essential-knowledge/high-heels)
and [Cutting Hairs](https://docs.gta.clothing/basics/essential-knowledge/cutting-hairs)
to find out how to configure these specifically.
If you have licensed DCT Version you can **make full use of our 3D Preview feature** in order to see your added clothes in much more detail. See this article for more information: [3D Previewing Clothes](https://docs.gta.clothing/basics/essential-knowledge/3d-preview-clothes)
**Your added clothes got a ❗** 💡 **or other icon in front of it**? In this case Durty Cloth Tool automatically recognized an issue with the added cloth or has some useful information for you about it, see our article about [Cloth Analysis Report](https://docs.gta.clothing/basics/essential-knowledge/cloth-analysis-report)
for more information.
[](https://docs.gta.clothing/getting-started/first-cloth-resource#id-3.-building-your-cloth-project-to-a-cloth-resource)
3\. Building your Cloth Project to a Cloth Resource
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
If you have finished adding clothes and made sure you are happy with the options, you can open the build window to generate your desired GTA 5 addon cloth resource output.
Select your target resource type / platform, give your cloth pack collection a unique (short)name and select the output directory of your addon pack.
See our article about [Build Options](https://docs.gta.clothing/basics/essential-knowledge/build-options)
for more information.

Durty Cloth Tool Project Build Window
Pressing "**Build**" should end up creating your addon cloth resource at the selected output location. From here on you can take these files and copy it to your desired server resources folder.

Successfully built Durty Cloth Tool Project
[](https://docs.gta.clothing/getting-started/first-cloth-resource#id-4.-profit)
4\. Profit
-----------------------------------------------------------------------------------------------

You just created your first GTA 5 addon cloth resource yaaayyy!
**Make sure to always save your project** using the "File > Save" menu item, so you can always continue working on your GTA 5 addon cloth pack by adding, removing or replacing files.
Lets continue by testing your newly created GTA 5 addon cloth resource! Click on one of the cards below to continue. See you there 🚀
[](https://docs.gta.clothing/getting-started/testing-addon-clothes)
**Test your addon clothes**
See how to easily test your Addon Clothes 🧪
[](https://docs.gta.clothing/basics/essential-knowledge)
**Dig into DCT Essential Knowledge**
Learn how to benefit from our powerful features 👕
[](https://docs.gta.clothing/game-mechanics/game-limits-and-crashes)
**Dive deeper**
Discover GTA V clothing game mechanics
####
[](https://docs.gta.clothing/getting-started/first-cloth-resource#alternatively-we-can-recommend-this-meanwhile-a-little-bit-outdated-in-depth-guide-to-durty-cloth-to)
Alternatively we can recommend this (meanwhile a little bit outdated) In Depth Guide to Durty Cloth Tool by Onslaught
Video covering some of the more advanced topics in Durty Cloth Tool
[VorigeTeam Licenses](https://docs.gta.clothing/getting-started/team-licenses)
[VolgendeTesting Addon Clothes](https://docs.gta.clothing/getting-started/testing-addon-clothes)
Laatst bijgewerkt 1 jaar geleden
* [Introduction](https://docs.gta.clothing/getting-started/first-cloth-resource#introduction)
* [Looking for a Video instead?](https://docs.gta.clothing/getting-started/first-cloth-resource#looking-for-a-video-instead)
* [1\. Creating your first Cloth Project](https://docs.gta.clothing/getting-started/first-cloth-resource#id-1.-creating-your-first-cloth-project)
* [2\. Adding Clothes to your Cloth Project](https://docs.gta.clothing/getting-started/first-cloth-resource#id-2.-adding-clothes-to-your-cloth-project)
* [3\. Building your Cloth Project to a Cloth Resource](https://docs.gta.clothing/getting-started/first-cloth-resource#id-3.-building-your-cloth-project-to-a-cloth-resource)
* [4\. Profit](https://docs.gta.clothing/getting-started/first-cloth-resource#id-4.-profit)
---
# Shop Meta File | Durty Cloth Tool - Documentation
For the complete documentation index, see [llms.txt](https://docs.gta.clothing/llms.txt)
. This page is also available as [Markdown](https://docs.gta.clothing/game-mechanics/shop-meta-file.md)
.
[](https://docs.gta.clothing/game-mechanics/shop-meta-file#introduction)
Introduction
------------------------------------------------------------------------------------------
The **Shop Meta File** is a component in GTA V's clothing system. These files store metadata about clothing items and their related properties, enabling the game to use certain mechanics, such as retrieving clothing names, absolute drawable ids at runtime or retrieving restriction information for some systems like cloth fitting, during gameplay. Shop Meta Files are typically named in a format like `mp_f_freemode_01_fancyclothes_shop.meta`.
[](https://docs.gta.clothing/game-mechanics/shop-meta-file#overview)
Overview
----------------------------------------------------------------------------------
A Shop Meta File is an XML document that contains detailed information about clothing items, including their associated DLC, character type, and component data. These files allow the game to manage and apply metadata to clothing, such as:
* Identifying specific clothing items for a character.
* Assigning clothing items to specific shops or categories.
* Defining restrictions or special mechanics for the items.
* Configuring cost, forced components, and other properties.
Here’s an example snippet from a Shop Meta File:
Kopiëren
mp_f_freemode_01
fancyclothes
mp_f_freemode_01_fancyclothes
SCR_CHAR_MULTIPLAYER_F
MP_CreatureMetadata_fancyclothes
-
CU_DCT_FANCYCLOTHES_CLOTHES
CLO_DCT_ACCESSORIES_0_0_F
CLO_SHOP_NONE
PV_COMP_TEEF
[](https://docs.gta.clothing/game-mechanics/shop-meta-file#key-elements-of-a-shop-meta-file)
Key Elements of a Shop Meta File
----------------------------------------------------------------------------------------------------------------------------------
###
[](https://docs.gta.clothing/game-mechanics/shop-meta-file#id-1.-ped-name)
1\. **Ped Name**
The character model the file is associated with, e.g., `mp_f_freemode_01` for female multiplayer freemode.
###
[](https://docs.gta.clothing/game-mechanics/shop-meta-file#id-2.-dlc-name)
2\. **DLC Name**
Specifies the DLC that the clothing belongs to, e.g., `fancyclothes`.
###
[](https://docs.gta.clothing/game-mechanics/shop-meta-file#id-3.-components)
3\. **Components**
Defines the individual clothing items and their properties. Each `- ` tag represents one piece of clothing with the following attributes:
* **lockHash**: A unique identifier for the clothing item, used internally by the game.
* **drawableIndex**: Relative drawable index of the clothing model.
* **textureIndex**: Index of the clothing texture variation.
* **eCompType**: The clothing component type (e.g., `PV_COMP_TEEF` for accessories). (See [Drawable Types & Textures](https://docs.gta.clothing/game-mechanics/drawable-types-and-textures)
)
* **restrictionTags**: Tags that apply restrictions or special mechanics to the clothing item. (See this [dump of restriction tags](https://github.com/DurtyFree/gta-v-data-dumps/blob/master/pedApparelRestrictionTags.json)
used by the game)
* **eShopEnum**: Target shop category for the item.
###
[](https://docs.gta.clothing/game-mechanics/shop-meta-file#id-4.-creature-metadata)
4\. **Creature Metadata**
Specifies any associated metadata files that are required for special mechanics like high heels or alternate variations.
[](https://docs.gta.clothing/game-mechanics/shop-meta-file#durty-cloth-tool-integration)
Durty Cloth Tool Integration
--------------------------------------------------------------------------------------------------------------------------

Editing Clothing Related Shop Meta information
###
[](https://docs.gta.clothing/game-mechanics/shop-meta-file#automatic-shop-meta-file-generation)
Automatic Shop Meta File Generation
Durty Cloth Tool simplifies the process of creating and managing Shop Meta Files:
* **Automatic Generation**: The tool automatically generates Shop Meta Files during the build process, ensuring compatibility with in-game mechanics.
* **Customization Options**: Users can configure specific fields, such as "Target Shop" or "Restriction Tags," via the **Shop Meta** tab in the tool.
[](https://docs.gta.clothing/game-mechanics/shop-meta-file#use-cases-in-game-mechanics)
Use Cases in Game Mechanics
------------------------------------------------------------------------------------------------------------------------
Shop Meta Files are used by the game for various mechanics, including:
* **Clothing Names & Ids**: Retrieving the proper names or drawable ids of clothing items.
* **Shop Categories**: Assigning items to specific shops in the game.
* **Restrictions**: Applying limitations based on gameplay context, such as item visibility or availability.
For example:
* A big mask might include restriction tags to ensure it can only be worn with specific outfits.
* High-heeled shoes could reference specific creature metadata for proper functionality.
[](https://docs.gta.clothing/game-mechanics/shop-meta-file#managing-shop-meta-files-in-durty-cloth-tool)
Managing Shop Meta Files in Durty Cloth Tool
----------------------------------------------------------------------------------------------------------------------------------------------------------
To work with Shop Meta Files in Durty Cloth Tool:
1. Navigate to the **Shop Meta** tab for any selected clothing item.
2. Edit properties like the **Target Shop** or **Restriction Tags** as needed.
3. Build the project to automatically generate the Shop Meta File, ensuring all configured settings are applied.
[](https://docs.gta.clothing/game-mechanics/shop-meta-file#summary)
Summary
--------------------------------------------------------------------------------
By leveraging the Shop Meta File system, you can ensure your clothing resources integrate seamlessly with the game’s mechanics.
[VorigeBehaviour Flags](https://docs.gta.clothing/game-mechanics/behaviour-flags)
Laatst bijgewerkt 1 jaar geleden
* [Introduction](https://docs.gta.clothing/game-mechanics/shop-meta-file#introduction)
* [Overview](https://docs.gta.clothing/game-mechanics/shop-meta-file#overview)
* [Key Elements of a Shop Meta File](https://docs.gta.clothing/game-mechanics/shop-meta-file#key-elements-of-a-shop-meta-file)
* [1\. Ped Name](https://docs.gta.clothing/game-mechanics/shop-meta-file#id-1.-ped-name)
* [2\. DLC Name](https://docs.gta.clothing/game-mechanics/shop-meta-file#id-2.-dlc-name)
* [3\. Components](https://docs.gta.clothing/game-mechanics/shop-meta-file#id-3.-components)
* [4\. Creature Metadata](https://docs.gta.clothing/game-mechanics/shop-meta-file#id-4.-creature-metadata)
* [Durty Cloth Tool Integration](https://docs.gta.clothing/game-mechanics/shop-meta-file#durty-cloth-tool-integration)
* [Automatic Shop Meta File Generation](https://docs.gta.clothing/game-mechanics/shop-meta-file#automatic-shop-meta-file-generation)
* [Use Cases in Game Mechanics](https://docs.gta.clothing/game-mechanics/shop-meta-file#use-cases-in-game-mechanics)
* [Managing Shop Meta Files in Durty Cloth Tool](https://docs.gta.clothing/game-mechanics/shop-meta-file#managing-shop-meta-files-in-durty-cloth-tool)
* [Summary](https://docs.gta.clothing/game-mechanics/shop-meta-file#summary)
---
# Vertex Colors | Durty Cloth Tool - Documentation
For the complete documentation index, see [llms.txt](https://docs.gta.clothing/llms.txt)
. This page is also available as [Markdown](https://docs.gta.clothing/cloth-modding/vertex-colors.md)
.
Vertex Colors are important for clothing for correcting lighting, sweat, and wind effects. Every piece of clothing usually has 2 vertex color attributes.
These vertex colors are named "colour0" and "colour1" and can be found in the Color Attributes dropdown in the Object Data Properties tab. Colour0 is associated with the lighting of your model, and this color is usually orange (or pink for emissive). Colour1 is for wind/sweat effects and for freemode clothing is almost always black.

There are two ways to see these colors on our model. The first way is to switch into Vertex Paint mode (instead of object/edit/pose mode). The second way is in the Viewport Shading settings. In solid view, changing the Color to 'attribute' will preview the colors while in Object/Edit/etc mode.

Once you are previewing the colors, simply selecting colour0 or colour1 from the color attributes dropdown will switch your active view between them.
[](https://docs.gta.clothing/cloth-modding/vertex-colors#painting-new-vertex-colors)
Painting new vertex colors
--------------------------------------------------------------------------------------------------------------------
As I stated earlier, colour0 has to do with lighting. For freemode clothing we use orange color #ff8000 most of the time. For colour1, unless you want clothing that shakes in the wind or parts of the alpha to show sweat effects, we paint it as #000 with no alpha. So let's add them to a model

In the color attributes panel, click the + (plus) sign.

For `Name` put in colour0. `Domain` is 'Face Corner' and `Data Type` is 'Byte Color'. Then click the `Color` box.

Go to the 'Hex' tab, type FF8000 and you should see the orange color you need pop in. I set alpha to 0 here as well, but you can leave it at 1 for colour0 if you wish. Alpha will matter more in the next step.
###
[](https://docs.gta.clothing/cloth-modding/vertex-colors#lets-add-our-second-vertex-color-now)
Let's add our second vertex color now.
Just like before, press the + (plus) icon to start adding a new color.

For `Name` put in colour1. `Domain` is 'Face Corner' and `Data Type` is 'Byte Color'. Then click the `Color` box.

Go to the 'Hex' tab, type 000 in the box and press enter and you should see the orange color you need pop in. **The alpha should be 0 (zero)** unless you want sweat effects. If you want to have such effects, there are more advanced tutorials for painting alpha layers available in the tutorials section in Sollumz discord. For a basic piece you want no sweat and no wind, so paint it fully black with 0 alpha.
Otherwise, you're done!
[](https://docs.gta.clothing/cloth-modding/vertex-colors#emissive-clothing)
Emissive Clothing
--------------------------------------------------------------------------------------------------
If you are painting emissive clothing, your vertex colour0 needs to be pink instead of orange to be able to glow correctly in-game.
In the color attributes panel, click the + (plus) sign.

Just like above: For `Name` put in colour0. `Domain` is 'Face Corner' and `Data Type` is 'Byte Color'. Then click the `Color` box.

Go to the Hex tab. In the box, type `FFBAFF` then press enter. You should see a pink color come in.
**You only paint pink the parts you actually want to have glowing ingame.** Separate your mesh to single out the pieces that will glow, paint their vertex colours this pink, and the rest of the mesh follows the orange/black schema above.
Here is a cube painted as an example.

The pink portions have been separated out as the only pieces that will glow ingame.

The rest stays orange.

Laatst bijgewerkt 1 jaar geleden
* [Painting new vertex colors](https://docs.gta.clothing/cloth-modding/vertex-colors#painting-new-vertex-colors)
* [Let's add our second vertex color now.](https://docs.gta.clothing/cloth-modding/vertex-colors#lets-add-our-second-vertex-color-now)
* [Emissive Clothing](https://docs.gta.clothing/cloth-modding/vertex-colors#emissive-clothing)
---
# 3D Previewing Clothes | Durty Cloth Tool - Documentation
For the complete documentation index, see [llms.txt](https://docs.gta.clothing/llms.txt)
. This page is also available as [Markdown](https://docs.gta.clothing/basics/essential-knowledge/3d-preview-clothes.md)
.
[](https://docs.gta.clothing/basics/essential-knowledge/3d-preview-clothes#introduction)
Introduction
----------------------------------------------------------------------------------------------------------
The Clothes 3D Preview window in Durty Cloth Tool provides a real-time 3D visualization of clothing assets with various adjustable settings for precise previewing and debugging.
This is an integral part of the Durty Cloth Tool, allowing users to visualize how clothes will appear on the ped model and apply various rendering and preview options. This helps in ensuring proper fitting, rigging and overall look and feel of textures before exporting or using the clothes in the game.
Open 3D preview either by selecting Cloth Drawable and Texture Variation, then clicking "3D Preview" button (See [User Interface](https://docs.gta.clothing/basics/essential-knowledge/user-interface)
) or by double clicking any Cloth Drawable to preview it with its first Texture Variation. Did you know you can also enable automatic preview on simple selection? See [App & Project Settings](https://docs.gta.clothing/basics/good-to-know/app-and-project-settings)
for more information.
3D Preview is **only supported to work on clean GTA V installations** without any graphic or other client mods installed.
####
[](https://docs.gta.clothing/basics/essential-knowledge/3d-preview-clothes#main-features)
Main Features:
* Real-time 3D model rendering
* Texture, model, and animation previews
* Advanced rendering controls (shadows, HDR, time of day, render modes, tex samples and more)
* Model breakdown and inspection
* Texture breakdown and inspection

Durty Cloth Tool Clothes 3D Preview demo
[](https://docs.gta.clothing/basics/essential-knowledge/3d-preview-clothes#options-tab)
Options Tab
--------------------------------------------------------------------------------------------------------
The **Options Tab** provides various rendering settings and control over how the clothing is displayed in the preview window.

Durty Cloth Tool 3D Preview Options Tab
###
[](https://docs.gta.clothing/basics/essential-knowledge/3d-preview-clothes#rendering)
Rendering
* **HDR rendering**: Enables or disables High Dynamic Range rendering for enhanced visual fidelity.
* **Shadows**: Toggles the rendering of shadows in the scene.
###
[](https://docs.gta.clothing/basics/essential-knowledge/3d-preview-clothes#render-mode)
Render Mode
* Choose between multiple render modes, such as:
* **Default**: Standard rendering.
* **Single Texture**: Highlights individual textures.
* **Vertex Normals**, **Vertex Tangents, Vertex Colours**, **Texture Coordinates**: Debug modes to visualize different aspects of the geometry and textures.
###
[](https://docs.gta.clothing/basics/essential-knowledge/3d-preview-clothes#tex-sampler)
Tex Sampler
* Select which texture sampling mode to apply:
* **Diffuse Sampler**: Standard texture sample.
* Other specialized modes (like vertex tangents or custom textures).
###
[](https://docs.gta.clothing/basics/essential-knowledge/3d-preview-clothes#tex-coords)
Tex Coords
* Select which set of texture coordinates to preview:
* **Texture coord 1**, **Texture coord 2**, etc.
Tex Sampler & Tex Coords modes are only selectable when "**Single Texture**" Render Mode is active.
###
[](https://docs.gta.clothing/basics/essential-knowledge/3d-preview-clothes#control-light-direction)
Control Light Direction
* Enable manual control over the light direction for better previewing.
###
[](https://docs.gta.clothing/basics/essential-knowledge/3d-preview-clothes#time-of-day)
Time of Day
* Adjust the **time of day** slider to simulate different lighting conditions.
###
[](https://docs.gta.clothing/basics/essential-knowledge/3d-preview-clothes#preview-settings)
Preview Settings
* **Wireframe**: View the model in wireframe mode to see the underlying geometry.
* **Grid**: Overlay a grid in the center for reference.
* **Show Floor**: Toggle the floor display to get a feel where exactly the ped would be standing and whether shoes or clothes will potentially glitch.
* **Ped Skeleton**: Visualize the skeleton structure of the model for debugging rigging issues.
* **Only selected cloth**: Preview only the currently selected clothing piece.
* **Auto Rotate Camera**: Automatically rotates the camera around the model.
* **Preview Alternation Model**: Adjust the loaded model of the currently selected cloth to either their first-person (`_1`) or other (`_2`, `_3` etc.) alternation models. When configured, the preview also supports hair alternation states (e.g. masks or hoodies with "no hair" or special hair alternation models) to visualize clipping fixes.
* **Level of Detail (LOD)**: Select the level of detail for the preview (e.g., High, Medium, Low).
[](https://docs.gta.clothing/basics/essential-knowledge/3d-preview-clothes#ped-tab)
Ped Tab
------------------------------------------------------------------------------------------------
The **Ped Tab** allows users to configure the appearance of the character wearing the clothing, including body components and animations.

Durty Cloth Tool 3D Preview Ped Tab
###
[](https://docs.gta.clothing/basics/essential-knowledge/3d-preview-clothes#base-components)
Base Components
* Control the currently visible base components on the character, such as:
* **head**, **berd** (beard), **hair**, **uppr** (upper body), **hand**, **feet**, **teef**, **accs** (accessories), **task**, **jbib** (jackets and tops).
* **Reset to Default**: Quickly revert the components to their default settings.
* **Don't reset components on change:** Enable this to preview multiple addon clothes by simply selecting them in Durty Cloth Tool.
These can be adjusted to better understand fittings of the clothes with base game components such as other torsos or to see whether multiple of your addon clothes properly match together.
###
[](https://docs.gta.clothing/basics/essential-knowledge/3d-preview-clothes#animation)
Animation
* **Enable Animation**: Toggle animation on or off.
* **Enable Root Motion**: Enable the root motion for specific animations (useful for walking or action animations, to understand the actual animation movement).
* **Quick Select**: Choose a pre-configured animation from a dropdown, suitable for most cloth rigging tests.
* **Clip Dict:** Enter any of the GTA V animation clip dictionaries to preview clothes using that animation.
* **Clip:** Provide the related clip of the clip dictionary that should be playing.
* **Playback Speed**: Adjust the playback speed of the animation to understand glitching better.
Use animations to see whether your clothes are correctly rigged and how they look in motion.
###
[](https://docs.gta.clothing/basics/essential-knowledge/3d-preview-clothes#custom-animations-loading)
Custom Animations Loading
The **Custom Animations Loading** feature in the 3D Preview allows you to load and use custom `.YCD` animation files directly within the preview environment. This enhances the flexibility of the tool, enabling users to preview clothing items with custom animations for precise adjustments and visualization.

Preview Clothes using Custom Animations in DCT
**How to Use Custom Animations**
1. **Loading a Custom Animation**
* Navigate to the **"Ped"** tab in the **3D Previewer**.
* Under the **Animations** section, select the **"Custom"** option.
* A file dialog will open, allowing you to choose any `.YCD` animation file.
* Once selected, the `.YCD` file is automatically copied to the `DCT App Folder/anims` subfolder and preserved for later use.
2. **Selecting a Custom Animation**
* After loading a custom animation, it will appear in the **Custom Animation** dropdown within the **3D Previewer**.
* Select the desired animation from the dropdown to apply it in the preview environment.
3. **Adding Animations Manually**
* You can also add animations manually by moving `.YCD` files into the `DCT App Folder/anims` subfolder while the application is running.
* Durty Cloth Tool automatically detects and loads these files, making them available in the **Custom Animation** dropdown.
4. **Removing Saved Animations**
* To remove saved animations, delete the corresponding `.YCD` files from the `DCT App Folder/anims` subfolder manually.
* Restarting the application ensures the dropdown reflects the updated list of available animations.
[](https://docs.gta.clothing/basics/essential-knowledge/3d-preview-clothes#models-data-tab)
Models Data Tab
----------------------------------------------------------------------------------------------------------------
The **Models Data Tab** provides a hierarchical view of the model’s data, including the breakdown of each loaded cloth / body part, and its different LODs (Level of Detail).

Durty Cloth Tool 3D Preview Models Tab
####
[](https://docs.gta.clothing/basics/essential-knowledge/3d-preview-clothes#key-elements)
Key Elements:
* **High Detail, Medium Detail, Low Detail**: View the number of geometries and vertices for each model component.
* **Collapsible List**: Expand and collapse each component to view the detailed geometry of the head, hair, upper body, lower body, feet, and specific clothing pieces.
[](https://docs.gta.clothing/basics/essential-knowledge/3d-preview-clothes#textures-data-tab)
Textures Data Tab
--------------------------------------------------------------------------------------------------------------------
The **Textures Data Tab** breaks down the applied textures on each part of the clothing and character model. This tab is essential for inspecting texture maps such as diffuse, bump, specular, and more.

Durty Cloth Tool 3D Preview Textures Tab
####
[](https://docs.gta.clothing/basics/essential-knowledge/3d-preview-clothes#key-features)
Key Features:
* **DiffuseSampler**: View and inspect the applied diffuse textures for each model part.
* **SpecSampler**: Inspect specular maps (used for reflections and light response).
* **Texture Coordinates**: View the UV mapping applied to the model.
* **VolumeSampler**: Used for 3D textures, view how volumetric textures are applied if applicable.
[](https://docs.gta.clothing/basics/essential-knowledge/3d-preview-clothes#preview-multiple-addon-clothes-at-the-same-time)
Preview multiple Addon Clothes at the same time
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
To preview clothing items in 3D without resetting components on each change, follow these steps:
1. **Open the 3D Preview**: Start by accessing the 3D Preview window.
2. **Navigate to the Ped Tab**: On the left-side menu, select the "Ped" tab.
3. **Enable 'Don't Reset Components on Change'**: In the Ped tab, locate and tick the "Don't reset components on change" checkbox. This setting will keep previously loaded components in place as you preview new items.
4. **Load Clothes for Preview**: Simply double-click on a clothing item or select it and click the "3D Preview" button. The item will load in the 3D preview without resetting other components, making it easy to test combinations seamlessly.

Preview multiple Addon Clothes in Durty Cloth Tool
[](https://docs.gta.clothing/basics/essential-knowledge/3d-preview-clothes#live-texture-editing-preview)
Live Texture Editing / Preview
--------------------------------------------------------------------------------------------------------------------------------------------
Quickly iterate on texture work by live-reloading a texture in the **3D Preview**:
1. Open the **3D Preview** for a drawable
2. In the preview controls, select a target texture type (**Diffuse**, **Specular**, or **Normal**)
3. Choose a folder that will contain your working texture file (`.dds`)
4. Place or overwrite the `.dds` in that folder as you edit it in your image tool
5. The preview will automatically reload and display the updated texture
Use DX11-compatible formats (e.g., BC1/DXT1 for opaque, BC3/DXT5 for alpha). Keep resolution and UV layout consistent with the original.

Durty Cloth Tool Live Texture Editing / Previewing Demo
[VorigeBuild Options](https://docs.gta.clothing/basics/essential-knowledge/build-options)
[VolgendeItems Position Number](https://docs.gta.clothing/basics/essential-knowledge/items-position-number)
Laatst bijgewerkt 10 maanden geleden
* [Introduction](https://docs.gta.clothing/basics/essential-knowledge/3d-preview-clothes#introduction)
* [Options Tab](https://docs.gta.clothing/basics/essential-knowledge/3d-preview-clothes#options-tab)
* [Rendering](https://docs.gta.clothing/basics/essential-knowledge/3d-preview-clothes#rendering)
* [Render Mode](https://docs.gta.clothing/basics/essential-knowledge/3d-preview-clothes#render-mode)
* [Tex Sampler](https://docs.gta.clothing/basics/essential-knowledge/3d-preview-clothes#tex-sampler)
* [Tex Coords](https://docs.gta.clothing/basics/essential-knowledge/3d-preview-clothes#tex-coords)
* [Control Light Direction](https://docs.gta.clothing/basics/essential-knowledge/3d-preview-clothes#control-light-direction)
* [Time of Day](https://docs.gta.clothing/basics/essential-knowledge/3d-preview-clothes#time-of-day)
* [Preview Settings](https://docs.gta.clothing/basics/essential-knowledge/3d-preview-clothes#preview-settings)
* [Ped Tab](https://docs.gta.clothing/basics/essential-knowledge/3d-preview-clothes#ped-tab)
* [Base Components](https://docs.gta.clothing/basics/essential-knowledge/3d-preview-clothes#base-components)
* [Animation](https://docs.gta.clothing/basics/essential-knowledge/3d-preview-clothes#animation)
* [Custom Animations Loading](https://docs.gta.clothing/basics/essential-knowledge/3d-preview-clothes#custom-animations-loading)
* [Models Data Tab](https://docs.gta.clothing/basics/essential-knowledge/3d-preview-clothes#models-data-tab)
* [Textures Data Tab](https://docs.gta.clothing/basics/essential-knowledge/3d-preview-clothes#textures-data-tab)
* [Preview multiple Addon Clothes at the same time](https://docs.gta.clothing/basics/essential-knowledge/3d-preview-clothes#preview-multiple-addon-clothes-at-the-same-time)
* [Live Texture Editing / Preview](https://docs.gta.clothing/basics/essential-knowledge/3d-preview-clothes#live-texture-editing-preview)
---
# Textures/Power of two | Durty Cloth Tool - Documentation
For the complete documentation index, see [llms.txt](https://docs.gta.clothing/llms.txt)
. This page is also available as [Markdown](https://docs.gta.clothing/cloth-modding/textures-power-of-two.md)
.
[](https://docs.gta.clothing/cloth-modding/textures-power-of-two#texture-image-sizing)
Texture Image Sizing
----------------------------------------------------------------------------------------------------------------
If you've already tried modding clothing or props before, you might have been told to make sure your textures follow the 'Power of 2' rule. This is a game design concept that expands beyond just GTA, and it's something that is important for you to understand as you mod because otherwise you can run into issues in-game with how your textures display.
There are plenty of people who have explained this better than I could already, so instead I will recommend for you to read this article: [https://www.katsbits.com/tutorials/textures/make-better-textures-correct-size-and-power-of-two.php](https://www.katsbits.com/tutorials/textures/make-better-textures-correct-size-and-power-of-two.php)
and I'll leave a quote from the article here:
In short it's a set of simple criteria ensuring 2D image assets conform to regulated sizes and dimensions, which typically manifest as; 1) width/height being divisible by "**8**", and/or 2) width/height that can be doubled-up or divided-down by "**2**". In other words any image that is "**8**", "**16**", "**32**", "**64**", "**128**", "**256**", "**512**", "**1024**", "**2048**" (or higher for more modern games) pixels in one or more width/height direction, is considered _**valid**_ and properly _**optimised**_ for quick loading into a game and processing into memory.

In other words, all of your textures should be "power of 2" in both width and height, although the image does NOT have to be a square. So you can have 1024x128 or 512x256 and so on.
Laatst bijgewerkt 1 jaar geleden
---
# Basics | Durty Cloth Tool - Documentation
For the complete documentation index, see [llms.txt](https://docs.gta.clothing/llms.txt)
. This page is also available as [Markdown](https://docs.gta.clothing/cloth-modding/basics.md)
.
Let's get down to basics. First, let's discuss the file types we'll be working with.
[](https://docs.gta.clothing/cloth-modding/basics#ydd)
**YDD**
-------------------------------------------------------------------
This is a 'drawable dictionary'. If you've worked with mapping, you'll probably have seen these used as building LODs. For what we're doing, the YDD is your 3D model and (in most cases) it's LODs.
[](https://docs.gta.clothing/cloth-modding/basics#ytd)
**YTD**
-------------------------------------------------------------------
This is a 'texture dictionary'. Unlike with mapping, your YTDs will contain a SINGLE TEXTURE. For multiple clothing textures, we make multiple YTDs. Any clothing component or prop can have up to 26 textures, and you name them down the alphabet from "A" to "Z".
[](https://docs.gta.clothing/cloth-modding/basics#yft)
**YFT**
-------------------------------------------------------------------
This file contains the multiplayer skeleton. We won't be editing this file, but you should understand it's importance. For making clothing components, it is REQUIRED to also acquire the YFT file to use as an 'external skeleton' reference for our YDDs. If you neglect this file, your clothing will either not export correctly or will not move with the body correctly in-game.
You should STUDY these files before trying to do anything with them. Open up CW RPF and type in "mp\_f\_freemode" or "mp\_m\_freemode" and look around. Open files. Click all the buttons and explore. The more you understand what you're looking at, the better off you'll be.
Next, let's talk about some general, important information about clothing.
[](https://docs.gta.clothing/cloth-modding/basics#components-and-props)
**COMPONENTS & PROPS**
---------------------------------------------------------------------------------------------------
There are two different types of mp\_freemode clothing & they are treated differently when working with them in blender. COMPONENTS are rigged pieces of clothing that use the MP Skel to move with the body. Because they're rigged, they have vertex groups that are weight painted, and have high/medium/low LODs (level of detail).
There are 12 components:
1. **ACCS** also known as 'undershirts'
2. **BERD** also known as 'masks'
3. **DECL** also known as 'decals'
4. **FEET** also known as 'shoes'
5. **HAIR** self-explanatory
6. **HAND** also known as 'bags' or 'parachutes'
7. **HEAD** self-explanatory. the MP heads.
8. **JBIB** also known as 'tops' or 'shirts' or 'jackets'
9. **LOWR** also known as 'pants'
10. **TASK** also known as 'body armor'
11. **TEEF** also known as 'accessories'
12. **UPPR** also known as 'torso'. upper body parts. gloves go here, too.
Props, on the other hand, are very similar to regular map props. They are not rigged. They are not actually a part of the mp character, but are objects that are "attached" to the body. Props use the same vertex colors, but do not usually have LODs. There are 5 prop categories:
1. **P\_HEAD** also known as 'hats'
2. **P\_EYES** also known as 'glasses/sunglasses'
3. **P\_EARS** also know as 'earrings'
4. **P\_LWRIST** also known as 'bracelets/watches'
5. **P\_RWRIST** also known as 'bracelets'
[](https://docs.gta.clothing/cloth-modding/basics#polycount)
**POLYCOUNT**
-------------------------------------------------------------------------------
This is something you should ALWAYS be paying attention to, whether you're converting assets from other games or modeling things yourself. A typical GTA ped component has around ~3600 verts or less. For modding, my general rule-of-thumb is **10k verts or less** for any one piece of clothing. If you are making things for yourself, for Singleplayer mode, you can be much more lenient with this rule. However if you're planning to release anything for MP/FiveM you should be trying to keep your polycount as low as possible.
If you are making a clothing component, you should also be creating LODs (level of detail) for your clothing that should be increasingly LOWER poly. Medium should be _at least_ half of the polycount of your high-LOD and your Low-LOD should be less than 500 verts.
You can check this by clicking the Materials tab when you have your YDD open in CW RPF.

Showing the vertex count of a piece of GTA clothing with High, Medium, and Low LODs.
Notice the high, medium, and low details. Those are the LODs.
[](https://docs.gta.clothing/cloth-modding/basics#vertex-colors)
**VERTEX COLORS**
---------------------------------------------------------------------------------------
Like mapping, clothing has vertex colors that are important for in-game appearance. Many people neglect this aspect of clothing and end up making bad mods. I'll detail this in more depth later, but you should know that ALL clothing, both components and props, use 2 vertex colors labelled 'colour0' and 'colour1' in-game. colour0 is almost always #FF8000 (an orange shade) and colour1 is usually #000. If you don't know why you would use a different color, then stick with these shades.
You can check this by clicking the Options tab when you have your YDD open in CW RPF. Note that they are labelled '1' and '2' in CW RPF instead of 0 and 1.
You can find a more detailed explanation on the vertex colors page: [Vertex Colors](https://docs.gta.clothing/cloth-modding/vertex-colors)

an example of vertex colour 1

an example of vertex colour 2
Laatst bijgewerkt 1 jaar geleden
* [YDD](https://docs.gta.clothing/cloth-modding/basics#ydd)
* [YTD](https://docs.gta.clothing/cloth-modding/basics#ytd)
* [YFT](https://docs.gta.clothing/cloth-modding/basics#yft)
* [COMPONENTS & PROPS](https://docs.gta.clothing/cloth-modding/basics#components-and-props)
* [POLYCOUNT](https://docs.gta.clothing/cloth-modding/basics#polycount)
* [VERTEX COLORS](https://docs.gta.clothing/cloth-modding/basics#vertex-colors)
---
# Chapter 1: Files, Embedded Textures | Durty Cloth Tool - Documentation
For the complete documentation index, see [llms.txt](https://docs.gta.clothing/llms.txt)
. This page is also available as [Markdown](https://docs.gta.clothing/cloth-modding/complete-walktrough/chapter-1-files-embedded-textures.md)
.
Now that we've gone over concepts, let's actually get to work importing GTA assets into Blender with Sollumz. Even if you're not editing the GTA assets, you will still need to know how to import these things for creating your own custom clothing.
Although this is a guide for people new to creating clothing, from here on out this guide assumes you have the following installed & are familiar with how to use them:
* Codewalker (latest version, visit CW discord releases channel for the latest)
* Blender, at least v3.3 or later. Current Sollumz uses Blender 3.4
* Sollumz, download latest via GitHub ([https://github.com/Skylumz/Sollumz/wiki#installation](https://github.com/Skylumz/Sollumz/wiki#installation)
)
It is **NOT recommended** to start with clothing if you are completely new to modding. You should start with a simple prop and learn the general import/export process before getting into clothing. For all of that, the Sollumz wiki is a great read.
With that said, let's import a simple JBIB and familiarize ourselves with everything in Blender.
Open up CW RPF and type `mp_m_freemode` into the searchbar

If you click "Name" at the top to sort by name, you'll then see a list of all of the MP Male folders. You'll notice there are multiple folders for every DLC. This is the original DLC folder, and then patchday folders that hotfixed any issues R\* had with various pieces of clothing.

The 🟥 outline is all of the base mp male DLC folders
The 🟧 outline highlights all of the DLC names. Notice the original DLC and all of the patchday hotfixes.
The 🟩 outlines the original base game DLC folder.
Right now we aren't going to worry about any hotfixed files, so just click into the original dlc folder. If you are ever editing GTA assets, though, you should always look through the patchday folders for whatever component you're trying to edit so that you can work off of the most up-to-date version.
Now that we're inside the base folder, you'll see a long list of all the base game components and their YTD textures. Make sure you're sorted by 'Name' so that everything is alphabetical, and then scroll down until you see the JBIBs.
For the purposes of our tutorial, let's export `jbib_004_u`.
1. Right-click on `jbib_004_u.ydd`
2. Select `export XML...`
3. Select an export location. For this tutorial, I've simply created a folder on my desktop.

Now let's quickly visit the folder you've just exported the file to. In the folder, you should have a couple of things. Firstly the `.ydd.xml` of our jbib & there should also be a folder named `jbib_004_u`.
Whenever you are exporting a model that **has embedded textures**, Codewalker RPF will create a folder named after the model you exported to XML with all of the embedded textures placed inside of it.
Go ahead and click into the folder and take a peek at the embedded textures! You should see two: a **normal** texture and a **specular** texture. Depending on how new you are to modding, you might be asking, "what the hell are these?". Now, I'm no actual game designer, so it's probably best if you search up these two texture/image types on your own, but I will explain it in the way it makes the most sense to me:
[](https://docs.gta.clothing/cloth-modding/complete-walktrough/chapter-1-files-embedded-textures#normal-texture-normal-map)
Normal Texture / "normal map"
--------------------------------------------------------------------------------------------------------------------------------------------------------------
A normal map, sometimes also called a bump map, is an RGB texture, where each pixel represents the difference in direction the surface should appear to be facing. Basically, this fakes how the 'light' would hit your object/fabric to make it appear as if there are wrinkles or dents or bumps, when really the 3D mesh is flat/smooth. As an example, you can make a completely smooth cube look as if its made of bricks with just a normal map.
In short, normal maps are super powerful and are used alot in GTA. I'd encourage you to research this more to understand them more deeply!
[](https://docs.gta.clothing/cloth-modding/complete-walktrough/chapter-1-files-embedded-textures#specular-texture)
Specular Texture
----------------------------------------------------------------------------------------------------------------------------------------
Specular textures are a bit harder to explain, because how they are most commonly used in other games is not necessarily how GTA utilizes them. Specular textures are used to define how something shines. For example, rusty metal would shine less than polished metal, lipgloss would shine more than bare skin, and skin would shine more than cotton cloth.
Specular textures in GTA are RGB textures. The Red, Green, and Blue channels all mean different things. Red channel is responsible for glossiness, Green channel is responsible for reflectiveness, and Blue channel is for texture detail.
For example, most of the time when I am making something metallic (like jewelry), I make my specular a bright green, to represent the reflectiveness.
Specular textures usually require a bit of adjusting to get right, and you will probably spend alot of hours learning how you'd prefer to make certain materials. Luckily for you, there's a beginner cheat sheet for people who are just starting out:

You should study this to help yourself understand how the speculars work. You can see the metals in this chart are yellow and green, taking advantage of the Green channel for reflectiveness. You can also see 'satin clothing' is very red, using the Red channel's "glossiness" to help create that effect.
As you get better at clothing, it's better to branch away from the chart and mess around with RGB channels yourself in a program that can show you what each channel looks like, like Photoshop. Like normal maps, a good specular can make alot of difference in improving the appearance of things ingame.
For the first half of this tutorial, we wont be creating our own normal and specular textures, but it's good to learn about them ahead of time! Now that you've had a look and somewhat know what they mean, you should keep one very important thing in mind:
[](https://docs.gta.clothing/cloth-modding/complete-walktrough/chapter-1-files-embedded-textures#clothing-almost-always-has-at-least-two-embedded-textures-normal-and-specular)
Clothing almost ALWAYS has at least TWO EMBEDDED TEXTURES: Normal and Specular.
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
When you get to creating your own clothing from scratch, you need to be prepared to create these textures. You WILL need them. The few times you wouldn't create and embed these textures is when you are creating things like logo decals (see the rockstar decals for clothing for example). But for the purposes of learning, you should just assume you will ALWAYS need them.
Laatst bijgewerkt 1 jaar geleden
* [Normal Texture / "normal map"](https://docs.gta.clothing/cloth-modding/complete-walktrough/chapter-1-files-embedded-textures#normal-texture-normal-map)
* [Specular Texture](https://docs.gta.clothing/cloth-modding/complete-walktrough/chapter-1-files-embedded-textures#specular-texture)
* [Clothing almost ALWAYS has at least TWO EMBEDDED TEXTURES: Normal and Specular.](https://docs.gta.clothing/cloth-modding/complete-walktrough/chapter-1-files-embedded-textures#clothing-almost-always-has-at-least-two-embedded-textures-normal-and-specular)
---
# Chapter 2: Into Blender | Durty Cloth Tool - Documentation
For the complete documentation index, see [llms.txt](https://docs.gta.clothing/llms.txt)
. This page is also available as [Markdown](https://docs.gta.clothing/cloth-modding/complete-walktrough/chapter-2-into-blender.md)
.
Let's get into Blender! Just kidding, we need one more thing first:
[](https://docs.gta.clothing/cloth-modding/complete-walktrough/chapter-2-into-blender#the-mp-skeleton)
The MP SKELETON.
----------------------------------------------------------------------------------------------------------------------------
You should know that for most streamed peds, including MP Freemode, most of the YDD components do not contain and skeleton information on their own. We need to INCLUDE the skeleton when we import so that Blender will know which bones are which.
If you do this part wrong, you're gonna have a bad time!
In your Codewalker RPF, make your way back up to the searchbar on the top-right. If you still have the search we did earlier, simply add .yft to the end of it. In other words, let's search the term `mp_m_freemode_01.yft`
Depending on your files, you might see just one instance of the YFT file, or two if you copied this RPF to your mods folder. Either way, right-click on the YFT file and select `export XML...` just like you did earlier. Save it to the **SAME LOCATION** as where you just exported the YDD xml.
* Right-click on `mp_m_freemode_01.yft`
* Select `export XML...`
* Save to SAME LOCATION as exported jbib 004
Let's take a look at our folder, just to make sure we have everything we need. In your folder you should now have two files and a folder with 2 embedded textures (1 normal, 1 specular).

If your folder looks like this, you are ready to go! Let's get into blender. Forreal this time.
[](https://docs.gta.clothing/cloth-modding/complete-walktrough/chapter-2-into-blender#in-blender)
In Blender
-----------------------------------------------------------------------------------------------------------------
Let's import our jbib! The most important thing you need to know, is that you should select 'import external skeleton' from the sidebar in the import window like so:

Now, before we do anything else, let's MAKE SURE we imported it properly!
1. Select your High LOD geometry
2. Select Object Data Properties (green triangle)
3. Look at (or expand) the Vertex Groups dropdown
4. Make sure you see a bunch of named bones (ie `SKEL_Pelvis, RB_R_ArmRoll`)
If you see NAMED VERTEX GROUPS and not UNK.001, UNK.002, etc then congrats! You correctly imported clothing into Blender. If you DO see UNK.001, then you need to go back and re-import it again with the correct options above. UNK stands for 'unknown' and is not something you want to see.

Laatst bijgewerkt 1 jaar geleden
* [The MP SKELETON.](https://docs.gta.clothing/cloth-modding/complete-walktrough/chapter-2-into-blender#the-mp-skeleton)
* [In Blender](https://docs.gta.clothing/cloth-modding/complete-walktrough/chapter-2-into-blender#in-blender)
---
# User Interface | Durty Cloth Tool - Documentation
For the complete documentation index, see [llms.txt](https://docs.gta.clothing/llms.txt)
. This page is also available as [Markdown](https://docs.gta.clothing/basics/essential-knowledge/user-interface.md)
.
[](https://docs.gta.clothing/basics/essential-knowledge/user-interface#introduction)
Introduction
------------------------------------------------------------------------------------------------------
**Durty Cloth Tool** provides a clean and straightforward interface designed to streamline the process of managing and creating GTA 5 addon clothing packs. Below is a breakdown of the various elements within the user interface to help you get started.

Durty Cloth Tool UI Overview
[](https://docs.gta.clothing/basics/essential-knowledge/user-interface#top-navigation-bar)
Top Navigation Bar
------------------------------------------------------------------------------------------------------------------

Durty Cloth Tool Top Navigation Bar
The top navigation bar contains several important tools for managing projects and configuring settings. Here's an overview of each element:
* **Project**: This menu provides options for creating a new project, saving, opening existing projects, and exporting them. The status of the project, such as "saved," is also displayed in the window title. See [Durty Cloth Projects](https://docs.gta.clothing/basics/useful-to-know/durty-cloth-projects)
for Cloth Project related details.
* **Options**: Access global settings for the tool. This includes preferences for the working environment, such as the 3D previewer and more. See [App & Project Settings](https://docs.gta.clothing/basics/good-to-know/app-and-project-settings)
for App Options and Project Settings related details.
* **View**: This grants quick access to open different views such as the Logs or Error List window for example. See their individual documentations for more details.
* **Help**: Find useful links and information such as the Website, Documentation, How to Register the License or general License Info.
* **Right Side Status**: Indicates DCT Version and whether it recognized a license. Clicking on it will also open the License Info.
[](https://docs.gta.clothing/basics/essential-knowledge/user-interface#main-workspace-area)
Main Workspace Area
--------------------------------------------------------------------------------------------------------------------

Durty Cloth Tool Main Workspace Area
The workspace area is divided into multiple sections:
###
[](https://docs.gta.clothing/basics/essential-knowledge/user-interface#left-section-appearance-items-list)
Left Section - **Appearance Items List**
This is where the cloth drawables (clothing models), tattoos and more are managed. You can search, add, and remove these items from the project here.
* 🔍 **Search bar**: The search bar allows users to quickly filter items by entering search terms. See [Integrated Search](https://docs.gta.clothing/basics/good-to-know/integrated-search)
for more details.
* 🗃️ **Import Package**: Import existing packages containing multiple drawables, streamlining the workflow. See [Import & Export Formats](https://docs.gta.clothing/basics/useful-to-know/import-and-export-formats)
for more details.
* **Add options**:
* ⚧ **Add**: Add a new item automatically or for both gender.
* 👨 **Add Male**: Add male-specific cloth drawables or tattoos.
* 👩 **Add Female**: Add female-specific cloth drawables or tattoos.
_See below for details on the different add options._
* 🗑️ **Remove**: Delete selected appearance item(s) from the project.
####
[](https://docs.gta.clothing/basics/essential-knowledge/user-interface#available-add-options)
Available Add Options
* **Add from DCT package:** If available this is always the best option to add anything, as it will contain all information of one or multiple items, including textures and additional naming information.
* **Add from file(s):** This will open a file picker dialog that allows for selecting one or multiple files to add them to the current cloth project.
* **Add from folder(s):** This will open a folder picker dialog that allows for selecting one or multiple folders that will be recursively searched for any files that can be added.
* **Add tattoo:** This will add any texture / image file as a tattoo to the project for either a specific gender or both genders. See [Addon Tattoos](https://docs.gta.clothing/basics/good-to-know/addon-tattoos)
for more details.
* **Add reservation dummy:** This will allow for adding a dummy / placeholder clothing drawable for a specific gender. **See** [Placeholders/Dummy Ids](https://docs.gta.clothing/basics/good-to-know/placeholders-dummy-ids)
for more details.
Add from files/folders option in the "⚧ **Add**" dropdown will only work when the given file names contain gender information (like the multiplayer ped name).
**Like the default windows file and folder picker more?** You can switch to the legacy windows file explorer using a option in the App Options window.
###
[](https://docs.gta.clothing/basics/essential-knowledge/user-interface#right-section-item-details)
Right Section - Item **Details**
This is where detailed information about the selected item appears. Once a drawable or tattoo is selected from the list, its attributes and properties can be modified in this panel.
As the options here differ depending on what kind of item is selected and what type of drawable it is, please refer to individual features documentation on the left side.
###
[](https://docs.gta.clothing/basics/essential-knowledge/user-interface#reorder-cloth-drawable-textures-via-drag-and-drop)
Reorder Cloth Drawable Textures via Drag and Drop
It is possible to conveniently reorder Cloth Texture Variations using drag and drop. In order to do so grab the texture you want to reposition in the same Cloth Drawable and reposition it.

Reordering Cloth Texture Variations via Drag and Drop in Durty Cloth Tool
[](https://docs.gta.clothing/basics/essential-knowledge/user-interface#context-menu-options)
Context Menu Options
----------------------------------------------------------------------------------------------------------------------

Showcase of the various Context Menu Options available in DCT
Durty Cloth Tool provides a wide range of **Context Menu Options** to streamline workflow and provide quick access to essential actions. These options are available by right-clicking on **appearance items** in the left panel or **cloth texture variations** in the texture list. Below is a breakdown of the available actions:
###
[](https://docs.gta.clothing/basics/essential-knowledge/user-interface#context-menu-options-for-appearance-items)
**Context Menu Options for Appearance Items**
**Action**
**Description**
**Shortcut**
**Remove**
Deletes the selected appearance item without removing the actual `.ydd` file on disk.
`Del`
**Replace**
Replaces the source file with a new updated file, useful for updating models with fixed versions.
`Ctrl+H`
**Replace with Dummy**
Replaces the appearance item with a dummy file to prevent drawable ID shifts.
`Ctrl+J`
**Create Copy for Other Gender**
Duplicates the selected clothing and its textures for the opposite gender.
\-
**Show in Windows Explorer**
Opens the file's location in Windows Explorer.
`Ctrl+E`
**Export as DCT Package**
Exports the appearance item as a Durty Cloth Tool-compatible package.
\-
**Export**
Creates a copy of the source file and exports it to a desired location.
\-
**Export with Textures**
Exports the source file along with all its textures.
\-
**Export XML**
Exports the appearance item in XML format, compatible with tools like CodeWalker.
\-
**Export Textures as DDS**
Exports all embedded textures in DDS format.
\-
**Export Textures as PNG**
Exports all embedded textures in PNG format.
\-
[Material Editor](https://docs.gta.clothing/basics/good-to-know/material-editor)
Opens the Material Editor for the selected drawable to view and edit shader and parameters.
\-
[Embedded Textures Editor](https://docs.gta.clothing/basics/good-to-know/embedded-textures-editor)
Opens the editor to view/replace/rename/delete embedded textures and auto-fix shader params.
\-
**Copy Name**
Copies the displayed name of the appearance item.
\-
**Copy Game Name**
Copies the appearance item's name in the format used by the game.
\-
**Copy File Path**
Copies the file path of the selected appearance item.
\-
**Optimize Embedded Textures**
Opens options to optimize textures embedded in the model automatically.
`Ctrl+O`
**Fix Invalid Fixup File**
Attempts to fix invalid fixup issues on optimized models (experimental feature).
\-
**3D Preview Selected Cloth**
Opens the 3D Previewer for the selected drawable and its first available texture.
`Enter`
###
[](https://docs.gta.clothing/basics/essential-knowledge/user-interface#context-menu-options-for-cloth-texture-variations)
**Context Menu Options for Cloth Texture Variations**
**Action**
**Description**
**Shortcut**
**Remove**
Deletes the selected texture variation without removing the `.ytd` file.
`Del`
**Rename**
Opens a dialog to rename the selected texture for better organization.
`F2`
**Replace**
Replaces the selected texture file with an updated version.
`Ctrl+H`
**Replace with Dummy**
Replaces the texture variation with a dummy file to avoid texture ID shifts.
`Ctrl+J`
**Show in Windows Explorer**
Opens the location of the texture file in Windows Explorer.
`Ctrl+E`
**Export**
Creates a copy of the texture file and exports it to a desired location.
\-
**Export XML**
Exports the texture in XML format, compatible with CodeWalker.
\-
**Export DDS**
Exports all texture images in DDS format.
\-
**Export PNG**
Exports all texture images in PNG format.
\-
**Copy Letter**
Copies the prefix of the selected texture.
\-
**Copy Game Name**
Copies the texture name in the format expected by the game.
\-
**Copy File Path**
Copies the file path of the selected texture.
\-
**Optimize Texture**
Opens options to automatically optimize the selected texture.
`Ctrl+O`
**3D Preview Selected Cloth**
Opens the 3D Previewer for the selected drawable and its associated texture.
`Enter`
These context menu options are tailored to enhance usability, allowing quick and efficient management of appearance items and textures directly within the tool.
[](https://docs.gta.clothing/basics/essential-knowledge/user-interface#footer-section)
Footer Section
----------------------------------------------------------------------------------------------------------

Durty Cloth Tool Footer Section
The footer provides additional actions and status information for managing your cloth project:
###
[](https://docs.gta.clothing/basics/essential-knowledge/user-interface#action-buttons)
Action Buttons
* **Error List**: This button opens the error window, giving an overview of any issues, errors and tips generated for your current Cloth Project. See [Cloth Analysis Report](https://docs.gta.clothing/basics/essential-knowledge/cloth-analysis-report)
for details.
* **Settings**: Opens the settings for the currently loaded Cloth Project. See [App & Project Settings](https://docs.gta.clothing/basics/good-to-know/app-and-project-settings)
for more details.
* **Build Project**: This button is crucial when you're ready to export your project. It compiles all the items, checks for issues, and packages them for use in your preferred target GTA 5 multiplayer or Singleplayer. See [Build Options](https://docs.gta.clothing/basics/essential-knowledge/build-options)
for more details.
###
[](https://docs.gta.clothing/basics/essential-knowledge/user-interface#status-bar)
Status Bar
At the very bottom of the tool, there is a status bar that will always display the most recent log entry. Clicking on it will open the logs window with all logs for the currently loaded Cloth Project. See [Logs](https://docs.gta.clothing/basics/useful-to-know/logs)
for more details.
[](https://docs.gta.clothing/basics/essential-knowledge/user-interface#key-best-practices-for-using-the-ui)
Key Best Practices for Using the UI
----------------------------------------------------------------------------------------------------------------------------------------------------
1. **Utilize Search Filters**: When working with large projects, use the search bar in the Appearance Items List to quickly find and locate specific clothing items.
2. **Regularly Save Projects**: Always save your project frequently using the **Project** menu to avoid data loss.
3. **Check the Error List**: Before exporting your project, always review the **Error List** for any potential issues that could prevent successful exports.
4. **Explore the Settings**: Customize the tool to suit your workflow by exploring the **App & Project Settings** menu.
* * *
This documentation provides a high-level overview of the user interface. For in-depth guidance on specific workflows, refer to individual documentation pages on the Basics section.
[VorigeEssential Knowledge](https://docs.gta.clothing/basics/essential-knowledge)
[VolgendeBuild Options](https://docs.gta.clothing/basics/essential-knowledge/build-options)
Laatst bijgewerkt 10 maanden geleden
* [Introduction](https://docs.gta.clothing/basics/essential-knowledge/user-interface#introduction)
* [Top Navigation Bar](https://docs.gta.clothing/basics/essential-knowledge/user-interface#top-navigation-bar)
* [Main Workspace Area](https://docs.gta.clothing/basics/essential-knowledge/user-interface#main-workspace-area)
* [Left Section - Appearance Items List](https://docs.gta.clothing/basics/essential-knowledge/user-interface#left-section-appearance-items-list)
* [Right Section - Item Details](https://docs.gta.clothing/basics/essential-knowledge/user-interface#right-section-item-details)
* [Reorder Cloth Drawable Textures via Drag and Drop](https://docs.gta.clothing/basics/essential-knowledge/user-interface#reorder-cloth-drawable-textures-via-drag-and-drop)
* [Context Menu Options](https://docs.gta.clothing/basics/essential-knowledge/user-interface#context-menu-options)
* [Context Menu Options for Appearance Items](https://docs.gta.clothing/basics/essential-knowledge/user-interface#context-menu-options-for-appearance-items)
* [Context Menu Options for Cloth Texture Variations](https://docs.gta.clothing/basics/essential-knowledge/user-interface#context-menu-options-for-cloth-texture-variations)
* [Footer Section](https://docs.gta.clothing/basics/essential-knowledge/user-interface#footer-section)
* [Action Buttons](https://docs.gta.clothing/basics/essential-knowledge/user-interface#action-buttons)
* [Status Bar](https://docs.gta.clothing/basics/essential-knowledge/user-interface#status-bar)
* [Key Best Practices for Using the UI](https://docs.gta.clothing/basics/essential-knowledge/user-interface#key-best-practices-for-using-the-ui)
---
# Unknown
\# Durty Cloth Tool - Documentation ## Durty Cloth Tool - Documentation - \[Welcome\](https://docs.gta.clothing/readme.md): Discover Durty Cloth Tool and GTA V Cloth Modding in the best way possible. - \[Changelogs\](https://docs.gta.clothing/changelogs.md): Learn more about Current and Previous Releases of Durty Cloth Tool - \[Quickstart\](https://docs.gta.clothing/getting-started/quickstart.md): A brief overview of how to Get Started with Durty Cloth Tool - \[License Activation\](https://docs.gta.clothing/getting-started/license-activation.md): Learn how to get your License activated and downloaded within minutes - \[Team Licenses\](https://docs.gta.clothing/getting-started/team-licenses.md): Assign and manage licenses for your team using Teams on Pleb Masters: Forge - \[First Cloth Resource\](https://docs.gta.clothing/getting-started/first-cloth-resource.md): Learn how to create your first addon cloth resource - \[Testing Addon Clothes\](https://docs.gta.clothing/getting-started/testing-addon-clothes.md): Learn how to test your addon cloth resources - \[First Addon Tattoo\](https://docs.gta.clothing/getting-started/first-addon-tattoo.md): Learn how to create your first addon tattoo resource with ease - \[Working Together\](https://docs.gta.clothing/getting-started/working-together.md): Learn about possibilities on collaborating on the same Durty Cloth Project - \[Frequently Asked Questions\](https://docs.gta.clothing/getting-started/frequently-asked-questions.md): Learn about frequently asked questions and their answers - \[Essential Knowledge\](https://docs.gta.clothing/basics/essential-knowledge.md): Understand Core Concepts and Features of Durty Cloth Tool - \[User Interface\](https://docs.gta.clothing/basics/essential-knowledge/user-interface.md): Learn about our User Interface - \[Build Options\](https://docs.gta.clothing/basics/essential-knowledge/build-options.md): Learn about Project Build Options - \[3D Previewing Clothes\](https://docs.gta.clothing/basics/essential-knowledge/3d-preview-clothes.md): Learn about our 3D Preview - \[Items Position Number\](https://docs.gta.clothing/basics/essential-knowledge/items-position-number.md): Learn about our 'Cloth Position' Feature - \[Cloth Analysis Report\](https://docs.gta.clothing/basics/essential-knowledge/cloth-analysis-report.md): Learn about our Information, Warnings and Errors - \[Optimizing Clothes\](https://docs.gta.clothing/basics/essential-knowledge/optimizing-clothes.md): Learn about our Cloth Optimization features - \[Cutting Hairs\](https://docs.gta.clothing/basics/essential-knowledge/cutting-hairs.md): Learn about our 'Cut Hairs' Feature - \[High Heels\](https://docs.gta.clothing/basics/essential-knowledge/high-heels.md): Learn about our 'High Heels' Feature - \[Audio Presets\](https://docs.gta.clothing/basics/essential-knowledge/audio-presets.md): Learn about our 'Audio Presets' Feature - \[Good to know\](https://docs.gta.clothing/basics/good-to-know.md): Dive deeper and learn about powerful Features of Durty Cloth Tool - \[App & Project Settings\](https://docs.gta.clothing/basics/good-to-know/app-and-project-settings.md): Learn about our App & Project Settings - \[First Person & Tint Effects\](https://docs.gta.clothing/basics/good-to-know/first-person-and-tint-effects.md): Learn about our First Person & Tint Effects Feature - \[Integrated Search\](https://docs.gta.clothing/basics/good-to-know/integrated-search.md): Learn about our Integrated Search Feature - \[Material Editor\](https://docs.gta.clothing/basics/good-to-know/material-editor.md): Edit shaders and material parameters for selected drawables - \[Embedded Textures Editor\](https://docs.gta.clothing/basics/good-to-know/embedded-textures-editor.md): Manage, replace, rename, and fix embedded textures inside models - \[Auto Cloth Data Resolving\](https://docs.gta.clothing/basics/good-to-know/auto-cloth-data-resolving.md): Learn about our automatic Cloth Data resolving Feature - \[Placeholders/Dummy Ids\](https://docs.gta.clothing/basics/good-to-know/placeholders-dummy-ids.md): Learn about our 'Placeholders/Dummy Ids' Feature - \[Addon Tattoos\](https://docs.gta.clothing/basics/good-to-know/addon-tattoos.md): Learn about our Addon Tattoos Feature - \[Useful to know\](https://docs.gta.clothing/basics/useful-to-know.md): Learn about Durty Cloth Tool Features that are useful to know - \[Shortcuts\](https://docs.gta.clothing/basics/useful-to-know/shortcuts.md): Learn about our available Shortcuts to boost your workflow - \[Import & Export Formats\](https://docs.gta.clothing/basics/useful-to-know/import-and-export-formats.md): Learn about our Import & Export Formats - \[Creator Info\](https://docs.gta.clothing/basics/useful-to-know/creator-info.md): Learn how to leverage the Creator Info System for your Clothes - \[Dynamic Config Builders\](https://docs.gta.clothing/basics/useful-to-know/dynamic-config-builders.md): Learn about our Dynamic Config Builders and how to profit from them - \[Durty Cloth Projects\](https://docs.gta.clothing/basics/useful-to-know/durty-cloth-projects.md): Learn about Durty Cloth Projects - \[Logs\](https://docs.gta.clothing/basics/useful-to-know/logs.md): Learn about our Logs - \[Themes\](https://docs.gta.clothing/basics/useful-to-know/themes.md): Learn about our different themes - \[Game Limits and Crashes\](https://docs.gta.clothing/game-mechanics/game-limits-and-crashes.md): Learn about GTA V's clothing and tattoo related game limits and crashes - \[Cloth Audio Presets\](https://docs.gta.clothing/game-mechanics/cloth-audio-presets.md) - \[Prop Mask Models\](https://docs.gta.clothing/game-mechanics/prop-mask-models.md): Learn about GTA V Cloth Prop Mask Models - \[Mesh Physics (YLD)\](https://docs.gta.clothing/game-mechanics/mesh-physics-yld.md): Learn about the file format responsible for physics on clothing - \[Model Alternations\](https://docs.gta.clothing/game-mechanics/model-alternations.md): Learn about all possible clothing drawable model variations and their purpose in detail - \[Ped Expression Flags\](https://docs.gta.clothing/game-mechanics/ped-expression-flags.md) - \[Drawable Types & Textures\](https://docs.gta.clothing/game-mechanics/drawable-types-and-textures.md): Learn about cloth drawable types and cloth textures in general - \[Files Naming\](https://docs.gta.clothing/game-mechanics/files-naming.md): Learn about GTA V Files Naming - \[Behaviour Flags\](https://docs.gta.clothing/game-mechanics/behaviour-flags.md): Learn about GTA V's Ped Component Flags / Cloth Behaviour Flags - \[Shop Meta File\](https://docs.gta.clothing/game-mechanics/shop-meta-file.md): Learn about GTA V's Cloth Shop Meta File - \[Skin Tone Data\](https://docs.gta.clothing/game-mechanics/skin-tone-data.md): Learn about Skin Tone data attached to some clothes like pants and shoes - \[Basics\](https://docs.gta.clothing/cloth-modding/basics.md): Get started with the basics of GTA V cloth modding - \[Backface Culling\](https://docs.gta.clothing/cloth-modding/backface-culling.md): How things are rendered in game - \[Vertex Colors\](https://docs.gta.clothing/cloth-modding/vertex-colors.md): In Game lighting & Wind / Sweat Effects - \[Textures/Power of two\](https://docs.gta.clothing/cloth-modding/textures-power-of-two.md): The Power-of-2 Rule (POW) - \[Complete Walktrough\](https://docs.gta.clothing/cloth-modding/complete-walktrough.md) - \[Chapter 1: Files, Embedded Textures\](https://docs.gta.clothing/cloth-modding/complete-walktrough/chapter-1-files-embedded-textures.md): Finding files, exporting to XML, and learning embedded textures - \[Chapter 2: Into Blender\](https://docs.gta.clothing/cloth-modding/complete-walktrough/chapter-2-into-blender.md) --- # Agent Instructions This documentation is published with GitBook. GitBook is the documentation platform designed so that both humans and AI agents can read, navigate, and reason over technical content effectively. Learn more at gitbook.com. ## Querying This Documentation If you need additional information, you can query the documentation dynamically by asking a question. Perform an HTTP GET request on a page URL with the \`ask\` query parameter: \`\`\` GET https://docs.gta.clothing/readme.md?ask= \`\`\` The question should be specific, self-contained, and written in natural language. The response will contain a direct answer to the question and relevant excerpts and sources from the documentation. Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
---
# Unknown
\> For the complete documentation index, see \[llms.txt\](https://docs.gta.clothing/llms.txt). Markdown versions of documentation pages are available by appending \`.md\` to page URLs; this page is available as \[Markdown\](https://docs.gta.clothing/readme.md). # Welcome ## \*\*Introduction\*\* Welcome to the documentation site for Durty Cloth Tool. Here you will find all the information you need to get started and also everything you need to know about the basics of Durty Cloth Tool and GTA V Cloth modding and how to create addon Tattoos. ## \*\*What is Durty Cloth Tool?\*\* \*\*Durty Cloth Tool\*\* is the best tool available to \*\*easily create & manage your GTA 5 addon cloth & tattoo packs\*\* (for singleplayer, FiveM, alt:V & RageMP) without any knowledge in GTA 5 modding needed. In simple terms, DCT is your GTA V Cloth & Tattoo modding companion.

\### Jump right in
| | | | | |
| --- | --- | --- | --- | --- |
| **Quickstart** | Install Durty Cloth Tool and create your first addon Cloth Resource | | | [/pages/CyH2xJQs9yWJ1S8BYNav](https://docs.gta.clothing/pages/CyH2xJQs9yWJ1S8BYNav) |
| **Essential Knowledge** | Learn the essentials of Durty Cloth Tool | | | [/pages/ckTAa7xq7gdtSMTmig4a](https://docs.gta.clothing/pages/ckTAa7xq7gdtSMTmig4a) |
| **Dive deeper** | Discover GTA V clothing game mechanics | | | [/pages/tDXVn492AmLovxFtlTsF](https://docs.gta.clothing/pages/tDXVn492AmLovxFtlTsF) |
\--- # Agent Instructions This documentation is published with GitBook. GitBook is the documentation platform designed so that both humans and AI agents can read, navigate, and reason over technical content effectively. Learn more at gitbook.com. ## Querying This Documentation If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question. Perform an HTTP GET request on the current page URL with the \`ask\` query parameter, and the optional \`goal\` query parameter: \`\`\` GET https://docs.gta.clothing/readme.md?ask=&goal= \`\`\` \`ask\` is the immediate question: it should be specific, self-contained, and written in natural language. \`goal\` is optional and describes the broader end goal you are ultimately trying to accomplish on behalf of the user. GitBook uses it to tailor the answer towards what is most useful for that goal. The response will contain a direct answer to the question and relevant excerpts and sources from the documentation. Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
---
# Unknown
\> For the complete documentation index, see \[llms.txt\](https://docs.gta.clothing/llms.txt). Markdown versions of documentation pages are available by appending \`.md\` to page URLs; this page is available as \[Markdown\](https://docs.gta.clothing/getting-started/quickstart.md). # Quickstart

In this article I'll guide you thru How to Get Started with using Durty Cloth Tool in order to create your first addon Cloth Resource for any Multiplayer platform or Singleplayer. \*\*You will learn How To Download and Install Durty Cloth Tool.\*\* {% hint style="info" %} \*\*Already a Durty Cloth Tool User\*\*? Head to \[Essential Knowledge\](/basics/essential-knowledge.md) to dive into everything essential to know! {% endhint %} ## Setup your Durty Cloth Tool Installation Get your DCT Installation setup within minutes. ### 1. Download Latest Version of Durty Cloth Tool Download the latest available version of the Durty Cloth Tool from \[here\](https://github.com/DurtyFree/durty-cloth-tool/releases/latest/download/DurtyClothTool.App.zip). {% hint style="info" %} You can also press the 'Download Latest' Button on upper right of this page or alternatively always from \[our Website\](https://gta.clothing). {% endhint %}

Downloading it could look something like this (Screenshot from Firefox🦊)
\### 2. Extract zipped Durty Cloth Tool Files Navigate to your downloads output folder and search for the \`DurtyClothTool.App.zip\` you just downloaded. {% hint style="info" %} Default Downloads folder of the most common browsers is located at \`C:\\Users\\%username%\\Downloads\` {% endhint %} Open the context menu by right clicking on this file and select \`Extract All...\` or any other option from your ZIP Extraction tool of choice.

Right Click Context Menu in Windows on the just downloaded DurtyClothTool.App.zip
Depending on your ZIP Extraction tool of your choice, a popup looking like this could appear. In this case continue by pressing \`Extract\`.

Windows ZIP Extraction Software Popup
\### 3. Start Durty Cloth Tool Application Navigate into the just extracted DurtyClothTool.App folder if it didn't open automatically and double click on the \`DurtyClothTool.App.exe\` to start it up.

Your DurtyClothTool.App Folder should look similar to this
{% hint style="info" %} If you haven't deleted the DurtyClothTool.App.zip yet, you can go ahead and do this now, alternatively if you like it messy, keep it there. 🫠 {% endhint %} #### In case you get an "Windows protected your PC" popup, press on 'More info' and choose Run anyway.

Run Application thru 'Windows protected your PC' dialog
{% hint style="info" %} \*\*Why does the 'Windows protected your PC' screen popup?\*\* This is due to the nature of running Software published without any digital certificate attached. These only work when authorized by some big distributors that demand lots of money for this. {% endhint %} #### In case the application doesn't start or is blocked by your anti virus In some cases it is possible that your anti virus is triggered due to the way the software is build in a protected way. \*\*This is in all cases a so called false positive, feel free to verify it yourself using services like\*\* \[\*\*VirusTotal\*\*\](https://www.virustotal.com)\*\*.\*\* Additionally we always provide VirusTotal scan results on every release of DCT. {% tabs %} {% tab title="Info" %} \*\*In order to continue, you will have to add an exclusion / exception rule for Durty Cloth Tool\*\* in your Anti Virus system. See the tabs for some of the most common Anti Virus systems and how to do it. {% endtab %} {% tab title="Avast" %} \*\*Step 1:\*\* Open Avast on your computer and go to the Avast dashboard.

Avast Dashboard
\*\*Step 2:\*\* Click Menu, and select the Settings tab. Look for the Exceptions tab under the General tab, and select this.

Avast Menu

Avast Settings > Exceptions Page
\*\*Step 3:\*\* Under this tab, click "\*\*ADD EXCEPTION\*\* and a new window will appear. Enter the File Path of your Durty Cloth Tool Folder that you want to add to your whitelist or simply search for it.

Avast Add Exception Dialog
{% endtab %} {% endtabs %} ### 4. Profit You should have a \*\*Durty Cloth Tool installation running by now.\*\* Lets continue by either adding clothes and / or tattoos to it, click on one of the cards below to continue. See you there 🚀
| | | |
| --- | --- | --- |
| **Download and Activate your License** | This is optional and not needed if you are testing 🫡 | [/pages/JjjojIyKxaiBPzzLwvtg](https://docs.gta.clothing/pages/JjjojIyKxaiBPzzLwvtg) |
| **Create your first Addon Cloth Resource** | Your first Cloth Project with Clothes 👕 | [/pages/PQJs9nEngsCyThn8BTjf](https://docs.gta.clothing/pages/PQJs9nEngsCyThn8BTjf) |
| **Create your first Addon Tattoo** | Your first Cloth Project with Tattoos 🖌️ | [/pages/dIToADuKw6SfeEMWqLkb](https://docs.gta.clothing/pages/dIToADuKw6SfeEMWqLkb) |
\--- # Agent Instructions This documentation is published with GitBook. GitBook is the documentation platform designed so that both humans and AI agents can read, navigate, and reason over technical content effectively. Learn more at gitbook.com. ## Querying This Documentation If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question. Perform an HTTP GET request on the current page URL with the \`ask\` query parameter, and the optional \`goal\` query parameter: \`\`\` GET https://docs.gta.clothing/getting-started/quickstart.md?ask=&goal= \`\`\` \`ask\` is the immediate question: it should be specific, self-contained, and written in natural language. \`goal\` is optional and describes the broader end goal you are ultimately trying to accomplish on behalf of the user. GitBook uses it to tailor the answer towards what is most useful for that goal. The response will contain a direct answer to the question and relevant excerpts and sources from the documentation. Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
---
# Unknown
\> For the complete documentation index, see \[llms.txt\](https://docs.gta.clothing/llms.txt). Markdown versions of documentation pages are available by appending \`.md\` to page URLs; this page is available as \[Markdown\](https://docs.gta.clothing/changelogs.md). # Changelogs ## General Information 🔽Find the latest Version of Durty Cloth Tool by clicking on "Download Latest" on the top right or the \[Official Website\](https://gta.clothing). 👚Check out Pleb Masters: Forge if you are interested in retrieving file paths for modding GTA V clothes: 🛟Join our discord for support: 📝Please consider \*\*supporting me on Patreon to get access to a full license + support\*\* for this tool: ✅Also \*\*visit our website\*\* for more information: \## Durty Cloth Tool v3.2.0 (20.08.25) ## ✨Update highlights This update contains many quality‑of‑life improvements and bug fixes. Let’s focus on the highlights: ### 🎨 Material Editor Edit shaders and material parameters directly on your drawable and save changes instantly. {% hint style="info" %} See \[Material Editor\](/basics/good-to-know/material-editor.md) documentation. {% endhint %}

Durty Cloth Tool Material Editor Demo
\### 🧵 Embedded Textures Editor Inspect, export, rename, replace or delete embedded textures. Auto‑fix shader params when names/usages change. {% hint style="info" %} See \[Embedded Textures Editor\](/basics/good-to-know/embedded-textures-editor.md) documentation. {% endhint %}

Durty Cloth Tool Embedded Textures Editor Demo
\### 🖼️ Live Texture Editing / Previewing Select a target slot (Diffuse, Specular, Normal) and a watch folder. Drop an updated DDS into that folder to instantly see the change in the 3D Preview.

Durty Cloth Tool Live Texture Editing / Previewing Demo
\### 🧪 Optimizer improvements and options Quickly identify unoptimized textures with a new preview, plus apply new auto‑fixes: \* Fix unused embedded textures \* Fix wrongly named embedded textures \* Fix invalid diffuse sampler

Durty Cloth Tool Texture Optimization Improvements
\### ⚡ Quality of Life improvements Streamlined workflows and fewer interruptions across the board: \* Option to disable the "Total props per gender limit" dialog (recent FiveM fixes) \* Option to directly disable "Reached max drawables for type" in the project when it occurs \* Improved Unsaved Changes handling via Project Auto Saves to preserve discarded edits and reduce prompts \* Clearer handling and logging when skipping drawables \* More consistent logs with improved levels across the app \* Builders & compatibility: Menyoo PedDecalOverlays.xml, official support for \`mp2024\_02\` and \`mp2025\_01\` \* Tattoos QoL: \`UseTintColor\` flag, negative scale/UV support, and size guidance with warnings/errors ## v3.2 Full Changelog \`\`\`markdown Added - Add drawable Material Editor to view and edit shader/material parameters; save directly to the drawable - Add drawable Embedded Textures Editor to manage embedded textures and auto-fix related shader params; save directly to the drawable - Add unoptimized texture preview to Texture Optimization Dialog - Add new auto-fixes in Optimization Dialog for embedded textures: fix unused embedded textures, fix wrongly named embedded textures, fix invalid diffuse sampler - Add Live Texture Editing/Previewing to instantly see cloth updates in the 3D Preview (Diffuse, Specular, Normal) - Add 3D preview support to show hair alternation previews (no hair / hair alternation models) - Add config builder for Menyoo PedDecalOverlays.xml - Add option to disable "Total props per gender limit" dialog (fixed in recent FiveM versions) - Add option to directly disable "Reached max drawables for type" in project when it occurs - Add official support for mp2024\_02 and mp2025\_01 game updates - Add support for tattoos "UseTintColor" flag (configurable on tattoos) - Add support for tattoos with negative scale and UV position - Add tattoo size recommendations with warnings and errors when exceeding game limitations - Add project behaviour setting to use texture name as unique name hash in Shop Meta dump - Add support for Replace Collection feature to also replace base game (non-DLC) collection - Add IsDummyPlaceholder value to clothes\_dump.json when selected on build Fixed - Fix not working "Replace DLC Cloth Collection" option for RageMP/Singleplayer - Fix server target game build setting by moving it to Project Settings instead of Build Settings - Fix when "Add menu" moves to second line and hovering any option closes the menu - Fix some DDS texture conversion issues - Fix missing error when XML conversion on export fails - Fix missing path errors in various situations - Fix RcoreTattoo config builder output - Fix files changed dialog sometimes triggering for non-shared DCT projects - Fix potential error on tattoo creation from web - Fix possible issue on file content checksum generation - Fix various unhandled errors/exceptions that could lead to app crashes Improved - Improve Unsaved Changes discarding with Project Auto Saves to preserve discarded changes and avoid repeated prompts - Improve handling and logging when skipping drawables - Improve logging and log levels across the app - Improve overall quality with many minor bug fixes and QoL tweaks \`\`\` #### v3.2.0.1 \`\`\`markdown - App doesn't start as Administrator per default anymore in order to improve Drag & Drop Support - Fix issue with wrongly generated Decoration Shop File - Enhance props drawable type rendering in 3D Preview - Various fixes to unhandled crashes - Tons of improvements to handle common failed file & directory operations \`\`\` #### v3.2.0.2 \`\`\`markdown - Various minor fixes and improvements \`\`\` #### v3.2.0.3 \`\`\`markdown - More minor fixes and improvements \`\`\` #### v3.2.0.4 + v.3.2.0.5 \`\`\`markdown - Improved UI/UX for first time project creation - Fixed "InvalidCast" issue - Fixed "Collection modified" issue - Fixed Project Settings 'Description' Input content was not correctly aligned - Improved tons of situations with file/directory handling to properly handle weirdest User Errors - Many more minor fixes and improvements \`\`\` ## Durty Cloth Tool v3.1.0 (18.11.24) ## ✨Update highlights This update focuses on many quality-of-life improvements, empowering teams to collaborate on Durty Cloth Projects effortlessly and introducing powerful features for addon tattoo creation, making it accessible to everyone. Here's what's new: ### 🖊️ 3D Tattoo Editor Support With Pleb Masters: Forge 3D Tattoo Editor integration, creating addon tattoos has never been easier! Position, scale, and rotate tattoos in 3D and import them directly into DCT for a streamlined workflow. ✨\*\*Try it out and use for free now\*\* @ \\NAN;\*See our documentation for a how to get started:\* \[First Addon Tattoo\](/getting-started/first-addon-tattoo.md) !\[Pleb Masters: Forge 3D Tattoo Editor Example Image\](https://github.com/user-attachments/assets/92ffb7dc-c1e8-475a-ac19-ca89f95dc405) ### 🕺 Custom Animations in 3D Preview Load and preview custom animation files (.ycd) in the 3D Previewer. Simply drop animations into the designated folder or load them via the file selector in our 3D preview and use them instantly. (Docs @ \[3D Previewing Clothes\](/basics/essential-knowledge/3d-preview-clothes.md#custom-animations-loading)) !\[3D Preview load and use Custom Animations\](https://github.com/user-attachments/assets/62aa1851-66f2-4bbd-8242-941513347999) ### 🛠️ Sharing and Collaboration on Projects New Sharing and Collaboration settings allow teams to seamlessly work together on cloth projects using version control systems like Git. Share your projects easily with relative paths and independent build output folders for each team member. \*See our documentation to get started:\* \[Working Together\](/getting-started/working-together.md) !\[New Project Sharing Project Settings\](https://github.com/user-attachments/assets/98515a5b-2d55-4251-b070-b970d290c6df) ### 📂 File Format Linking DCT now supports file associations for .dctproj, .dctpackage, and .dctexport formats. Open files directly from your file explorer for added convenience. !\[New File association DCT App Settings\](https://github.com/user-attachments/assets/bfcb6c08-277e-4366-a2d8-03ef6ca8e0b6) ### 🛍️ Shop Meta File Generation Easily generate shop meta files for your clothing, fine-tuning metadata like target shops and restriction tags directly within DCT. (Docs @ \[Shop Meta File\](/game-mechanics/shop-meta-file.md)) !\[New Shop Meta Details Tab\](https://github.com/user-attachments/assets/196866a2-5395-4de2-8e69-590a8343ca8a) ### 🤖 Smart Behaviour Project Settings New settings make managing dummy placeholders easier than ever, ensuring drawable ID consistency while preventing ID shifts. (Docs @ \[App & Project Settings\](/basics/good-to-know/app-and-project-settings.md#project-settings)) !\[New Project Behaviour Settings\](https://github.com/user-attachments/assets/187909f7-1fc4-4db6-bc65-ab16ce63a72d) ### 🔍 Enhanced Integrated Search Experience fuzzy matching, token matching, and result scoring for more precise search results. Effortlessly combine parameters like position and type for targeted searches. (Docs @ \[Integrated Search\](/basics/good-to-know/integrated-search.md)) !\[Improved Integrated Search\](https://github.com/user-attachments/assets/f0399b40-31cd-4716-9135-0ff756585864) ### 🏷️ Creator Info Add metadata like creator name, website, and support details for each item. Export this information in the .dctpackage format to credit authors or provide troubleshooting info. (Docs @ \[Creator Info\](/basics/useful-to-know/creator-info.md)) !\[New Creator Info Tab\](https://github.com/user-attachments/assets/dfbdc658-837d-4a11-86d2-9282a02f0d69) ### ⚡ Minor QoL Improvements \* Added mesh physics support in the 3D Preview. \* New analyze and remove duplicates project action. \* Option to auto-skip adding duplicates during app sessions. \* Added author and version metadata to project settings and output files. \* New texture preview size adjustment option. \* Context menu option to clone clothes for other genders. \* Added gender change support for clothes and tattoos. \* Improved Logs Window with search and text copy options. This update ensures an even smoother cloth & tattoo modding experience and paves the way for efficient collaboration. Ready to take your projects to the next level? 🚀 ## v3.1 Full Changelog \`\`\`markdown Added - Add support to load and preview clothes using custom anims in 3D preview - Add support for version control (Git) hosted/shared cloth projects (See new Project Sharing Settings) - Add DCT Launcher with support to open DCT file formats from file explorer directly - Add support for Pleb Masters: Forge 3D Tattoo Editor to easily position and add tattoos - Add proper generation of cloth shop meta file with configurable options to define RestrictionTags + Target Shop, per cloth - Add new behaviour project setting: Replace dummys with real cloth on adding automatically - Add new behaviour project setting: Instead of removing items ask to replace with dummy - Add "Replace with Dummy" context menu options for cloth drawables + textures - Add support to replace dummy cloth textures with real ones via context menu - Add context menu option to create cloth clone to other gender - Add gender change option for clothes + tattoos - Add Search/Filtering to Logs Window + Option to select and copy text - Add app option to change Texture Preview Popup Size - Add displaying of size of files that will be cleaned when optimizing cloth project data folder - Add option to auto skip adding duplicates for app session in duplicate confirmation dialog - Add Project Author & Version to project settings, saved into cloth build output meta files - Add DCT Version mentioning in the cloth build output meta files - Add Creator Info fields that can be defined per Item and locked on export - Add support for 3D previewing mesh physic based clothes - Add project action to analyze for duplicates in project and easily remove them - Add new validation check for total props game limit - Add new documentation links and update some related links Fixed - Fix transparent texture images wrongly previewed (as black instead) - Fix drag and drop textures reordering - Fix possible crash when selecting appearance item thru error list - Fix for 'Invalid Slice Pitch' error when exporting or optimizing textures (experimental) Improved - Improve project cache validation to fix some project loading issues - Improve search to allow for searching by various other cloth / data parameters like game name, file name, ids, position etc. - Improve Auto Data resolving for more cases - Improve confirmation dialogs opening behaviour - Improve various UI dialogs to better support all themes + better overview - Improve Rename Texture Hotkey (Changed to F2) for consistency \`\`\` #### v3.1.0.1 \`\`\`markdown - Fixed 3D previewer crash on startup - Fixed possible crash on project loading - Improved DCT Launcher Pipes Listener Handling, previously causing some issues - Properly handle some "File in use by another process" cases \`\`\` #### v3.1.0.2 \`\`\`markdown - Added new Dynamic Config Builders for rcore-tattoos and illenium-appearance - Added support to paste UV Pos/Scale/Rot from Pleb Masters 3D Tattoo Editor via right click context menu on tattoos - Improved Project Build output folder pre-checks to handle more cases - Improved setup process of URL Protocol Handler & File Association (Formats) Setup - Improved user settings upgrading process to handle more edge cases - Improved overall error logging (More detailed logs in all sorts of corners) - Fixed Singleplayer dlc.rpf Output not properly loading - Fixed various 3D Preview Crash Issues - Fixed using ' in some project meta fields could cause FiveM parsing errors - Fixed some edge cases of failed project saving actions - Fixed some possible crash issues when opening file dialog in some edge cases \`\`\` ## Durty Cloth Tool v3.0.0 (27.08.24) ### ✨Update highlights This is the biggest feature update ever released. Featuring a completely remade user interface, more responsive than ever, introducing different looking themes and color options. Additionally performance across the entire application has been improved. Enjoy the best performance and more insights than ever before without compromise. This will definitely boost your daily clothes modding work! :) ### 🎨Themes and improved User Interface Choose from a variety of new themes, including various dark themed color variants, your eyes can finally relax at night 🥳\\ See this article for an overview of all themes: \[Themes\](/basics/useful-to-know/themes.md)

New Themes available in DCT v3
\### 🆕Error List Window Very customizable and exportable overview of issues, tips and information on your Cloth Resource.

New Error List Overview available in DCT v3
\### 🆕Project Settings Window Configure everything to your desire for your cloth project, \*\*including customizing every validation with its related error level, thresholds and more to your liking.\*\* Additionally there is also an entire new Options window that allows to adjust different DCT preferences.

Fully Customizable Project Settings
\### 🗃️Project .dctexport Format & Items .dctpackage Easily export and \*\*share single cloth items with configurations\*\* or \*\*entire cloth projects in one single file\*\* for most easy transfer

New Export and Import Formats
\### 👀New first person features, alternation models & behaviour flags support Easily \*\*configure first person mask model\*\* or \*\*tinted glass effects\*\*. Additionally DCT comes with \*\*full alternation models support\*\* where needed to allow for an even better clothing and first person experience.

Prop Masks and Screen Effects demo
\#### Prop Mask Example See this article for an overview of all supported prop masks: \[Prop Mask Models\](/game-mechanics/prop-mask-models.md)

GTA V Prop Mask
\#### First Person Options New first person options, configurable timecycle modifier including intensity and prop mask models.

New First Person Options
\### 🆕3D preview base components, animation quick select & auto rotate Adjust any of the base components to be able to verify fitting of your cloth.

Adjust 3D preview base components, auto rotate and Animation Quick Select
Easily quickly test with various animation whether a clothing you have added is correctly rigged.

Demo on quickly testing Clothes with Animations
\### v3 Full Changelog \`\`\`markdown - Revamped entire App design to increase responsivenes and fix various useability issues - Reworked project format and introduced project cache to speed up project loading - Tons of performance improvements for project loading, clothes adding and project building - Added "dark mode" with various different themes (try them out, they are nice) and theme color variations, selectable via Options window - Added new "Options" window that allows for managing all user app related settings - Redone Project Settings window that allows for managing all sorts of project related settings - Added possibility to disable and adjust all existing validation rules - Added new "Error List" Window (View > Error List) with various export possibilities to have an easy overview of all information in your cloth project - Added new import/export formats for entire cloth projects, for convenient sharing of a DCT project - Added new DCT Package export format for convenient sharing of cloth project items with their entire configuration, models and textures saved into one file - Tons of quality of life improvements like a recently opened projects history, possibility to preview cloth texture image, enabling cloth texture thumbnails and all sorts of new configuration possibilities - Added new first person options that allows for configuring tinted screen effects or mask model - Added hair alternation models support to allow for addon hairs to properly work with hoodie hair, cut hair and remove hair options - Added possibility to set any behaviour flag available (Like armoured, lightly armoured etc) - Added animation "quick select" menu for easier cloth testing - Added description field to project settings (for project notes or information etc) - Added option to not automatically select newly added cloth / items in the drawables list - Added XML drag and drop import for drawables and textures + Fixed textures drag and drop in general - Added alternation model export options such as XML - Added buttons to preview cloth model alternation models in 3d preview - Added 3D previewer option to auto rotate around ped - Added 3D previewer changeable base components for base hand, teef, accss, task & jbib \`\`\` #### v3.0.0.1 \`\`\`markdown - Fixed special case crash when adding clothes \`\`\` #### v3.0.0.2 \`\`\`markdown - Added option to prefer use of Windows File Dialogs instead of the new themed file dialogs (Accessable thru Options Window) - Improved saving of window position - Improved remembering of last accessed folders - Fixed updating behaviour flags removing flag set on previous item - Fixed focus lost on 3D previewer when double clicking on appearance item list entry - Fixed auto backup crash when clothproject folder didnt exist - Fixed auto selection of newly added clothes (now just selects added ones) - Fix alternate variations generation \`\`\` #### v3.0.0.3 \`\`\`markdown - Added option to automatically update selected drawable texture based on selection when 3D previewer open - Added support for multiple addon clothes keeping their related cut hair / high heel configuration in 3D previewer - Fixed more alternate variations generation related issues (submitted GTA limit issue to FiveM/alt:V) - Fixed anim playback speed resetting on cloth change - Fixed maximizing / minimizing issues with the window on different screens - Fixed rare case issue when opening right click context menu \`\`\` #### v3.0.0.4 \`\`\`markdown - Fixed rare case app crash related to wildly doing things \`\`\` #### v3.0.0.5 \`\`\`markdown - Improved project data optimizing action (Cleaning up faster now and is more responsive) - Fixed some multi selection commands not working any more (Mass Delete for example) - Fixed 3D preview causing crash when opened via button click - Fixed crash when trying to import DCT package to not created/new project - Fixed some rare case random project crashes \`\`\` #### v3.0.0.6 \`\`\`markdown - Fixed rare case project load crash where corrupted auto backup was the reason - Fixed some possible drag and drop related crash issues \`\`\` #### v3.0.0.7 \`\`\`markdown - Added CTRL + F hotkey to focus search input - Added option to disable any extra ped alternate variations related features, which can be used in case of "ERR\_MEM\_MULTIALLOC\_FREE" crashes - Improved cloth texture previews to load much faster and also react much faster on hovering img placeholder - Improved auto updater handling to gracefully end any confirmation dialogs in future updates - Fixed rare case crash issue with build output pointing to drive letter that doesnt exist anymore - Fixed potential project loading issue with some invalid project states \`\`\` #### v3.0.0.8 \`\`\`markdown - Added experimental option to "Fix 'invalid fixup' bugged cloth drawables", access it via Right Click context menu - Added Project Error List button next to project settings - Added possibility to find drawables by game name / output file name - Added drawable name and texture names entered in DCT as values to the cloth info dump - Added button to clear Recent Projects History in Options window - Improved "Disable Extra Alternation Features" build option to also not automatically create \_1 alternation model - Improved tooltip showing duration at various places - Improved cloth texture export in single texture case - Fixed Project Name and DLC Name setting input not working on some themes - Fixed possible issue with animating cloth props not working - Fixed possible issue with invalid project folder causing app crash - Fixed various 3D previewer cases that could cause it to crash - Fixed rare case crash issue with windows themed multi file dialogs - Fixed rare case issue with unhandled corrupted texture (YTD) file - Splash Screen is animated now 😏 \`\`\` ## Durty Cloth Tool v2.5.3 (20.03.24) ### ✨Update highlights This is a minor feature update, including some 3D preview features, many fixes and improvements. This will help you with your daily clothes modding work! :) ### Show Floor & 3D preview high heel heights Add a floor to your 3D preview and see whether your high heel will glitch thru it or not. Change custom high heel heights with ease to its proper value, making sure it doesn't glitch in game.

Demo showing new High Heel 3D Preview with floor
\### 3D preview cutting hairs below head props Adjust with ease custom cut values and see which value exactly is needed to not have hairs glitch thru your hats anymore. Everything is instantly visible in the 3D preview.

Demo showing new Hair Cutting in 3D Preview
\### Control Animation Playback Speed See your cloth in motion and slow down the playback to instantly see whether its properly rigged and working.

Demo showing Animation Playback Speed Control
\### Change base components/clothes Easily adjust torso, head, legs and more in 3D preview to see which other cloth components are needed to work with your addon cloth!

Demo showing changing of 3D Preview base Components
\### Preview multiple addon clothes at the same time Preview your addon cloth additions together in the 3D preview to see whether clothes are matching or fitting 🔥

Demo showing 3D Previewing multiple Addon Clothes
\### v2.5.3 Full Changelog \`\`\`markdown - Added option to "Show floor" with correct high heel height rendered, adding possibility to fine tune heel height live with 3D preview - Added correct rendering of hair scale bone modifications (Cut Hair/Remove Hair options on phead props for example), adjust live in 3D preview when changed (Custom Cut Hair value for example) - Added possibility to control animation playback speed, allowing to better test clothes in motion - Added options to change the ped base components used in the 3D preview, for example to adjust head, legs etc. Also allows for 3D previewing multiple custom clothes at the same time. - Added and improved some warnings/information - Added proper prop rendering on ped (Props will not just render without the ped anymore) - Lots of fixes related to 3D preview, failing in some cases with modded GTA V installations - Many other fixes to errors that could appear in some scenarios \`\`\` ## Durty Cloth Tool v2.5.2 (24.01.24) This is a minor "Quality of Life" update, including tons of fixes, improvements and smaller changes that will help you with your daily clothes modding work! :) ### New icons & "support" for escrow / locked files Lightbulb now indicates information for potential improvements to clothes and you are now able to add escrow locked files to your project and build it. Keep in mind this doesn't mean we fully support escrow locked clothes, in general this still requires additional manual work to make them properly load (You need to put the package license some how properly for it to load)

New Icons and Escrow Locked File indicator
\### Official support for latest gamebuilds You can now select mp2023\\\_01 and mp2023\\\_02 gamebuilds on project build for improved warnings and information. Keep in mind that you could previously already build projects for these newer gamebuilds but with less accurate errors & warnings.

Target Game Build Selection with new Game Build option
\### New warnings & information Introducing some new information to increase awareness for bad clothes, including: \* new warning for Raced skin type clothes that have bigger than 512x512 textures (not needed / unsupported by game) \* new warning for unoptimized / bad sims port textures (unoptimized / huge) \* new warning for embedded textures containing illegal characters in name (causing them to not work properly)

New Warnings & Informations added
\### v2.5.2 Full Changelog \`\`\`markdown - Added options / "support" for mp2023\_01 & mp2023\_02 gamebuild selection in build options - Added some new discovered audio presets - Added "support" for escrow / locked YDD files, you can add them now to your project and build them but it still needs escrow license file placement manually + doesnt work with adding escrow protected files from different packages as this would require multiple escrow licenses, which we dont know yet how it should work (Feel free to reach out to us if you know more) - Added support for optimizing a previously unknown TextureFormat, which lead to many YTD/Embedded YDD textures failing to optimize - Added some fallbacks and checks for blocked license files, causing them to not being read properly - Added new warning for Raced skin type clothes that have bigger than 512x512 textures (not needed / unsupported by game) - Added new warning for unoptimized / bad sims port textures (unoptimized / huge) - Added new warning for embedded textures containing illegal characters in name (causing them to not work properly) - Added information when previewing clothes that miss diffuse texture, stating that 3D preview doesnt represent ingame look in this case - Added option to disable missing diffuse texture warning in 3D preview (Menut > Options dropdown) - Added clothproject data folder relocation dialog on project load when all files failed to find (Should help in cases where clothproject folder got moved around) - Improved information icon to lightbulb instead of question mark + introduced lock icon for either corrupt or locked files - Improved 3D preview initial loading time - Improved general memory usage of Durty Cloth Tool (It should consume less now) - Improved duplicate content check to consider type & gender information - Fixed 3D preview crashing in same cases with badly made drawables - Fixed placeholder dummy textures not causing proper shifting texture variation id. You can now add dummy textures before a real texture variation and it will cause the real one to be shifted to variation id 2 for example - Fixed some mods installers (FiveMods etc) & graphic mods (Network Redux) causing 3D preview to not load / eat up all your RAM and CPU - Fixed adding files with capslocked file extensions like .YDD .YTD etc. - Fixed setting possibly invalid tattoo file names, leading to application crash on build - Fixed Enable Animation / Only Selected Cloth checkboxes sometimes in invalid state when switching between props & clothes in 3D preview - Fixed output directory write permission check, sometimes not properly detecting read permissions on selected output folder - Fixed adding Read Only files to project not being possible - Fixed issue caused by some recent windows updates that lead to HWID sometimes changing - Disabled sub folders option for alt:V as its unsupported right now - Updated some discord / support links \`\`\` ## Durty Cloth Tool v2.5.1 (16.03.23) This is a minor "Quality of Life" update, including tons of smaller changes that will help you with your daily clothes modding work! :) ### New hat options There are new options now to define hats as motorcycle helmets, bullet proof helmets or airplane hats. These will change some of the behaviours of the hat; for example the player not taking any headshot damage or the helmet not being dropped off when riding a motorcycle

New Hat Options
\### Rename textures You are able to rename cloth drawable textures now using the right click mouse context menu. This will help organizing your cloth projects even more.

Rename Cloth Texture dialog
\### Bulk exporting textures + exporting embedded textures directly There are various bulk exporting options available now. It has been never easier to quickly export embedded textures to PNG or DDS, additionally all other exporting options support bulk (mass) export options now by selecting multiple items.

New Bulk exporting options
\### v2.5.1 Full Changelog \`\`\`markdown - Added motorcycle helmet, bullet proof helmet & airplane options for hat props - Added new warning for when no diffuse sampler info found (breaks lightning) - Added new warning when there is no embedded and external samplers at all (Bad clothing) - Added new warning for unused embedded textures in cloth model (Useless, takes up space) - Added new warning when embedded textures are not named correctly for skin toned drawables (Breaks clothing) - Added new (build time) warning for drawables that have invalid shader names defined (Breaks clothing) - Allow for custom high heel height down to 0.1 - Added warning for SP & RageMP resources when DLC Name / collection name is invalid - Added option to add from one or multiple files without targetting gender specifically, automatically tries to resolve the gender of selected drawable files - Added possibility for bulk optimizing textures of same drawable (Select all textures, right click -> optimize) - Added new context option to export drawable with textures - Added bulk export support for all selected drawables or selected textures - Added new options to export all embedded textures as PNG or DDS - Added new context option for textures to rename textures to your liking (Helps organizing) - Added warning when trying to add facial overlay, stating its WIP / not working - Added progress indicator for texture optimizations + making it not freeze the application - Added showing skintone setting for drawables that are already added as raced (So they can be changed if they got added as raced drawable) - Added option to resort project item positions (for the autistic people, find it in Project Window Options > Resort item positions) - Bigger refactoring of everything that is context menu related, will now only enable options to you that are also useable - Pressing ENTER while editing any textbox input will now automatically save and update edited item - Fixed possible rare case DDS optimizing error - Fixed "divide by zero" exception for projects with only 1 item, causing them to not load again - Fixed replacing of dummy drawables & textures - Fixed wrong message when failed to optimize embedded texture / drawable - Fixed possible crash for certain context menu options on dummy placeholders - Fixed default generated file name for drawable & textures export options - Fixed controller input being able to move preview even without focus - Fixed EndOfFile issue for exported DDS files sometimes, making them unusable - Fixed facial overlay position not increasing when adding new ones - Fixed corrupt textures when drag & dropping PNG or other image formats onto textures section - Removed initial Position being postfixed for the default cloth names, was confusing in addition to Position - Raised precision for custom high heel height and hair cut value to .2 \`\`\` ## Durty Cloth Tool v2.5.0 (07.02.23) ### :bookmark\\\_tabs: Important Project Migration Note This update changes the way your cloth project is saved and referenced cloth models and textures are managed internally. Due to this change, on first time loading a older project, it will be automatically migrated to the new project format without any needed input from you. As this could take some while, you will be prompted with a dialog to confirm this. In this process all your previously added, 'linked', clothes will be copied to a by Cloth Tool managed "data" folder.\\ \\ \\NAN;\*\*\*Read more "technical information" about the changed project new projects formats in the end of this post.\*\*\*

Showcasing new Projects handling
\### ✨Update highlights This is \*\*the biggest cloth tool update\*\* so far, almost one year of work, lots of research and testing went into this. Thanks to every suggestion on this GitHub or my Discord and special thanks to the @Clothes-Experts that decided on helping testing and improving this version. Lets dive into some of the highlighted features and additions of this new version. ### :mag: 3D Previewer Introducing the 3D Preview Feature. This exciting new feature allows you to \*\*easily visualize and analyze your cloth models and textures\*\* in a whole new dimension. With the Cloth 3D Preview Feature, you can: \* \*\*Preview model and texture combinations with ease\*\*, using the context menu options, the preview button or by simply double clicking any item. \* Get a full \*\*preview of your ped models and see cloth models in motion\*\*, allowing you to test whether clothes are correctly rigged. \* \*\*Apply animations\*\* to your ped models and see the clothes in motion for an even more comprehensive analysis. \* Benefit from \*\*different render modes\*\* that help you identify any cloth model issues. \* Take advantage of the \*\*wireframe option to see the model structure\*\*, and the ped skeleton option to see the ped bones. \* \*\*Switch between different levels of detail (LOD)\*\* to preview the models in a range of resolutions. \* \*\*Explore the Models & Texture data\*\* tabs for a more in-depth analysis of your cloth models. This feature is an essential tool for anyone looking to bring their models and textures to life and is sure to take your 3D modeling to the next level. #### Example of male clothes, changing light direction, switching thru different Level of Details & animating ped

\#### Example of female clothes, animating, showing grid, wireframe & only selected cloth

\#### Example of different rendermodes allowing deeper texturing insights

\### 💇Tops with working duffel Bags, Hoodie hairs & Masks that cut or remove hairs This update introduces various new options to \*\*make use of even more GTA V cloth related game mechanics\*\*. Find out more about all new clothing options below. #### Cut hairs for hoodie clothes (tops & undershirts) Configure whether your \*\*hoodie top / undershirt should cut hairs\*\* to make hoodies not glitch.

\#### Remove hat in vehicle Set \*\*hats to automatically be removed when the player enters a vehicle\*\* and reapplied when he leaves it again. Making it not glitch thru the vehicle roof.

\#### Without 'Remove hat in vehicle' option, hat will possibly glitch thru roofs

\#### 'Remove hat in vehicle' option enabled, hat will be unequipped in vehicle

\#### Cut or remove hairs for masks (berds) Configure \*\*masks (berds) to automatically cut or remove hairs completely\*\* whenever needed to perfectly fit your masks without glitching hairs.

\#### Fixed addon tops (jbib) vanilla game duffel bags invisible Previously all vanilla game duffel bags would not work (be invisible) with all your addon tops (jbibs), this is now \*\*automatically fixed\*\* and will work after regenerating your cloth pack with this new update. #### Previously 'unfixed' addon top with duffel bag combined

\#### Now 'fixed' addon top with duffel bag combined

\### :exclamation: Tons of automatic error analyzing Introducing a new and improved error handling system, you can now \*\*easily identify and fix issues that could potentially break your clothes\*\*, before you build. With this new feature, you'll be able to: \* \*\*Quickly categorize issues\*\* as Errors, Warnings, or Informations. \* \*\*Identify and fix Errors that could break your clothes\*\*, ensuring that your projects are always in tip-top shape. \* Take advantage of \*\*various Warnings, ranging from missing LOD levels\*\*, invalid model files, missing embedded textures, and more, to improve the quality of your cloth models and textures. \* Receive \*\*Informational hints that provide valuable insights\*\* into your cloth projects. Elevate your cloth projects and stay ahead of the game with our new error handling system. #### Example of some information, warnings & errors

\### :zap: Easy optimizing of cloth textures and embedded model textures Say goodbye to manual texture optimization and hello to effortless efficiency with this update. The Texture Optimization Feature is here to \*\*revolutionize the way you optimize your textures and models\*\* with ease. With a range of easily optimizations and edits to apply, including: \* \*\*Automatic optimization of the compression format\*\* for your textures, ensuring the best quality with the smallest file size, or choose your own compression format to be applied. \* \*\*Automatic generation of the suggested amount of mipmap levels\*\* for your texture, providing the perfect balance between quality and performance. \* Seamless adjustments to your textures with the \*\*automatic adjustment to the next power of two\*\* width and height. \* \*\*Easy downscaling of your textures\*\* to your preferred size, ensuring that your models look great at any resolution. \* Effortless compatibility with \*\*embedded model textures and cloth texture variations\*\*, without the need for any other tools or manual editing. With the Texture Optimization Feature, you can streamline your workflow and focus on creating the best GTA V cloth pack possible. #### Example of easily optimizing compression format, mipmaps, power of two & more

\### :point\\\_right: Drag & Drop Making it \*\*easier than ever to import files\*\*. With this new feature, you can: \* \*\*Effortlessly import files by simply dragging and dropping\*\* them into the tool, whether they're from Windows File Explorer, OpenIV, or CodeWalker. \* Save time and streamline your workflow by \*\*eliminating the need to manually export & import files\*\* one-by-one. \* Enjoy a \*\*more user-friendly and intuitive experience adding files\*\* from GTA V file explorers #### Example of dragging and dropping files from OpenIV and CodeWalker

\### :open\\\_file\\\_folder: Various new import & export formats We're excited to announce a suite of \*\*new import and export file formats that make it easier than ever\*\* to work with clothes. With this new update, you can: \* Enjoy faster workflows (especially when using Blender) with the \*\*addition of CodeWalker XML import and export support\*\* for cloth drawables and textures. \* Have more flexibility when editing your cloth textures with \*\*new DDS and PNG export options\*\*. \* \*\*Quickly add cloth textures straight from a image\*\*, from a variety of image formats including PNG, JPG, TGA, and BMP, which will automatically be converted to YTD. #### Example of exporting to & importing from different new file formats: CodeWalker XML, PNG, DDS

\### :floppy\\\_disk: New projects format & file/data handling All \*\*files related to a cloth project will be saved & managed in one single folder\*\*, that could easily be shared & does prevent accidentally building files to some unwanted location, deleting hundreds of files in advance (People selected Desktop as output and files got deleted there..). \* Durty Cloth Tool will manage all files added to your project on its own, which \*\*takes you the hassle to manage all imported files on your own\*\* and removes cases where you accidentally deleted a file used in any of your cloth projects, breaking it completely. \* Files that are added to the project will now be imported to a "data" subfolder of your output folder defined in the build settings ### :wrench: Dynamic config builders The Dynamic Config Builder options are here to \*\*provide you all the configuration files\*\* you need to work with framework plugins like xnTattoos, qb-tattooshop, ESX-TattooShop, or any other similar config files. With this powerful new feature, you can: \* \*\*Easily provide example configuration entries\*\* for various framework plugin configurations, making the setup process a breeze. \* \*\*Access clothes and tattoos info dumps\*\* filled with valuable information for your developers, such as scripting IDs, types, and names.

\#### Example of generating different config files and viewing them in Visual Studio Code

\### :bulb: Technical explaination for new project data keeping In previous versions, as soon as you add any drawable or texture file, a reference to this file has been saved. This reference is the full file path leading to the file you have selected. Basically it is not adding the drawable, its just \*linking\* to it. This behaviour is not common for applications that look like managing files, like Durty Cloth Tool does. \*\*This can and does cause issues like\*\* \* moving the whole clothes project file is nearly to impossible if not properly managed on your own \* you will have to take care of managing files properly, because if not done properly you could end up deleting files from your disk that are used in any cloth project \* new people can run into issues like; downloading clothes from the internet, then selecting the drawable file in the downloads folder. When file gets overwritten or deleted in the future, it will just break cloth projects \*\*It does bring some pros tho\*\* \* "Experienced" users that are aware of the possible issues can manage clothes for multiple cloth projects that share the same cloth files (If this is a use case?) \* Possible duplicate of same cloth files on the disk can be prevented (saves some disk space) The \*\*change introduced with this version\*\* is that adding a drawable or texture file, will basically import (copy) the file into a by the cloth tool managed "data" folder. This will make managing clothes files a no-brainer as people will not have to pay any attention to that anymore. The cloth tool will manage all files in a folder and delete them there if they are unused, while making sure to not delete it instantly (so you could still delete clothes from your project for testing, exit the tool and load the project again and they would be there again.). People could still setup & manage "raw/source" folders if wanted to keep the original files somewhere, to add from that. Imported / managed files by Durty Cloth Tool will receive cryptic hash names like \`936DA01F-9ABD-4D9D-80C7-02AF85C822A8.ydd\` as it is not meant to manually delete, edit or replace files in the data folder. ### v2.5 Full Changelog \`\`\`markdown # Added 3D Previewer - Easily 3D preview model & texture combinations using the context menu options, the preview button or double clicking any item - Full ped preview & cloth model only preview - Apply animations to the ped and see clothes in motion to test whether clothes are correctly rigged - Different render modes that help analyzing cloth model issues - Wireframe option to see model structure - Ped skeleton option to see ped bones - Level of Detail switch to preview different level of detail (LOD) models of your cloth model - Models & Texture data tabs to get more deep insights # Added new projects format & file handling - Durty Cloth Tool will manage all files added to your project on its own, which takes you the hassle to manage all imported files on your own and removes cases where you accidentally deleted a file used in any of your cloth projects, breaking it completely. - Files that are added to the project will now be imported to a "data" subfolder of your output folder defined in the build settings - Manually editing any files in this directory is not recommended, please use either "Remove" or "Replace" context menu options to edit any files - When first time loading old / previous cloth project, they will automatically be migrated to the new project type # Added tons of error analyzing and features to warn about possible cloth issues - Durty Cloth Tool now treats issues in the category of errors, warnings and informations. Errors will possibly break / make your clothes not work and therefore need to be fixed before build, where as warnings are just personal recommendations to improve any cloth model or texture and informations are just small informational hints. - There are different kinds of warnings now ranging from missing LOD levels, possibly invalid model files, missing embedded textures or textures that are not pow2, too big or have no mip map levels and tons more # Added easy optimizing of cloth textures and embedded model textures - Automatically optimize compression format to the best choice for the given texture, or select your own compression format to be applied - Automatically generate the suggested amount of mipmap levels for your texture - Automatically adjust textures to the next power of two width & height - Easily downscale textures to the preferred size - Works for embedded model textures & cloth texture variations, magically without the need to edit anything in any other tool - Added dynamic config builders, easily provide example configuration entries for xnTattoos, qb-tattooshop, ESX-TattooShop or any other similar config files. Also provides clothes & tattoos info dumps that contain all scripting ids & information needed for your developers to work with the new clothes - Added options to create complete GTA DLC replace resource, by allowing to assign different male & female cloth collection names or select from a list of GTA 5 dlcs to automatically set the names - Added drag & drop support from windows file explorer, OpenIV or CodeWalker, just drag your files into the tool and it will automatically import them - Added facial overlays support (beards, makeup, aging, body hair, eyebrows etc), easily add any facial overlay texture and let the Durty Cloth Tool to the rest (very experimental, known to not work as addons... need more investigation) - Added warning before trying to exit application when project is not saved, also adds more information to the app title bar - Added multi selection support to remove project items or textures - Added absolute & relative drawable id generation in the tool, the tool will now automatically calculate the target absolute drawable id (This only works when the cloth pack will be the first or only cloth pack to be loaded) - Added context menu for project items & textures, with options to quickly Remove, Replace, Export, Copy Names or 3D preview - Added option to customize high heel height, alternatively to the default high heel height value - Added option to set custom cut value for hairs, alternatively to the default cut value - Added support for RageMp as official target resource type - Added BERD drawable type option to "Remove hat in vehicle", will automatically remove the hat while in vehicle and put on when exiting vehicle - Added DEL hotkey for quickly deleting selected items / textures (Confirmation dialog will still open) - Added options for masks to cut hairs or remove hairs completely when worn - Added option for "Hoodie hairs" on tops (jbibs) and undershirts (accs) - Added support for all basegame duffel bags to properly work with addon tops (jbibs), they should not be invisible weared in combination with addon jbibs now - Added CodeWalker XML import & export support for cloth drawables + cloth textures, enabling faster workflows when working with Blender - Added DDS & PNG export options for cloth textures for more easier editing of your clothes - Added support for adding cloth textures from png, jpg, tga & bmp images directly (They get auto converted to YTD) - Added various new file formats for importing cloth textures from, like png, jpg, tga & bmp - Improved logging overall, previous session logs are now saved, all logs in general provide more information - Improved mass adding from folders (previously taking ages & freezing application), Performance increases, can understand and import much more file naming schemas, will not only search top directory - Improved various messages & dialogs like item duplicate & license error dialogs. Buttons should be better understandable now - Improved alt:V resources configs, from old .cfg file schema, to new .toml file schema - Fixed SP cloth packs not working - Fixed possible crash cause when using decorations (tattoos) meta \`\`\` ## Durty Cloth Tool v2.3.0 (05.02.22) ### Important License Note \*\*As this update changes the way licenses are generated and processed, you might have to update your HWID with the new one from the tool and update it on the website + download a new license\*\* \*Visit the\* \[\*Pleb Masters: Forge licenses\*\](https://forge.plebmasters.de/account?tab=licenses) \*page to update your HWID and redownload your license\* \*Find a detailed article on how to download and use your license\* \[\*on patreon\*\](https://www.patreon.com/posts/how-to-receive-59448712) ### ✨Update highlights This update contains a lot of fixes that improve the overall experience with the tool and should resolve many of the reported issues I received. Besides many small additions, this update also contains some big new additions that I will highlight below. ### Crash fixes, fixes and more fixes Thanks to all reports the past weeks, many of the issues that people experienced got fixed with this update. Including many things that possibly caused game crashes. Please keep in mind I am not able to fix the crashes and issues caused by loading too many \*.YMT files in the latest game DLC / update. This limit has to be increased either bei R\* Games themselves on the next updates or by the multiplayer platform of your choice. Anyway I have added an option that disables the generation of extra .YMTs that are needed to make high heels, cutting hairs and other stuff possible. Using this can help you shrink down the amount of .YMT files generated, but will make the listed features not work anymore.\\ \\ \\NAN;\*See this wiki article for more information regarding the game YMT files limit:\* \[Game Limits and Crashes\](/game-mechanics/game-limits-and-crashes.md)

\### Addon Tattoos This update introduces the first version of being able to easily manage your addon tattoos with the tool. By pressing Add in the tool, you will receive a list of options which now include "Add tattoo". Tattoos can be created from whatever image file you prefer; \\\*.png, \\\*.jpg, \\\*.dds, \\\*.tga, \\\*.bmp or even .ytd files from already existing tattoos. The tool will automatically optimize your tattoo images for the game and create all needed files that are needed. In the game the item Name will represent the tattoo hash / name and the collection name is represented by the name you have gave the collection in the build window.

In Game Demo of a Addon Tattoo

Showcasing new Addon Tattoo Option in DCT
\### Item warnings From now on you will see possible warnings for your cloth items in form of an exclamation mark directly in front of the related item. This helps finding cause of issues ahead of time faster and more reliable. ### Build progress bar & cancel builds To improve the cloth building experience I have added a build progress indicator, which will give you detailed information about the current state of build and the possibility to cancel the build at any time. Additionally the application remains responsive at any time. ### Cloth physics & Audio presets You can now add related \\\*.YLD files for your clothes, which basically describe physics movement for your clothes. Additionally I have added the possibility to the define an audio preset for your clothes. You will be able to select from all the currently existing audio presets for your drawable type of choice. This will for example change the sound of your shoes when you are walking to proper high heel sounds and similar. ### v2.3 Full Changelog \`\`\`markdown - Fixed issues with \*.ymt files compression (That could lead to game crashes in some cases) - Fixed issues with format of creaturemetadata.ymt file (That could lead to game crashes in some cases) - Fixed drawable options window buttons sometimes not visible - Fixed an edge case with dummy drawables that could cause clothes projects to not work anymore - Fixed collection name could be uppercase (should always be lowercase) - Fixed mass adding cloth models could fail when theres a variant of some model - Fixed possible crash when output directory is still in use on cleanup - Fixed last interacted folder sometimes not properly resolved and used on folder / file select dialogs - Fixed license HWID related issues - Added more license related logging on app startup - Added support for mass adding gender specific clothes from multiple folders - Added "Has skin tone data" flag support for body / UPPR drawables - Added "Cut hairs" flag support for comp MASK - Added warning when drawables don't have any textures - Added wiki links for YMT Limit help & New file naming help - Added descriptions for all cloth drawable types - Added initial support for tattoos (decorations) - Added support for numbers in the collection name - Added resource build progress bar - Added support for cancelling a running build - Added option to automatically copy cloth drawable files to sub folders (Named after drawable type) - Added item warnings system that will indicate with a exclamation mark in the UI in front of items whether there is some potential issue - Added support for enabling comp drawable cloth physics by selecting a \*.yld file - Added support for comp drawables audio presets that can change shoe walking sounds for example - Added option to disable creation of extra .ymt files (With warning that it will disable high heels/ cut hairs flag support) - Reworked resource building to run asynchronously and non UI-thread blocking - Improved license info window to show license id and more details - Improved several license related information - Improved build finished information popup - Improved build failed handling to properly cleanup resources \`\`\` #### v2.3.1
- Fixed position data not correctly being loaded from previous save files => overwriting all positions to 0
-> Make sure to load a copy of your old save file if you have already overwritten it with the new version
- Fixed newly added tattoos having UvPos & Scale set to null, resulting in a build time exception
-> Make sure to always set Uv Pos & Scale + rotation for all your tattoos
\## Durty Cloth Tool v2.1.0 (28.09.21) #### Hey there, its been some time since the last release of the cloth tool. This is the first release of the \*\*next generation premium tool "Durty Cloth Tool"\*\*, which is the best available tool to easily create & manage your GTA 5 addon cloth packs (for singleplayer, FiveM & alt:V) without any knowledge in GTA 5 modding needed. It has been rewritten completely from scratch with minimal design changes and a lot of new features. \*\*As this required a lot of time, this tool is limited in the free version\*\* of it.\\ Please \*\*consider supporting me on Patreon to get access to a unlimited license\*\*: \\ Also visit our new website for this tool: \### v2.1 Full Changelog \`\`\`markdown - Completely rewritten core of tool (Improved performance and fixed many bugs) - Completely rewritten UI (Fixed a lot of small issues & UI is completely responsive now) - Added proper support for creating high heels - Added proper support for hats that cut hairs - Added proper support for hats that remove hairs completely - Fixed various issues that caused some cloth textures to bug or not be visible - Fixed singleplayer addon rpf generation - Fixed "Unk Flags" options for drawables - Fixed auto resolving file names for a lot of cases (Mostly related to EUP and other "replace clothes") - Improved auto detection of textures for added cloth drawables in many cases - Added options popup whenever options for an added cloth drawable could not be resolved (You can decide its type etc manually or skip items) - Added support for adding "dummy / placeholder" drawables & textures that can be used to reserve ids (For future GTA 5 updates or own cloth ### updates) - Added button to easily add female & male clothes from a input folder (For example EUP as source), automatically detects gender & other data of replace cloth drawables for example - Added button to easily mass add female or male cloth drawables from target folders - Added option to automatically skip already added cloth drawables (Detected by same file path) - Added various pre-build checks to make sure your cloth build works 100%, if not it will give you proper warnings and how to fix it - Added a seperately openable logs window (Click on log text), shows all logs - Added a lot more logging in general so generation & actions can be better understand - Added support for changing various drawable options after adding it (Comp/Prop & Drawable Type (lowr, accs, jbib etc.)) - Added support for easily reordering cloth drawables (To change generated drawable id (game id) of output) - Added support for easily reordering drawable textures (To change generated variation id (ingame) of output) - Added grid splitter between drawables list & edit drawables section, lets user customize the size of regions on its own - Introduced new file format that should be smaller (You can select old save files and it will update the format) & Actually saves everything related to your project (Collection & build data too) - Added application settings to save various app related things like: Last opened project, Auto cleanup output folder etc. \`\`\` ## Durty Cloth Tool v1.4.0 (21.04.21) ### v1.4 Full Changelog \`\`\`markdown - Possible fix for Addon masks (Thanks to @Nicoo34) - Some minor cleanup - Experimental texId related changes \`\`\` This version contains some experimental changes related to the texId, please create a Issue if you experience any weird behaviours. #### v1.4.1 {% code overflow="wrap" %} \`\`\`markdown - Minor fix for previous version in some case causing black textures? This version contains some experimental changes related to the texId, please create a Issue if you experience any weird behaviours. \`\`\` {% endcode %} ## Durty Cloth Tool v1.3.0 (16.04.21) ### v1.3 Full Changelog \`\`\`markdown - Possible fix for Addon pants & shoes (Thanks to @MateqB) \`\`\` ## Durty Cloth Tool v1.2.0 (07.02.21) ### v1.2 Full Changelog \`\`\`markdown - Various fixes and improvements \`\`\` ## Durty Cloth Tool v1.1.0 (23.01.21) ### v1.1 Full Changelog \`\`\`markdown - Improved some texts and add error dialog for exception during resource building - Fixed some naming consistency - Fixed after removing item, details still shown - Fixed crash with only prop project - Added better error / info messages \`\`\` ## Durty Cloth Tool v1.0.0 (07.12.20) ### v1 Full Changelog \`\`\`markdown - Various fixes - A lot of refactoring \`\`\` Expect things to be broken --- # Agent Instructions This documentation is published with GitBook. GitBook is the documentation platform designed so that both humans and AI agents can read, navigate, and reason over technical content effectively. Learn more at gitbook.com. ## Querying This Documentation If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question. Perform an HTTP GET request on the current page URL with the \`ask\` query parameter, and the optional \`goal\` query parameter: \`\`\` GET https://docs.gta.clothing/changelogs.md?ask=&goal= \`\`\` \`ask\` is the immediate question: it should be specific, self-contained, and written in natural language. \`goal\` is optional and describes the broader end goal you are ultimately trying to accomplish on behalf of the user. GitBook uses it to tailor the answer towards what is most useful for that goal. The response will contain a direct answer to the question and relevant excerpts and sources from the documentation. Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
---
# Unknown
\> For the complete documentation index, see \[llms.txt\](https://docs.gta.clothing/llms.txt). Markdown versions of documentation pages are available by appending \`.md\` to page URLs; this page is available as \[Markdown\](https://docs.gta.clothing/basics/essential-knowledge/high-heels.md). # High Heels ## Introduction The "High Heels" feature in \*\*Durty Cloth Tool\*\* uses the games mechanic to adjust the player ped’s height when wearing high heel shoes. Without this adjustment, the character’s feet may glitch through the ground, which affects the overall appearance of the model. This feature helps you ensure that your character is positioned properly in the game world when wearing high heels by allowing you to adjust the height and see live changes in the 3D preview.

Durty Cloth Tool High Heels Feature demo
\## \*\*How to Use the High Heels Feature\*\* 1. \*\*Tick the "Is High Heels" Option:\*\* \* In the \*\*Drawable Details\*\* panel, enable the \*\*"Is High Heels"\*\* checkbox for any high heel shoes you are configuring. \* This tells the game that the shoes being worn are high heels and adjusts the character’s position accordingly. 2. \*\*Set the Heel Height Amount:\*\* \* Next, you need to input the \*\*Heel Height\*\* value that corresponds to the height of the shoe model. \* The heel height represents how much the ped’s position will be lifted to prevent the shoes from sinking into the ground. \* The height is measured in game units, and you should adjust this value until the character appears to stand correctly on the floor in the preview or by testing in game. 3. \*\*Use the 3D Preview to Fine-tune the Heel Height:\*\* \* The \*\*3D Preview\*\* window provides a live view of the ped standing on the floor, which allows you to instantly see any changes made to the \*\*Heel Height\*\* value. \* As you adjust the heel height, watch how the shoes interact with the ground. The goal is to ensure that the heels sit properly above the ground, avoiding any clipping or glitches where the heels sink into the floor. \* Simply increase or decrease the height value until the ped looks natural in their high heels.

Durty Cloth Tool 3D Previewer High Heel Configuration
\## \*\*Example Workflow for Configuring High Heels\*\* 1. Select a high heel shoe from the \*\*Drawables\*\* list. 2. Enable the \*\*"Is High Heels"\*\* checkbox. 3. Enter an estimated \*\*Heel Height\*\* value based on the shoe model. 4. Open the \*\*3D Preview\*\* and check how the shoes sit on the floor. 5. Fine-tune the \*\*Heel Height\*\* value in small increments while watching the live preview until the ped stands naturally without the shoes clipping through the ground. {% hint style="info" %} Did you know? You can select from various game audio presets to change the way your Shoes sound :notes: when walking. See \[Audio Presets\](/basics/essential-knowledge/audio-presets.md) for more details. {% endhint %} ## \*\*Summary\*\* \* \*\*Is High Heels:\*\* Enable this option for any high heel shoes to lift the ped’s position correctly. \* \*\*Heel Height:\*\* Adjust this value to fit the high heel model so that the shoes don’t clip through the ground. \* \*\*3D Preview:\*\* Use the preview to fine-tune the height by seeing live changes while the ped stands on the floor. \* \*\*Skin Tone Data:\*\* Enable this when the shoes come with body parts like ankles or legs to ensure they match the ped’s skin tone. Be aware that this may slightly impact texture quality due to Rockstar's game engine limitations. By following these steps and using the 3D preview to visualize changes, you can ensure that your character’s high heel shoes look natural in-game without any glitches or clipping issues. --- # Agent Instructions This documentation is published with GitBook. GitBook is the documentation platform designed so that both humans and AI agents can read, navigate, and reason over technical content effectively. Learn more at gitbook.com. ## Querying This Documentation If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question. Perform an HTTP GET request on the current page URL with the \`ask\` query parameter, and the optional \`goal\` query parameter: \`\`\` GET https://docs.gta.clothing/basics/essential-knowledge/high-heels.md?ask=&goal= \`\`\` \`ask\` is the immediate question: it should be specific, self-contained, and written in natural language. \`goal\` is optional and describes the broader end goal you are ultimately trying to accomplish on behalf of the user. GitBook uses it to tailor the answer towards what is most useful for that goal. The response will contain a direct answer to the question and relevant excerpts and sources from the documentation. Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
---
# Unknown
\> For the complete documentation index, see \[llms.txt\](https://docs.gta.clothing/llms.txt). Markdown versions of documentation pages are available by appending \`.md\` to page URLs; this page is available as \[Markdown\](https://docs.gta.clothing/getting-started/testing-addon-clothes.md). # Testing Addon Clothes ## How To Test Add-On Cloth Resources 👕 Testing your add-on cloth resources \*\*should always happen on a clean enviroment\*\* - This means that you should ideally not run any other mods or server resources other than what is \*\*\*needed\*\*\* to test your new clothes. Depending on the type of add-on resource, this can be different. All add-on clothing items will \*\*always\*\* appear at the end of your clothing scripts such as Menyoo or vMenu, if you are struggling to find them, please reach out to the respective script creators, as we cannot garauntee support for each and every script. {% hint style="info" %} Please keep in mind this article is currently work in progress and will be enhanced further (with screenshots etc) in the future. {% endhint %} ### Testing On alt:V \* Download and setup a clean alt:V \[server\](https://altv.mp/#/downloads). See the docs for more information regarding \[setting up a windows server\](https://wiki.altv.mp/wiki/Tutorial:Setup\_Windows\_Server). \* Download alt:V \[Better Clothing Menu\](https://github.com/LeCyreaxYT/altv-better-clothing) and put it in your \*\*server / resources folder.\*\* Make sure to add the resource name to the server.cfg file \* Move the Durty Cloth Tool generated add-on generated resources to your server/resources folder Add yourclothtoolresourcename (Should be named like your cloth collection, visible in the build window) to your server.cfg as a seperate line below resources: \\\[ and before the enclosing \] Your server.cfg resources configuration could look similar to this: \`\`\` resources: \[ altv-better-clothing, newclothes1 newclothes2 newclothes3 \] \`\`\` The order in which you add your clothing to your server.cfg, is the order it will appear \*after\* the Grand Theft Auto Online clothing. We can of course rearrange our clothing resources to our own preference, such as newclothes2, 1 then 3. \* Start your server and connect to it (localhost) \* Once in your server, press \`F6\` to open the cloth menu and browse through your new added clothing. \*\*They are always added to the end of the list.\*\* ### Testing On FiveM {% hint style="danger" %} #### Please ensure you are subscribed to Cfxre's \[Cfx.re Element Club Argentum\](https://www.patreon.com/fivem). #### The Element Club Argentum allows server owners to stream custom clothing within the FiveM platform, without it your clothes will most likely not be visible in game. {% endhint %} {% hint style="info" %} Alternatively, you can set your player slots to 10 in your txAdmin or server.cfg. \*Please refer to their forums on how to do this as we cannot provide support for each and every platform.\* {% endhint %} \* Download and setup a clean \[FiveM server\](https://docs.fivem.net/docs/server-manual/setting-up-a-server/) \* Download \[vMenu\](https://github.com/TomGrobbe/vMenu/releases) and place it within your server/resources folder \\\*See detailed installation and permission steps \[here\](https://docs.vespura.com/vmenu/installation/#installation-steps). \* Move the Durty Cloth Tool generated add-on resource to your server / resources folder \* Add \`ensure yourclothtoolresourcename\` (Should be named like your cloth collection, visible in the build window) to your \[server.cfg\](https://docs.fivem.net/docs/server-manual/setting-up-a-server-vanilla/#servercfg) \* Start your server and connect to it (localhost) \* Press \`M\` on your keyboard to open the menu and browse thru your new added clothes (They are always added to the end / last DLC clothes). The order in which you add your clothing resources to your server.cfg, is the order it will appear in your clothing menu scriptss, \*after\* the original Grand Theft Auto Online clothing. For example; \`\`\`cfg ensure ClothPack4 ensure ClothPack2 ensure ClothPack1 ensure ClothPack3 \`\`\` In the example above, we would have 4 clothing packs, however in the order of 4, 2, 1, and 3. We can of course rearrange this to our own preference. \*Please note that we can not provide support for other clothing menus.\* ### Testing on Singleplayer \* Download and install \*\*OpenIV\*\* () \* Open \*\*OpenIV ASI Manager\*\* and install \*\*ASI Loader & OpenIV.ASI\*\* \* This allows for loading additional singleplayer mods without editing the original game \* See the official tutorial by OpenIV regarding this \[here\](https://openiv.com/?p=1132) \* There now should be a \*\*mods folder\*\* in your games directory. If not, it is highly recommended that you create one. Once you have done so, open this directory. \* Move the by Durty Cloth Tool generated \`dlc.rpf\` file to this sub folder of your mods folder: \`mods/update/x64/dlcpacks\` (Create it if its not there) \* In order to make the game load this new dlc.rpf file, we need to modify the games dlclist.xml, this can be done by searching for dlclist.xml using OpenIV and copying it to your mods folder: \`mods/update/update.rpf/common/data\` (Create it if its not there) \* Edit the last entry of your dlclist.xml file and make sure to add a similar entry with the name of your addon cloth resource (DLC name you have configured in your project settings in Durty Cloth Tool) \`\`\`xml dlcpacks:/clothpacknew/ \`\`\` Much like in our alt:V and FiveM examples above, you can organize your add-on clothing to appear in the order you desire, which will appear \*after\* the default Grand Theft Auto Online clothing; \`\`\`xml dlcpacks:/clothpacknew/ dlcpacks:/clothpacknew3/ dlcpacks:/clothpacknew2/ \`\`\` \* To apply the new clothes you will need some mod menu, suggested ones are: \* Menyoo 2.0: \[GitHub\](https://github.com/itsjustcurtis/MenyooSP/releases), \[5mods\](https://www.gta5-mods.com/scripts/menyoo-2-0) \* \[Character Menu\](https://gta5-mods.com/scripts/charactermenu) \* \*(Please see related installation guides there)\* ## Notes {% hint style="warning" %} \*\*It is crucial that you are aware of the YMT limits within the game. This can differ depending on the version of your gamebuild.\*\* Please refer to the \[Game Limits and Crashes\](/game-mechanics/game-limits-and-crashes.md) page for more information regarding this. {% endhint %} {% hint style="info" %} It is also recommended that your packs are in lowercase, for example \`myclothpack1\` rather than \`MyClothPack1\`. It has been reported that uppercase clothing files can / may cause issues. {% endhint %} --- # Agent Instructions This documentation is published with GitBook. GitBook is the documentation platform designed so that both humans and AI agents can read, navigate, and reason over technical content effectively. Learn more at gitbook.com. ## Querying This Documentation If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question. Perform an HTTP GET request on the current page URL with the \`ask\` query parameter, and the optional \`goal\` query parameter: \`\`\` GET https://docs.gta.clothing/getting-started/testing-addon-clothes.md?ask=&goal= \`\`\` \`ask\` is the immediate question: it should be specific, self-contained, and written in natural language. \`goal\` is optional and describes the broader end goal you are ultimately trying to accomplish on behalf of the user. GitBook uses it to tailor the answer towards what is most useful for that goal. The response will contain a direct answer to the question and relevant excerpts and sources from the documentation. Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
---
# Unknown
\> For the complete documentation index, see \[llms.txt\](https://docs.gta.clothing/llms.txt). Markdown versions of documentation pages are available by appending \`.md\` to page URLs; this page is available as \[Markdown\](https://docs.gta.clothing/basics/essential-knowledge/user-interface.md). # User Interface ## Introduction \*\*Durty Cloth Tool\*\* provides a clean and straightforward interface designed to streamline the process of managing and creating GTA 5 addon clothing packs. Below is a breakdown of the various elements within the user interface to help you get started.

Durty Cloth Tool UI Overview
\## Top Navigation Bar

Durty Cloth Tool Top Navigation Bar
The top navigation bar contains several important tools for managing projects and configuring settings. Here's an overview of each element: \* \*\*Project\*\*: This menu provides options for creating a new project, saving, opening existing projects, and exporting them. The status of the project, such as "saved," is also displayed in the window title. See \[Durty Cloth Projects\](/basics/useful-to-know/durty-cloth-projects.md) for Cloth Project related details. \* \*\*Options\*\*: Access global settings for the tool. This includes preferences for the working environment, such as the 3D previewer and more.\\ See \[App & Project Settings\](/basics/good-to-know/app-and-project-settings.md) for App Options and Project Settings related details. \* \*\*View\*\*: This grants quick access to open different views such as the Logs or Error List window for example. See their individual documentations for more details. \* \*\*Help\*\*: Find useful links and information such as the Website, Documentation, How to Register the License or general License Info. \* \*\*Right Side Status\*\*: Indicates DCT Version and whether it recognized a license. Clicking on it will also open the License Info. ## Main Workspace Area

Durty Cloth Tool Main Workspace Area
The workspace area is divided into multiple sections: ### Left Section - \*\*Appearance Items List\*\* This is where the cloth drawables (clothing models), tattoos and more are managed. You can search, add, and remove these items from the project here. \* :mag: \*\*Search bar\*\*: The search bar allows users to quickly filter items by entering search terms.\\ See \[Integrated Search\](/basics/good-to-know/integrated-search.md) for more details. \* :card\\\_box: \*\*Import Package\*\*: Import existing packages containing multiple drawables, streamlining the workflow.\\ See \[Import & Export Formats\](/basics/useful-to-know/import-and-export-formats.md) for more details. \* \*\*Add options\*\*: \* :transgender\\\_symbol: \*\*Add\*\*: Add a new item automatically or for both gender. \* :man: \*\*Add Male\*\*: Add male-specific cloth drawables or tattoos. \* :woman: \*\*Add Female\*\*: Add female-specific cloth drawables or tattoos. \*See below for details on the different add options.\* \* 🗑️ \*\*Remove\*\*: Delete selected appearance item(s) from the project. #### Available Add Options \* \*\*Add from DCT package:\*\* If available this is always the best option to add anything, as it will contain all information of one or multiple items, including textures and additional naming information. \* \*\*Add from file(s):\*\* This will open a file picker dialog that allows for selecting one or multiple files to add them to the current cloth project. \* \*\*Add from folder(s):\*\* This will open a folder picker dialog that allows for selecting one or multiple folders that will be recursively searched for any files that can be added. \* \*\*Add tattoo:\*\* This will add any texture / image file as a tattoo to the project for either a specific gender or both genders.\\ See \[Addon Tattoos\](/basics/good-to-know/addon-tattoos.md) for more details. \* \*\*Add reservation dummy:\*\* This will allow for adding a dummy / placeholder clothing drawable for a specific gender.\\ \*\*See\*\* \[Placeholders/Dummy Ids\](/basics/good-to-know/placeholders-dummy-ids.md) for more details. {% hint style="warning" %} Add from files/folders option in the ":transgender\\\_symbol: \*\*Add\*\*" dropdown will only work when the given file names contain gender information (like the multiplayer ped name). {% endhint %} {% hint style="info" %} \*\*Like the default windows file and folder picker more?\*\* You can switch to the legacy windows file explorer using a option in the App Options window. {% endhint %} ### Right Section - Item \*\*Details\*\* This is where detailed information about the selected item appears. Once a drawable or tattoo is selected from the list, its attributes and properties can be modified in this panel. {% hint style="info" %} As the options here differ depending on what kind of item is selected and what type of drawable it is, please refer to individual features documentation on the left side. {% endhint %} ### Reorder Cloth Drawable Textures via Drag and Drop It is possible to conveniently reorder Cloth Texture Variations using drag and drop. In order to do so grab the texture you want to reposition in the same Cloth Drawable and reposition it.

Reordering Cloth Texture Variations via Drag and Drop in Durty Cloth Tool
\## Context Menu Options

Showcase of the various Context Menu Options available in DCT
Durty Cloth Tool provides a wide range of \*\*Context Menu Options\*\* to streamline workflow and provide quick access to essential actions. These options are available by right-clicking on \*\*appearance items\*\* in the left panel or \*\*cloth texture variations\*\* in the texture list. Below is a breakdown of the available actions: ### \*\*Context Menu Options for Appearance Items\*\* | \*\*Action\*\* | \*\*Description\*\* | \*\*Shortcut\*\* | | ---------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------- | ------------ | | \*\*Remove\*\* | Deletes the selected appearance item without removing the actual \`.ydd\` file on disk. | \`Del\` | | \*\*Replace\*\* | Replaces the source file with a new updated file, useful for updating models with fixed versions. | \`Ctrl+H\` | | \*\*Replace with Dummy\*\* | Replaces the appearance item with a dummy file to prevent drawable ID shifts. | \`Ctrl+J\` | | \*\*Create Copy for Other Gender\*\* | Duplicates the selected clothing and its textures for the opposite gender. | - | | \*\*Show in Windows Explorer\*\* | Opens the file's location in Windows Explorer. | \`Ctrl+E\` | | \*\*Export as DCT Package\*\* | Exports the appearance item as a Durty Cloth Tool-compatible package. | - | | \*\*Export\*\* | Creates a copy of the source file and exports it to a desired location. | - | | \*\*Export with Textures\*\* | Exports the source file along with all its textures. | - | | \*\*Export XML\*\* | Exports the appearance item in XML format, compatible with tools like CodeWalker. | - | | \*\*Export Textures as DDS\*\* | Exports all embedded textures in DDS format. | - | | \*\*Export Textures as PNG\*\* | Exports all embedded textures in PNG format. | - | | \[Material Editor\](/basics/good-to-know/material-editor.md) | Opens the Material Editor for the selected drawable to view and edit shader and parameters. | - | | \[Embedded Textures Editor\](/basics/good-to-know/embedded-textures-editor.md) | Opens the editor to view/replace/rename/delete embedded textures and auto-fix shader params. | - | | \*\*Copy Name\*\* | Copies the displayed name of the appearance item. | - | | \*\*Copy Game Name\*\* | Copies the appearance item's name in the format used by the game. | - | | \*\*Copy File Path\*\* | Copies the file path of the selected appearance item. | - | | \*\*Optimize Embedded Textures\*\* | Opens options to optimize textures embedded in the model automatically. | \`Ctrl+O\` | | \*\*Fix Invalid Fixup File\*\* | Attempts to fix invalid fixup issues on optimized models (experimental feature). | - | | \*\*3D Preview Selected Cloth\*\* | Opens the 3D Previewer for the selected drawable and its first available texture. | \`Enter\` | ### \*\*Context Menu Options for Cloth Texture Variations\*\* | \*\*Action\*\* | \*\*Description\*\* | \*\*Shortcut\*\* | | ----------------------------- | ---------------------------------------------------------------------------- | ------------ | | \*\*Remove\*\* | Deletes the selected texture variation without removing the \`.ytd\` file. | \`Del\` | | \*\*Rename\*\* | Opens a dialog to rename the selected texture for better organization. | \`F2\` | | \*\*Replace\*\* | Replaces the selected texture file with an updated version. | \`Ctrl+H\` | | \*\*Replace with Dummy\*\* | Replaces the texture variation with a dummy file to avoid texture ID shifts. | \`Ctrl+J\` | | \*\*Show in Windows Explorer\*\* | Opens the location of the texture file in Windows Explorer. | \`Ctrl+E\` | | \*\*Export\*\* | Creates a copy of the texture file and exports it to a desired location. | - | | \*\*Export XML\*\* | Exports the texture in XML format, compatible with CodeWalker. | - | | \*\*Export DDS\*\* | Exports all texture images in DDS format. | - | | \*\*Export PNG\*\* | Exports all texture images in PNG format. | - | | \*\*Copy Letter\*\* | Copies the prefix of the selected texture. | - | | \*\*Copy Game Name\*\* | Copies the texture name in the format expected by the game. | - | | \*\*Copy File Path\*\* | Copies the file path of the selected texture. | - | | \*\*Optimize Texture\*\* | Opens options to automatically optimize the selected texture. | \`Ctrl+O\` | | \*\*3D Preview Selected Cloth\*\* | Opens the 3D Previewer for the selected drawable and its associated texture. | \`Enter\` | These context menu options are tailored to enhance usability, allowing quick and efficient management of appearance items and textures directly within the tool. ## Footer Section

Durty Cloth Tool Footer Section
The footer provides additional actions and status information for managing your cloth project: ### Action Buttons \* \*\*Error List\*\*: This button opens the error window, giving an overview of any issues, errors and tips generated for your current Cloth Project.\\ See \[Cloth Analysis Report\](/basics/essential-knowledge/cloth-analysis-report.md) for details. \* \*\*Settings\*\*: Opens the settings for the currently loaded Cloth Project.\\ See \[App & Project Settings\](/basics/good-to-know/app-and-project-settings.md) for more details. \* \*\*Build Project\*\*: This button is crucial when you're ready to export your project. It compiles all the items, checks for issues, and packages them for use in your preferred target GTA 5 multiplayer or Singleplayer.\\ See \[Build Options\](/basics/essential-knowledge/build-options.md) for more details. ### Status Bar At the very bottom of the tool, there is a status bar that will always display the most recent log entry. Clicking on it will open the logs window with all logs for the currently loaded Cloth Project. See \[Logs\](/basics/useful-to-know/logs.md) for more details. ## Key Best Practices for Using the UI 1. \*\*Utilize Search Filters\*\*: When working with large projects, use the search bar in the Appearance Items List to quickly find and locate specific clothing items. 2. \*\*Regularly Save Projects\*\*: Always save your project frequently using the \*\*Project\*\* menu to avoid data loss. 3. \*\*Check the Error List\*\*: Before exporting your project, always review the \*\*Error List\*\* for any potential issues that could prevent successful exports. 4. \*\*Explore the Settings\*\*: Customize the tool to suit your workflow by exploring the \*\*App & Project Settings\*\* menu. \*\*\* This documentation provides a high-level overview of the user interface. For in-depth guidance on specific workflows, refer to individual documentation pages on the Basics section. --- # Agent Instructions This documentation is published with GitBook. GitBook is the documentation platform designed so that both humans and AI agents can read, navigate, and reason over technical content effectively. Learn more at gitbook.com. ## Querying This Documentation If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question. Perform an HTTP GET request on the current page URL with the \`ask\` query parameter, and the optional \`goal\` query parameter: \`\`\` GET https://docs.gta.clothing/basics/essential-knowledge/user-interface.md?ask=&goal= \`\`\` \`ask\` is the immediate question: it should be specific, self-contained, and written in natural language. \`goal\` is optional and describes the broader end goal you are ultimately trying to accomplish on behalf of the user. GitBook uses it to tailor the answer towards what is most useful for that goal. The response will contain a direct answer to the question and relevant excerpts and sources from the documentation. Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
---
# Unknown
\> For the complete documentation index, see \[llms.txt\](https://docs.gta.clothing/llms.txt). Markdown versions of documentation pages are available by appending \`.md\` to page URLs; this page is available as \[Markdown\](https://docs.gta.clothing/basics/essential-knowledge/3d-preview-clothes.md). # 3D Previewing Clothes ## Introduction The Clothes 3D Preview window in Durty Cloth Tool provides a real-time 3D visualization of clothing assets with various adjustable settings for precise previewing and debugging. This is an integral part of the Durty Cloth Tool, allowing users to visualize how clothes will appear on the ped model and apply various rendering and preview options. This helps in ensuring proper fitting, rigging and overall look and feel of textures before exporting or using the clothes in the game. {% hint style="info" %} Open 3D preview either by selecting Cloth Drawable and Texture Variation, then clicking "3D Preview" button (See \[User Interface\](/basics/essential-knowledge/user-interface.md)) or by double clicking any Cloth Drawable to preview it with its first Texture Variation.\\ \\ Did you know you can also enable automatic preview on simple selection? See \[App & Project Settings\](/basics/good-to-know/app-and-project-settings.md) for more information. {% endhint %} {% hint style="warning" %} 3D Preview is \*\*only supported to work on clean GTA V installations\*\* without any graphic or other client mods installed. {% endhint %} #### Main Features: \* Real-time 3D model rendering \* Texture, model, and animation previews \* Advanced rendering controls (shadows, HDR, time of day, render modes, tex samples and more) \* Model breakdown and inspection \* Texture breakdown and inspection

Durty Cloth Tool Clothes 3D Preview demo
\## Options Tab The \*\*Options Tab\*\* provides various rendering settings and control over how the clothing is displayed in the preview window.

Durty Cloth Tool 3D Preview Options Tab
\### Rendering \* \*\*HDR rendering\*\*: Enables or disables High Dynamic Range rendering for enhanced visual fidelity. \* \*\*Shadows\*\*: Toggles the rendering of shadows in the scene. ### Render Mode \* Choose between multiple render modes, such as: \* \*\*Default\*\*: Standard rendering. \* \*\*Single Texture\*\*: Highlights individual textures. \* \*\*Vertex Normals\*\*, \*\*Vertex Tangents, Vertex Colours\*\*, \*\*Texture Coordinates\*\*: Debug modes to visualize different aspects of the geometry and textures. ### Tex Sampler \* Select which texture sampling mode to apply: \* \*\*Diffuse Sampler\*\*: Standard texture sample. \* Other specialized modes (like vertex tangents or custom textures). ### Tex Coords \* Select which set of texture coordinates to preview: \* \*\*Texture coord 1\*\*, \*\*Texture coord 2\*\*, etc. {% hint style="info" %} Tex Sampler & Tex Coords modes are only selectable when "\*\*Single Texture\*\*" Render Mode is active. {% endhint %} ### Control Light Direction \* Enable manual control over the light direction for better previewing. ### Time of Day \* Adjust the \*\*time of day\*\* slider to simulate different lighting conditions. ### Preview Settings \* \*\*Wireframe\*\*: View the model in wireframe mode to see the underlying geometry. \* \*\*Grid\*\*: Overlay a grid in the center for reference. \* \*\*Show Floor\*\*: Toggle the floor display to get a feel where exactly the ped would be standing and whether shoes or clothes will potentially glitch. \* \*\*Ped Skeleton\*\*: Visualize the skeleton structure of the model for debugging rigging issues. \* \*\*Only selected cloth\*\*: Preview only the currently selected clothing piece. \* \*\*Auto Rotate Camera\*\*: Automatically rotates the camera around the model. \* \*\*Preview Alternation Model\*\*: Adjust the loaded model of the currently selected cloth to either their first-person (\`\_1\`) or other (\`\_2\`, \`\_3\` etc.) alternation models. When configured, the preview also supports hair alternation states (e.g. masks or hoodies with "no hair" or special hair alternation models) to visualize clipping fixes. \* \*\*Level of Detail (LOD)\*\*: Select the level of detail for the preview (e.g., High, Medium, Low). ## Ped Tab The \*\*Ped Tab\*\* allows users to configure the appearance of the character wearing the clothing, including body components and animations.

Durty Cloth Tool 3D Preview Ped Tab
\### Base Components \* Control the currently visible base components on the character, such as: \* \*\*head\*\*, \*\*berd\*\* (beard), \*\*hair\*\*, \*\*uppr\*\* (upper body), \*\*hand\*\*, \*\*feet\*\*, \*\*teef\*\*, \*\*accs\*\* (accessories), \*\*task\*\*, \*\*jbib\*\* (jackets and tops). \* \*\*Reset to Default\*\*: Quickly revert the components to their default settings. \* \*\*Don't reset components on change:\*\* Enable this to preview multiple addon clothes by simply selecting them in Durty Cloth Tool. {% hint style="info" %} These can be adjusted to better understand fittings of the clothes with base game components such as other torsos or to see whether multiple of your addon clothes properly match together. {% endhint %} ### Animation \* \*\*Enable Animation\*\*: Toggle animation on or off. \* \*\*Enable Root Motion\*\*: Enable the root motion for specific animations (useful for walking or action animations, to understand the actual animation movement). \* \*\*Quick Select\*\*: Choose a pre-configured animation from a dropdown, suitable for most cloth rigging tests. \* \*\*Clip Dict:\*\* Enter any of the GTA V animation clip dictionaries to preview clothes using that animation. \* \*\*Clip:\*\* Provide the related clip of the clip dictionary that should be playing. \* \*\*Playback Speed\*\*: Adjust the playback speed of the animation to understand glitching better. {% hint style="info" %} Use animations to see whether your clothes are correctly rigged and how they look in motion. {% endhint %} ### Custom Animations Loading The \*\*Custom Animations Loading\*\* feature in the 3D Preview allows you to load and use custom \`.YCD\` animation files directly within the preview environment. This enhances the flexibility of the tool, enabling users to preview clothing items with custom animations for precise adjustments and visualization.

Preview Clothes using Custom Animations in DCT
\*\*How to Use Custom Animations\*\* 1. \*\*Loading a Custom Animation\*\* \* Navigate to the \*\*"Ped"\*\* tab in the \*\*3D Previewer\*\*. \* Under the \*\*Animations\*\* section, select the \*\*"Custom"\*\* option. \* A file dialog will open, allowing you to choose any \`.YCD\` animation file. \* Once selected, the \`.YCD\` file is automatically copied to the \`DCT App Folder/anims\` subfolder and preserved for later use. 2. \*\*Selecting a Custom Animation\*\* \* After loading a custom animation, it will appear in the \*\*Custom Animation\*\* dropdown within the \*\*3D Previewer\*\*. \* Select the desired animation from the dropdown to apply it in the preview environment. 3. \*\*Adding Animations Manually\*\* \* You can also add animations manually by moving \`.YCD\` files into the \`DCT App Folder/anims\` subfolder while the application is running. \* Durty Cloth Tool automatically detects and loads these files, making them available in the \*\*Custom Animation\*\* dropdown. 4. \*\*Removing Saved Animations\*\* \* To remove saved animations, delete the corresponding \`.YCD\` files from the \`DCT App Folder/anims\` subfolder manually. \* Restarting the application ensures the dropdown reflects the updated list of available animations. ## Models Data Tab The \*\*Models Data Tab\*\* provides a hierarchical view of the model’s data, including the breakdown of each loaded cloth / body part, and its different LODs (Level of Detail).

Durty Cloth Tool 3D Preview Models Tab
\#### Key Elements: \* \*\*High Detail, Medium Detail, Low Detail\*\*: View the number of geometries and vertices for each model component. \* \*\*Collapsible List\*\*: Expand and collapse each component to view the detailed geometry of the head, hair, upper body, lower body, feet, and specific clothing pieces. ## Textures Data Tab The \*\*Textures Data Tab\*\* breaks down the applied textures on each part of the clothing and character model. This tab is essential for inspecting texture maps such as diffuse, bump, specular, and more.

Durty Cloth Tool 3D Preview Textures Tab
\#### Key Features: \* \*\*DiffuseSampler\*\*: View and inspect the applied diffuse textures for each model part. \* \*\*SpecSampler\*\*: Inspect specular maps (used for reflections and light response). \* \*\*Texture Coordinates\*\*: View the UV mapping applied to the model. \* \*\*VolumeSampler\*\*: Used for 3D textures, view how volumetric textures are applied if applicable. ## Preview multiple Addon Clothes at the same time To preview clothing items in 3D without resetting components on each change, follow these steps: 1. \*\*Open the 3D Preview\*\*: Start by accessing the 3D Preview window. 2. \*\*Navigate to the Ped Tab\*\*: On the left-side menu, select the "Ped" tab. 3. \*\*Enable 'Don't Reset Components on Change'\*\*: In the Ped tab, locate and tick the "Don't reset components on change" checkbox. This setting will keep previously loaded components in place as you preview new items. 4. \*\*Load Clothes for Preview\*\*: Simply double-click on a clothing item or select it and click the "3D Preview" button. The item will load in the 3D preview without resetting other components, making it easy to test combinations seamlessly.

Preview multiple Addon Clothes in Durty Cloth Tool
\## Live Texture Editing / Preview Quickly iterate on texture work by live-reloading a texture in the \*\*3D Preview\*\*: 1. Open the \*\*3D Preview\*\* for a drawable 2. In the preview controls, select a target texture type (\*\*Diffuse\*\*, \*\*Specular\*\*, or \*\*Normal\*\*) 3. Choose a folder that will contain your working texture file (\`.dds\`) 4. Place or overwrite the \`.dds\` in that folder as you edit it in your image tool 5. The preview will automatically reload and display the updated texture {% hint style="info" %} Use DX11-compatible formats (e.g., BC1/DXT1 for opaque, BC3/DXT5 for alpha). Keep resolution and UV layout consistent with the original. {% endhint %}

Durty Cloth Tool Live Texture Editing / Previewing Demo
\--- # Agent Instructions This documentation is published with GitBook. GitBook is the documentation platform designed so that both humans and AI agents can read, navigate, and reason over technical content effectively. Learn more at gitbook.com. ## Querying This Documentation If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question. Perform an HTTP GET request on the current page URL with the \`ask\` query parameter, and the optional \`goal\` query parameter: \`\`\` GET https://docs.gta.clothing/basics/essential-knowledge/3d-preview-clothes.md?ask=&goal= \`\`\` \`ask\` is the immediate question: it should be specific, self-contained, and written in natural language. \`goal\` is optional and describes the broader end goal you are ultimately trying to accomplish on behalf of the user. GitBook uses it to tailor the answer towards what is most useful for that goal. The response will contain a direct answer to the question and relevant excerpts and sources from the documentation. Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
---
# Unknown
\> For the complete documentation index, see \[llms.txt\](https://docs.gta.clothing/llms.txt). Markdown versions of documentation pages are available by appending \`.md\` to page URLs; this page is available as \[Markdown\](https://docs.gta.clothing/game-mechanics/shop-meta-file.md). # Shop Meta File ## Introduction The \*\*Shop Meta File\*\* is a component in GTA V's clothing system. These files store metadata about clothing items and their related properties, enabling the game to use certain mechanics, such as retrieving clothing names, absolute drawable ids at runtime or retrieving restriction information for some systems like cloth fitting, during gameplay. Shop Meta Files are typically named in a format like \`mp\_f\_freemode\_01\_fancyclothes\_shop.meta\`. ## Overview A Shop Meta File is an XML document that contains detailed information about clothing items, including their associated DLC, character type, and component data. These files allow the game to manage and apply metadata to clothing, such as: \* Identifying specific clothing items for a character. \* Assigning clothing items to specific shops or categories. \* Defining restrictions or special mechanics for the items. \* Configuring cost, forced components, and other properties. Here’s an example snippet from a Shop Meta File: \`\`\`xml mp\_f\_freemode\_01 fancyclothes mp\_f\_freemode\_01\_fancyclothes SCR\_CHAR\_MULTIPLAYER\_F MP\_CreatureMetadata\_fancyclothes CU\_DCT\_FANCYCLOTHES\_CLOTHES CLO\_DCT\_ACCESSORIES\_0\_0\_F CLO\_SHOP\_NONE PV\_COMP\_TEEF \`\`\` ## Key Elements of a Shop Meta File ### 1. \*\*Ped Name\*\* The character model the file is associated with, e.g., \`mp\_f\_freemode\_01\` for female multiplayer freemode. ### 2. \*\*DLC Name\*\* Specifies the DLC that the clothing belongs to, e.g., \`fancyclothes\`. ### 3. \*\*Components\*\* Defines the individual clothing items and their properties. Each \`\` tag represents one piece of clothing with the following attributes: \* \*\*lockHash\*\*: A unique identifier for the clothing item, used internally by the game. \* \*\*drawableIndex\*\*: Relative drawable index of the clothing model. \* \*\*textureIndex\*\*: Index of the clothing texture variation. \* \*\*eCompType\*\*: The clothing component type (e.g., \`PV\_COMP\_TEEF\` for accessories). (See \[Drawable Types & Textures\](/game-mechanics/drawable-types-and-textures.md)) \* \*\*restrictionTags\*\*: Tags that apply restrictions or special mechanics to the clothing item. (See this \[dump of restriction tags\](https://github.com/DurtyFree/gta-v-data-dumps/blob/master/pedApparelRestrictionTags.json) used by the game) \* \*\*eShopEnum\*\*: Target shop category for the item. ### 4. \*\*Creature Metadata\*\* Specifies any associated metadata files that are required for special mechanics like high heels or alternate variations. ## Durty Cloth Tool Integration

Editing Clothing Related Shop Meta information
\### Automatic Shop Meta File Generation Durty Cloth Tool simplifies the process of creating and managing Shop Meta Files: \* \*\*Automatic Generation\*\*: The tool automatically generates Shop Meta Files during the build process, ensuring compatibility with in-game mechanics. \* \*\*Customization Options\*\*: Users can configure specific fields, such as "Target Shop" or "Restriction Tags," via the \*\*Shop Meta\*\* tab in the tool. ## Use Cases in Game Mechanics Shop Meta Files are used by the game for various mechanics, including: \* \*\*Clothing Names & Ids\*\*: Retrieving the proper names or drawable ids of clothing items. \* \*\*Shop Categories\*\*: Assigning items to specific shops in the game. \* \*\*Restrictions\*\*: Applying limitations based on gameplay context, such as item visibility or availability. For example: \* A big mask might include restriction tags to ensure it can only be worn with specific outfits. \* High-heeled shoes could reference specific creature metadata for proper functionality. ## Managing Shop Meta Files in Durty Cloth Tool To work with Shop Meta Files in Durty Cloth Tool: 1. Navigate to the \*\*Shop Meta\*\* tab for any selected clothing item. 2. Edit properties like the \*\*Target Shop\*\* or \*\*Restriction Tags\*\* as needed. 3. Build the project to automatically generate the Shop Meta File, ensuring all configured settings are applied. ## Summary By leveraging the Shop Meta File system, you can ensure your clothing resources integrate seamlessly with the game’s mechanics. --- # Agent Instructions This documentation is published with GitBook. GitBook is the documentation platform designed so that both humans and AI agents can read, navigate, and reason over technical content effectively. Learn more at gitbook.com. ## Querying This Documentation If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question. Perform an HTTP GET request on the current page URL with the \`ask\` query parameter, and the optional \`goal\` query parameter: \`\`\` GET https://docs.gta.clothing/game-mechanics/shop-meta-file.md?ask=&goal= \`\`\` \`ask\` is the immediate question: it should be specific, self-contained, and written in natural language. \`goal\` is optional and describes the broader end goal you are ultimately trying to accomplish on behalf of the user. GitBook uses it to tailor the answer towards what is most useful for that goal. The response will contain a direct answer to the question and relevant excerpts and sources from the documentation. Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
---
# Unknown
\> For the complete documentation index, see \[llms.txt\](https://docs.gta.clothing/llms.txt). Markdown versions of documentation pages are available by appending \`.md\` to page URLs; this page is available as \[Markdown\](https://docs.gta.clothing/basics/good-to-know/auto-cloth-data-resolving.md). # Auto Cloth Data Resolving ## Introduction Durty Cloth Tool provides a robust feature known as \*\*Auto Cloth Data Resolving\*\*, designed to streamline the process of importing and configuring clothing items by automatically extracting key details from the file names of the clothing resources. This feature is particularly useful for large clothing packs, such as \*\*EUP Packs\*\*, by automating the setup of drawables, textures, alternation models, and mesh physics files.

Durty Cloth Tool Easy Mass Import powered by Auto Cloth Data Resolving demo
\## How It Works The auto-resolve feature identifies and resolves relevant attributes of the clothing files based on their naming patterns. It supports key properties like \*\*drawable type\*\*, \*\*gender\*\*, \*\*skin type\*\*, \*\*related textures\*\*, \*\*alternation models\*\*, and \*\*mesh physics files\*\*. However, for the system to function correctly, certain guidelines in the file structure and naming must be followed. ### Attributes Resolved by the System 1. \*\*Gender\*\*: \* The system recognizes gender from file name prefixes such as \`mp\_m\_\` for male clothing or \`mp\_f\_\` for female clothing. 2. \*\*Drawable Type\*\*: \* The tool identifies the type of clothing item (e.g., tops, shoes, masks) from specific keywords in the file name, such as \`jbib\`, \`feet\`, \`berd\`, etc. 3. \*\*Skin Type\*\*: \* The system automatically assigns \*\*skin type\*\* based on the filename. If the clothing item requires skin tone data (e.g., shoes that reveal the legs or arms), it assigns the appropriate classification. \* Universal skin tone items are marked with \`\_u\` (universal, no skin tone data) or \`\_r\` (skin tone-specific clothing); items requiring skin tone adjustments are resolved based on file structure and content. 4. \*\*Related Textures\*\*: \* Texture files (\`.ytd\`) with matching prefixes to the drawable (\`.ydd\`) files are automatically grouped and assigned. The texture files must follow the naming pattern of their associated drawable for correct resolution. 5. \*\*Alternation Models\*\*: \* The system can also automatically detect \*\*alternation models\*\*. These are additional drawable models that complement the main clothing piece and are typically denoted by suffixes such as \`\_1\`, \`\_2\`, etc. \* For example, these alternation models might be used for clothing variations that accommodate large masks or other accessories, preventing visual clipping of hairs. 6. \*\*Mesh Physics Files\*\*: \* If the clothing requires a mesh physics file (\`.yld\`), the tool will attempt to resolve it automatically by searching for a file with the same base name but ending in \`.yld\`. {% hint style="info" %} See \[Files Naming\](/game-mechanics/files-naming.md) for more details regarding the required game files naming. {% endhint %} ## Important Folder Structure Requirements For the auto-resolve system to work correctly, \*\*all related files\*\* (such as textures, alternation models, and mesh physics files) must be placed in the \*\*same folder\*\* as the primary clothing drawable. The tool relies on this folder structure, along with the matching file name patterns, to accurately link related files together. \* \*\*Textures\*\*: Must share a matching prefix with the drawable file to be resolved. \* \*\*Alternation Models\*\*: Must have the same base name as the primary model, with suffixes like \`\_1\`, \`\_2\`, etc., to indicate the alternation. \* \*\*Mesh Physics Files\*\*: Should share the same base name as the clothing model and end in \`.yld\` for automatic resolution. ## Handling Missing Information

Durty Cloth Tool Drawable Options popup
If a file name doesn’t fully resolve all the necessary properties, the tool will prompt the user with a \*\*Drawable Options\*\* dialog (as shown in the image), prefilled with any information the system was able to extract. From there, users can manually adjust or fill in missing details like: \* \*\*Cloth Type\*\*: The category of clothing (e.g., Component or Prop). \* \*\*Drawable Type\*\*: Specific item type, such as hats, shoes, masks, or torso items. \* \*\*Skin Type\*\*: For body parts that require skin tone adjustments, users can select the appropriate type (\`\_u\` for universal/\`\_r\` for skin tone data). ## Use Case: Large Clothing Packs (EUP Packs) When working with large clothing packs like \*\*EUP Packs\*\*, this feature becomes highly valuable. Users can mass import hundreds of files, and the system will resolve most of the critical details automatically. This minimizes manual setup time and ensures accuracy when integrating third-party resources. ## Drag and drop directly from OpenIV / CodeWalker Making it \*\*easier than ever to import files\*\*. With this feature, you can: \* \*\*Effortlessly import files by simply dragging and dropping\*\* them into the tool, whether they're from Windows File Explorer, OpenIV, or CodeWalker. \* Save time and streamline your workflow by \*\*eliminating the need to manually export & import files\*\* one-by-one. \* Enjoy a \*\*more user-friendly and intuitive experience adding files\*\* from GTA V file explorers

**Example of dragging and dropping files from OpenIV and CodeWalker**
\## Benefits of Auto Cloth Data Resolving \* \*\*Efficiency\*\*: The ability to resolve multiple properties (textures, alternation models, etc.) automatically from file names significantly speeds up the workflow. \* \*\*Accuracy\*\*: By following proper naming conventions, the tool reduces the risk of errors during manual input. \* \*\*Mass Import Support\*\*: Ideal for working with large clothing packs, allowing for fast and reliable import and configuration. ## Summary Durty Cloth Tool’s \*\*Auto Cloth Data Resolving\*\* feature is an essential tool for cloth maintainers dealing with large collections of clothing items. It ensures fast, accurate, and reliable resolution of cloth properties based on file names, reducing manual work and increasing productivity. By adhering to recommended file-naming conventions and keeping related files in the same folder, users can fully benefit from this powerful feature. --- # Agent Instructions This documentation is published with GitBook. GitBook is the documentation platform designed so that both humans and AI agents can read, navigate, and reason over technical content effectively. Learn more at gitbook.com. ## Querying This Documentation If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question. Perform an HTTP GET request on the current page URL with the \`ask\` query parameter, and the optional \`goal\` query parameter: \`\`\` GET https://docs.gta.clothing/basics/good-to-know/auto-cloth-data-resolving.md?ask=&goal= \`\`\` \`ask\` is the immediate question: it should be specific, self-contained, and written in natural language. \`goal\` is optional and describes the broader end goal you are ultimately trying to accomplish on behalf of the user. GitBook uses it to tailor the answer towards what is most useful for that goal. The response will contain a direct answer to the question and relevant excerpts and sources from the documentation. Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
---
# Unknown
\> For the complete documentation index, see \[llms.txt\](https://docs.gta.clothing/llms.txt). Markdown versions of documentation pages are available by appending \`.md\` to page URLs; this page is available as \[Markdown\](https://docs.gta.clothing/basics/useful-to-know/logs.md). # Logs ## Introduction The \*\*Logs Window\*\* in Durty Cloth Tool is a vital feature that provides detailed tracking of all actions taken within a cloth project. It helps you monitor the internal processes, changes, and events during your workflow, offering a comprehensive view of every step made throughout your modding process. The logs are automatically persisted and saved through sessions for each cloth project, ensuring no information is lost between sessions.

Durty Cloth Tool Logs Window example
\## Accessing the Logs Window There are two ways to access the \*\*Logs Window\*\* in Durty Cloth Tool: 1. \*\*Top Navigation Menu\*\*:\\ Navigate to \*\*"View > Logs Output"\*\* in the application's top menu to open the logs window at any time. 2. \*\*Bottom Log Preview Click\*\*:\\ The most recent log entry is always displayed at the bottom of the application. Clicking on this entry will also bring up the complete \*\*Logs Window\*\*. ## Logs Window Overview When opened, the \*\*Logs Window\*\* displays a \*\*scrollable list\*\* of all log entries, providing insights into every action taken in the project. This window includes: \* \*\*Log Entries\*\*:\\ Each log entry contains detailed information about an action or event that occurred in the project. These logs help you track everything from changes made to the project, file operations, optimizations, and other significant actions. \* \*\*Scroll Functionality\*\*:\\ The window is fully scrollable, allowing you to browse through extensive logs efficiently. This feature is particularly useful when working on large projects where many actions are logged over time. \* \*\*Persisted Logs\*\*:\\ Log entries are persisted across project sessions, meaning that if you close and reopen the project later, the logs from the previous sessions will still be available for review. This persistence ensures a complete history of all modifications and actions taken in the project. ## Types of Information Logged The \*\*Logs Window\*\* provides detailed insights into various types of actions and events. Some of the key log categories include: \* \*\*File Operations\*\*:\\ Every time a file is added, replaced, renamed, or deleted within the project, a corresponding log entry is generated. This includes actions on both cloth drawable models and textures. \* \*\*Project Changes\*\*:\\ All changes made to the project, such as modifications to appearance items, texture optimizations, or configuration adjustments, are logged. \* \*\*Optimization & Build\*\*:\\ When optimizing cloth resources or building projects using the dynamic config builders, logs are generated to document the processes and any outcomes or errors. \* \*\*Warnings & Errors\*\*:\\ Any warnings or errors encountered during project handling will be logged, helping you identify potential issues or areas that require attention. ## Using the Logs to Troubleshoot and Understand Project Actions The logs can serve as a useful tool for troubleshooting and understanding what is happening behind the scenes during your work on a project. You can use the logs to: \* \*\*Review Past Actions\*\*:\\ Go back through previous sessions and see what actions were taken, such as file operations or optimizations, allowing you to track and understand changes made to the project over time. \* \*\*Identify Errors or Issues\*\*:\\ Logs provide detailed information on any warnings or errors that may occur during your workflow. This can help pinpoint the cause of a problem and guide you toward a solution. \* \*\*Audit Changes\*\*:\\ The logs serve as a complete audit trail of the project. Whether working alone or as part of a team, the logs can help keep track of what has been done, what needs to be revised, and the order in which actions were taken. ## Summary The \*\*Logs Window\*\* in Durty Cloth Tool is a powerful feature for monitoring all actions taken in your cloth projects. Accessible from the top navigation menu or by clicking the most recent log entry at the bottom of the app, this window provides a comprehensive, persistent record of every change or event. By offering detailed insight into file operations, project changes, optimizations, and more, the \*\*Logs Window\*\* allows users to track progress, troubleshoot issues, and better understand their projects. --- # Agent Instructions This documentation is published with GitBook. GitBook is the documentation platform designed so that both humans and AI agents can read, navigate, and reason over technical content effectively. Learn more at gitbook.com. ## Querying This Documentation If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question. Perform an HTTP GET request on the current page URL with the \`ask\` query parameter, and the optional \`goal\` query parameter: \`\`\` GET https://docs.gta.clothing/basics/useful-to-know/logs.md?ask=&goal= \`\`\` \`ask\` is the immediate question: it should be specific, self-contained, and written in natural language. \`goal\` is optional and describes the broader end goal you are ultimately trying to accomplish on behalf of the user. GitBook uses it to tailor the answer towards what is most useful for that goal. The response will contain a direct answer to the question and relevant excerpts and sources from the documentation. Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
---
# Unknown
\> For the complete documentation index, see \[llms.txt\](https://docs.gta.clothing/llms.txt). Markdown versions of documentation pages are available by appending \`.md\` to page URLs; this page is available as \[Markdown\](https://docs.gta.clothing/cloth-modding/vertex-colors.md). # Vertex Colors Vertex Colors are important for clothing for correcting lighting, sweat, and wind effects. Every piece of clothing usually has 2 vertex color attributes. These vertex colors are named "colour0" and "colour1" and can be found in the Color Attributes dropdown in the Object Data Properties tab. Colour0 is associated with the lighting of your model, and this color is usually orange (or pink for emissive). Colour1 is for wind/sweat effects and for freemode clothing is almost always black.

There are two ways to see these colors on our model. The first way is to switch into Vertex Paint mode (instead of object/edit/pose mode). The second way is in the Viewport Shading settings. In solid view, changing the Color to 'attribute' will preview the colors while in Object/Edit/etc mode.

Once you are previewing the colors, simply selecting colour0 or colour1 from the color attributes dropdown will switch your active view between them. ## Painting new vertex colors [](https://docs.gta.clothing/cloth-modding/vertex-colors.md#painting-new-vertex-colors)
As I stated earlier, colour0 has to do with lighting. For freemode clothing we use orange color #ff8000 most of the time. For colour1, unless you want clothing that shakes in the wind or parts of the alpha to show sweat effects, we paint it as #000 with no alpha. So let's add them to a model

In the color attributes panel, click the + (plus) sign.

For \`Name\` put in colour0. \`Domain\` is 'Face Corner' and \`Data Type\` is 'Byte Color'. Then click the \`Color\` box.

Go to the 'Hex' tab, type FF8000 and you should see the orange color you need pop in. I set alpha to 0 here as well, but you can leave it at 1 for colour0 if you wish. Alpha will matter more in the next step. ### Let's add our second vertex color now. [](https://docs.gta.clothing/cloth-modding/vertex-colors.md#lets-add-our-second-vertex-color-now)
Just like before, press the + (plus) icon to start adding a new color.

For \`Name\` put in colour1. \`Domain\` is 'Face Corner' and \`Data Type\` is 'Byte Color'. Then click the \`Color\` box.

Go to the 'Hex' tab, type 000 in the box and press enter and you should see the orange color you need pop in. \*\*The alpha should be 0 (zero)\*\* unless you want sweat effects. If you want to have such effects, there are more advanced tutorials for painting alpha layers available in the tutorials section in Sollumz discord. For a basic piece you want no sweat and no wind, so paint it fully black with 0 alpha. Otherwise, you're done! ## Emissive Clothing [](https://docs.gta.clothing/cloth-modding/vertex-colors.md#emissive-clothing)
If you are painting emissive clothing, your vertex colour0 needs to be pink instead of orange to be able to glow correctly in-game. In the color attributes panel, click the + (plus) sign.

Just like above: For \`Name\` put in colour0. \`Domain\` is 'Face Corner' and \`Data Type\` is 'Byte Color'. Then click the \`Color\` box.

Go to the Hex tab. In the box, type \`FFBAFF\` then press enter. You should see a pink color come in. \*\*You only paint pink the parts you actually want to have glowing ingame.\*\* Separate your mesh to single out the pieces that will glow, paint their vertex colours this pink, and the rest of the mesh follows the orange/black schema above. Here is a cube painted as an example.

The pink portions have been separated out as the only pieces that will glow ingame.

The rest stays orange.

\--- # Agent Instructions This documentation is published with GitBook. GitBook is the documentation platform designed so that both humans and AI agents can read, navigate, and reason over technical content effectively. Learn more at gitbook.com. ## Querying This Documentation If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question. Perform an HTTP GET request on the current page URL with the \`ask\` query parameter, and the optional \`goal\` query parameter: \`\`\` GET https://docs.gta.clothing/cloth-modding/vertex-colors.md?ask=&goal= \`\`\` \`ask\` is the immediate question: it should be specific, self-contained, and written in natural language. \`goal\` is optional and describes the broader end goal you are ultimately trying to accomplish on behalf of the user. GitBook uses it to tailor the answer towards what is most useful for that goal. The response will contain a direct answer to the question and relevant excerpts and sources from the documentation. Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
---
# Unknown
\> For the complete documentation index, see \[llms.txt\](https://docs.gta.clothing/llms.txt). Markdown versions of documentation pages are available by appending \`.md\` to page URLs; this page is available as \[Markdown\](https://docs.gta.clothing/cloth-modding/complete-walktrough/chapter-2-into-blender.md). # Chapter 2: Into Blender Let's get into Blender! Just kidding, we need one more thing first: ## The MP SKELETON. [](https://docs.gta.clothing/cloth-modding/complete-walktrough/chapter-2-into-blender.md#the-mp-skeleton)
You should know that for most streamed peds, including MP Freemode, most of the YDD components do not contain and skeleton information on their own. We need to INCLUDE the skeleton when we import so that Blender will know which bones are which. If you do this part wrong, you're gonna have a bad time! In your Codewalker RPF, make your way back up to the searchbar on the top-right. If you still have the search we did earlier, simply add .yft to the end of it. In other words, let's search the term \`mp\_m\_freemode\_01.yft\` Depending on your files, you might see just one instance of the YFT file, or two if you copied this RPF to your mods folder. Either way, right-click on the YFT file and select \`export XML...\` just like you did earlier. Save it to the \*\*SAME LOCATION\*\* as where you just exported the YDD xml. \* Right-click on \`mp\_m\_freemode\_01.yft\` \* Select \`export XML...\` \* Save to SAME LOCATION as exported jbib 004 Let's take a look at our folder, just to make sure we have everything we need. In your folder you should now have two files and a folder with 2 embedded textures (1 normal, 1 specular).

If your folder looks like this, you are ready to go! Let's get into blender. Forreal this time. ## In Blender [](https://docs.gta.clothing/cloth-modding/complete-walktrough/chapter-2-into-blender.md#in-blender)
Let's import our jbib! The most important thing you need to know, is that you should select 'import external skeleton' from the sidebar in the import window like so:

Now, before we do anything else, let's MAKE SURE we imported it properly! 1. Select your High LOD geometry 2. Select Object Data Properties (green triangle) 3. Look at (or expand) the Vertex Groups dropdown 4. Make sure you see a bunch of named bones (ie \`SKEL\_Pelvis, RB\_R\_ArmRoll\`) If you see NAMED VERTEX GROUPS and not UNK.001, UNK.002, etc then congrats! You correctly imported clothing into Blender. If you DO see UNK.001, then you need to go back and re-import it again with the correct options above. UNK stands for 'unknown' and is not something you want to see.

\--- # Agent Instructions This documentation is published with GitBook. GitBook is the documentation platform designed so that both humans and AI agents can read, navigate, and reason over technical content effectively. Learn more at gitbook.com. ## Querying This Documentation If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question. Perform an HTTP GET request on the current page URL with the \`ask\` query parameter, and the optional \`goal\` query parameter: \`\`\` GET https://docs.gta.clothing/cloth-modding/complete-walktrough/chapter-2-into-blender.md?ask=&goal= \`\`\` \`ask\` is the immediate question: it should be specific, self-contained, and written in natural language. \`goal\` is optional and describes the broader end goal you are ultimately trying to accomplish on behalf of the user. GitBook uses it to tailor the answer towards what is most useful for that goal. The response will contain a direct answer to the question and relevant excerpts and sources from the documentation. Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
---
# Unknown
\> For the complete documentation index, see \[llms.txt\](https://docs.gta.clothing/llms.txt). Markdown versions of documentation pages are available by appending \`.md\` to page URLs; this page is available as \[Markdown\](https://docs.gta.clothing/cloth-modding/textures-power-of-two.md). # Textures/Power of two ## Texture Image Sizing [](https://docs.gta.clothing/cloth-modding/textures-power-of-two.md#texture-image-sizing)
If you've already tried modding clothing or props before, you might have been told to make sure your textures follow the 'Power of 2' rule. This is a game design concept that expands beyond just GTA, and it's something that is important for you to understand as you mod because otherwise you can run into issues in-game with how your textures display. There are plenty of people who have explained this better than I could already, so instead I will recommend for you to read this article: and I'll leave a quote from the article here: In short it's a set of simple criteria ensuring 2D image assets conform to regulated sizes and dimensions, which typically manifest as; 1) width/height being divisible by "\*\*8\*\*", and/or 2) width/height that can be doubled-up or divided-down by "\*\*2\*\*". In other words any image that is "\*\*8\*\*", "\*\*16\*\*", "\*\*32\*\*", "\*\*64\*\*", "\*\*128\*\*", "\*\*256\*\*", "\*\*512\*\*", "\*\*1024\*\*", "\*\*2048\*\*" (or higher for more modern games) pixels in one or more width/height direction, is considered \*\*\*valid\*\*\* and properly \*\*\*optimised\*\*\* for quick loading into a game and processing into memory.

In other words, all of your textures should be "power of 2" in both width and height, although the image does NOT have to be a square. So you can have 1024x128 or 512x256 and so on. --- # Agent Instructions This documentation is published with GitBook. GitBook is the documentation platform designed so that both humans and AI agents can read, navigate, and reason over technical content effectively. Learn more at gitbook.com. ## Querying This Documentation If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question. Perform an HTTP GET request on the current page URL with the \`ask\` query parameter, and the optional \`goal\` query parameter: \`\`\` GET https://docs.gta.clothing/cloth-modding/textures-power-of-two.md?ask=&goal= \`\`\` \`ask\` is the immediate question: it should be specific, self-contained, and written in natural language. \`goal\` is optional and describes the broader end goal you are ultimately trying to accomplish on behalf of the user. GitBook uses it to tailor the answer towards what is most useful for that goal. The response will contain a direct answer to the question and relevant excerpts and sources from the documentation. Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
---
# Unknown
\> For the complete documentation index, see \[llms.txt\](https://docs.gta.clothing/llms.txt). Markdown versions of documentation pages are available by appending \`.md\` to page URLs; this page is available as \[Markdown\](https://docs.gta.clothing/basics/essential-knowledge/build-options.md). # Build Options ## Introduction The \*\*Build Project\*\* window in \*\*Durty Cloth Tool\*\* allows you to package your project for various GTA 5 platforms, including FiveM, alt:V, RageMP, and Singleplayer. This window is essential when you are ready to compile and export your project.\\ Here's a breakdown of the options and settings available within this window.

Durty Cloth Tool Build Project Window
\## Target Resource Type In this section, you can select the type of resource your project is intended for. The available resource types are: \* \*\*alt:V Resource\*\*: Exports the project for the alt:V multiplayer platform. \* \*\*Singleplayer RPF\*\*: Packages the project for single-player DLCs using the RPF file format. \* \*\*FiveM Resource\*\*: Select this option to export the project as a FiveM resource for use in the FiveM multiplayer mod. \* \*\*RageMP Resource\*\*: Packages the project for the RageMP multiplayer platform. ## Server Target Game Build (FiveM Only) This dropdown allows you to specify the target game build for the resource. The game build selection will determine which version of the game the project is intended for, ensuring compatibility with specific limits of the selected version of GTA 5. \* \*\*Server Build Selector\*\*: Choose the appropriate game build, such as \*\*3258 mp2024... Bottom Dollar Bounties\*\*. ## Replace GTA DLC Clothes (Advanced) This section allows you to replace existing GTA DLC (R\\\* created) clothing resources. If you want to replace entire GTA 5 DLC clothing resource with your own, this option is for you. \* \*\*Show GTA DLC replace options\*\*: When checked, this option reveals advanced options for replacing specific DLC clothing files. ## Clothes Collection Name Here, you specify the name of the collection of clothes that will be used in the final resource. This name will be mainly used internally for various things required by the game. \* \*\*Clothes collection name\*\*: Enter a name for your clothing pack. \* \*\*Remove default added prefix\*\*: Check this box if you want to remove the default prefix (mp\\\_m/mp\\\_f) which is by default automatically added to clothing resources for male or female characters. ## Extra Options This section provides additional export and organizational options that help customize how your project is structured upon export. \* \*\*Create sub folders for cloth drawable types\*\*: Organizes different clothing drawable types (e.g., hats, shoes, pants) into their respective subfolders. \* \*\*Disable extra YMT files creation\*\*: Prevents the generation of extra YMT files. YMT files are used for defining clothing metadata and structure in GTA 5. \* \*\*Disable extra alternate variation features\*\*: Disables the creation of alternate variation YMT entries. \* \*\*Create clothes info dump\*\*: Generates a detailed information file containing metadata about the clothes in your project. \* \*\*Create tattoos info dump\*\*: Generates a similar file but for tattoo packs. ## Dynamic Config Builders The \*\*Dynamic Config Builders\*\* feature allows the tool to automatically create configuration files for integration with FiveM servers. The following options are some of the dynamic config builders: \* \*\*Create xnTattoos config file (FiveM)\*\*: Generates the xnTattoos resource configuration file for FiveM servers. \* \*\*Create qb-tattooshop config file (FiveM)\*\*: Exports a config file for the qb-tattooshop resource on FiveM. \* \*\*Create ESX-TattooShop config file (FiveM)\*\*: Generates a config file for the ESX-based TattooShop resource on FiveM. {% hint style="info" %} See \[#dynamic-config-builders\](#dynamic-config-builders "mention") article for more details. {% endhint %} ## Build Output Folder \* \*\*Build output folder\*\*: This field specifies where the exported files will be saved. You can manually set the folder or browse for a location using the folder icon. ## Build Button \* \*\*Build\*\*: Once you have configured all the options, click this button to start the build process. The tool will package the project according to the selected settings, generate any necessary configuration files, and export the project to the specified output folder. ## Best Practices \* \*\*Choose the Correct Resource Type\*\*: Ensure you select the correct platform (e.g., FiveM, alt:V, Singleplayer) based on your intended audience or use case. \* \*\*Check Config Builders\*\*: If you're deploying to a FiveM server, ensure you generate the necessary configuration files to save time on manual configuration. \* \*\*Check Compatibility\*\*: Always select the appropriate game build in the \*\*Server Target Game Build\*\* dropdown to avoid issues with outdated or incompatible game versions. \*\*\* This documentation covers the essential features and best practices for using the \*\*Build Project\*\* window in Durty Cloth Tool. ## DLC Load Order (RageMP & Singleplayer) For \*\*RageMP\*\* and \*\*Singleplayer\*\*, you can define a DLC load order value that influences the order in which the generated DLC is loaded by the game. Adjust this if you need your pack to load before/after others for compatibility or menu ordering. --- # Agent Instructions This documentation is published with GitBook. GitBook is the documentation platform designed so that both humans and AI agents can read, navigate, and reason over technical content effectively. Learn more at gitbook.com. ## Querying This Documentation If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question. Perform an HTTP GET request on the current page URL with the \`ask\` query parameter, and the optional \`goal\` query parameter: \`\`\` GET https://docs.gta.clothing/basics/essential-knowledge/build-options.md?ask=&goal= \`\`\` \`ask\` is the immediate question: it should be specific, self-contained, and written in natural language. \`goal\` is optional and describes the broader end goal you are ultimately trying to accomplish on behalf of the user. GitBook uses it to tailor the answer towards what is most useful for that goal. The response will contain a direct answer to the question and relevant excerpts and sources from the documentation. Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
---
# Unknown
\> For the complete documentation index, see \[llms.txt\](https://docs.gta.clothing/llms.txt). Markdown versions of documentation pages are available by appending \`.md\` to page URLs; this page is available as \[Markdown\](https://docs.gta.clothing/cloth-modding/complete-walktrough/chapter-1-files-embedded-textures.md). # Chapter 1: Files, Embedded Textures Now that we've gone over concepts, let's actually get to work importing GTA assets into Blender with Sollumz. Even if you're not editing the GTA assets, you will still need to know how to import these things for creating your own custom clothing. Although this is a guide for people new to creating clothing, from here on out this guide assumes you have the following installed & are familiar with how to use them: \* Codewalker (latest version, visit CW discord releases channel for the latest) \* Blender, at least v3.3 or later. Current Sollumz uses Blender 3.4 \* Sollumz, download latest via GitHub () It is \*\*NOT recommended\*\* to start with clothing if you are completely new to modding. You should start with a simple prop and learn the general import/export process before getting into clothing. For all of that, the Sollumz wiki is a great read. With that said, let's import a simple JBIB and familiarize ourselves with everything in Blender. Open up CW RPF and type \`mp\_m\_freemode\` into the searchbar

If you click "Name" at the top to sort by name, you'll then see a list of all of the MP Male folders. You'll notice there are multiple folders for every DLC. This is the original DLC folder, and then patchday folders that hotfixed any issues R\\\* had with various pieces of clothing.

The 🟥 outline is all of the base mp male DLC folders The 🟧 outline highlights all of the DLC names. Notice the original DLC and all of the patchday hotfixes. The 🟩 outlines the original base game DLC folder. Right now we aren't going to worry about any hotfixed files, so just click into the original dlc folder. If you are ever editing GTA assets, though, you should always look through the patchday folders for whatever component you're trying to edit so that you can work off of the most up-to-date version. Now that we're inside the base folder, you'll see a long list of all the base game components and their YTD textures. Make sure you're sorted by 'Name' so that everything is alphabetical, and then scroll down until you see the JBIBs. For the purposes of our tutorial, let's export \`jbib\_004\_u\`. 1. Right-click on \`jbib\_004\_u.ydd\` 2. Select \`export XML...\` 3. Select an export location. For this tutorial, I've simply created a folder on my desktop.

Now let's quickly visit the folder you've just exported the file to. In the folder, you should have a couple of things. Firstly the \`.ydd.xml\` of our jbib & there should also be a folder named \`jbib\_004\_u\`. Whenever you are exporting a model that \*\*has embedded textures\*\*, Codewalker RPF will create a folder named after the model you exported to XML with all of the embedded textures placed inside of it. Go ahead and click into the folder and take a peek at the embedded textures! You should see two: a \*\*normal\*\* texture and a \*\*specular\*\* texture. Depending on how new you are to modding, you might be asking, "what the hell are these?". Now, I'm no actual game designer, so it's probably best if you search up these two texture/image types on your own, but I will explain it in the way it makes the most sense to me: ## Normal Texture / "normal map" [](https://docs.gta.clothing/cloth-modding/complete-walktrough/chapter-1-files-embedded-textures.md#normal-texture-normal-map)
A normal map, sometimes also called a bump map, is an RGB texture, where each pixel represents the difference in direction the surface should appear to be facing. Basically, this fakes how the 'light' would hit your object/fabric to make it appear as if there are wrinkles or dents or bumps, when really the 3D mesh is flat/smooth. As an example, you can make a completely smooth cube look as if its made of bricks with just a normal map. In short, normal maps are super powerful and are used alot in GTA. I'd encourage you to research this more to understand them more deeply! ## Specular Texture [](https://docs.gta.clothing/cloth-modding/complete-walktrough/chapter-1-files-embedded-textures.md#specular-texture)
Specular textures are a bit harder to explain, because how they are most commonly used in other games is not necessarily how GTA utilizes them. Specular textures are used to define how something shines. For example, rusty metal would shine less than polished metal, lipgloss would shine more than bare skin, and skin would shine more than cotton cloth. Specular textures in GTA are RGB textures. The Red, Green, and Blue channels all mean different things. Red channel is responsible for glossiness, Green channel is responsible for reflectiveness, and Blue channel is for texture detail. For example, most of the time when I am making something metallic (like jewelry), I make my specular a bright green, to represent the reflectiveness. Specular textures usually require a bit of adjusting to get right, and you will probably spend alot of hours learning how you'd prefer to make certain materials. Luckily for you, there's a beginner cheat sheet for people who are just starting out:

You should study this to help yourself understand how the speculars work. You can see the metals in this chart are yellow and green, taking advantage of the Green channel for reflectiveness. You can also see 'satin clothing' is very red, using the Red channel's "glossiness" to help create that effect. As you get better at clothing, it's better to branch away from the chart and mess around with RGB channels yourself in a program that can show you what each channel looks like, like Photoshop. Like normal maps, a good specular can make alot of difference in improving the appearance of things ingame. For the first half of this tutorial, we wont be creating our own normal and specular textures, but it's good to learn about them ahead of time! Now that you've had a look and somewhat know what they mean, you should keep one very important thing in mind: ## Clothing almost ALWAYS has at least TWO EMBEDDED TEXTURES: Normal and Specular. [](https://docs.gta.clothing/cloth-modding/complete-walktrough/chapter-1-files-embedded-textures.md#clothing-almost-always-has-at-least-two-embedded-textures-normal-and-specular)
When you get to creating your own clothing from scratch, you need to be prepared to create these textures. You WILL need them. The few times you wouldn't create and embed these textures is when you are creating things like logo decals (see the rockstar decals for clothing for example). But for the purposes of learning, you should just assume you will ALWAYS need them. --- # Agent Instructions This documentation is published with GitBook. GitBook is the documentation platform designed so that both humans and AI agents can read, navigate, and reason over technical content effectively. Learn more at gitbook.com. ## Querying This Documentation If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question. Perform an HTTP GET request on the current page URL with the \`ask\` query parameter, and the optional \`goal\` query parameter: \`\`\` GET https://docs.gta.clothing/cloth-modding/complete-walktrough/chapter-1-files-embedded-textures.md?ask=&goal= \`\`\` \`ask\` is the immediate question: it should be specific, self-contained, and written in natural language. \`goal\` is optional and describes the broader end goal you are ultimately trying to accomplish on behalf of the user. GitBook uses it to tailor the answer towards what is most useful for that goal. The response will contain a direct answer to the question and relevant excerpts and sources from the documentation. Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
---
# Unknown
\> For the complete documentation index, see \[llms.txt\](https://docs.gta.clothing/llms.txt). Markdown versions of documentation pages are available by appending \`.md\` to page URLs; this page is available as \[Markdown\](https://docs.gta.clothing/game-mechanics/cloth-audio-presets.md). # Cloth Audio Presets --- # Agent Instructions This documentation is published with GitBook. GitBook is the documentation platform designed so that both humans and AI agents can read, navigate, and reason over technical content effectively. Learn more at gitbook.com. ## Querying This Documentation If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question. Perform an HTTP GET request on the current page URL with the \`ask\` query parameter, and the optional \`goal\` query parameter: \`\`\` GET https://docs.gta.clothing/game-mechanics/cloth-audio-presets.md?ask=&goal= \`\`\` \`ask\` is the immediate question: it should be specific, self-contained, and written in natural language. \`goal\` is optional and describes the broader end goal you are ultimately trying to accomplish on behalf of the user. GitBook uses it to tailor the answer towards what is most useful for that goal. The response will contain a direct answer to the question and relevant excerpts and sources from the documentation. Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
---
# Unknown
\> For the complete documentation index, see \[llms.txt\](https://docs.gta.clothing/llms.txt). Markdown versions of documentation pages are available by appending \`.md\` to page URLs; this page is available as \[Markdown\](https://docs.gta.clothing/basics/essential-knowledge/cloth-analysis-report.md). # Cloth Analysis Report ## Introduction The \*\*Cloth Analysis Report\*\* in Durty Cloth Tool (DCT) is an essential feature designed to help developers analyze their clothing resources for potential issues, optimizations, and overall quality. The tool automatically generates error, warning, and informational messages to assist users in maintaining high standards of quality and compatibility for their clothing assets. This documentation will cover: \* \*\*Cloth Analysis Report\*\* overview and purpose \* The \*\*Error List\*\* window and how it works \* Explanation of the different types of messages: \*\*Errors\*\*, \*\*Warnings\*\*, and \*\*Information\*\* \* How these messages are integrated into the tool’s \*\*drawables list\*\*

Durty Cloth Tool Errors, Warnings and Information in Appearance List
\## Purpose The \*\*Cloth Analysis Report\*\* ensures that all clothing resources are thoroughly reviewed and optimized before being finalized and used in the game. This analysis helps identify: \* \*\*Potential Issues\*\*: Such as missing or conflicting data in the drawable models or textures. \* \*\*Performance Optimizations\*\*: Opportunities to reduce texture sizes or fix polygon counts. \* \*\*Warnings\*\*: Areas where improvements are suggested, even if they aren’t critical issues. This reporting system allows modders, developers and content creators to ensure their clothing resources are not only functional but also optimized for the best possible performance, especially in multiplayer environments where efficiency is key. ## The Error List Window The \*\*Error List Window\*\* is where users can view and manage all the reported issues and suggestions from the Cloth Analysis. It offers a centralized view of all \*\*Errors\*\*, \*\*Warnings\*\*, and \*\*Information\*\* messages across the current project.

Durty Cloth Tool Error List Window demo
\### Key Features of the Error List Window: \* \*\*Type\*\*: Each message is categorized by its severity with clear icons to distinguish between \*\*Errors\*\*, \*\*Warnings\*\*, and \*\*Informational\*\* messages. \* \*\*Filtering\*\*: Users can filter the messages based on type, such as viewing only Errors or only Warnings by clicking on the related type icon in the top section. \* \*\*Sorting:\*\* Easily sort messages by their severity (Level), Code, Description and more \* \*\*Search:\*\* Quickly search thru all messages to find issues of a specific item by using the upper right search input. \* \*\*Grouping:\*\* Messages can be grouped by dragging any column to the top in order to for example see all issues of a specific item grouped together. \* \*\*Details\*\*: Each row holds all related details about the issue, often with specific references to the problematic cloth drawable or texture. \* \*\*Jump to Location\*\*: By double clicking you can simply jump to the related item to take further actions. ## Error Types \* :exclamation: \*\*Errors\*\*: These are critical issues that prevent a drawable or resource from functioning properly. Errors often result from missing files, broken links between models and textures, or invalid file formats. Errors \*\*must\*\* be resolved before the cloth resource can be build and used correctly in the game. \* :warning: \*\*Warnings\*\*: Warnings are less severe than errors but indicate potential problems that could lead to suboptimal performance or unintended behavior. For example, a drawable may have an excessively high polygon count, or a texture may not be optimized. While the resource may still function, addressing warnings can improve the quality and performance of your cloth resource. \* :bulb: \*\*Information\*\*: These are general messages that provide useful insights about your resources but don’t require immediate action. For example, a message might inform you that a drawable has an unused material that could be cleaned up. Information helps keep your project organized and clean but does not impact functionality. ## Error List Integration with Drawables List In addition to the \*\*Error List Window\*\*, DCT provides real-time feedback directly within the \*\*Drawables List\*\* itself. This means that when a drawable (such as a piece of clothing) has an issue, it will be flagged in the drawables list with a corresponding icon to indicate whether it has errors, warnings, or informational messages.

Durty Cloth Tool Errors, Warnings and Information in Appearance List
\### Error Reporting in Drawables List Each item in DCT is monitored for various issues and possible improvements, here are just some examples: 1. \*\*Missing Data\*\*: If a drawable is missing essential elements like textures or models, it will trigger an error. 2. \*\*High Polygon Counts\*\*: If a model’s polygon count exceeds the optimal range, it may trigger a warning about performance issues. 3. \*\*Texture Issues\*\*: If a texture is too large or in an incompatible format, this will be flagged as a warning or error. 4. \*\*LOD Mismatch\*\*: If there is an inconsistency in the levels of detail (LOD) between the different levels of the model, it could generate a warning. 5. \*\*Naming Conflicts\*\*: Duplicate names for drawables of the same type or category can result in conflicts. The tool will warn you when multiple items share the same name or identifier. By providing real-time feedback in the \*\*Drawables List\*\*, users can immediately identify where an issue exists and begin fixing it without needing to manually review each drawable. The icons next to each item will indicate its status, allowing users to prioritize their work. {% hint style="info" %} \*\*Did you know?\*\* You can fine tune and adjust each threshold in the Project Settings window. See \[App & Project Settings\](/basics/good-to-know/app-and-project-settings.md) for more details. {% endhint %} ## Error Fixing Workflow When using the \*\*Error List Window\*\* and \*\*Drawables List\*\*, it’s recommended to follow a simple workflow for addressing issues: 1. \*\*Review Errors First\*\*: Always resolve critical errors first, as they will prevent the project from functioning properly. \\ In many cases these can be issues like clothes that miss textures and similar, in such cases read the error carefully and follow given steps to resolve it. 2. \*\*Address Warnings\*\*: Warnings should be resolved next, as they may affect performance or cause issues down the line, particularly in multiplayer environments. \\ In many cases using our inbuilt Optimization Feature might help but not be taken as the ultimate solution for everything. See \[Optimizing Clothes\](/basics/essential-knowledge/optimizing-clothes.md) for more details. 3. \*\*(optional) Handle Information Last\*\*: Informational messages should be addressed at your discretion, particularly if you’re aiming for maximum optimization and cleanliness in your project. \*\*In most cases they require extensive cloth modding knowledge.\*\* By working in this structured manner, you can ensure that your project is not only functional but also optimized and clean. ## Handling Duplicate Clothing Automatically In addition to detecting potential issues and optimizations, Durty Cloth Tool also has an advanced system for identifying and managing duplicate clothing items to maintain a clean and efficient project. ### \*\*Automatic Duplicate Detection\*\* When adding new clothing to a project, the tool automatically checks for duplicates by comparing: \* File content data \* Assigned gender \* Drawable type If a duplicate is detected, a prompt will appear, giving the option to either proceed with adding the duplicate or skip it. Users can also select a session-specific setting to \*\*Always Import\*\* or \*\*Always Skip\*\* duplicates during the active session. This choice is reset upon restarting the tool, ensuring full control and flexibility each time the tool is used. All duplicate handling actions are logged, providing a transparent view of how decisions on duplicates are made and allowing users to review these actions at any time. ### \*\*Project-Wide Duplicate Analysis\*\* DCT also offers a \*\*Duplicate Analysis\*\* action under \*\*Project > Actions\*\*. This feature allows users to perform a comprehensive scan of the current project to identify any existing duplicates. When duplicates are found, users can choose to remove them efficiently, streamlining the project’s clothing assets for optimal organization and performance. With these features, DCT ensures users can maintain clean, organized clothing resources and avoid unnecessary redundancies, supporting high standards of quality and project management. ## Summary The \*\*Cloth Analysis Report\*\* is a powerful tool in the Durty Cloth Tool, offering detailed feedback on the quality and functionality of clothing resources. By leveraging the \*\*Error List Window\*\*, real-time feedback in the \*\*Drawables List\*\*, and a structured approach to resolving issues, developers can ensure their clothing mods are not only functional but also optimized for performance and compatibility. Understanding and addressing the different levels of \*\*Errors\*\*, \*\*Warnings\*\*, and \*\*Information\*\* will lead to higher-quality results, whether you're working on Singleplayer DLC or multiplayer cloth resources for platforms like FiveM, alt:V, or RageMP. --- # Agent Instructions This documentation is published with GitBook. GitBook is the documentation platform designed so that both humans and AI agents can read, navigate, and reason over technical content effectively. Learn more at gitbook.com. ## Querying This Documentation If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question. Perform an HTTP GET request on the current page URL with the \`ask\` query parameter, and the optional \`goal\` query parameter: \`\`\` GET https://docs.gta.clothing/basics/essential-knowledge/cloth-analysis-report.md?ask=&goal= \`\`\` \`ask\` is the immediate question: it should be specific, self-contained, and written in natural language. \`goal\` is optional and describes the broader end goal you are ultimately trying to accomplish on behalf of the user. GitBook uses it to tailor the answer towards what is most useful for that goal. The response will contain a direct answer to the question and relevant excerpts and sources from the documentation. Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
---
# Unknown
\> For the complete documentation index, see \[llms.txt\](https://docs.gta.clothing/llms.txt). Markdown versions of documentation pages are available by appending \`.md\` to page URLs; this page is available as \[Markdown\](https://docs.gta.clothing/basics/essential-knowledge/items-position-number.md). # Items Position Number ## Introduction The \*\*Items Position Number\*\* is an essential feature within the \*\*Cloth Drawable Details\*\* section of Durty Cloth Tool. This field allows users to control the \*\*relative position\*\* of a drawable item within its \*\*drawable type category\*\* (such as shoes, jackets, or hats) in a specific cloth resource. The position number determines the order in which items are \*\*loaded and presented\*\* by the game, and it will in many cases directly influence how clothing items appear in-game, for example, in clothing stores or customization menus. {% hint style="warning" %} The \*\*Items Position Number\*\* does not represent the \*\*absolute Drawable ID\*\*. Instead, it affects the \*\*relative Drawable ID\*\* within the cloth resource, which then interacts with the game’s overall loading process, determined by Rockstar's GTA cloth resources and additional / addon cloth resources. {% endhint %}

Durty Cloth Tool Item Position Field
\## Purpose The \*\*Items Position Number\*\* is used to control the \*\*load order\*\* of clothing items within the game. When you add multiple clothing items of the same drawable type (such as multiple types of shoes), their \*\*relative position\*\* in the resource is determined by this number. This, in turn, influences: \* \*\*The order in which the items appear\*\* in various in-game menus, such as clothing stores or player customization screens. \* \*\*How the items are indexed internally\*\* when the game processes the cloth resource. ## Functionality ### Default Behavior \* \*\*Starting at Zero\*\*: When a cloth item is added to a drawable type (e.g., shoes, tops, pants), its default position will be set to \`0\`. Subsequent items will have their \*\*Items Position Number\*\* automatically incremented by \`+1\`. \* \*\*Relative to Drawable Type\*\*: The position number is relative to the specific drawable type category. For instance, the position number for shoes is distinct from the position number for jackets or pants. Each drawable type has its independent numbering sequence within the cloth resource. ### Resorting & Behaviour Options In the Durty Cloth Tool Options Window there are options for adjusting the default behaviour when adding a new cloth drawable or resorting the currently existing ones to end up with properly ordered Positions.

Durty Cloth Tool Items Position Related Options
{% hint style="info" %} See \[App & Project Settings\](/basics/good-to-know/app-and-project-settings.md) for more details. {% endhint %} ### When Items Share the Same Position \* \*\*Alphabetical Ordering\*\*: When multiple items of the same drawable type are given the same \*\*Items Position Number\*\*, they will be sorted alphabetically by their name in the game menus. For example, if two types of shoes both have a position of \`1\`, the game will decide the final order based on their names (e.g., "Running Shoes" may appear before "Sneakers"). ## How It Affects the Absolute Drawable ID While the \*\*Items Position Number\*\* controls the relative positioning within a cloth resource, it influences the \*\*absolute Drawable ID\*\* based on the overall \*\*load order of resources\*\* in the game. \* \*\*GTA V’s/R\\\* Cloth Resources\*\*: The game first loads the default Rockstar clothing resources. Any custom or modded resources (like addon cloth resources) will be layered on top of these. \* \*\*Addon Resources\*\*: The final absolute Drawable ID of a clothing item is determined by the combination of Rockstar’s native resources and any addon clothing resources. \* \*\*Ordering Impact\*\*: By adjusting the \*\*Items Position Number\*\*, you can indirectly influence the Drawable ID, because the game assigns Drawable IDs based on the order in which items are loaded. However, this is still managed on a \*\*relative\*\* basis within each drawable type. {% hint style="warning" %} Due to this, every time R\\\* releases a content update containing new cloth resources it will cause a shift in all absolute drawable ids from addon cloth resources. This happens as an additional cloth resource is loaded in between existing addon cloth resources and the basegame ones.\\ \\ Special case for FiveM is when changing the server target gamebuild as this causes the same issue as described. {% endhint %} ### Example: Adding New Shoes Let’s say you're adding new shoes to a cloth resource: \* \*\*Position 0\*\*: The first pair of shoes added is automatically assigned an \*\*Items Position Number\*\* of \`0\`. \* \*\*Position 1\*\*: The second pair of shoes is assigned \`1\`, and so on. If you want to reorder the shoes (for example, to ensure that a particular pair appears first in the list in a clothing store), you can manually adjust the \*\*Items Position Number\*\*. The game will then use this information to determine how to display the shoes in the list. ### Influence on In-Game Presentation This ordering directly affects how clothing is presented in-game. For example, in a clothing store interface: \* Items with \*\*lower Items Position Numbers\*\* will in most cases appear first. \* Items with \*\*identical position numbers\*\* will be sorted alphabetically by their name. ## Relative and Absolute Drawable Id

Showcase of Relative and Absolute Drawable Id in Durty Cloth Tool
In the appearance items list on the left side, each clothing item has an indicator which displays \\\[R000\] for the related \*\*Relative Drawable Id\*\*. Which is 0 in this case and a rough estimate of the related \*\*Absolute Drawable Id\*\*, which is 150 in this case for the male clothing and 158 for the female clothing. {% hint style="info" %} The absolute drawable id is not reliable as it is influenced by which game build you are running and which cloth resources are loaded in before this one. {% endhint %} ## alt:V & FiveM Specific Functionality There is a special case for \*\*alt:V\*\* and \*\*FiveM\*\*, these multiplayer platforms provide an API for developers to \*\*directly set a clothing item\*\* using the cloth resource name and the item's \*\*relative Drawable ID\*\* (derived from the \*\*Items Position Number\*\*). This allows for direct control over which clothing item to load, bypassing the need for calculating absolute Drawable IDs. ### Example in alt:V & FiveM Instead of relying on the load order of the clothing resources to determine the final Drawable ID, developers can use a command to load a specific clothing item by: \* \*\*Resource Name\*\*: The name of the clothing resource (e.g., "myclothes"). \* \*\*Relative Drawable ID\*\*: The position number within the cloth resource (e.g., \`Items Position Number = 2\`). This makes it much easier to manage clothing in multiplayer environments, as the system does not rely on how the game loads all resources together, but allows direct access to specific items. {% hint style="info" %} \*\*Check out related documentation for more details.\*\*\\ \\ alt:V Wiki: \\ FiveM Wiki: {% endhint %} ## Best Practices \* \*\*Start with Defaults\*\*: When creating new cloth resources, allow the tool to assign default positions for new drawables. \* \*\*Manual Adjustments\*\*: Use the \*\*Items Position Number\*\* to fine-tune the load order when needed, especially if you want to control how items are displayed in menus or sorted in-game. \* \*\*Avoid Conflicting Positions\*\*: If two items share the same \*\*Items Position Number\*\*, ensure that their names are distinct so the game can resolve any conflicts alphabetically. \* \*\*Leverage alt:V & FiveM API\*\*: For alt:V & FiveM developers, take advantage of the API that allows direct control over the drawable ID using the cloth resource name and relative position. This makes managing clothing resources more efficient. ## Summary The \*\*Items Position Number\*\* is a powerful tool for managing the relative order of clothing drawables within a cloth resource. It helps to control how items are loaded, ordered, and displayed in-game. Although it doesn't directly control the absolute Drawable ID, it significantly influences how items are presented both in singleplayer and multiplayer platforms like FiveM, alt:V, and RageMP. By understanding and using this feature effectively, developers can ensure that their clothing resources are organized and displayed exactly as intended, whether in modding singleplayer DLCs or customizing multiplayer servers. --- # Agent Instructions This documentation is published with GitBook. GitBook is the documentation platform designed so that both humans and AI agents can read, navigate, and reason over technical content effectively. Learn more at gitbook.com. ## Querying This Documentation If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question. Perform an HTTP GET request on the current page URL with the \`ask\` query parameter, and the optional \`goal\` query parameter: \`\`\` GET https://docs.gta.clothing/basics/essential-knowledge/items-position-number.md?ask=&goal= \`\`\` \`ask\` is the immediate question: it should be specific, self-contained, and written in natural language. \`goal\` is optional and describes the broader end goal you are ultimately trying to accomplish on behalf of the user. GitBook uses it to tailor the answer towards what is most useful for that goal. The response will contain a direct answer to the question and relevant excerpts and sources from the documentation. Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
---
# Unknown
\> For the complete documentation index, see \[llms.txt\](https://docs.gta.clothing/llms.txt). Markdown versions of documentation pages are available by appending \`.md\` to page URLs; this page is available as \[Markdown\](https://docs.gta.clothing/game-mechanics/behaviour-flags.md). # Behaviour Flags ## Introduction The "Ped Component Flags" or "Behavior Flags" are a set of flags used by the game to define specific behaviors for various pieces of clothing and accessories. These flags determine how an item behaves in different scenarios, such as entering a vehicle, handling first-person view, and reacting to weather conditions. ## How to set Behaviour Flags Durty Cloth Tool Choose any Cloth Drawable from the left that includes the "Behaviour Flags" option in its details. Then, select one or more Behaviour Flags to apply to

Durty Cloth Tool Behaviour Flags Option
\## Behaviour Flags in DCT | Name | Description | Additional Info | | ------------------------ | ------------------------------------------------------------------------------------------ | ------------------------------------------------------------------ | | \*\*None\*\* | No special behavior is applied. | | | \*\*Bulky\*\* | Removes bulky clothing when entering certain cars, though it remains on bikes. | Useful for items that appear too large in vehicles. | | \*\*Remove in Vehicle\*\* | Removes the item in vehicles, typically used for large hats, backpacks, and similar items. | Item reappears when leaving the vehicle. | | \*\*Armoured\*\* | Applies reduced damage to the character when wearing specific vests, armor, and helmets. | | | \*\*Lightly Armoured\*\* | Reduces fall damage when wearing the item (primarily when falling from Bikes). | Commonly applied to helmets. | | \*\*Motorcycle Helmet\*\* | Keeps the helmet on during motorcycle use, preventing automatic replacement. | Often combined with \*\*Random Helmet\*\* flag for motorcycle helmets. | | \*\*Random Helmet\*\* | Adds helmet to the random selection pool when worn on motorcycles. | Typically used alongside the \*\*Motorcycle Helmet\*\* flag. | | \*\*Flight Equipment\*\* | Keeps the item on in certain helicopters or planes. | | | \*\*Hide in First Person\*\* | Hides the item when in first-person view. | Commonly used to prevent items from obstructing view. | | \*\*Use Hat Physics\*\* | Applies physics to the item, typically throwing the hat away when leaving motorcycles. | | | \*\*Pilot Equipment\*\* | Prevents removal of the item when entering planes, jets, or helicopters. | Used for helmets and accessories. | Each of these flags provides control over how different items of clothing and accessories behave based on various conditions, allowing for nuanced gameplay and visual experiences. Some flags are unused by Rockstar and have no visible effect, primarily for completeness and potential modding purposes. --- # Agent Instructions This documentation is published with GitBook. GitBook is the documentation platform designed so that both humans and AI agents can read, navigate, and reason over technical content effectively. Learn more at gitbook.com. ## Querying This Documentation If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question. Perform an HTTP GET request on the current page URL with the \`ask\` query parameter, and the optional \`goal\` query parameter: \`\`\` GET https://docs.gta.clothing/game-mechanics/behaviour-flags.md?ask=&goal= \`\`\` \`ask\` is the immediate question: it should be specific, self-contained, and written in natural language. \`goal\` is optional and describes the broader end goal you are ultimately trying to accomplish on behalf of the user. GitBook uses it to tailor the answer towards what is most useful for that goal. The response will contain a direct answer to the question and relevant excerpts and sources from the documentation. Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
---
# Unknown
\> For the complete documentation index, see \[llms.txt\](https://docs.gta.clothing/llms.txt). Markdown versions of documentation pages are available by appending \`.md\` to page URLs; this page is available as \[Markdown\](https://docs.gta.clothing/basics/useful-to-know/creator-info.md). # Creator Info ## Introduction The \*\*Creator Info\*\* feature in Durty Cloth Tool allows users to define and store metadata about individual clothing items. This metadata provides valuable information about the creator, support resources, and descriptions. The data is stored within the \`.dctpackage\` export format and is designed to enhance collaboration and troubleshooting by preserving key details about the clothing item. ## Overview of Creator Info Tab When selecting a clothing item in the tool, a new \*\*Creator Info\*\* tab is available. This tab provides fields for adding relevant metadata and notes about the selected item.

Creator Info Tab for Durty Cloth Project Items
\### Fields and Options 1. \*\*Creator Name\*\* \* Enter the name of the creator or author of the clothing item. \* Useful for crediting the original creator in cases of ports, conversions, or edits. 2. \*\*Website/Store URL\*\* \* Provide a link to the creator’s main website or online store. \* Helps users find more of the creator's work or purchase additional content. 3. \*\*Support URL\*\* \* Enter a link to support resources, such as help documentation or troubleshooting guides. \* This is particularly useful for end-users who may need assistance with the item. 4. \*\*Description\*\* \* Add a brief description of the clothing item. \* Ideal for documenting details like functionality, usage notes, or the history of the item’s creation. 5. \*\*Lock Information on Export\*\* \* If this option is enabled, the Creator Info metadata will become locked upon exporting the item as a \`.dctpackage\`. \* Locked metadata ensures that the information remains uneditable, preserving the integrity of the creator's input. ## Exporting and Compatibility The \*\*Creator Info\*\* metadata is exclusively available when exporting items in the \`.dctpackage\` format. This format provides several benefits: \* Retains metadata, including creator information and descriptive notes. \* Allows naming of both the clothing item and its texture variations. \* Enhances collaboration and troubleshooting by preserving essential details. {% hint style="info" %} See \[Import & Export Formats\](/basics/useful-to-know/import-and-export-formats.md) for more information regarding Durty Cloth Project Import & Export formats. {% endhint %} ## Use Cases \* \*\*Attribution:\*\* Credit the original author of a clothing item. \* \*\*Support:\*\* Direct users to appropriate resources for troubleshooting or additional information. \* \*\*Notes:\*\* Add personal or technical notes to assist with organization and collaboration. ## Managing Locked Information When the \*\*Lock Information on Export\*\* option is enabled: \* The Creator Info fields become immutable in the exported \`.dctpackage\` file. \* The locking mechanism is designed to protect sensitive or critical metadata from being altered by downstream users. If you need to modify the metadata after export, ensure the locking option is disabled before exporting the \`.dctpackage\`. ## Summary The \*\*Creator Info\*\* feature is a powerful addition to the Durty Cloth Tool, enabling users to document, attribute, and share critical information about their clothing items in a structured and professional manner. --- # Agent Instructions This documentation is published with GitBook. GitBook is the documentation platform designed so that both humans and AI agents can read, navigate, and reason over technical content effectively. Learn more at gitbook.com. ## Querying This Documentation If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question. Perform an HTTP GET request on the current page URL with the \`ask\` query parameter, and the optional \`goal\` query parameter: \`\`\` GET https://docs.gta.clothing/basics/useful-to-know/creator-info.md?ask=&goal= \`\`\` \`ask\` is the immediate question: it should be specific, self-contained, and written in natural language. \`goal\` is optional and describes the broader end goal you are ultimately trying to accomplish on behalf of the user. GitBook uses it to tailor the answer towards what is most useful for that goal. The response will contain a direct answer to the question and relevant excerpts and sources from the documentation. Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
---
# Unknown
\> For the complete documentation index, see \[llms.txt\](https://docs.gta.clothing/llms.txt). Markdown versions of documentation pages are available by appending \`.md\` to page URLs; this page is available as \[Markdown\](https://docs.gta.clothing/basics/useful-to-know/durty-cloth-projects.md). # Durty Cloth Projects The \*\*Durty Cloth Projects\*\* system in Durty Cloth Tool is designed to manage your cloth modding work efficiently by organizing your files and data into a structured project folder. At the core of this system is the \`.dctproj\` file format and the project’s folder structure, which includes a critical \*\*"data"\*\* subfolder. This setup provides numerous benefits, especially when dealing with large or complex clothing packs, ensuring data consistency and smooth workflow.

Durty Cloth Tool Project Management demo
\## Structure of a Durty Cloth Project Most cloth projects in Durty Cloth Tool will have about the following structure: \`\`\` .dctproj /clothproject\_/ /data/ datacache.dat lastautobackup.dctproj statuslog.txt \`\`\` \* \*\*.dctproj File\*\*\\ This is the main project file, with a \`.dctproj\` extension. It contains references to all the assets, settings, and metadata for your project. It works similarly to a project file in any IDE, managing all the links between assets and keeping track of modifications and settings. \* \*\*ClothProject Folder\*\*\\ The root folder that houses your entire clothing project. This folder contains all the files related to your project, and is where your projects associated data and files are stored. \* \*\*Data Subfolder\*\*\\ The \*\*"data"\*\* subfolder contains important metadata and configuration files related to the clothing models, textures, and other resources. This folder is integral to your project’s integrity and ensures that all relevant data is organized properly. \* \*\*datacache.dat\*\*\\ The datacache file contains various runtime information of models powering the clothes validations and quality checks inside of Durty Cloth Tool. \* \*\*lastautobackup.dctproj\*\*\\ When enabled this file is generated every minute, whenever the project is in an unsaved state. It will be automatically prompted to be restored on application startup and helps in cases where a rollback is required. \* \*\*statuslog.txt\*\*\\ This file saves all logged information in your project. ## How Durty Cloth Projects Work The \*\*Durty Cloth Projects\*\* structure is designed to give cloth maintainers and content creators an organized workspace where assets are linked rather than scattered, allowing for efficient management of clothing resources. When working with multiple clothing models and textures, the structured project format helps: 1. \*\*Project Data Integrity\*\*\\ By storing all project related data in the \*\*"data"\*\* subfolder, all required project files and references are kept in sync. This guarantees that when the project is loaded, all related data is restored properly, avoiding missing references or broken models and textures. 2. \*\*Flexibility for Large Projects\*\*\\ For larger projects, such as those involving multiple cloth models, textures, or configurations, this structured approach reduces the risk of errors and improves performance by keeping everything organized in one place. ## Project Folder Relocation

Durty Cloth Tool Project Output Folder Setting
It’s important to note that \*\*the project folder itself cannot be moved manually\*\*. If you need to relocate your project folder to another location on your machine, it should always be done via the "\*\*Project Settings > Project Output Folder"\*\* within the Durty Cloth Tool. \* \*\*Why Relocation Needs to be Managed by the Tool\*\*\\ The \*\*.dctproj\*\* file contains file paths and references that are dependent on the current location of the project folder. Manually moving the folder would break these references, causing errors or missing files. By using the relocation feature within the tool, all internal links and references are updated automatically, ensuring the project continues to function properly. ## Project Actions Durty Cloth Tool provides \*\*Project Actions\*\* to help maintain clean and efficient projects. These actions allow users to analyze and optimize their projects with ease.

Durty Cloth Project Actions
\* \*\*Optimize Stored Data\*\*: Scans the project for unused files, calculates their total size, and prompts whether to delete them. Deleting unused files is irreversible and reduces project size but may limit rollback options if backups are not available. \* \*\*Remove Duplicates\*\*: Identifies and removes duplicate clothing items or files while ensuring shared assets like reused textures are handled correctly. Users are prompted before duplicates are removed. These actions ensure your project stays organized and optimized, making it easier to manage and reducing unnecessary clutter. ## Automatic Backup Save System

Durty Cloth Tool Automatic Project Backup Setting
To safeguard your progress, Durty Cloth Tool includes an \*\*automatic up-to-date backup save system\*\* that monitors changes in your project. This system ensures that even if you forget to save, your work is never lost. \* \*\*How it Works\*\*\\ Whenever there is an unsaved change in the project, a backup copy of the project is automatically created every minute. This backup system can be \*\*enabled via the project settings\*\* and works in the background to continuously protect your work. \* \*\*Restoring from Backup\*\*\\ If there is an existing backup that is newer than the last manually saved state, the tool will prompt you to restore the backup when you load the project. This ensures you have the option to retrieve the most recent version of your work, even if you didn’t manually save the project before closing it.\\ !\[\](/files/YNiPwbJSafm503QcPZ2I) \* \*\*Backup Save Flow:\*\* 1. \*\*Enable Backup System\*\*: Activate the automatic backup system in the \*\*Project Settings\*\*. 2. \*\*Backup Creation\*\*: The tool creates a backup every minute whenever there are unsaved changes. 3. \*\*Auto-Restore\*\*: Upon reopening a project, if a more recent backup exists than the last saved version, the tool will ask if you want to restore the backup. ## Benefits of the Durty Cloth Projects System \* \*\*Consistency Across Projects\*\*\\ The project system ensures that all related assets are neatly organized, making it easier to manage multiple projects without confusion or missing files. \* \*\*Optimized Workflow\*\*\\ By keeping metadata in the \*\*"data"\*\* folder and linking assets through the \`.dctproj\` file, modders can quickly switch between projects, knowing that everything is consistently organized. \* \*\*Scalability\*\*\\ For larger projects involving dozens or even hundreds of clothing models and textures, the project system scales easily, keeping everything manageable without losing performance. ## Summary The \*\*Durty Cloth Projects\*\* system is a powerful core component of DCT to manage your clothing modding workflow. With a structured folder format and the ability to keep metadata organized, it optimizes the process of working with clothing resources. By ensuring consistency, performance, and ease of management, Durty Cloth Tool’s project system is designed for both small and large modding projects alike. --- # Agent Instructions This documentation is published with GitBook. GitBook is the documentation platform designed so that both humans and AI agents can read, navigate, and reason over technical content effectively. Learn more at gitbook.com. ## Querying This Documentation If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question. Perform an HTTP GET request on the current page URL with the \`ask\` query parameter, and the optional \`goal\` query parameter: \`\`\` GET https://docs.gta.clothing/basics/useful-to-know/durty-cloth-projects.md?ask=&goal= \`\`\` \`ask\` is the immediate question: it should be specific, self-contained, and written in natural language. \`goal\` is optional and describes the broader end goal you are ultimately trying to accomplish on behalf of the user. GitBook uses it to tailor the answer towards what is most useful for that goal. The response will contain a direct answer to the question and relevant excerpts and sources from the documentation. Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
---
# Unknown
\> For the complete documentation index, see \[llms.txt\](https://docs.gta.clothing/llms.txt). Markdown versions of documentation pages are available by appending \`.md\` to page URLs; this page is available as \[Markdown\](https://docs.gta.clothing/cloth-modding/basics.md). # Basics Let's get down to basics. First, let's discuss the file types we'll be working with. ## \*\*YDD\*\* This is a 'drawable dictionary'. If you've worked with mapping, you'll probably have seen these used as building LODs. For what we're doing, the YDD is your 3D model and (in most cases) it's LODs. ## \*\*YTD\*\* This is a 'texture dictionary'. Unlike with mapping, your YTDs will contain a SINGLE TEXTURE. For multiple clothing textures, we make multiple YTDs. Any clothing component or prop can have up to 26 textures, and you name them down the alphabet from "A" to "Z". ## \*\*YFT\*\* This file contains the multiplayer skeleton. We won't be editing this file, but you should understand it's importance. For making clothing components, it is REQUIRED to also acquire the YFT file to use as an 'external skeleton' reference for our YDDs. If you neglect this file, your clothing will either not export correctly or will not move with the body correctly in-game. You should STUDY these files before trying to do anything with them. Open up CW RPF and type in "mp\\\_f\\\_freemode" or "mp\\\_m\\\_freemode" and look around. Open files. Click all the buttons and explore. The more you understand what you're looking at, the better off you'll be. Next, let's talk about some general, important information about clothing. ## \*\*COMPONENTS & PROPS\*\* There are two different types of mp\\\_freemode clothing & they are treated differently when working with them in blender. COMPONENTS are rigged pieces of clothing that use the MP Skel to move with the body. Because they're rigged, they have vertex groups that are weight painted, and have high/medium/low LODs (level of detail). There are 12 components: 1. \*\*ACCS\*\* also known as 'undershirts' 2. \*\*BERD\*\* also known as 'masks' 3. \*\*DECL\*\* also known as 'decals' 4. \*\*FEET\*\* also known as 'shoes' 5. \*\*HAIR\*\* self-explanatory 6. \*\*HAND\*\* also known as 'bags' or 'parachutes' 7. \*\*HEAD\*\* self-explanatory. the MP heads. 8. \*\*JBIB\*\* also known as 'tops' or 'shirts' or 'jackets' 9. \*\*LOWR\*\* also known as 'pants' 10. \*\*TASK\*\* also known as 'body armor' 11. \*\*TEEF\*\* also known as 'accessories' 12. \*\*UPPR\*\* also known as 'torso'. upper body parts. gloves go here, too. Props, on the other hand, are very similar to regular map props. They are not rigged. They are not actually a part of the mp character, but are objects that are "attached" to the body. Props use the same vertex colors, but do not usually have LODs. There are 5 prop categories: 1. \*\*P\\\_HEAD\*\* also known as 'hats' 2. \*\*P\\\_EYES\*\* also known as 'glasses/sunglasses' 3. \*\*P\\\_EARS\*\* also know as 'earrings' 4. \*\*P\\\_LWRIST\*\* also known as 'bracelets/watches' 5. \*\*P\\\_RWRIST\*\* also known as 'bracelets' ## \*\*POLYCOUNT\*\* This is something you should ALWAYS be paying attention to, whether you're converting assets from other games or modeling things yourself. A typical GTA ped component has around \\~3600 verts or less. For modding, my general rule-of-thumb is \*\*10k verts or less\*\* for any one piece of clothing. If you are making things for yourself, for Singleplayer mode, you can be much more lenient with this rule. However if you're planning to release anything for MP/FiveM you should be trying to keep your polycount as low as possible. If you are making a clothing component, you should also be creating LODs (level of detail) for your clothing that should be increasingly LOWER poly. Medium should be \*at least\* half of the polycount of your high-LOD and your Low-LOD should be less than 500 verts. You can check this by clicking the Materials tab when you have your YDD open in CW RPF.

Showing the vertex count of a piece of GTA clothing with High, Medium, and Low LODs.
Notice the high, medium, and low details. Those are the LODs. ## \*\*VERTEX COLORS\*\* Like mapping, clothing has vertex colors that are important for in-game appearance. Many people neglect this aspect of clothing and end up making bad mods. I'll detail this in more depth later, but you should know that ALL clothing, both components and props, use 2 vertex colors labelled 'colour0' and 'colour1' in-game. colour0 is almost always #FF8000 (an orange shade) and colour1 is usually #000. If you don't know why you would use a different color, then stick with these shades. You can check this by clicking the Options tab when you have your YDD open in CW RPF. Note that they are labelled '1' and '2' in CW RPF instead of 0 and 1. You can find a more detailed explanation on the vertex colors page: \[Vertex Colors\](/cloth-modding/vertex-colors.md)

an example of vertex colour 1

an example of vertex colour 2
\--- # Agent Instructions This documentation is published with GitBook. GitBook is the documentation platform designed so that both humans and AI agents can read, navigate, and reason over technical content effectively. Learn more at gitbook.com. ## Querying This Documentation If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question. Perform an HTTP GET request on the current page URL with the \`ask\` query parameter, and the optional \`goal\` query parameter: \`\`\` GET https://docs.gta.clothing/cloth-modding/basics.md?ask=&goal= \`\`\` \`ask\` is the immediate question: it should be specific, self-contained, and written in natural language. \`goal\` is optional and describes the broader end goal you are ultimately trying to accomplish on behalf of the user. GitBook uses it to tailor the answer towards what is most useful for that goal. The response will contain a direct answer to the question and relevant excerpts and sources from the documentation. Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
---
# Unknown
\> For the complete documentation index, see \[llms.txt\](https://docs.gta.clothing/llms.txt). Markdown versions of documentation pages are available by appending \`.md\` to page URLs; this page is available as \[Markdown\](https://docs.gta.clothing/cloth-modding/complete-walktrough.md). # Complete Walktrough - \[Chapter 1: Files, Embedded Textures\](https://docs.gta.clothing/cloth-modding/complete-walktrough/chapter-1-files-embedded-textures.md): Finding files, exporting to XML, and learning embedded textures - \[Chapter 2: Into Blender\](https://docs.gta.clothing/cloth-modding/complete-walktrough/chapter-2-into-blender.md) --- # Agent Instructions This documentation is published with GitBook. GitBook is the documentation platform designed so that both humans and AI agents can read, navigate, and reason over technical content effectively. Learn more at gitbook.com. ## Querying This Documentation If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question. Perform an HTTP GET request on the current page URL with the \`ask\` query parameter, and the optional \`goal\` query parameter: \`\`\` GET https://docs.gta.clothing/cloth-modding/complete-walktrough.md?ask=&goal= \`\`\` \`ask\` is the immediate question: it should be specific, self-contained, and written in natural language. \`goal\` is optional and describes the broader end goal you are ultimately trying to accomplish on behalf of the user. GitBook uses it to tailor the answer towards what is most useful for that goal. The response will contain a direct answer to the question and relevant excerpts and sources from the documentation. Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
---
# Unknown
\> For the complete documentation index, see \[llms.txt\](https://docs.gta.clothing/llms.txt). Markdown versions of documentation pages are available by appending \`.md\` to page URLs; this page is available as \[Markdown\](https://docs.gta.clothing/cloth-modding/backface-culling.md). # Backface Culling One thing to understand about GTA, for both modding clothing and regular props, is that for the most part, the game engine renders things as single-sided materials. This means that objects do not have both a viewable "front" and "back". Instead, the front-facing side is visible and the back is invisible. Take a look at the MP Male uppr\\\_015, for instance.

uppr 015
Codewalker RPF renders things single-sided like the game does. You can already start to see this effect around the collar/neck. As you can see, the "front-facing normals" of the model are visible, and the inside is not.

the inside of uppr 015 is invisible
Most GTA clothing is 'closed off' around holes like the sleeves and collar so that you do not see through the inside of the clothing. The other option is to duplicate & flip the geometry of the mesh, so that you can 'see' the inside, but this is of course more costly performance-wise. Unfortunately, the modding community is rife with people who do not understand this concept and make bad mods that are neither closed off nor have inside faces, which is why I feel it's important that this is one of the first concepts I explain. --- # Agent Instructions This documentation is published with GitBook. GitBook is the documentation platform designed so that both humans and AI agents can read, navigate, and reason over technical content effectively. Learn more at gitbook.com. ## Querying This Documentation If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question. Perform an HTTP GET request on the current page URL with the \`ask\` query parameter, and the optional \`goal\` query parameter: \`\`\` GET https://docs.gta.clothing/cloth-modding/backface-culling.md?ask=&goal= \`\`\` \`ask\` is the immediate question: it should be specific, self-contained, and written in natural language. \`goal\` is optional and describes the broader end goal you are ultimately trying to accomplish on behalf of the user. GitBook uses it to tailor the answer towards what is most useful for that goal. The response will contain a direct answer to the question and relevant excerpts and sources from the documentation. Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
---
# Unknown
\> For the complete documentation index, see \[llms.txt\](https://docs.gta.clothing/llms.txt). Markdown versions of documentation pages are available by appending \`.md\` to page URLs; this page is available as \[Markdown\](https://docs.gta.clothing/game-mechanics/skin-tone-data.md). # Skin Tone Data --- # Agent Instructions This documentation is published with GitBook. GitBook is the documentation platform designed so that both humans and AI agents can read, navigate, and reason over technical content effectively. Learn more at gitbook.com. ## Querying This Documentation If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question. Perform an HTTP GET request on the current page URL with the \`ask\` query parameter, and the optional \`goal\` query parameter: \`\`\` GET https://docs.gta.clothing/game-mechanics/skin-tone-data.md?ask=&goal= \`\`\` \`ask\` is the immediate question: it should be specific, self-contained, and written in natural language. \`goal\` is optional and describes the broader end goal you are ultimately trying to accomplish on behalf of the user. GitBook uses it to tailor the answer towards what is most useful for that goal. The response will contain a direct answer to the question and relevant excerpts and sources from the documentation. Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
---
# Unknown
\> For the complete documentation index, see \[llms.txt\](https://docs.gta.clothing/llms.txt). Markdown versions of documentation pages are available by appending \`.md\` to page URLs; this page is available as \[Markdown\](https://docs.gta.clothing/game-mechanics/ped-expression-flags.md). # Ped Expression Flags --- # Agent Instructions This documentation is published with GitBook. GitBook is the documentation platform designed so that both humans and AI agents can read, navigate, and reason over technical content effectively. Learn more at gitbook.com. ## Querying This Documentation If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question. Perform an HTTP GET request on the current page URL with the \`ask\` query parameter, and the optional \`goal\` query parameter: \`\`\` GET https://docs.gta.clothing/game-mechanics/ped-expression-flags.md?ask=&goal= \`\`\` \`ask\` is the immediate question: it should be specific, self-contained, and written in natural language. \`goal\` is optional and describes the broader end goal you are ultimately trying to accomplish on behalf of the user. GitBook uses it to tailor the answer towards what is most useful for that goal. The response will contain a direct answer to the question and relevant excerpts and sources from the documentation. Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
---
# Unknown
\> For the complete documentation index, see \[llms.txt\](https://docs.gta.clothing/llms.txt). Markdown versions of documentation pages are available by appending \`.md\` to page URLs; this page is available as \[Markdown\](https://docs.gta.clothing/getting-started/working-together.md). # Working Together ## Introduction Collaborating on \*\*Durty Cloth Tool\*\* (DCT) projects with your team is straightforward when using version control systems like Git. This guide explains how to configure and share DCT projects correctly, ensuring seamless collaboration across multiple users. ## Step 1: Enable Sharing for Your Project

Durty Cloth Tool Project Settings for Sharing and Collaboration
1\. Open your \*\*Durty Cloth Project\*\* in DCT. 2. Navigate to \*\*Project Settings > Sharing and Collaboration\*\*. 3. Enable the \*\*Force relative file paths to allow for sharing this project\*\* checkbox. {% hint style="info" %} This option ensures that the cloth project references all related files and folders using relative paths, making it compatible for sharing. {% endhint %} ## Step 2: Set Up a Version-Controlled Folder We’ll use Git and \[GitHub\](https://github.com/) as an example for creating a version-controlled folder, but this process works with other services like GitLab, Bitbucket, or Azure DevOps. ### Create a Repository on GitHub 1. Go to \[GitHub\](https://github.com/) and sign in. 2. Create a \[\*\*New Repository\*\*\](https://github.com/new). 3. Provide a \*\*Repository Name\*\* and set its visibility to \*\*Private\*\* (optional for collaboration within a secure environment). 4. Click \*\*Create Repository\*\*. ## Step 3: Clone the Repository Locally 1. Open your Git client (e.g., Git Bash, GitHub Desktop, or another tool). 2. Clone the repository using the command:
git clone https://github.com/username/repository-name.git
3\. Replace \`username\` and \`repository-name\` with your GitHub credentials. 4. After cloning, navigate to the local repository folder on your computer. This will serve as the version-controlled folder where the DCT project files will reside. ### Step 4: Move Your Project Files to the Git Folder 1. Close DCT before proceeding. 2. Move the \*\*\`.dctproj\`\*\* file and the \*\*\`clothproject\`\*\* folder into the cloned repository folder. The directory structure should look like this: \`\`\` gitcontrolled\_folder ├── clothproject\_test │ └── data └── clothtest.dctproj \`\`\` 3. Reopen DCT and load the project from the Git-controlled folder. {% hint style="info" %} In some cases, DCT might prompt you to \*\*relocate the clothproject folder\*\*. This happens if the \`.dctproj\` file and \`clothproject\` folder were not originally in the correct relative position. Follow the prompt to ensure everything is correctly linked. {% endhint %} ## Step 5: Commit and Share the Project 1. Open your Git client and stage the project files: \`\`\`git git add . \`\`\` 2. Commit the changes with a message: \`\`\`git git commit -m "Initial commit of Durty Cloth Project" \`\`\` 3. Push the changes to the remote repository: \`\`\`git git push origin main \`\`\` 4. Share the repository URL with your team members. ## Step 6: Team Members Clone and Load the Project Team members can now: 1. Clone the repository using the same process as \*\*Step 3\*\*. 2. Open the project in \*\*Durty Cloth Tool\*\* by loading the \`.dctproj\` file from the Git-controlled folder. ## Benefits of the Shared Project Setting The \*\*Shared Project\*\* setting ensures: 1. \*\*Independent Build Paths\*\*: Each team member has a personal build output folder, preventing conflicts in build paths. 2. \*\*Relative File Referencing\*\*: Ensures all project-related files are referenced relatively, avoiding path mismatches between collaborators. ## Requirements for Collaboration \* All users must have \*\*Durty Cloth Tool\*\* installed and set up. \* Basic knowledge of Git is recommended for committing, pulling, and pushing changes. --- # Agent Instructions This documentation is published with GitBook. GitBook is the documentation platform designed so that both humans and AI agents can read, navigate, and reason over technical content effectively. Learn more at gitbook.com. ## Querying This Documentation If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question. Perform an HTTP GET request on the current page URL with the \`ask\` query parameter, and the optional \`goal\` query parameter: \`\`\` GET https://docs.gta.clothing/getting-started/working-together.md?ask=&goal= \`\`\` \`ask\` is the immediate question: it should be specific, self-contained, and written in natural language. \`goal\` is optional and describes the broader end goal you are ultimately trying to accomplish on behalf of the user. GitBook uses it to tailor the answer towards what is most useful for that goal. The response will contain a direct answer to the question and relevant excerpts and sources from the documentation. Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
---
# Unknown
\> For the complete documentation index, see \[llms.txt\](https://docs.gta.clothing/llms.txt). Markdown versions of documentation pages are available by appending \`.md\` to page URLs; this page is available as \[Markdown\](https://docs.gta.clothing/getting-started/frequently-asked-questions.md). # Frequently Asked Questions Here are some of the most commonly asked questions about using Durty Cloth Tool and troubleshooting related issues. For more detailed information, refer to the relevant articles linked where applicable. {% hint style="warning" %} In any case of issue please \*\*make sure the cloth resource is really loaded\*\* and \*\*tests are done on a isolated environment\*\* with just the cloth resource and a simple script to set/preview the clothes ingame. Additionally make sure to clean any cache before investigating further.\\ \\ See \[Testing Addon Clothes\](/getting-started/testing-addon-clothes.md) for a quick guide on how to setup an isolated cloth testing server. {% endhint %} {% hint style="warning" %} In case of \*\*License Issues\*\* please read \[License Activation\](/getting-started/license-activation.md#known-issues-and-solutions) in our License Activation Guide. {% endhint %} ### Why are my legs (partly) invisible in 3D Preview / In-Game? In most cases, this happens because an item meant for the \`accs\` drawable type is being placed in the \`lowr\` drawable type. Try changing the drawable type and test again. ### Why is my pants/texture looking blurry in-game? This could be due to a few reasons: 1. The texture may be incorrectly compressed, broken, or not a power-of-2 size. 2. For clothes with skin tone data, textures are automatically reduced to 512x512 by GTA V, which is a limitation of the game engine. ### When building, I get the error "No write permission in output folder." What should I do? The application doesn't have permission to create or modify files in the selected output folder. Either choose another output location or run Durty Cloth Tool with elevated/admin rights. ### My clothing is invisible or wrong in-game for others/myself. What’s wrong? The texture may be compressed using \*\*BC7\*\*, a DX11-only compression format. Ensure that your game is running in \*\*DirectX 11\*\* or convert the texture to another format using the \[Optimizing Clothes\](/basics/essential-knowledge/optimizing-clothes.md) feature in Durty Cloth Tool. ### Some Clothing on Game Builds like 3095 can't be selected in game/are invisible For example Tops with the Id 550, 551, 552 .. 557... This is due to these clothes being part of a R\\\* 'Gen 9' Exclusive DLC, which basically means this is currently console exclusive content that just exists as placeholders on PC. Only way to 'fix' this is by replacing related files. ### Getting "\*\*Execution of the INIT\\\_SESSION function for CExtraContentWrapper error (TxdStore Pool Full, Size == 105500)\*\*" The Texture Store / game pool is full, which happens when your game is loading too many .YTD files. This can be fixed by either raising the game pool size (which is normally not recommended as it can cause game stability issues) or by simply removing some mods (MLOs, Vehicles, Clothing etc) from your server. ### I only have a .YTD file, how can I add it as clothing? In this case usually you received a .YTD file which is intended to replace a R\\\* Clothing Texture Variation. You either need to add it as replace or you need to look up the R\\\* related Clothing .YDD file, which you can easily do by finding the cloth on \[Pleb Masters\](https://forge.plebmasters.de/clothes) and grabbing the related file from your game. ### How to change relative or absolute drawable id for an cloth? You can use Durty Cloth Tools "Position" feature to influence which (relative/absolute) drawable id a cloth will receive. Please see our \[Items Position Number\](/basics/essential-knowledge/items-position-number.md) documentation for full details how it works and how to influence the Id. ### Why doesn’t my clothing load/show up in-game? Ensure the addon cloth resources are correctly loaded via the server configuration. For FiveM, you also need the necessary Patreon Tier subscription to support custom clothing on servers with more than 10 player slots. ### My clothing (drawable) IDs have shifted, and the order is now incorrect. What happened? This can happen when new clothes are added to the pack, or when the game updates. Learn more about \[Items Position Number\](/basics/essential-knowledge/items-position-number.md) to avoid this issue. ### How can I add clothing to an existing cloth resource/cloth pack without a Durty Cloth Project? First create a Durty Cloth Project based on the cloth files from the cloth resource / cloth pack you want to work on, then continue adding to it in order to generate a new cloth resource. See \[First Cloth Resource\](/getting-started/first-cloth-resource.md) for more information. ### I used the "Cut Hair" options, but in-game the hair doesn't cut properly. What can I do? Ensure that the mask or head prop used is set up correctly, and that the hair has the correct alternate models or proper ped expression flags for cutting. More information can be found in the \[Cutting Hairs\](/basics/essential-knowledge/cutting-hairs.md) article. ### My high heels don't work in-game. Why? Either the shoes aren’t rigged to support high heels or the \*\*YMT limit\*\* has been reached, preventing the game from loading the required configuration file. More information can be found in the \[High Heels\](/basics/essential-knowledge/high-heels.md) and \[Game Limits and Crashes\](/game-mechanics/game-limits-and-crashes.md) article. ### How do I add or replace face overlays like makeup, eyebrows, lipstick, etc.? Currently, face overlays are \*\*replace-only\*\*, and no additional addon overlays can be loaded. This is a limitation of GTA V. ### How do I prevent my server clothes from shifting when I add new clothes to my cloth project? To avoid shifting clothes, consider using placeholders or dummy IDs and implementing an \*\*abstract ID mapping system\*\*. Learn more about this in our \[Placeholders/Dummy Ids\](/basics/good-to-know/placeholders-dummy-ids.md) article. ### How do I replace clothes using Durty Cloth Tool? Durty Cloth Tool doesn't support replacing base game / R\\\* clothes. Generally this approach is not recommended as properly doing it is hard. The simplest way to do it is by searching the cloth you want to replace on \[Pleb Masters\](https://forge.plebmasters.de/clothes) and replacing the cloth model and texture file. We don't provide support for this either in the tool or on the Discord. ### I see an error/warning/information message in Durty Cloth Tool. How can I fix it? Messages will contain detailed instructions on how to resolve issues. If you're unsure, contact the original cloth creator for more information. See \[Cloth Analysis Report\](/basics/essential-knowledge/cloth-analysis-report.md) article for more information. ### How do I optimize more than one embedded texture at a time? Mass optimization isn't recommended as it may lead to issues. It's best to optimize a few textures at a time and verify the results in-game before making broader changes. See our \[Optimizing Clothes\](/basics/essential-knowledge/optimizing-clothes.md) article for more details. ### How can I change the absolute drawable ID that a clothing piece gets in the game? You can control the drawable ID assignment through the tool by adjusting the \*\*Items Position Number\*\* field. However, keep in mind that absolute IDs are dependent on the load order of the cloth resource. See \[Items Position Number\](/basics/essential-knowledge/items-position-number.md) for more information. ### My game crashes when I load or wear clothes. What should I do? This is likely caused by hitting the game's internal limits. Learn more about GTA V's limitations and how to avoid crashes in our \[Game Limits and Crashes\](/game-mechanics/game-limits-and-crashes.md) article. ### 'Invalid fixup, address is neither virtual nor physical' When wearing a cloth the game crashes with above mentioned reason. In most cases this is related to the specified file being in some corrupted state. For Clothes this can be in many cases fixed in Durty Cloth Tool by Right Clicking the related Cloth and selecting "\*\*Fix (invalid fixup) file\*\*". ### 3D preview shows a blue screen. What’s wrong? This could be due to an incorrect GTA V directory setup or mods interfering with the preview. Reset the GTA V directory in \*\*App Settings\*\* and ensure you're using a clean GTA installation. See our \[App & Project Settings\](/basics/good-to-know/app-and-project-settings.md) article for more information. ### What can I do if my textures are too large and impact performance? Consider reducing the texture size, typically by half, and verify that it still looks good in-game. Ideally, textures should not exceed 1MB in size. See \[Optimizing Clothes\](/basics/essential-knowledge/optimizing-clothes.md) for more details. ### Why does Durty Cloth Tool not open a window after launch? This might be due to corrupted settings or compatibility issues with Windows. Try deleting the settings file or adjusting compatibility settings in Windows. ### Why do my hats only load the first 48 items after adding more? GTA V imposes a limit on the number of hats that can be loaded, which includes both vanilla and addon hats. You may have reached this limit. See our \[Game Limits and Crashes\](/game-mechanics/game-limits-and-crashes.md) article for more information. ### What is the dummy texture used for in Durty Cloth Tool? The dummy texture is used as a placeholder for items without proper textures during resource building. See our \[Placeholders/Dummy Ids\](/basics/good-to-know/placeholders-dummy-ids.md) article for more information. ### What should I do if my textures appear overly green or blue after optimization? This can happen due to the \*\*BC compression formats\*\*. Try switching to another format, and always restore the original texture before optimizing again. ### How do I change the type of a clothing item, like a helmet? Use the \*\*Item Details\*\* section to adjust the drawable/component type. Note that the cloth may need to be re-rigged to function properly with a new drawable type. ### Why does my hat or cloth appear flipped in the 3D preview? This is likely just a visual issue in the preview. Check the item in-game to ensure it's working correctly. ### How do I transfer my license to another machine? \[Create a support ticket\](https://discord.com/channels/1074580032258854954/1176840388863086624) on our \[Discord \](https://discord.plebmasters.de/)to unlock the hardware ID and transfer your license. ### My license isn't loading but I have an active subscription. Why? Make sure you’ve downloaded the latest license and that your hardware ID matches the one linked to your subscription. See our \[License Activation\](/getting-started/license-activation.md) guide for more information. ### My cloth looks wet and shiny in-game even though it shouldn't (because the weather is sunny/it's not raining) This issue occurs due to an incorrect setup of the cloth model, specifically the \*\*vertex alpha\*\* values. The vertex alpha is responsible for how the cloth interacts with the environment, including how it reflects light. If the vertex alpha is not configured correctly, it can cause the cloth to appear wet or shiny, even under dry weather conditions like sunny days. The cloth creator will need to adjust the vertex alpha values in the model. This typically involves ensuring that the vertex alpha is set correctly to avoid unintended reflections. You should contact the original cloth creator and request that they fix this issue in the model's configuration. ### My clothing is shaking like crazy Clothing that shakes or jitters excessively in the game is often a result of incorrect \*\*vertex colors\*\* in the cloth model. The vertex colors control how the cloth behaves and looks. For proper behavior, the vertex colors should be set as follows: \* \*\*Color 1\*\*: \`#ff8000\` \* \*\*Color 2\*\*: \`#000\` with no alpha. If these values are not correctly applied, the clothing may behave erratically in the game, leading to excessive shaking or jittering. The cloth model needs to be corrected by adjusting the vertex colors to the appropriate values. Contact the cloth creator and inform them of this issue so they can make the necessary adjustments to the model. ## Additional Support If you need further assistance, join our \[Discord community\](https://discord.plebmasters.de) for more help! --- # Agent Instructions This documentation is published with GitBook. GitBook is the documentation platform designed so that both humans and AI agents can read, navigate, and reason over technical content effectively. Learn more at gitbook.com. ## Querying This Documentation If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question. Perform an HTTP GET request on the current page URL with the \`ask\` query parameter, and the optional \`goal\` query parameter: \`\`\` GET https://docs.gta.clothing/getting-started/frequently-asked-questions.md?ask=&goal= \`\`\` \`ask\` is the immediate question: it should be specific, self-contained, and written in natural language. \`goal\` is optional and describes the broader end goal you are ultimately trying to accomplish on behalf of the user. GitBook uses it to tailor the answer towards what is most useful for that goal. The response will contain a direct answer to the question and relevant excerpts and sources from the documentation. Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
---
# Unknown
\> For the complete documentation index, see \[llms.txt\](https://docs.gta.clothing/llms.txt). Markdown versions of documentation pages are available by appending \`.md\` to page URLs; this page is available as \[Markdown\](https://docs.gta.clothing/getting-started/first-addon-tattoo.md). # First Addon Tattoo

Pleb Masters: Forge 3D Tattoo Editor demo with Export to Durty Cloth Tool
\## Introduction This guide will walk you through creating your first addon tattoo resource using \*\*Durty Cloth Tool\*\*. Before starting, ensure you have \*\*Durty Cloth Tool\*\* installed and a \*\*Cloth Project\*\* created. If you need help with these steps, refer to the following documentation: \* \[Installing Durty Cloth Tool\](/getting-started/quickstart.md) \* \[Creating a Cloth Project\](https://docs.gta.clothing/getting-started/pages/PQJs9nEngsCyThn8BTjf#id-1.-creating-your-first-cloth-project) {% hint style="info" %} Additionally, you’ll need a square-format image for your tattoo. Square images are required as this is the format the game uses for tattoos. {% endhint %} ## Step 1: Open the 3D Tattoo Editor

Pleb Masters: Forge 3D Tattoo Editor
To position your tattoo correctly on the player model, we’ll use the \*\*3D Tattoo Editor\*\* provided by Pleb Masters: Forge. You can access the editor at: \[\*\*Pleb Masters: Forge 3D Tattoo Editor\*\*\](https://forge.plebmasters.de/tattoo3d/) This tool lets you: \* Position the tattoo on the desired area of the player model. \* Scale the tattoo. \* Rotate the tattoo to fit correctly on the body. {% hint style="info" %} In order to use the Pleb Masters: Forge 3D Tattoo Editor it is required to be logged in. If you haven't got a Pleb Masters account yet, easily create one using Discord by logging in to the website in the upper right corner. {% endhint %} ## Step 2: Upload Your Tattoo Image

Example 3D Tattoo Editor Configuration
1\. In the \*\*3D Tattoo Editor\*\*, click the \*\*Upload Tattoo Image\*\* button. 2. Select your tattoo image file (ensure it is in square format). 3. Use the following settings to define the tattoo's placement: \* \*\*Gender\*\*: Select Male or Female. \* \*\*Zone\*\*: Choose the body zone where the tattoo will appear (e.g., Torso, Arm). \* \*\*UV Position (X/Y)\*\*: Adjust the sliders to position the tattoo on the body. \* \*\*Scale\*\*: Modify the tattoo’s size proportionally using the \*\*Scale\*\* slider. Lock or unlock the aspect ratio as needed. \* \*\*Rotation\*\*: Use the rotation slider to align the tattoo properly. {% hint style="info" %} \*\*Recommended Tattoo Size is 512x512\*\*, keep in mind 1024x1024 is the maximum size that the game engine supports. {% endhint %} ## Step 3: Create the Tattoo in Durty Cloth Tool

Easily Create Tattoo in Durty Cloth Tool
{% hint style="warning" %} As previously mentioned, this requires to have a updated Version of Durty Cloth Tool installed, see \[Quickstart\](/getting-started/quickstart.md) and \[/pages/PQJs9nEngsCyThn8BTjf#id-1.-creating-your-first-cloth-project\](https://docs.gta.clothing/getting-started/pages/PQJs9nEngsCyThn8BTjf#id-1.-creating-your-first-cloth-project "mention") for information how to prepare a Cloth Project in before. {% endhint %} Once satisfied with the positioning, scaling, and rotation: 1. \*\*Option 1: Use "Create Tattoo in Durty Cloth Tool" Button\*\* \* Press the \*\*Create Tattoo in Durty Cloth Tool\*\* button. \* This will directly add the tattoo to your currently loaded project in \*\*Durty Cloth Tool\*\*. \* If prompted, confirm running the link with the \*\*Durty Cloth Tool Launcher\*\* to proceed. 2. \*\*Option 2: Copy Raw Values\*\* \* Alternatively, press the \*\*Copy\*\* button to manually copy the UV Position, Scale, and Rotation values. \* You can then input these values manually within Durty Cloth Tool or use them to manually create tattoo related meta files. {% hint style="danger" %} In case the 'Create Tattoo in Durty Cloth Tool' Button doesn't create the tattoo in your Durty Cloth Tool instance, make sure you have the latest version installed and \*\*try closing any currently running Durty Cloth Tool instances\*\*. As last resort it is always possible to manually add the tattoo in your Durty Cloth Project and apply the copied raw values using the right click context menu and selecting '\*\*Paste UV Pos/Scale Data\*\*'. {% endhint %} ## Step 4: Adjust Tattoo Settings in Durty Cloth Tool

Example of the tattoo added in a Durty Cloth Project
Once the tattoo is added to your project in \*\*Durty Cloth Tool\*\*, you can fine-tune additional settings: \* \*\*Gender\*\*: Set the tattoo to be available for both genders if desired. \* \*\*Additional Options\*\*: Modify any other available settings for the tattoo (e.g., DLC name, zone restrictions). ## Step 5: Build the Project Finally, build your project to generate the addon tattoo resource. Refer to the \[Build Options Documentation\](/basics/essential-knowledge/build-options.md) for detailed information on the various available building options. ## Step 6: Configure your tattoo script In order to load and test your new addon tattoos in game, an tattoo script is required. There is plenty available for the various platforms existing if you haven't got one yet. Due to the nature of how addon tattoos work, these scripts usually require additional configurations to be done in order to preview your tattoo in game. Please see our \[Dynamic Config Builders\](/basics/useful-to-know/dynamic-config-builders.md) article for more information regarding configuration files DCT can automatically generate for you. {% hint style="info" %} In most cases we recommend getting in contact with your tattoo script creator to get support on configuring your new addon tattoos.\\ \\ Ticking the "\*\*Tattoos info dump\*\*" configuration \*\*option in the Build Window\*\* will also make sure you have a file that contains all information required for most tattoo script configuration files. {% endhint %} ## Step 7: Profit You just created your first GTA 5 addon tattoo resource wohoo!

\## Additional Notes \* \*\*Free Version Support\*\*: Durty Cloth Tool allows up to 5 tattoos to be added completely free of charge. For larger projects, consider subscribing to one of the available licensing tiers. \* \*\*Convenience\*\*: Using the \*\*Create Tattoo in Durty Cloth Tool\*\* button is the fastest and easiest method to add tattoos to your project. ## Summary You’ve successfully created and added your first addon tattoo using \*\*Durty Cloth Tool\*\* and the \*\*3D Tattoo Editor\*\*. With these tools, you can now expand your tattoo collection and customize them to fit your needs perfectly. Lets continue by adding clothes to your newly created Durty Cloth Project! Click on one of the cards below to continue. See you there 🚀
| | | |
| --- | --- | --- |
| **Adding your first addon clothes** | See how to easily create addon cloth resources 🚀🚀 | [/pages/PQJs9nEngsCyThn8BTjf](https://docs.gta.clothing/pages/PQJs9nEngsCyThn8BTjf) |
| **Dig into DCT Essential Knowledge** | Learn how to benefit from our powerful features 👕 | [/pages/ckTAa7xq7gdtSMTmig4a](https://docs.gta.clothing/pages/ckTAa7xq7gdtSMTmig4a) |
| **Dive deeper** | Discover GTA V clothing game mechanics | [/pages/tDXVn492AmLovxFtlTsF](https://docs.gta.clothing/pages/tDXVn492AmLovxFtlTsF) |
\--- # Agent Instructions This documentation is published with GitBook. GitBook is the documentation platform designed so that both humans and AI agents can read, navigate, and reason over technical content effectively. Learn more at gitbook.com. ## Querying This Documentation If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question. Perform an HTTP GET request on the current page URL with the \`ask\` query parameter, and the optional \`goal\` query parameter: \`\`\` GET https://docs.gta.clothing/getting-started/first-addon-tattoo.md?ask=&goal= \`\`\` \`ask\` is the immediate question: it should be specific, self-contained, and written in natural language. \`goal\` is optional and describes the broader end goal you are ultimately trying to accomplish on behalf of the user. GitBook uses it to tailor the answer towards what is most useful for that goal. The response will contain a direct answer to the question and relevant excerpts and sources from the documentation. Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
---
# Unknown
\> For the complete documentation index, see \[llms.txt\](https://docs.gta.clothing/llms.txt). Markdown versions of documentation pages are available by appending \`.md\` to page URLs; this page is available as \[Markdown\](https://docs.gta.clothing/getting-started/first-cloth-resource.md). # First Cloth Resource ## Introduction Durty Cloth Tool is an extensive tool allowing users to create add-on clothing packs for alt:V, FiveM, Singleplayer and RageMP. {% hint style="info" %} \*\*Durty Cloth Tool is a Subscription based licensed Software Tool.\*\* It is actively maintained and supported, please be aware an active Subscription is needed to use this powerful tool in its full glory. Head to \[License Activation\](/getting-started/license-activation.md#buying-a-license) for more details. {% endhint %} !\[Short Durty Cloth Tool demo\](/files/CGJF5HaANv64xnQngp7G) {% hint style="warning" %} \*\*Make sure to have Durty Cloth Tool installed and running before continuing\*\* with this article, see \[Quickstart\](/getting-started/quickstart.md) for a quick guide on how to Download, Install & Start Durty Cloth Tool. {% endhint %} {% hint style="info" %} \*\*If you have an active Durty Cloth Tool Subscription\*\*, before starting, please see \[License Activation\](/getting-started/license-activation.md) in order to run DCT in fully licensed mode. {% endhint %} ### Looking for a Video instead? We can recommend this (meanwhile a little bit outdated) Video on How to Get Started with Durty Cloth Tool! {% embed url="" %} (Outdated) Video covering the basics of Durty Cloth Tool and How to Get Started {% endembed %} ## 1. Creating your first Cloth Project The first screen you should see is the tool running with a newly created, empty, clothes project. Before we start to add clothes to your cloth project, we will need to finish setting up the project and save it somewhere. {% hint style="info" %} See our article about the \[User Interface\](/basics/essential-knowledge/user-interface.md) for more information. {% endhint %}

Durty Cloth Tool with an empty / new Project
\*\*Open the Project Settings\*\* by clicking on "\*\*⚙️Settings\*\*" in the bottom right of the application. This will open the Project Settings window where we will have to define the following required fields: \* \*\*Project Name\*\*\\ Enter a simple desired name for this cloth project \* \*\*DLC Name\*\*\\ Setting Project Name will automatically set the DLC Name too, you can keep it that way in most cases \* \*\*Project Output / Save Folder\*\*\\ This is the folder where your Cloth Project with all its data will be stored, choose wisely {% hint style="info" %} See our article about the \[Durty Cloth Projects\](/basics/useful-to-know/durty-cloth-projects.md) for more information regarding the Durty Cloth Project format and \[App & Project Settings\](/basics/good-to-know/app-and-project-settings.md) for detailed explanations regarding all available settings. {% endhint %}

Durty Cloth Tool Project Settings Window
If you have done setting up your Cloth Project, you can \*\*go ahead and quickly save it\*\* in order to be able to continue working on it at some later point. {% hint style="info" %} It is considered as best practice to keep the .dctproject file near the Project Output folder, for example on the same directory level as the \`clothproject\_\` folder of your Cloth Project. {% endhint %}

Durty Cloth Tool Project Save dropdown
Congratulations, you have finished setting up your first Cloth Project 🥳. In the next steps we will continue by adding our first clothes to it 👕 ## 2. Adding Clothes to your Cloth Project Before adding clothes to your Cloth Project, we will quickly have to cover what exactly we consider a Cloth: \* \*\*YDD File\*\* (Drawable) is the game file format that holds cloth model information, \*\*basically an untextured model of the cloth\*\* you are adding. \* \*\*YTD File\*\* (Texture) is the game file format that holds texture information, \*\*basically a texture variation of the cloth\*\* you are adding. {% hint style="info" %} See our article about \[Drawable Types & Textures\](/game-mechanics/drawable-types-and-textures.md) for more information. {% endhint %}

Durty Cloth Tool Options for adding clothes
Durty Cloth Tool offers many options for adding either male or female clothes to your cloth project. We will quickly cover them: \* :card\\\_box: \*\*Import package\*\*, the most easy way to get clothes added. Imports \`\*.dctpackage\` files which contain all information related to one or multiple clothes. See \[Import & Export Formats\](/basics/useful-to-know/import-and-export-formats.md) for more details. \* :transgender\\\_symbol: \*\*Add\*\*, offers various methods to add clothes where the target gender will be automatically resolved. \* :man: \*\*Add Male\*\*, offers various methods to add specifically male clothes. Useful in cases where Add method is not able to determine the target gender automatically. \* :woman: \*\*Add Female\*\*, offers various methods to add specifically female clothes. Useful in cases where Add method is not able to determine the target gender automatically. {% hint style="info" %} In most cases ':transgender\\\_symbol: Add > :open\\\_file\\\_folder: Add from folder(s)' should be the best option as it should be able to automatically detect most of the information needed by the file names. {% endhint %} {% hint style="warning" %} You will \*\*require cloth files (YDD & YTD) in order to continue\*\*. \\ \\ We \*\*suggest to\*\* \[\*\*check out Forge Hub\*\*\](https://forge.plebmasters.de/hub/Cloth)\*\*, our GTA V Content publishing platform\*\*. It features lots of free clothes from amazing creators. {% endhint %} In our test we will continue by downloading a simple female dress by Quixotic on Forge Hub: When downloaded and extracted it should contain a bunch of YDD and YTD files like this.

Downloaded and extracted cloth files
As you can see these file names don't contain any gender / ped name, this is why we have to select any of the options from the ":woman: \*\*Add Female\*\*" dropdown. In this case we will choose ":woman: \*\*Add Female >\*\* :open\\\_file\\\_folder: \*\*Add from folder(s)\*\*". {% hint style="info" %} See our article about \[Auto Cloth Data Resolving\](/basics/good-to-know/auto-cloth-data-resolving.md) to better understand how Durty Cloth Tool automatically helps you resolve cloth information. {% endhint %}

Adding female clothes in Durty Cloth Tool
{% hint style="info" %} \*\*When adding High Heels or Clothes that support the Cut Hairs option (Hats, Masks etc)\*\* on the right side for hairs, you can read \[High Heels\](/basics/essential-knowledge/high-heels.md) and \[Cutting Hairs\](/basics/essential-knowledge/cutting-hairs.md) to find out how to configure these specifically. {% endhint %} {% hint style="info" %} If you have licensed DCT Version you can \*\*make full use of our 3D Preview feature\*\* in order to see your added clothes in much more detail. See this article for more information: \[3D Previewing Clothes\](/basics/essential-knowledge/3d-preview-clothes.md) {% endhint %} {% hint style="info" %} \*\*Your added clothes got a ❗\*\* :bulb: \*\*or other icon in front of it\*\*? In this case Durty Cloth Tool automatically recognized an issue with the added cloth or has some useful information for you about it, see our article about \[Cloth Analysis Report\](/basics/essential-knowledge/cloth-analysis-report.md) for more information. {% endhint %} ## 3. Building your Cloth Project to a Cloth Resource If you have finished adding clothes and made sure you are happy with the options, you can open the build window to generate your desired GTA 5 addon cloth resource output. Select your target resource type / platform, give your cloth pack collection a unique (short)name and select the output directory of your addon pack. {% hint style="info" %} See our article about \[Build Options\](/basics/essential-knowledge/build-options.md) for more information. {% endhint %}

Durty Cloth Tool Project Build Window
Pressing "\*\*Build\*\*" should end up creating your addon cloth resource at the selected output location. From here on you can take these files and copy it to your desired server resources folder.

Successfully built Durty Cloth Tool Project
\## 4. Profit

You just created your first GTA 5 addon cloth resource yaaayyy! {% hint style="success" %} \*\*Make sure to always save your project\*\* using the "File > Save" menu item, so you can always continue working on your GTA 5 addon cloth pack by adding, removing or replacing files. {% endhint %} Lets continue by testing your newly created GTA 5 addon cloth resource! Click on one of the cards below to continue. See you there 🚀
| | | |
| --- | --- | --- |
| **Test your addon clothes** | See how to easily test your Addon Clothes 🧪 | [/pages/BIydFVbCJc0wJhesUDPm](https://docs.gta.clothing/pages/BIydFVbCJc0wJhesUDPm) |
| **Dig into DCT Essential Knowledge** | Learn how to benefit from our powerful features 👕 | [/pages/ckTAa7xq7gdtSMTmig4a](https://docs.gta.clothing/pages/ckTAa7xq7gdtSMTmig4a) |
| **Dive deeper** | Discover GTA V clothing game mechanics | [/pages/tDXVn492AmLovxFtlTsF](https://docs.gta.clothing/pages/tDXVn492AmLovxFtlTsF) |
\#### Alternatively we can recommend this (meanwhile a little bit outdated) In Depth Guide to Durty Cloth Tool by Onslaught {% embed url="" %} Video covering some of the more advanced topics in Durty Cloth Tool {% endembed %} --- # Agent Instructions This documentation is published with GitBook. GitBook is the documentation platform designed so that both humans and AI agents can read, navigate, and reason over technical content effectively. Learn more at gitbook.com. ## Querying This Documentation If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question. Perform an HTTP GET request on the current page URL with the \`ask\` query parameter, and the optional \`goal\` query parameter: \`\`\` GET https://docs.gta.clothing/getting-started/first-cloth-resource.md?ask=&goal= \`\`\` \`ask\` is the immediate question: it should be specific, self-contained, and written in natural language. \`goal\` is optional and describes the broader end goal you are ultimately trying to accomplish on behalf of the user. GitBook uses it to tailor the answer towards what is most useful for that goal. The response will contain a direct answer to the question and relevant excerpts and sources from the documentation. Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
---
# Unknown
\> For the complete documentation index, see \[llms.txt\](https://docs.gta.clothing/llms.txt). Markdown versions of documentation pages are available by appending \`.md\` to page URLs; this page is available as \[Markdown\](https://docs.gta.clothing/getting-started/team-licenses.md). # Team Licenses ## Introduction This guide explains how to use the Teams feature on Pleb Masters: Forge to purchase multiple Durty Cloth Tool licenses, share them with a team, and assign each license to an individual. Teams can be created, managed and accessed from the Teams page when logged in with your Pleb Masters: Forge account: \[Teams\](https://forge.plebmasters.de/account?tab=teams). {% hint style="info" %} If you are new to licenses, first follow the \[License Activation\](/getting-started/license-activation.md) guide to understand how license download and Hardware ID (HWID) configuration works. {% endhint %} ## What “Share with Team” means When you enable “Share with team” for a license: 1. The license becomes visible to the selected team within Forge. 2. Team owners/managers can assign that license to a specific team member. 3. Only the assigned member can use that license during the subscription period. {% hint style="success" %} Each license can be assigned to exactly one team member at a time. Sharing with the team makes the license assignable within the team; assignment selects who can use it. {% endhint %} ## What it does NOT mean \* It does not allow multiple people to use the same license at the same time. \* It does not allow one license to be used on multiple devices. {% hint style="warning" %} Licenses are HWID-locked upon download for the duration of the subscription period (typically 30 days). Once downloaded and bound to a device, a license cannot be moved to another user or device until the next subscription period begins. {% endhint %} ## Before you start \* Ensure your Patreon subscription includes enough licenses for your team size. \* Confirm your Forge account is linked to Patreon per \[License Activation\](/getting-started/license-activation.md). \* Decide who will be the team owner/manager responsible for assignments. {% hint style="info" %} You can always upgrade to a higher subscription tier that includes multiple licenses to make them available in your team. See our subscription options here: \[Pleb Masters Patreon Memberships\](https://www.patreon.com/plebmasters/membership?jumpToTiersAndReveal=true). {% endhint %} ## Step-by-step: Set up a team and assign licenses ### 1) Create or open your team \* Navigate to \[Account > Teams\](https://forge.plebmasters.de/account?tab=teams) while logged in with your Pleb Masters: Forge account. \* Create a new team or open an existing one.

\### 2) Invite members \* Invite your teammates to the team. \* Have them accept the invitation so they appear as members in the team.

\### 3) Share licenses with the team \* Go to Account > Licenses. \* Open a license and enable “Share with team”, then select your team.

\### 4) Assign the license to an individual \* In the same license details view, choose an assignee from your team members. \* Save the changes.

\### 5) Assignee: HWID and license download The assigned member should follow the \[License Activation\](/getting-started/license-activation.md) guide to configure the Hardware ID (HWID), download the license file, and place it next to the DCT executable. ### 6) Renewal and reassignments \* At the start of a new subscription period (about every 30 days), you may change the assignee before or when the new license is downloaded. {% hint style="info" %} During a subscription period, a license remains bound to the original HWID. Reassignment to another user/device is normally only possible after renewal. In special cases like hardware upgrades, contact support on Discord. {% endhint %} ## Rules and limitations (must-know) \* One license = one person = one device per subscription period. \* You cannot use one license on multiple devices at the same time. \* You cannot rotate a license between multiple people within the same 30-day period once it has been downloaded and HWID-locked. {% hint style="warning" %} Attempting to download/use the same license on a different device during the active period will fail because the HWID does not match. {% endhint %} ## Best practices for teams \* Plan your license distribution before each renewal window. \* Keep a simple roster (who holds which license this period) and update it monthly. \* If you need more concurrent users, add more licenses rather than rotating mid-cycle. {% hint style="success" %} Teams commonly allocate licenses to core creators and purchase extra licenses for temporary collaborators during peak months. {% endhint %} ## FAQ ### Can multiple team members use the same license in parallel? No. A license can be assigned to one member and used on one device during the subscription period. ### Can I move a license to another user mid-period? Not normally. Licenses are HWID-locked until renewal (every \\~30 days). For hardware failures or urgent migrations, \[contact support on Discord\](https://discord.plebmasters.de/). ### Can one user use the same license on two personal devices? No. Each license is HWID-locked to a single device during the subscription period. ### What happens when the subscription renews? The license can be reassigned before downloading the renewed license. The new HWID lock applies after the new license file is downloaded for that period. ### Who can assign or reassign licenses? Typically the team owner or managers within the team can assign licenses to members. ## Next steps
| | | |
| --- | --- | --- |
| **License Activation** | How HWID and license download works | [/pages/JjjojIyKxaiBPzzLwvtg](https://docs.gta.clothing/pages/JjjojIyKxaiBPzzLwvtg) |
| **Working Together** | Project sharing & collaboration basics | [/pages/ir0b0BYQvSygBqDEu7sD](https://docs.gta.clothing/pages/ir0b0BYQvSygBqDEu7sD) |
\--- # Agent Instructions This documentation is published with GitBook. GitBook is the documentation platform designed so that both humans and AI agents can read, navigate, and reason over technical content effectively. Learn more at gitbook.com. ## Querying This Documentation If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question. Perform an HTTP GET request on the current page URL with the \`ask\` query parameter, and the optional \`goal\` query parameter: \`\`\` GET https://docs.gta.clothing/getting-started/team-licenses.md?ask=&goal= \`\`\` \`ask\` is the immediate question: it should be specific, self-contained, and written in natural language. \`goal\` is optional and describes the broader end goal you are ultimately trying to accomplish on behalf of the user. GitBook uses it to tailor the answer towards what is most useful for that goal. The response will contain a direct answer to the question and relevant excerpts and sources from the documentation. Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
---
# Unknown
\> For the complete documentation index, see \[llms.txt\](https://docs.gta.clothing/llms.txt). Markdown versions of documentation pages are available by appending \`.md\` to page URLs; this page is available as \[Markdown\](https://docs.gta.clothing/game-mechanics/prop-mask-models.md). # Prop Mask Models ## In a nutshell Prop Mask Models are supported on Prop Hats, Prop Eyes (Glasses etc.), Masks and Undershirts. When defined for a cloth they will essentially mask parts of the players vision \*\*in first person.\*\* This feature allows for better first person immersion and is used by GTA V in various scenarios where scuba equipment, motorcycle helmets or similar are equipped.

Example of first person with prop\_mask\_specops mask model
\## How to set a prop mask model using Durty Cloth Tool {% hint style="info" %} See our article about \[First Person & Tint Effects\](/basics/good-to-know/first-person-and-tint-effects.md) to learn how to use this feature in Durty Cloth Tool. {% endhint %} ## Available first person prop mask models #### prop\\\_mask\\\_motobike !\[prop\\\_mask\\\_motobike\](https://github.com/user-attachments/assets/6ce7fa57-02bd-4f87-aa8f-cd1945ae4c7b) #### prop\\\_mask\\\_motobike\\\_a !\[prop\\\_mask\\\_motobike\\\_a\](https://github.com/user-attachments/assets/ff65a76a-3f03-4dbe-b3c7-1fe54b38b0c0) #### prop\\\_mask\\\_motobike\\\_b !\[prop\\\_mask\\\_motobike\\\_b\](https://github.com/user-attachments/assets/597a4596-b55e-49cf-ac85-5fa1b6efc628) #### prop\\\_mask\\\_motox !\[prop\\\_mask\\\_motox\](https://github.com/user-attachments/assets/ab5ca312-57d8-4408-9804-7b61d01cc080) #### prop\\\_mask\\\_flight !\[prop\\\_mask\\\_flight\](https://github.com/user-attachments/assets/f2917bf0-d9d1-45cc-8103-039610e2294c) #### prop\\\_mask\\\_scuba01 !\[prop\\\_mask\\\_scuba01\](https://github.com/user-attachments/assets/6d462dad-17ac-4331-9a92-d929690e2b72) #### prop\\\_mask\\\_scuba02 !\[prop\\\_mask\\\_scuba02\](https://github.com/user-attachments/assets/a1410a84-a593-4cc1-a661-bc36fc170985) #### prop\\\_mask\\\_scuba03 !\[prop\\\_mask\\\_scuba03\](https://github.com/user-attachments/assets/8c2b0ec0-d734-4d16-a96f-40c0558d6c82) #### prop\\\_mask\\\_scuba04 !\[prop\\\_mask\\\_scuba04\](https://github.com/user-attachments/assets/3f32967b-6f75-4758-b393-a65f7fac2214) #### prop\\\_mask\\\_specops !\[prop\\\_mask\\\_specops\](https://github.com/user-attachments/assets/60507eb0-1c72-4878-97f9-2b357b30614c) #### prop\\\_mask\\\_ballistic !\[prop\\\_mask\\\_ballistic\](https://github.com/user-attachments/assets/25ec5aee-a1f5-4ab1-b5df-6e73868bbdbb) #### prop\\\_mask\\\_bugstar !\[prop\\\_mask\\\_bugstar\](https://github.com/user-attachments/assets/48a35619-8162-4c3c-9c7e-eb925051e6a9) #### prop\\\_mask\\\_fireman !\[prop\\\_mask\\\_fireman\](https://github.com/user-attachments/assets/040f63cf-a851-41bf-b7de-68f5a1b8be7b) --- # Agent Instructions This documentation is published with GitBook. GitBook is the documentation platform designed so that both humans and AI agents can read, navigate, and reason over technical content effectively. Learn more at gitbook.com. ## Querying This Documentation If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question. Perform an HTTP GET request on the current page URL with the \`ask\` query parameter, and the optional \`goal\` query parameter: \`\`\` GET https://docs.gta.clothing/game-mechanics/prop-mask-models.md?ask=&goal= \`\`\` \`ask\` is the immediate question: it should be specific, self-contained, and written in natural language. \`goal\` is optional and describes the broader end goal you are ultimately trying to accomplish on behalf of the user. GitBook uses it to tailor the answer towards what is most useful for that goal. The response will contain a direct answer to the question and relevant excerpts and sources from the documentation. Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
---
# Unknown
\> For the complete documentation index, see \[llms.txt\](https://docs.gta.clothing/llms.txt). Markdown versions of documentation pages are available by appending \`.md\` to page URLs; this page is available as \[Markdown\](https://docs.gta.clothing/game-mechanics/drawable-types-and-textures.md). # Drawable Types & Textures ## \*\*Cloth Drawable Types\*\* The game engine categorizes clothing and accessories into \*\*components\*\* (core character body parts) and \*\*props\*\* (additional accessories like glasses or hats). Each component or prop has a \*\*drawable type ID\*\* that defines the type of item it is (e.g., shirt, hat, or mask). Additionally, each component type has an associated \*\*PV\\\_COMP\*\* identifier, and each prop type has an \*\*ANCHOR\*\* identifier used internally by the game engine. ### \*\*Components:\*\* Components are core body parts such as heads, torsos, or legs, and their associated PV\\\_COMP identifiers are as follows: \* \*\*head\*\*: Component ID 0, \*\*PV\\\_COMP\\\_HEAD\*\* (Ped Head / Face) \* \*\*berd\*\*: Component ID 1, \*\*PV\\\_COMP\\\_BERD\*\* (Big Masks) \* \*\*hair\*\*: Component ID 2, \*\*PV\\\_COMP\\\_HAIR (Hairstyles)\*\* \* \*\*uppr\*\*: Component ID 3, \*\*PV\\\_COMP\\\_UPPR\*\* (Torso & Gloves) \* \*\*lowr\*\*: Component ID 4, \*\*PV\\\_COMP\\\_LOWR\*\* (Pants/Trousers) \* \*\*hand\*\*: Component ID 5, \*\*PV\\\_COMP\\\_HAND\*\* (Backpacks) \* \*\*feet\*\*: Component ID 6, \*\*PV\\\_COMP\\\_FEET\*\* (Shoes) \* \*\*teef\*\*: Component ID 7, \*\*PV\\\_COMP\\\_TEEF\*\* (Parachute, Scuba tank etc.) \* \*\*accs\*\*: Component ID 8, \*\*PV\\\_COMP\\\_ACCS\*\* (Shirts to wear with top/jbib) \* \*\*task\*\*: Component ID 9, \*\*PV\\\_COMP\\\_TASK\*\* (Vests) \* \*\*decl\*\*: Component ID 10, \*\*PV\\\_COMP\\\_DECL\*\* (Shirt printings, Emblems etc) \* \*\*jbib\*\*: Component ID 11, \*\*PV\\\_COMP\\\_JBIB\*\* (Auxiliary parts for torso) ### \*\*Props:\*\* Props are attachments like hats, glasses, or other accessories. The corresponding \*\*ANCHOR\*\* identifiers define how these props are connected to the character. \* \*\*head\*\*: Prop ID 0, \*\*ANCHOR\\\_HEAD\*\* (Hats, Helmets, Masks, Ear phones etc) \* \*\*eyes\*\*: Prop ID 1, \*\*ANCHOR\\\_EYES\*\* (Eye accessories like glasses) \* \*\*ears\*\*: Prop ID 2, \*\*ANCHOR\\\_EARS\*\* (Ear accessories like earrings) \* \*\*mouth\*\*: Prop ID 3, \*\*ANCHOR\\\_MOUTH\*\* (Unused in the game) \* \*\*lhand\*\*: Prop ID 4, \*\*ANCHOR\\\_LEFT\\\_HAND\*\* (Unused in the game) \* \*\*rhand\*\*: Prop ID 5, \*\*ANCHOR\\\_RIGHT\\\_HAND\*\* (Unused in the game) \* \*\*lwrist\*\*: Prop ID 6, \*\*ANCHOR\\\_LEFT\\\_WRIST\*\* (Watches, Chains etc) \* \*\*rwrist\*\*: Prop ID 7, \*\*ANCHOR\\\_RIGHT\\\_WRIST\*\* (Chains) \* \*\*hip\*\*: Prop ID 8, \*\*ANCHOR\\\_HIP\*\* (Unused in the game) \* \*\*lfoot\*\*: Prop ID 9, \*\*ANCHOR\\\_LEFT\\\_FOOT\*\* (Unused in the game) \* \*\*rfoot\*\*: Prop ID 10, \*\*ANCHOR\\\_RIGHT\\\_FOOT\*\* (Unused in the game) \* \*\*unk1\*\*: Prop ID 11, \*\*ANCHOR\\\_PH\\\_L\\\_HAND\*\* (Unused placeholder) \* \*\*unk2\*\*: Prop ID 12, \*\*ANCHOR\\\_PH\\\_R\\\_HAND\*\* (Unused placeholder) Props are primarily used for head-related items like helmets and glasses, as well as wrist accessories. Other props, especially those like \*\*mouth\*\*, \*\*hip\*\*, \*\*lfoot\*\*, and \*\*rfoot\*\*, are \*\*unused\*\* in the game but exist in the system for completeness. ## \*\*Texture Variations\*\* Each drawable can have up to \*\*26 texture variations\*\*, represented by letters from \`a\` to \`z\`. These variations allow for multiple looks for a single item of clothing. For example, a shirt could have different color options or patterns, each represented by a different texture variation. \* Texture variations are named in the order of \`a\` through \`z\`, meaning up to 26 distinct textures for a single drawable item. --- # Agent Instructions This documentation is published with GitBook. GitBook is the documentation platform designed so that both humans and AI agents can read, navigate, and reason over technical content effectively. Learn more at gitbook.com. ## Querying This Documentation If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question. Perform an HTTP GET request on the current page URL with the \`ask\` query parameter, and the optional \`goal\` query parameter: \`\`\` GET https://docs.gta.clothing/game-mechanics/drawable-types-and-textures.md?ask=&goal= \`\`\` \`ask\` is the immediate question: it should be specific, self-contained, and written in natural language. \`goal\` is optional and describes the broader end goal you are ultimately trying to accomplish on behalf of the user. GitBook uses it to tailor the answer towards what is most useful for that goal. The response will contain a direct answer to the question and relevant excerpts and sources from the documentation. Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
---
# Unknown
\> For the complete documentation index, see \[llms.txt\](https://docs.gta.clothing/llms.txt). Markdown versions of documentation pages are available by appending \`.md\` to page URLs; this page is available as \[Markdown\](https://docs.gta.clothing/game-mechanics/mesh-physics-yld.md). # Mesh Physics (YLD) ## Introduction Clothing models often require more than just static geometry and textures. Certain items, such as long clothing, accessories and more, need to behave dynamically in response to player movement, environmental conditions, or specific in-game physics. This is where \*\*Mesh Physics (YLD)\*\* files come into play. ## What are YLD Files? \*\*YLD files\*\* are physics definition files that GTA V uses to simulate dynamic behavior for certain elements of a character’s appearance, primarily clothing and accessories. These files contain data that allows models to respond to physics-based interactions, such as wind, gravity, or collisions, which give the models a more realistic appearance in the game. ## Purpose of YLD Files The \*\*Mesh Physics (YLD)\*\* files serve several important functions in the game engine: 1. \*\*Dynamic Cloth Simulation\*\*: YLD files define the behavior of dynamic cloth elements such as capes, skirts, loose sleeves, or long coats. Without YLD files, these items would appear stiff and unresponsive to movement. 2. \*\*Accessory Physics\*\*: Accessories such as scarves, necklaces, or dangling items like tassels can also have associated YLD files to control their movement in relation to the character and the environment. ## Components of a YLD File A \*\*YLD file\*\* primarily contains information related to the mesh's interaction with in-game physics. These components can include: 1. \*\*Vertex Weights\*\*: Each vertex of a mesh can be weighted to specific physics bones or joints, allowing for precise control over how different parts of the model behave under physics-based interactions. 2. \*\*Collision Data\*\*: This section of the YLD defines how the mesh interacts with the environment or other parts of the character model. It ensures that cloth or hair does not clip through the character’s body or other items, adding realism to the game. 3. \*\*Spring and Damping Coefficients\*\*: These parameters dictate how "springy" or "stiff" the physics-based movement will be. For example, a silk scarf would have a low spring coefficient, making it flow freely, while a leather jacket might have a higher coefficient, making it stiffer. 4. \*\*Gravity and Wind Resistance\*\*: YLD files also determine how a mesh responds to natural forces like gravity or wind. This ensures that long coats, for instance, drape correctly over a character’s body and react to gusts of wind. ## How Mesh Physics (YLD) Files Work The \*\*YLD\*\* files are tied directly to the \*\*YDD\*\* (Drawable) files that define the visual appearance of the clothing or accessory model. The \*\*YDD\*\* provides the static geometry and textures, while the \*\*YLD\*\* file adds the dynamic behavior. These two files work together to create the final result seen in the game. \*\*Example\*\*:\\ A long coat in GTA V may have a \*\*YDD\*\* file that defines its shape, texture, and geometry. The corresponding \*\*YLD\*\* file allows the coat to flow naturally when the character runs or turns, and ensures that the coat does not clip through the character’s legs as they move. In the absence of a \*\*YLD\*\* file, items like coats, capes, or long hair would appear static and rigid, ruining the immersion of the game world. The \*\*YLD\*\* files ensure that these elements respond realistically to the character’s movement and the environment. ## Related File Naming and Structure YLD files are typically found alongside their corresponding \*\*YDD\*\* (Drawable) and \*\*YTD\*\* (Texture) files within the game’s file structure. The \*\*YLD\*\* file shares the same base name as the \*\*YDD\*\* file but ends with the \*\*.yld\*\* extension. Both files must be present and properly configured for the physics to be applied. \*\*Example file structure\*\*: \`\`\`json jbib\_000\_u.ydd // Drawable model file for a jacket (jbib) jbib\_diff\_000\_a\_uni.ytd // Texture file for the jacket jbib\_000\_u.yld // Physics file for the jacket \`\`\` In this example, the \*\*jbib\\\_000\\\_u.yld\*\* file ensures that the jacket (drawable type \*\*jbib\*\*) has dynamic physics applied during gameplay. ## Common Use Cases for YLD Files \*\*1. Capes and Long Coats\*\*\\ YLD files allow these items to behave like real cloth, flowing behind the character while running or responding to wind. Without the YLD files, these items would appear stiff and unrealistic. \*\*2. Hair\*\*\\ Long hairstyles use YLD files to move naturally as characters walk or run. The YLD file controls how the hair flows in response to head movement or environmental factors like wind. \*\*3. Scarves and Loose Accessories\*\*\\ Scarves, necklaces, and other dangling accessories benefit from YLD files by having physics-based movement that makes them react to gravity and motion. For example, a scarf might billow as the player runs or turn naturally as the player changes direction. ## Summary \*\*Mesh Physics (YLD)\*\* files are a crucial part of the \*\*GTA V\*\* clothing and accessory system, allowing for dynamic and realistic movement of cloth and hair. By working alongside \*\*YDD\*\* drawable files, \*\*YLD\*\* files enhance the overall visual fidelity and immersion of the game. While they have limitations, their careful implementation can significantly improve the realism of characters in \*\*GTA V\*\*, especially for clothing items like coats, scarves, and long hair. --- # Agent Instructions This documentation is published with GitBook. GitBook is the documentation platform designed so that both humans and AI agents can read, navigate, and reason over technical content effectively. Learn more at gitbook.com. ## Querying This Documentation If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question. Perform an HTTP GET request on the current page URL with the \`ask\` query parameter, and the optional \`goal\` query parameter: \`\`\` GET https://docs.gta.clothing/game-mechanics/mesh-physics-yld.md?ask=&goal= \`\`\` \`ask\` is the immediate question: it should be specific, self-contained, and written in natural language. \`goal\` is optional and describes the broader end goal you are ultimately trying to accomplish on behalf of the user. GitBook uses it to tailor the answer towards what is most useful for that goal. The response will contain a direct answer to the question and relevant excerpts and sources from the documentation. Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
---
# Unknown
\> For the complete documentation index, see \[llms.txt\](https://docs.gta.clothing/llms.txt). Markdown versions of documentation pages are available by appending \`.md\` to page URLs; this page is available as \[Markdown\](https://docs.gta.clothing/game-mechanics/model-alternations.md). # Model Alternations ## Introduction The game utilizes a mechanic known as \*\*Alternation Models\*\*, or \*\*Alternative Models\*\*, to improve visual fidelity and prevent clipping issues with clothing items. These models are variations of a base clothing model, optimized for specific scenarios like first-person view or to avoid clipping with other clothing items. This system enhances gameplay by providing smoother visuals, avoiding obstructed views, and ensuring characters’ clothes interact realistically in various game contexts. #### Purpose of Alternation Models The primary goal of \*\*Alternation Models\*\* is to improve the visual experience when certain clothing items are combined, especially in problematic scenarios. There are two primary use cases for alternation models: 1. \*\*First-Person Model\*\*: To avoid obstructing the player’s view in first-person mode. 2. \*\*Clipping Prevention\*\*: To prevent visual glitches like hair or clothing clipping through other items, such as masks, hats, or hoodies. In \*\*GTA V\*\*, alternation models are differentiated by appending numbers (\\\_1, \\\_2, \\\_3, etc.) to the base model’s file name. These numbered models serve specific purposes, and while a \\\_1 suffix is often associated with first-person models, this is not a strict rule. Alternate models can serve a variety of purposes based on how they are configured. ## Use Cases of Alternation Models ### \*\*1. First-Person Models\*\* \*\*First-person models\*\* are the most common application of alternation models in GTA V. When a player switches to first-person mode, clothing items like hoodies or large hats may obstruct the camera view. To solve this, the game loads an alternate version of the clothing that’s optimized for first-person. \*\*Example\*\*:\\ A hoodie with the hood up in third-person mode may block the camera in first-person view. The first-person alternation model (\\\_1) removes the hood, ensuring the player has an unobstructed view. !\\\[Example Image: Third-person hoodie with hood\]\\ !\\\[Example Image: First-person hoodie without hood\] ### \*\*2. Clipping Prevention (Hair and Masks)\*\* Clothing items like masks or hats often interact poorly with larger hairstyles, causing clipping. To prevent this, \*\*GTA V\*\* uses alternation models that modify the hairstyle to fit the mask or hat without clipping. \*\*Example\*\*:\\ When wearing a hockey mask with an afro hairstyle, an alternate model (\\\_2 or \\\_3) of the hair is loaded. This alternative hair model is slightly pushed back to fit the mask, preventing any visible clipping. !\\\[Example Image: Third-person mask with clipping hair\]\\ !\\\[Example Image: Alternation model with adjusted hair\] ### \*\*3. Hood Hair Models\*\* Similar to masks, \*\*hoodies\*\* or jackets with hoods can cause issues with large hairstyles. In these cases, an alternation model is used to push the hair down or modify it to fit better under the hood, avoiding visible glitches. \*\*Example\*\*:\\ A large afro might clip through a hoodie with the hood up. The alternation model adjusts the hair to sit naturally within the hood, eliminating clipping. !\\\[Example Image: Afro clipping through hoodie\]\\ !\\\[Example Image: Hair adjusted to fit under hoodie\] ## Managing Alternation Models with \`pedalternatevariations.meta\` \*\*GTA V\*\* uses the \`pedalternatevariations.meta\` file to configure which alternation models should be loaded for specific clothing combinations. This allows developers to fine-tune how clothing items interact with each other, ensuring smooth visual transitions between different pieces of apparel. For example, when a mask is worn over a hoodie, an alternative version of the mask or hoodie may be loaded to prevent visual clipping. \*\*Example\*\*:\\ You created a mask that clips through hoodies with the hood up. Using the \`pedalternatevariations.meta\` file, you can specify that a different model (the alternation) is used when the mask is worn with the hoodie. ## Backpack Alternation Models Some clothing items, such as \*\*backpacks\*\*, utilize alternation models to ensure they fit correctly over different types of clothing. In \*\*GTA V\*\*, you may notice that backpacks use alternative models when worn over heavy jackets, armor, or specific heist outfits. \*\*Example\*\*:\\ Duffel bags may have alternate models for different clothing combinations. The base model might be invisible, but the alternation models (\\\_1 through \\\_28) are designed to fit over specific types of clothing. These models might have wider straps or different placements to fit various outfits. ## Fixing Clipping with Backpacks To prevent clipping with backpacks, two methods can be used: \* \*\*Method 1: Easy\*\* — Simply replace the base backpack model with one of the alternation models that has a wider belt, such as the models around \\\_16. These are often designed to fit over various types of clothing, from jackets to armor. \* \*\*Method 2: Advanced\*\* — Configure the \`pedalternatevariations.meta\` file. This involves specifying the alternation models for each piece of clothing in combination with the backpack. For each alternation, you must define the clothing items and their associated IDs that trigger the use of the alternative model. This method allows for greater control over how clothing items interact with each other. ## Summary \*\*Alternation Models\*\* in \*\*GTA V\*\* are a powerful tool for avoiding visual glitches and improving character appearance across a variety of scenarios. By leveraging these models, developers can ensure that characters look good whether they’re in first-person mode, wearing masks, or sporting heavy backpacks. The system provides flexibility for tailoring clothing to specific gameplay needs, ultimately leading to a smoother, more immersive gaming experience. {% hint style="info" %} You can preview alternation effects, including hair adjustments for masks and hoodies, in the \*\*3D Preview\*\*. See \[3d-preview-clothes.md\](/basics/essential-knowledge/3d-preview-clothes.md) for details on toggling alternation models and hair states. {% endhint %} --- # Agent Instructions This documentation is published with GitBook. GitBook is the documentation platform designed so that both humans and AI agents can read, navigate, and reason over technical content effectively. Learn more at gitbook.com. ## Querying This Documentation If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question. Perform an HTTP GET request on the current page URL with the \`ask\` query parameter, and the optional \`goal\` query parameter: \`\`\` GET https://docs.gta.clothing/game-mechanics/model-alternations.md?ask=&goal= \`\`\` \`ask\` is the immediate question: it should be specific, self-contained, and written in natural language. \`goal\` is optional and describes the broader end goal you are ultimately trying to accomplish on behalf of the user. GitBook uses it to tailor the answer towards what is most useful for that goal. The response will contain a direct answer to the question and relevant excerpts and sources from the documentation. Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
---
# Unknown
\> For the complete documentation index, see \[llms.txt\](https://docs.gta.clothing/llms.txt). Markdown versions of documentation pages are available by appending \`.md\` to page URLs; this page is available as \[Markdown\](https://docs.gta.clothing/basics/good-to-know.md). # Good to know - \[App & Project Settings\](https://docs.gta.clothing/basics/good-to-know/app-and-project-settings.md): Learn about our App & Project Settings - \[First Person & Tint Effects\](https://docs.gta.clothing/basics/good-to-know/first-person-and-tint-effects.md): Learn about our First Person & Tint Effects Feature - \[Integrated Search\](https://docs.gta.clothing/basics/good-to-know/integrated-search.md): Learn about our Integrated Search Feature - \[Material Editor\](https://docs.gta.clothing/basics/good-to-know/material-editor.md): Edit shaders and material parameters for selected drawables - \[Embedded Textures Editor\](https://docs.gta.clothing/basics/good-to-know/embedded-textures-editor.md): Manage, replace, rename, and fix embedded textures inside models - \[Auto Cloth Data Resolving\](https://docs.gta.clothing/basics/good-to-know/auto-cloth-data-resolving.md): Learn about our automatic Cloth Data resolving Feature - \[Placeholders/Dummy Ids\](https://docs.gta.clothing/basics/good-to-know/placeholders-dummy-ids.md): Learn about our 'Placeholders/Dummy Ids' Feature - \[Addon Tattoos\](https://docs.gta.clothing/basics/good-to-know/addon-tattoos.md): Learn about our Addon Tattoos Feature --- # Agent Instructions This documentation is published with GitBook. GitBook is the documentation platform designed so that both humans and AI agents can read, navigate, and reason over technical content effectively. Learn more at gitbook.com. ## Querying This Documentation If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question. Perform an HTTP GET request on the current page URL with the \`ask\` query parameter, and the optional \`goal\` query parameter: \`\`\` GET https://docs.gta.clothing/basics/good-to-know.md?ask=&goal= \`\`\` \`ask\` is the immediate question: it should be specific, self-contained, and written in natural language. \`goal\` is optional and describes the broader end goal you are ultimately trying to accomplish on behalf of the user. GitBook uses it to tailor the answer towards what is most useful for that goal. The response will contain a direct answer to the question and relevant excerpts and sources from the documentation. Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
---
# Unknown
\> For the complete documentation index, see \[llms.txt\](https://docs.gta.clothing/llms.txt). Markdown versions of documentation pages are available by appending \`.md\` to page URLs; this page is available as \[Markdown\](https://docs.gta.clothing/basics/useful-to-know.md). # Useful to know - \[Shortcuts\](https://docs.gta.clothing/basics/useful-to-know/shortcuts.md): Learn about our available Shortcuts to boost your workflow - \[Import & Export Formats\](https://docs.gta.clothing/basics/useful-to-know/import-and-export-formats.md): Learn about our Import & Export Formats - \[Creator Info\](https://docs.gta.clothing/basics/useful-to-know/creator-info.md): Learn how to leverage the Creator Info System for your Clothes - \[Dynamic Config Builders\](https://docs.gta.clothing/basics/useful-to-know/dynamic-config-builders.md): Learn about our Dynamic Config Builders and how to profit from them - \[Durty Cloth Projects\](https://docs.gta.clothing/basics/useful-to-know/durty-cloth-projects.md): Learn about Durty Cloth Projects - \[Logs\](https://docs.gta.clothing/basics/useful-to-know/logs.md): Learn about our Logs - \[Themes\](https://docs.gta.clothing/basics/useful-to-know/themes.md): Learn about our different themes --- # Agent Instructions This documentation is published with GitBook. GitBook is the documentation platform designed so that both humans and AI agents can read, navigate, and reason over technical content effectively. Learn more at gitbook.com. ## Querying This Documentation If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question. Perform an HTTP GET request on the current page URL with the \`ask\` query parameter, and the optional \`goal\` query parameter: \`\`\` GET https://docs.gta.clothing/basics/useful-to-know.md?ask=&goal= \`\`\` \`ask\` is the immediate question: it should be specific, self-contained, and written in natural language. \`goal\` is optional and describes the broader end goal you are ultimately trying to accomplish on behalf of the user. GitBook uses it to tailor the answer towards what is most useful for that goal. The response will contain a direct answer to the question and relevant excerpts and sources from the documentation. Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
---
# Unknown
\> For the complete documentation index, see \[llms.txt\](https://docs.gta.clothing/llms.txt). Markdown versions of documentation pages are available by appending \`.md\` to page URLs; this page is available as \[Markdown\](https://docs.gta.clothing/game-mechanics/files-naming.md). # Files Naming ## \*\*Component & Prop File Naming\*\* Components and props are referred to as \*\*drawables\*\*, and they follow specific naming conventions. A drawable’s file name provides information about its \*\*type\*\*, \*\*model ID\*\*, and \*\*skin tone data\*\*. ### \*\*Components:\*\* A component represents a core body part or clothing piece (e.g., a shirt, shoes, or hands). \* \*\*Example\*\*: \`accs\_000\_u\` \* \*\*accs\*\*: Indicates the component type (accessories). \* \*\*000\*\*: This is the model number for the drawable (the first item in this category). \* \*\*\\\_u\*\*: This suffix means the item is \*\*universal\*\* and does not include any specific skin tone data. To change the type of this drawable to a top (shirt), you would rename it to: \* \*\*jbib\\\_000\\\_u\*\* \* \*\*jbib\*\*: Indicates this is now a top (component ID 11). \* The \`000\` indicates it is the first top, and \`\_u\` indicates universal skin tone data. ### \*\*Props:\*\* Props are items like hats, glasses, or other accessories. The naming convention is similar, but props don’t require skin tone data. \* \*\*Example\*\*: \`p\_eyes\_000\` \* \*\*p\\\_eyes\*\*: Indicates this is an eye accessory (glasses or similar). \* \*\*000\*\*: The model number for this prop. Since props are always universally usable, they don’t need a skin tone suffix like components do. ## \*\*Texture File Naming\*\* Textures that correspond to drawable models follow a similar convention, ensuring that the correct texture is applied to each drawable item. The texture file name must match the corresponding \*\*drawable type\*\* and \*\*model number\*\*. ### \*\*Example:\*\* \* \*\*accs\\\_diff\\\_000\\\_a\\\_uni\*\* \* \*\*accs\*\*: Corresponding component (accessories). \* \*\*diff\*\*: This indicates the file is a diffuse texture. \* \*\*000\*\*: The model number for the drawable (must match the model file). \* \*\*a\*\*: The texture variation (first variation). \* \*\*uni\*\*: Universal texture (no skin tone data). If the drawable type changes, such as renaming the accessory to a top, the texture file must also be renamed accordingly: \* \*\*jbib\\\_diff\\\_000\\\_a\\\_uni\*\*: Now corresponds to a top (jbib) drawable. ## \*\*Alternation Models and Mesh Physics Files\*\* \*\*Alternation models\*\* are special variations of a clothing model that help prevent clipping or provide alternate appearances. For example, large masks may require alternation models to avoid conflicts with other clothing items. These alternation models are usually named with suffixes like \`\_1\`, \`\_2\`, etc., and must be in the same folder as the main model for the tool to automatically resolve them. \* \*\*Example\*\*: \`accs\_001\_1\` (for the alternation model) \*\*Mesh physics files\*\* define the movement and physical properties of a cloth item, such as the way a jacket or cape might sway. These files follow the same naming conventions as their corresponding model files, but they end with \`.yld\`. \* \*\*Example\*\*: \`accs\_001.yld\` (mesh physics file for the first accessory model) By following these \*\*naming conventions\*\*, you ensure that all the files are properly linked within \*\*Durty Cloth Tool\*\*, allowing for easy management of textures, alternation models, and physics files in your projects. --- # Agent Instructions This documentation is published with GitBook. GitBook is the documentation platform designed so that both humans and AI agents can read, navigate, and reason over technical content effectively. Learn more at gitbook.com. ## Querying This Documentation If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question. Perform an HTTP GET request on the current page URL with the \`ask\` query parameter, and the optional \`goal\` query parameter: \`\`\` GET https://docs.gta.clothing/game-mechanics/files-naming.md?ask=&goal= \`\`\` \`ask\` is the immediate question: it should be specific, self-contained, and written in natural language. \`goal\` is optional and describes the broader end goal you are ultimately trying to accomplish on behalf of the user. GitBook uses it to tailor the answer towards what is most useful for that goal. The response will contain a direct answer to the question and relevant excerpts and sources from the documentation. Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
---
# Unknown
\> For the complete documentation index, see \[llms.txt\](https://docs.gta.clothing/llms.txt). Markdown versions of documentation pages are available by appending \`.md\` to page URLs; this page is available as \[Markdown\](https://docs.gta.clothing/basics/good-to-know/addon-tattoos.md). # Addon Tattoos {% hint style="info" %} This article is work in progress, please come back at some later time to enjoy it in its full beauty :saluting\\\_face: {% endhint %} --- # Agent Instructions This documentation is published with GitBook. GitBook is the documentation platform designed so that both humans and AI agents can read, navigate, and reason over technical content effectively. Learn more at gitbook.com. ## Querying This Documentation If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question. Perform an HTTP GET request on the current page URL with the \`ask\` query parameter, and the optional \`goal\` query parameter: \`\`\` GET https://docs.gta.clothing/basics/good-to-know/addon-tattoos.md?ask=&goal= \`\`\` \`ask\` is the immediate question: it should be specific, self-contained, and written in natural language. \`goal\` is optional and describes the broader end goal you are ultimately trying to accomplish on behalf of the user. GitBook uses it to tailor the answer towards what is most useful for that goal. The response will contain a direct answer to the question and relevant excerpts and sources from the documentation. Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
---
# Unknown
\> For the complete documentation index, see \[llms.txt\](https://docs.gta.clothing/llms.txt). Markdown versions of documentation pages are available by appending \`.md\` to page URLs; this page is available as \[Markdown\](https://docs.gta.clothing/getting-started/license-activation.md). # License Activation ## Introduction In its free Version, Durty Cloth Tool is technically limited in the amount of clothes you can add to your Addon Cloth Resource. This limitation shouldn't stop you from running and testing it out, in order to Get Started and find out whether it works for you. ### Buying a License You can either directly \[navigate to our Patreon\](https://www.patreon.com/plebmasters/membership?jumpToTiersAndReveal=true) and \*\*choose one of the Subscription Tiers that include a Durty Cloth Tool License\*\*, or alternatively \[check out our easy Pricing Overview\](https://gta.clothing/index.html#pricing) on our Website. {% hint style="success" %} Feel free to \*\*test out Durty Cloth Tool for completely free without any risks\*\*, to see whether it fits your needs. Keep in mind the free version is limited in the size of Cloth Resources you can create with it. \\ Simply download it and use it without a license to check it out. Please consider supporting us by getting a license to receive unlimited access and full support :heart: {% endhint %} ## How to receive your Durty Cloth Tool license {% hint style="warning" %} Before continuing make sure to have an active and running Durty Cloth Tool Subscription, see \[#buying-a-license\](#buying-a-license "mention") for details 💪 {% endhint %} {% hint style="info" %} In order to receive your Durty Cloth Tool license, you will need to be member of our \*\*Pleb Masters discord\*\* guild first. You can use this invite link to join the discord: \[https://discord.plebmasters.de\](https://discord.plebmasters.de/) {% endhint %} ### \*\*📺Watch a short video\*\* See how to get your license activated and downloaded in less then 3 minutes: {% embed url="" %} Quick Video walkthrough on How to activate & download your license {% endembed %} ### 📃Step by Step Text Guide Your Durty Cloth Tool benefits are tied to your Patreon account. To activate these benefits on Forge, follow these steps to link your Patreon account with your Pleb Masters: Forge profile and to download your license. #### Step 1: Log in to Pleb Masters: Forge 1. Go to \[Pleb Masters: Forge\](https://forge.plebmasters.de/). 2. Click the \*\*Discord OAuth\*\* login button in the upper-right corner to log in. 3. Once logged in, go to your \*\*Account Profile\*\*.

Pleb Masters: Forge Account dropdown
\#### Step 2: Connect Your Patreon Profile \* In your Forge account, click on your profile picture > \*\*Profile\*\* > \*\*Connect Patreon Profile\*\*.

Pleb Masters: Forge Account without connected Patreon
\* Follow the Patreon prompt to authenticate and allow Pleb Masters: Forge to access your Patreon pledge details. \* After authorization, you’ll be redirected to your profile with subscription details and premium benefits displayed.

Pleb Masters: Forge Account with successfully connected Patreon
\#### Step 3: Access Your Licenses \* Go to \*\*Account > Licenses\*\* to view all your accessible licenses.

Pleb Masters: Forge Account Licenses Overview
\* To manage or download a license, click on it to view the license details.

Pleb Masters: Forge Account License Details
\#### Step 4: Configure Your License Hardware ID 1. In the \*\*License Details\*\* section, add your \*\*Hardware ID\*\* in the '\*\*Configure License Hardware Id'\*\* section on the right side. 2. To get your Hardware ID: \* Open Durty Cloth Tool. \* Navigate to \*\*Help > Register License\*\*.

Durty Cloth Tool 'Register License' Window
\* After entering and saving your Hardware ID, download the license by pressing the green download icon.

Pleb Masters Forge: License details Download button
\#### Step 5: Place Your License File 1. Download the license file from the Forge licenses overview. 2. Place the downloaded license file in the same folder as the Durty Cloth Tool executable (\`\*.exe\` file). That’s it! You’re now ready to enjoy the unlimited version of Durty Cloth Tool. \*\*Welcome to Forge Club! 🥳\*\*

{% hint style="warning" %} Remember to download a renewed license each month to keep your access active. {% endhint %} {% hint style="success" %} \[Join us on our Discord\](https://discord.plebmasters.de/) server to share your feedback and ideas. Thank you for being part of our community ✨ {% endhint %} ## Why does it lock my Hardware Id? To prevent unauthorized sharing and use on multiple devices, the Durty Cloth Tool license is locked to the specified Hardware ID (HWID) for the duration of each subscription period—typically 30 days. This means that once the license is downloaded, it’s bound to that HWID and can’t be moved to another device until the subscription resets after 30 days. However, you can still download your license at any time during this period, even though the HWID remains fixed. For users who need access on multiple devices, we offer \[pricing options to purchase\](https://gta.clothing/#pricing) additional licenses at an attractive rate. \*\*In special cases, like upgrading your PC hardware or moving to another personal device, we can also assist with unlocking the HWID before the 30-day period is up.\*\* This license binding helps us ensure fair usage while providing flexible solutions for various device needs. {% hint style="info" %} Create a \[Support Ticket on our Discord\](https://discord.plebmasters.de) in order to request unlocking your Hardware Id in special cases such as upgrading your hardware. {% endhint %} ## Known Issues and Solutions {% hint style="warning" %} In every case of issue please make sure to have an updated license from your current subscription period downloaded and replaced in your DCT app folder. {% endhint %} ### :warning: \*\*Warning triangle license info\*\* This is possibly caused by a hardware id change that might have happened due to some hardware related change on your PC. \*\*In this case please create a ticket on our Discord\*\* in order to get this resolved :) ### :question:\*\*License not recognized in folder\*\* 1. Most likely cause of this is the license being overtime, which happens every 30 days, as the licenses are always have to be renewed with each new paid subscription period.\\ \*\*In this case just re-download it from the licenses overview.\*\* 2. Sometimes \*\*it is possible for your Computer related Hardware Id to change due to anything adjusted in your Setup.\*\* Verify this by comparing the Hardware Id from the "Help > Register License" Window in Durty Cloth Tool, with the Hardware Id entered on your License Details page.\\ \*\*In such cases please create a Support Ticket on our Discord\*\* in order to get your Hardware Id unlocked. ### \*\*Patreon Payment Status indicating Pending on Pleb Masters Accounts Page\*\* Payments may take up to 48hrs to process depending on your country of origin and is out of our control. If you face any issues, please join our \[discord\](https://discord.plebmasters.de) and have a chat with us. ## Support {% hint style="success" %} Feel free to contact us on \[discord \](https://discord.plebmasters.de)in any case of issue ♥️ {% endhint %} ## Next Steps Lets continue by creating your first GTA 5 addon cloth resource! Click on one of the cards below to continue. See you there 🚀
| | | |
| --- | --- | --- |
| **Create your first Addon Cloth Resource** | Your first Cloth Project with Clothes 👕 | [/pages/PQJs9nEngsCyThn8BTjf](https://docs.gta.clothing/pages/PQJs9nEngsCyThn8BTjf) |
| **Create your first Addon Tattoo** | Your first Cloth Project with Tattoos 🖌️ | [/pages/dIToADuKw6SfeEMWqLkb](https://docs.gta.clothing/pages/dIToADuKw6SfeEMWqLkb) |
| **Test your Addon Clothes** | See how to easily test your Addon Clothes 🧪 | [/pages/BIydFVbCJc0wJhesUDPm](https://docs.gta.clothing/pages/BIydFVbCJc0wJhesUDPm) |
\--- # Agent Instructions This documentation is published with GitBook. GitBook is the documentation platform designed so that both humans and AI agents can read, navigate, and reason over technical content effectively. Learn more at gitbook.com. ## Querying This Documentation If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question. Perform an HTTP GET request on the current page URL with the \`ask\` query parameter, and the optional \`goal\` query parameter: \`\`\` GET https://docs.gta.clothing/getting-started/license-activation.md?ask=&goal= \`\`\` \`ask\` is the immediate question: it should be specific, self-contained, and written in natural language. \`goal\` is optional and describes the broader end goal you are ultimately trying to accomplish on behalf of the user. GitBook uses it to tailor the answer towards what is most useful for that goal. The response will contain a direct answer to the question and relevant excerpts and sources from the documentation. Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
---
# Unknown
\> For the complete documentation index, see \[llms.txt\](https://docs.gta.clothing/llms.txt). Markdown versions of documentation pages are available by appending \`.md\` to page URLs; this page is available as \[Markdown\](https://docs.gta.clothing/game-mechanics/game-limits-and-crashes.md). # Game Limits and Crashes ## GTA V Game Engine limits Internally the game has a fixed amount of .ymt files that can be loaded in total. This limit seems to be ~~80 (before mpg9ec)~~ \*\*around 100 (since mpg9ec)\*\* .ymt files \*\*per gender\*\* in total. With every GTA: Online DLC that is pushed, R\\\* adds new clothes and therefore takes up more .ymt files - until the limit is reached. Additionally there is a limit of components/props that can be added per drawable/component type. ## Component / Prop Related Limits Clothes are categorized into \*\*components\*\* and \*\*props\*\*, where components are everything you wear as clothes (Shirts, Pants, Shoes etc) and props are everything you can put on top of your model (like hats, glasses, watches, ear rings etc.) {% hint style="info" %} Internally we call all these types together \*\*drawable types\*\*, the game currently has 25 drawable types in total. Some of them are unused tho. {% endhint %} ### 128 drawables (component / prop) per type, per gender One \*\*YMT\*\* file (per gender) can hold \*\*128 cloth items per drawable type\*\* in total. > For example, you can have 128 cloth items of type PV\\\_COMP\\\_JBIB (Component id 11 / Shirts) for your male in one addon cloth resource. With 26 variations per cloth item, this would be 128 \\\* 26 = 3.328 shirt variations. Going beyond this limit can and will cause game crashes. ### 255 props (hats etc) per type, per gender total For \*\*Props\*\* there is an additional limit of \*\*255 total props per gender allowed to exist\*\* in the entire game (base + addons). \*\*This limit only applies to FiveM Client Version below 7559 and Singleplayer\*\*. > Going beyond this limit will in most cases not cause any game crashes but instead just appear as invisible props. You won't see the props like hats beyond the limit of 255 total of their respective type. \*\*Important Notice:\*\* :mega: The 255 props limit got patched in FiveM Client Version 7669+ (\[#\](https://github.com/citizenfx/fivem/pull/2421)) and latest alt:V and RageMP Client Releases > FiveM patched the ped props limit of 255 from 8bit to 32bit, which increases the ped prop limit to a total of 2,147,483,647 props. This means there is basically no need to consider any limit in this regards anymore. > > To achieve this, you are required to use the server artificacts number 7669 or above and run the FiveM client on Latest (Unstable). Please note that instabilities may occur as this channel is mainly for public testing of new features, until Cfxre pushes it out to public release. #### \*\*Bypassing the prop limits for Singleplayer\*\* GTA5Mods users Zombieguy and William Halverd have made an ASI version of the FiveM patch which basically patches the limit of the ped props that characters use (Mostly mp freemode), and replaces the limit of 255 from RAGE of 8bit style to 32bits, which increases as result the ped prop limit to a total of 2,147,483,647 props. > This patch was tested on the game build 3095 Chop Shop Update and it will work at least the older game build / version 2372 (Los Santos Tuners). To install it, simply drag and drop into the root folder of GTA V. You will need the latest ASI loader and \[ScriptHookV\](https://dev-c.com/gtav/scripthookv/) for it to work as intended. \*\*Download the ASI file here:\*\* (Credits: Zombieguy and FiveM team) ### 255 high heels per gender total For \*\*High Heel configurations\*\* (creaturemetadata) there is an additional limit of \*\*255 total per gender allowed to exist\*\* in the entire game (base + addons). \*\*This limit only applies to RageMP\*\* as alt:V and FiveM (\[#\](https://github.com/citizenfx/fivem/pull/2579)) patched this in most recent updates. {% hint style="warning" %} Going beyond this limit will cause the high heels to not properly function / have any "high heel" effect. {% endhint %} \*Durty Cloth Tool will automatically make sure you are not hitting any of these limits, and warn you if you do\* ## YMT Limit in detail YMT limit \*\*applies to each gender seperately\*\*. {% hint style="info" %} For example, if we talk about 10 additional free .ymt slots available, it means you have 10 .ymt slots for female and 10 .ymt slots for male ped. {% endhint %} Lets take a look at \*\*how Rockstar Games takes up the free .ymt slots every update\*\*: \* In game version \*\*b1604\*\* (mpchristmas2018) we had \*\*14 additional free .ymt slots to be used\*\* \* In game version \*\*b1737\*\* (mpvinewood) we had \*\*12 additional free .ymt slots to be used\*\* \* In game version \*\*b1868\*\* (mpheist3) we had \*\*10 additional free .ymt slots to be used\*\* \* In game version \*\*b2060\*\* (mpsum) we had \*\*8 additional free .ymt slots to be used\*\* \* In game version \*\*b2189\*\* (mpheist4) we had \*\*6 additional free .ymt slots to be used\*\* \* In game version \*\*b2372\*\* (mptuner) we had \*\*4 additional free .ymt slots to be used\*\* \* In game version \*\*b2545\*\* (mpsecurity) we have \*\*2 additional free .ymt slots to be used\*\* \* In game version \*\*b2612\*\* (mpg9ec), R\\\* seems to have increased the YMT limit, we have \*\*about 20 additional free .ymt slots to be used\*\* \* In game version \*\*b2699\*\* (mpsum2), we have \*\*about 16 additional free .ymt slots to be used\*\* \* In game version \*\*b2802/b2824/b2845\*\* (mpchristmas3), we have \*\*about 14 additional free .ymt slots to be used\*\* \* In game version \*\*b2944\*\* (mp2023\\\_01), we have \*\*about 12 additional free .ymt slots to be used\*\* \* In game version \*\*b3095\*\* (mp2023\\\_02), we have \*\*about 10 additional free .ymt slots to be used\*\* \* In game version \*\*b3258\*\* (mp2024\\\_01), we have \*\*about 8 additional free .ymt slots to be used\*\* \* In game version \*\*b3407\*\* (mp2024\\\_02), we have \*\*about 6 additional free .ymt slots to be used\*\* \* In game version \*\*b3570\*\* (mp2025\\\_01), we have \*\*about 5 additional free .ymt slots to be used\*\* \* In \*\*latest\*\* game version \*\*b3717\*\* (mp2025\\\_02), we have \*\*about 4 additional free .ymt slots to be used\*\* ### creaturemetadata YMT files Please note that adding heels and head props to your pack will create an additional ymt file known as 'creaturemetadata' which will count towards your gamebuild ymt limit. For example, if we are on gamebuild \*\*b3095\*\* (mp2023\\\_02), we have \*\*\*about\*\*\* 10 additional free .ymt slots to be used. If we create a pack with high heels, we would be using 3 YMTs; Male clothing, Female clothing, Male & Female hats props \*and\* female heels. \`\`\`markdown mp\_m\_freemode\_01\_mp\_m\_yourpack.ymt mp\_f\_freemode\_01\_mp\_f\_yourpack.ymt mp\_creaturemetadata\_yourpack.ymt \`\`\` ### Effects of reaching the YMT limit Using up more than the additional free .ymt slots for one gender in the given versions, will end up with your \*\*game crashing or other weird issues\*\*. For example in \*\*FiveM\*\* you will end up with crashes like: !\[Example GTA V game crash when hitting the games cloth related YMT limit\](https://i.imgur.com/zRSs2zX.png) \* b1604: \`oven-happy-sad\` || GTA5.exe!sub\\\_1406B14FC (0xf) \* b2189: \`earth-august-saturn\` || FiveM\\\_b2189\\\_GTAProcess.exe!sub\\\_1406D21B0 (0xf) \* b2372: \`yellow-stairway-december\` || FiveM\\\_b2372\\\_GTAProcess.exe!sub\\\_14070E7A8 (0xf) \* b2545: \`zebra-east-berlin\` || GTA5\\\_b2545.exe!sub\\\_140712C8C (0xf) \* b2944: \`low-cola-sweet\` || GTA5\\\_b2944.exe!sub\\\_14071C644 (0xf) \* b3095: \`iowa-beryllium-missouri\` || GTA5\\\_b3095.exe!sub\\\_140722454 (0xf) While you will be receiving errors in the console similar to:

\`\`\`log InvokeNative: execution failed: Error executing native 0x00a1cadd00108836 at address 0x1407a0b54. SCRIPT ERROR: Execution of native 00a1cadd00108836 in script host failed: Error executing native 0x00a1cadd00108836 at address 0x1407a0b54. \`\`\` ### Why not put all clothes in one big .ymt file Each .ymt file can define up to a \*\*total of 128 (0-127) cloth items per drawable type, per gender\*\*. Drawable types being jbib, feet, teef etc. - Each type representing model parts like pants, shirts, hats... When this limit is reached, we have to create a new .ymt file in order to add more clothes. ### How to prevent YMT amount related issues The most simple way to not have any issues at all, is to just keep your addon cloth packs to a minimum. For example \*\*don't try to have more than 1 addon cloth pack containing clothes for female & male ped\*\* or \*\*alternatively 2 addon cloth packs with each containing just male or female clothes\*\*. You will always need to keep in mind that every cloth collection created for one gender, will end up creating 1 .ymt file. Additionally if you have special flags enabled for any of your clothes (Like Is High Heels, Cut Hairs etc), one extra creaturemetadata.ymt file will be created. This one also counts up to the general .ymt limit per gender. #### Examples Lets say we run some multiplayer mod with the GTA Online Update \`mptuner\`, which has \*\*4 free YMT slots for clothes\*\* (it was before R\\\* raised the YMT limits a bit). We create one basic addon cloth pack with female and ped clothes, without any special flags (Is High Heels, Cut Hairs etc). This should work fine as we are now using up 2 of the 4 additional .ymt slots we have available. This would be enough to create one additional basic addon cloth pack. {% hint style="info" %} Setting special flags like Is High Heels, Cut Hairs etc will generate an additional YMT file that will also count towards the YMT limit {% endhint %} Another example would be creating 2 basic addon cloth packs, each having male & female clothes without any special flags set. This should be fine as we are now using up 4 of the 4 additional .ymt slots. \*\*We will not be able to use any additional addon cloth pack.\*\* {% hint style="info" %} Each of our basic addon cloth pack / resource will take up 2 YMTs (1x male clothes, 1x female clothes) {% endhint %} Lets do another one with 1 advanced addon cloth pack. We have 1 addon cloth pack that contains female & male clothes + special flags set (high heels flag and cut hairs for example). This will end up using up 4 of the 4 additional .ymt slots available. We will not be able to use any additional addon cloth pack. {% hint style="info" %} With special flags set there will be an additional YMT file generated that is needed to make this work, this will count towards the general YMT limit {% endhint %} ## \`TxdStore Pool Full, Size == 95500\` error Adding more YTD files than a certain limit by either putting new vehicles, new clothes, new MLOs or similar on your server, will possibly cause a \*\*game pool full\*\* error, which essentially means that you have hit the total amounts of YTD files supported by the game. > This error was previously known as \`pool full size == 85500\` For example in \*\*FiveM\*\* you will end up with crashes like: !\[GTA V Texture pool full game crash\](https://i.imgur.com/nnQ12vb.png) {% hint style="warning" %} Best way to fix this is by trying to \*\*shrink down the amounts of YTDs you are adding to your game/server or by optimizing huge YTD files\*\*. This means you will have to remove/optimize either some content (like vehicles / mlos etc) or some clothes from your clothes resource. {% endhint %} {% hint style="info" %} On FiveM platform its meanwhile \*\*possible to increase the YTD related pool size\*\*, this is usually not considered best practice but it is possible. Please see the FiveM Server Docs to learn how to increase the TxdStore Pool Size: {% endhint %} ## RAGE Error: ERR\\\_MEM\\\_MULTI\\\_ALLOC\\\_FREE ### \*\*What is ERR\\\_MEM\\\_MULTI\\\_ALLOC\\\_FREE?\*\* This error is tied to an internal GTA V game engine limit, specifically concerning the \*\*Ped Alternate Variations\*\* feature (pedalternatevariations.meta). This feature defines alternative models for clothing or hairstyles to prevent visual glitches when certain clothing items, like large masks or hoodies, are worn. These alternative models ensure that, for example, hair does not clip through hoods or masks. The error arises when the game exceeds the limit of \*\*160 ped alternate variations\*\* per clothing item. {% hint style="warning" %} \*\*This error is not only caused by GTA V clothing related things.\*\* A lot of other stuff can also cause this but recently it seems like we are hitting this more often in scenarios related to clothing. Keep this in mind as anything written below might only be a possible cause and solution. {% endhint %} ### \*\*Possible Cause of the Error\*\* The game is hardcoded to handle a maximum of \*\*160 ped alternate variations\*\* per piece of clothing. This limit may stem from legacy constraints of older console generations, despite the game engine technically being capable of handling more. When this limit is exceeded, for example, by adding many addon hairstyles or clothing that properly utilizes the Ped Alternate Variations system, the game will crash with the \*\*ERR\\\_MEM\\\_MULTI\\\_ALLOC\\\_FREE\*\* error. \* For instance, if you have 81 hairstyles in the game, adding a large mask that removes or alters the hairstyle requires 81 alternate models (one for each hairstyle). This already consumes 81 out of the 160 allowed ped alternate variations. If you also add 79 custom hairstyles, you will hit the limit, causing the crash. ### \*\*How to Fix when caused by Alternate Variations Limit\*\* 1. \*\*Temporary Workaround\*\*: You can delete the \`pedalternatevariations.meta\` file and its reference in the \`fxmanifest\` file. Keep in mind that this will disable some features, such as removing or cutting hair with large masks or hoods. 2. \*\*DCT v3 Patch .7\*\*: The Durty Cloth Tool includes an option called "Disable extra alternate variations," which helps mitigate the crash by limiting the number of ped alternate variations generated. This prevents the game from hitting the hardcoded limit, although some features like hair cutting with masks might not work as intended. ### \*\*Long-Term Solution for Alternate Variations Limit\*\* To resolve this issue more comprehensively, a patch increasing the ped alternate variation limit to \*\*512\*\* (or higher) would be ideal. If this affects you, consider reporting the issue on the \[FiveM GitHub\](https://github.com/citizenfx/fivem/issues/2760), providing crash dumps and any other relevant information to encourage prioritization of the fix. {% hint style="info" %} The team of FiveM has recently merged some code changes (\[PR #3195\](https://github.com/citizenfx/fivem/pull/3195)) related to this, in order to increase related game limits and fix this issue. It is possible this has been resolved since then. {% endhint %} ## Tattoo related game limits There is no specific limit to the amounts of tattoos that can be added in total to the game or per tattoo collection. The total amount of tattoos that can be added is limited by the following game limits: \* \*\*TxdStore Pool Size as tattoos are YTD based:\*\* \[#txdstore-pool-full-size-95500-error\](#txdstore-pool-full-size-95500-error "mention") \* \*\*Single YTD size limit:\*\* YTD files can't be bigger than 16mb and therefore can only hold as much tattoos in a single YTD file. \* \*\*Single XML size limit:\*\* XML files can't be bigger than 16mb and therefore can only hold as much tattoo configuration data in a single XML tattoo collection file. \*This is very unlikely to be hit.\* {% hint style="info" %} Durty Cloth Tool automatically will automatically split and optimize tattoos to make best use of the game limits, in most cases there is no need to manually optimize anything. {% endhint %} ## Replacing vanilla / R\\\* clothes In case these limits don't satisfy your needs of adding hundreds of more modding clothes, the only case to workaround these limits is currently by overwriting clothes provided by the game itself. (So called replace mods / clothes) As Durty Cloth Tool doesn't support this yet, I will not go much into detail on how to do this. > \*\*Pleb Masters: Forge\*\* is a useful tool to \*\*figure out texture & model file paths of clothes\*\* you want to replace, as you will need the file names and collection names for replacing them. See

Pleb Masters: Forge Cloth details with file paths
\## Credits Thanks to \`FumaPraQue\` for his contribution to researching this over at the FiveM forums: \--- # Agent Instructions This documentation is published with GitBook. GitBook is the documentation platform designed so that both humans and AI agents can read, navigate, and reason over technical content effectively. Learn more at gitbook.com. ## Querying This Documentation If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question. Perform an HTTP GET request on the current page URL with the \`ask\` query parameter, and the optional \`goal\` query parameter: \`\`\` GET https://docs.gta.clothing/game-mechanics/game-limits-and-crashes.md?ask=&goal= \`\`\` \`ask\` is the immediate question: it should be specific, self-contained, and written in natural language. \`goal\` is optional and describes the broader end goal you are ultimately trying to accomplish on behalf of the user. GitBook uses it to tailor the answer towards what is most useful for that goal. The response will contain a direct answer to the question and relevant excerpts and sources from the documentation. Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
---
# Unknown
\> For the complete documentation index, see \[llms.txt\](https://docs.gta.clothing/llms.txt). Markdown versions of documentation pages are available by appending \`.md\` to page URLs; this page is available as \[Markdown\](https://docs.gta.clothing/basics/good-to-know/material-editor.md). # Material Editor ## Introduction The \*\*Material Editor\*\* lets you view and edit the shader and material parameters of the currently selected drawable. Use it to fine‑tune how a cloth looks in‑game by adjusting shader selection, texture slots, and numeric parameters. {% hint style="info" %} Open via context menu: Right‑click an appearance item in the left list and choose \*\*Edit Materials\*\*. {% endhint %}

Durty Cloth Tool Material Editor Demo
\## Overview The editor is organized by materials found on the drawable. Selecting a material shows its shader and parameters. ### Shader \* Displays the current shader used by the material. ### Parameters Depending on the shader, you can adjust values such as: \* Tint color and intensity \* Specular/gloss strength \* Normal intensity \* UV scale/offset and wrap settings ## Workflow Tips \* If you rename or replace embedded textures, review material parameters to ensure expected channels (e.g., normal/specular) still match. See \[Embedded Textures Editor\](/basics/good-to-know/embedded-textures-editor.md). \* Use the 3D preview to verify results on different lighting. See \[3D Previewing Clothes\](/basics/essential-knowledge/3d-preview-clothes.md). ## Best Practices \* Avoid extreme parameter values that cause shimmering or banding. \* Rebuild and test in‑game for final verification. See \[Build Options\](/basics/essential-knowledge/build-options.md). ## See also \* \[Embedded Textures Editor\](/basics/good-to-know/embedded-textures-editor.md) \* \[Drawable Types & Textures\](/game-mechanics/drawable-types-and-textures.md) \* \[Textures/Power of two\](/cloth-modding/textures-power-of-two.md) --- # Agent Instructions This documentation is published with GitBook. GitBook is the documentation platform designed so that both humans and AI agents can read, navigate, and reason over technical content effectively. Learn more at gitbook.com. ## Querying This Documentation If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question. Perform an HTTP GET request on the current page URL with the \`ask\` query parameter, and the optional \`goal\` query parameter: \`\`\` GET https://docs.gta.clothing/basics/good-to-know/material-editor.md?ask=&goal= \`\`\` \`ask\` is the immediate question: it should be specific, self-contained, and written in natural language. \`goal\` is optional and describes the broader end goal you are ultimately trying to accomplish on behalf of the user. GitBook uses it to tailor the answer towards what is most useful for that goal. The response will contain a direct answer to the question and relevant excerpts and sources from the documentation. Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
---
# Unknown
\> For the complete documentation index, see \[llms.txt\](https://docs.gta.clothing/llms.txt). Markdown versions of documentation pages are available by appending \`.md\` to page URLs; this page is available as \[Markdown\](https://docs.gta.clothing/basics/essential-knowledge.md). # Essential Knowledge - \[User Interface\](https://docs.gta.clothing/basics/essential-knowledge/user-interface.md): Learn about our User Interface - \[Build Options\](https://docs.gta.clothing/basics/essential-knowledge/build-options.md): Learn about Project Build Options - \[3D Previewing Clothes\](https://docs.gta.clothing/basics/essential-knowledge/3d-preview-clothes.md): Learn about our 3D Preview - \[Items Position Number\](https://docs.gta.clothing/basics/essential-knowledge/items-position-number.md): Learn about our 'Cloth Position' Feature - \[Cloth Analysis Report\](https://docs.gta.clothing/basics/essential-knowledge/cloth-analysis-report.md): Learn about our Information, Warnings and Errors - \[Optimizing Clothes\](https://docs.gta.clothing/basics/essential-knowledge/optimizing-clothes.md): Learn about our Cloth Optimization features - \[Cutting Hairs\](https://docs.gta.clothing/basics/essential-knowledge/cutting-hairs.md): Learn about our 'Cut Hairs' Feature - \[High Heels\](https://docs.gta.clothing/basics/essential-knowledge/high-heels.md): Learn about our 'High Heels' Feature - \[Audio Presets\](https://docs.gta.clothing/basics/essential-knowledge/audio-presets.md): Learn about our 'Audio Presets' Feature --- # Agent Instructions This documentation is published with GitBook. GitBook is the documentation platform designed so that both humans and AI agents can read, navigate, and reason over technical content effectively. Learn more at gitbook.com. ## Querying This Documentation If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question. Perform an HTTP GET request on the current page URL with the \`ask\` query parameter, and the optional \`goal\` query parameter: \`\`\` GET https://docs.gta.clothing/basics/essential-knowledge.md?ask=&goal= \`\`\` \`ask\` is the immediate question: it should be specific, self-contained, and written in natural language. \`goal\` is optional and describes the broader end goal you are ultimately trying to accomplish on behalf of the user. GitBook uses it to tailor the answer towards what is most useful for that goal. The response will contain a direct answer to the question and relevant excerpts and sources from the documentation. Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
---
# Unknown
\> For the complete documentation index, see \[llms.txt\](https://docs.gta.clothing/llms.txt). Markdown versions of documentation pages are available by appending \`.md\` to page URLs; this page is available as \[Markdown\](https://docs.gta.clothing/basics/useful-to-know/shortcuts.md). # Shortcuts ## Introduction Durty Cloth Tool provides a variety of keyboard shortcuts to help you work more efficiently. These shortcuts allow you to quickly navigate through different sections, manage appearance items, and handle cloth textures. Below is a comprehensive guide to the available shortcuts in Durty Cloth Tool, grouped into general application shortcuts, appearance items list, and cloth drawable textures list. ## \*\*General Shortcuts\*\* | \*\*Shortcut\*\* | \*\*Action\*\* | | ------------ | ---------------------------------- | | CTRL + F | Focus on the integrated search bar | | CTRL + S | Save the current project | | CTRL + O | Open an existing project | | CTRL + N | Create a new project | ## \*\*Appearance Items List Shortcuts\*\* | \*\*Shortcut\*\* | \*\*Action\*\* | | ------------ | ------------------------------------------------------------------------- | | Enter | Preview the selected appearance item with its first texture in 3D Preview | | DEL | Delete the currently selected appearance item(s) | | CTRL + O | Optimize the selected appearance item | | CTRL + H | Replace the selected appearance item | | CTRL + E | Show the selected appearance item in file explorer | ## \*\*Cloth Drawable Textures List Shortcuts\*\* | \*\*Shortcut\*\* | \*\*Action\*\* | | ------------ | ------------------------------------------------------------------- | | Enter | Preview the selected cloth drawable with the selected texture in 3D | | DEL | Delete the currently selected texture(s) | | CTRL + O | Optimize the selected cloth texture | | CTRL + R | Rename the selected cloth texture | | CTRL + H | Replace the selected cloth texture | | CTRL + E | Show the selected cloth texture in file explorer | ## Summary Utilizing these keyboard shortcuts in \*\*Durty Cloth Tool\*\* will help you quickly manage and preview items, optimize your workflow, and enhance your productivity. Keeping these shortcuts at hand will save you time and reduce the need for excessive mouse interactions, allowing you to focus on creating high-quality clothing content for your projects. --- # Agent Instructions This documentation is published with GitBook. GitBook is the documentation platform designed so that both humans and AI agents can read, navigate, and reason over technical content effectively. Learn more at gitbook.com. ## Querying This Documentation If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question. Perform an HTTP GET request on the current page URL with the \`ask\` query parameter, and the optional \`goal\` query parameter: \`\`\` GET https://docs.gta.clothing/basics/useful-to-know/shortcuts.md?ask=&goal= \`\`\` \`ask\` is the immediate question: it should be specific, self-contained, and written in natural language. \`goal\` is optional and describes the broader end goal you are ultimately trying to accomplish on behalf of the user. GitBook uses it to tailor the answer towards what is most useful for that goal. The response will contain a direct answer to the question and relevant excerpts and sources from the documentation. Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
---
# Unknown
\> For the complete documentation index, see \[llms.txt\](https://docs.gta.clothing/llms.txt). Markdown versions of documentation pages are available by appending \`.md\` to page URLs; this page is available as \[Markdown\](https://docs.gta.clothing/basics/good-to-know/embedded-textures-editor.md). # Embedded Textures Editor ## Introduction The \*\*Embedded Textures Editor\*\* provides a focused view of all images embedded inside a drawable’s model. Use it to preview, export, replace, rename, and remove embedded textures. When texture names or assignments change, the editor can auto‑fix related shader parameters where possible. {% hint style="info" %} Open via context menu: Right‑click an appearance item and choose \*\*Embedded Textures Editor\*\*. {% endhint %}

Durty Cloth Tool Embedded Textures Editor Demo
\## What you can do \* Preview embedded images along with basic metadata (dimensions, format, usage). \* Replace a texture by importing a PNG, JPG or DDS of the same intended purpose. \* Rename or delete embedded textures. \* Auto‑adjusts linked shader parameters when names or usage change. ## Recommended texture formats \* Use power‑of‑two dimensions (e.g., 512×512, 1024×1024). See \[Textures/Power of two\](/cloth-modding/textures-power-of-two.md). \* Provide proper channel data: \* Normal maps in tangent space \* Specular/gloss maps with correct RGB channel usage ## Workflow Tips \* After replacing or renaming a texture, verify the material still references the correct slot in the \[Material Editor\](/basics/good-to-know/material-editor.md). \* Use the 3D preview to validate normals/speculars under different lighting. See \[3D Previewing Clothes\](/basics/essential-knowledge/3d-preview-clothes.md). \* For overall performance and compatibility, optimize embedded textures where possible. See \[Optimizing Clothes\](/basics/essential-knowledge/optimizing-clothes.md). ## Related concepts \* How GTA uses different texture types: \[Drawable Types & Textures\](/game-mechanics/drawable-types-and-textures.md) --- # Agent Instructions This documentation is published with GitBook. GitBook is the documentation platform designed so that both humans and AI agents can read, navigate, and reason over technical content effectively. Learn more at gitbook.com. ## Querying This Documentation If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question. Perform an HTTP GET request on the current page URL with the \`ask\` query parameter, and the optional \`goal\` query parameter: \`\`\` GET https://docs.gta.clothing/basics/good-to-know/embedded-textures-editor.md?ask=&goal= \`\`\` \`ask\` is the immediate question: it should be specific, self-contained, and written in natural language. \`goal\` is optional and describes the broader end goal you are ultimately trying to accomplish on behalf of the user. GitBook uses it to tailor the answer towards what is most useful for that goal. The response will contain a direct answer to the question and relevant excerpts and sources from the documentation. Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
---
# Unknown
\> For the complete documentation index, see \[llms.txt\](https://docs.gta.clothing/llms.txt). Markdown versions of documentation pages are available by appending \`.md\` to page URLs; this page is available as \[Markdown\](https://docs.gta.clothing/basics/good-to-know/integrated-search.md). # Integrated Search ## Introduction The \*\*Integrated Search\*\* feature in the Durty Cloth Tool provides a fast and efficient way to find specific items within the \*\*Drawables List\*\*. This functionality allows users to quickly filter and locate cloth items, textures and tattoos, improving productivity when managing large projects with many appearance items.

Durty Cloth Tool Integrated Search demo
\## \*\*How It Works\*\* The \*\*Integrated Search\*\* bar is prominently located at the top of the \*\*Drawables List\*\*. As you type into the search field, the list dynamically updates to show only the drawables that match the search criteria. This is especially useful when working with projects that contain a significant number of items, allowing users to immediately pinpoint the specific item they need. ### \*\*Key Features of Integrated Search:\*\* 1. \*\*Real-Time Filtering\*\*\\ As you type in the search box, the results in the drawables list update instantly, showing only items that match the search term. 2. \*\*Versatile Search Parameters\*\*\\ The search system allows filtering by various parameters, including: \* \*\*Position\*\*: Locate items based on their position within the project (e.g., \`0\` for the first position). \* \*\*Type\*\*: Filter results by drawable type (e.g., "Top," "Shoes"). \* \*\*File Name\*\*: Search for assets using file names or partial matches. \* \*\*Game File Name\*\*: Directly find assets based on their corresponding game file names. 3. \*\*Combined Parameter Searches\*\*\\ Combine multiple parameters in a single query for precise filtering. Examples include: \* \`"0 Top"\` to find all tops with position \`0\`. \* \`"Shoes 2"\` to locate shoes in position \`2\`. 4. \*\*Drawable Types Filtering\*\*\\ You can search across various drawable types such as \*\*tops\*\*, \*\*masks\*\*, \*\*shoes\*\*, and more. This ensures that no matter what kind of item you're looking for, the \*\*Integrated Search\*\* will help you find it quickly. 5. \*\*Fuzzy Matching\*\*\\ The search feature supports fuzzy matching, meaning you don’t need to enter exact names or terms. This makes the search more forgiving and user-friendly, even if you are unsure of the exact drawable name. 6. \*\*Context-Sensitive Results\*\*\\ The results of the search will not only show the drawable names but also the associated drawable type and any other relevant metadata, helping you easily distinguish between similar items. 7. \*\*Search Token Matching\*\*\\ Search queries can utilize \*\*tokens\*\* to filter results with precision. Tokens such as positions, drawable types, or file-related keywords help you focus on specific assets. 8. \*\*Search Result Scoring\*\*\\ Results are ranked using \*\*advanced scoring\*\*, ensuring that the most relevant matches appear first. This helps you locate critical items efficiently without sifting through irrelevant results. ## \*\*How to Use Integrated Search\*\* \* Activate the search bar by pressing \*\*CTRL + F\*\* or clicking the \*\*Search Icon\*\* at the top of the application. \* Enter your search query, leveraging the system's fuzzy matching, token processing, and parameter filtering. \* Instantly view ranked results, with the most relevant matches at the top. \* Refine your query or combine parameters for more specific results. \* Double-click on any result to jump directly to the corresponding item or setting in the project. ## \*\*Benefits\*\* \* \*\*Time-Saving:\*\* Eliminates the need to manually scroll through the list of drawables, allowing you to focus on editing and optimizing items. \* \*\*Efficient:\*\* Makes finding and editing specific drawables more streamlined, especially in large projects with hundreds of items. \* \*\*User-Friendly:\*\* Supports partial searches and fuzzy matching, making it accessible for users even if they don’t remember the exact item name. ## Summary The \*\*Integrated Search\*\* feature is a vital tool within Durty Cloth Tool’s user interface, making it easier and faster to navigate and manage your drawable list, enhancing your workflow and project management. --- # Agent Instructions This documentation is published with GitBook. GitBook is the documentation platform designed so that both humans and AI agents can read, navigate, and reason over technical content effectively. Learn more at gitbook.com. ## Querying This Documentation If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question. Perform an HTTP GET request on the current page URL with the \`ask\` query parameter, and the optional \`goal\` query parameter: \`\`\` GET https://docs.gta.clothing/basics/good-to-know/integrated-search.md?ask=&goal= \`\`\` \`ask\` is the immediate question: it should be specific, self-contained, and written in natural language. \`goal\` is optional and describes the broader end goal you are ultimately trying to accomplish on behalf of the user. GitBook uses it to tailor the answer towards what is most useful for that goal. The response will contain a direct answer to the question and relevant excerpts and sources from the documentation. Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
---
# Unknown
\> For the complete documentation index, see \[llms.txt\](https://docs.gta.clothing/llms.txt). Markdown versions of documentation pages are available by appending \`.md\` to page URLs; this page is available as \[Markdown\](https://docs.gta.clothing/basics/good-to-know/first-person-and-tint-effects.md). # First Person & Tint Effects ## Introduction The \*\*First Person & Tint Effects\*\* features in Durty Cloth Tool allow users to fine-tune clothing and prop behavior when viewed in first-person perspective. These features help prevent visual glitches and improve immersion through \*\*First Person Models\*\*, \*\*First Person Mask Models\*\*, and \*\*TimeCycle Modifiers\*\*.

Durty Cloth Tool First Person Features demo
\## \*\*First Person Model (Prevent Glitching)\*\* The \*\*First Person Model\*\* option is available for specific clothing types like \*\*accessories\*\*, \*\*undershirts\*\*, \*\*armor\*\*, and \*\*tops\*\*. It allows you to define a special version of a clothing item that is only loaded when the player is in first-person view. This model helps prevent clipping or glitching of items into the player's camera in first-person mode. \* \*\*Purpose:\*\* The First Person Model ensures that no part of the clothing obstructs the player's first-person view, eliminating visual clipping issues. \* \*\*Use Case:\*\* For example, if an armor vest clips into the first-person camera, defining a First Person Model for the vest ensures it does not interfere with the view. \* \*\*Configuration:\*\* Available for clothing types such as accessories, undershirts, armor, and tops to prevent first-person glitches. ## \*\*First Person Mask Model (Immersion)\*\*

Editing a Head Prop (Hats) in Durty Cloth Tool
The \*\*First Person Mask Model\*\* option is defined per \*\*Cloth Drawable\*\* and is available for props such as \*\*prop heads\*\*, \*\*prop eyes\*\*, \*\*comp masks\*\*, and \*\*undershirts\*\*. This model provides visual immersion by rendering the edges of masks, helmets, or goggles when in first-person view. Unlike the \*\*First Person Model\*\*, which prevents glitches, the Mask Model enhances realism by displaying part of the item in the player's view. \* \*\*Purpose:\*\* Provides visual immersion by rendering the borders of items like masks or goggles, giving players a more realistic sense of wearing the item. \* \*\*Example Use Case:\*\* A scuba mask in first-person view will show its borders, enhancing the immersion and making it feel like the player is wearing the mask. \* \*\*Configuration:\*\* Define the \*\*Mask Model\*\* per Cloth Drawable for specific items like prop heads, eyes, masks, and undershirts. {% hint style="info" %} See \[Prop Mask Models\](/game-mechanics/prop-mask-models.md) for a full list of all prop mask models and some example image of them. {% endhint %} ## \*\*TimeCycle Modifier (Tint Effects)\*\*

Durty Cloth Tool First Person & Tint Effects Showcase
The \*\*TimeCycle Modifier\*\* applies tint effects or visual adjustments to the player's screen when specific textures are worn. The \*\*TimeCycle Modifier\*\* and its \*\*Intensity\*\* are defined \*\*per cloth texture variation\*\*, allowing for a wide range of visual effects like tinting glasses or darkening lenses. \* \*\*Purpose:\*\* Adds color or lighting effects to simulate wearing tinted glasses or looking through specific lenses. \* \*\*How It Works:\*\* The \*\*TimeCycle Modifier\*\* is a post-processing effect applied when certain cloth textures are equipped. It can simulate various visual effects, from color tints to lighting changes. \* \*\*TimeCycle Intensity:\*\* The intensity of the effect can be adjusted between \*\*0.1\*\* and \*\*1.0\*\* to control the strength of the tint. \* \*\*Important Note:\*\* The effect must be tested \*\*in-game\*\*, as real-time preview is not available within Durty Cloth Tool. > \*Example Use Case:\* Applying a TimeCycle Modifier to a pair of sunglasses will darken the view through the lenses, mimicking the effect of wearing tinted shades. Adjust the intensity to match the desired look. {% hint style="warning" %} Keep in mind that TimeCycle Modifier and Intensity option is saved per Cloth Texture Variation. It has to be set for every individual Cloth Texture. {% endhint %} ## Summary By leveraging \*\*First Person Models\*\* to prevent visual glitches, \*\*First Person Mask Models\*\* to enhance realism, and \*\*TimeCycle Modifiers\*\* to add tint effects, you can ensure that your clothing and props behave properly in first-person view, improving the overall immersion and gameplay experience. These options are flexible and can be customized for different items and texture variations to meet your specific design needs. --- # Agent Instructions This documentation is published with GitBook. GitBook is the documentation platform designed so that both humans and AI agents can read, navigate, and reason over technical content effectively. Learn more at gitbook.com. ## Querying This Documentation If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question. Perform an HTTP GET request on the current page URL with the \`ask\` query parameter, and the optional \`goal\` query parameter: \`\`\` GET https://docs.gta.clothing/basics/good-to-know/first-person-and-tint-effects.md?ask=&goal= \`\`\` \`ask\` is the immediate question: it should be specific, self-contained, and written in natural language. \`goal\` is optional and describes the broader end goal you are ultimately trying to accomplish on behalf of the user. GitBook uses it to tailor the answer towards what is most useful for that goal. The response will contain a direct answer to the question and relevant excerpts and sources from the documentation. Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
---
# Unknown
\> For the complete documentation index, see \[llms.txt\](https://docs.gta.clothing/llms.txt). Markdown versions of documentation pages are available by appending \`.md\` to page URLs; this page is available as \[Markdown\](https://docs.gta.clothing/basics/useful-to-know/import-and-export-formats.md). # Import & Export Formats ## Introduction Durty Cloth Tool offers flexible import and export functionalities to handle cloth projects and items. These features enable you to export entire projects or individual items in specific formats. The tool supports two primary formats for exporting and importing: \`.dctexport\` for entire projects and \`.dctpackage\` for individual items or selections. This guide explains both formats in detail and how to use them for your workflow.

Durty Cloth Tool Export & Import demo
\## Project Export Format: \`\*.dctexport\` The \`.dctexport\` format is used for exporting and importing entire Durty Cloth Tool projects. It packages everything related to a project, including all drawables, textures, settings, and configurations, making it easy to move, share, or back up full projects. ### \*\*How to Export a Cloth Project\*\* 1. Once you have finished working on your cloth project, go to the \*\*Project\*\* menu in the toolbar. 2. In the top navigation menu click "\*\*Project > Export Project"\*\*. 3. Choose a folder where you want to save the project export. 4. Click \*\*Open Folder\*\* to export your project. ### \*\*How to Import a Cloth Project from a \`.dctexport\` File\*\* 1. To import an existing project, go to the \*\*Project\*\* menu in the toolbar. 2. In the top navigation menu click "\*\*Project > Import Project"\*\*. 3. Navigate to the folder containing the \`.dctexport\` file and select it. 4. Navigate to the folder where the extracted / exported cloth project should be saved to. 5. Click "\*\*Open Folder\*\*" to import the selected project export to the given destination. ## Items Export Format: \`\*.dctpackage\` The \`.dctpackage\` format is used for exporting and importing individual items, like specific cloth drawables or textures. This is useful when you want to export only parts of a project, such as a single item, and import it into another project without transferring the entire project file. ### \*\*How to Export Items as a \`.dctpackage\` File\*\* 1. Select the specific items or drawables you wish to export in the \*\*Appearance Items List\*\* or \*\*Cloth Drawable Textures List\*\*. 2. Right-click the selected items and choose "\*\*Export as DCT package"\*\*. 3. Choose the destination folder and name the file with a \`.dctpackage\` extension. 4. Click \*\*Save\*\* to export the selected items as a package. ### \*\*How to Import Items from a \`.dctpackage\` File\*\* 1. To import items from a \`.dctpackage\` file, go to the bottom of the \*\*Appearance Items List\*\*. 2. Choose "\*\*Import from DCT Package"\*\* in any dropdown or "\*\*Import package\*\*" in the toolbar. 3. Navigate to the folder containing the \`.dctpackage\` file and select it. 4. Click \*\*Open\*\* to import the selected items into your current project. ## Summary Durty Cloth Tool’s support for the \`.dctexport\` and \`.dctpackage\` formats provides flexibility in handling entire projects and individual items. This makes collaboration easier, as you can share specific parts of a project or entire setups with others. By following these steps, you can efficiently export or import your cloth projects and items to streamline your workflow. --- # Agent Instructions This documentation is published with GitBook. GitBook is the documentation platform designed so that both humans and AI agents can read, navigate, and reason over technical content effectively. Learn more at gitbook.com. ## Querying This Documentation If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question. Perform an HTTP GET request on the current page URL with the \`ask\` query parameter, and the optional \`goal\` query parameter: \`\`\` GET https://docs.gta.clothing/basics/useful-to-know/import-and-export-formats.md?ask=&goal= \`\`\` \`ask\` is the immediate question: it should be specific, self-contained, and written in natural language. \`goal\` is optional and describes the broader end goal you are ultimately trying to accomplish on behalf of the user. GitBook uses it to tailor the answer towards what is most useful for that goal. The response will contain a direct answer to the question and relevant excerpts and sources from the documentation. Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
---
# Unknown
\> For the complete documentation index, see \[llms.txt\](https://docs.gta.clothing/llms.txt). Markdown versions of documentation pages are available by appending \`.md\` to page URLs; this page is available as \[Markdown\](https://docs.gta.clothing/basics/useful-to-know/dynamic-config-builders.md). # Dynamic Config Builders ## Introduction The \*\*Dynamic Config Builders\*\* in Durty Cloth Tool provide an automated way to generate specific configuration files for your cloth resources. These files are dynamically created during the build process, making them in most cases ready for use with various supported scripts, such as clothing store or tattoo shop scripts in multiplayer mods like FiveM. Dynamic Config Builders streamline the process of setting up these configuration files, saving you time and ensuring your resources are immediately compatible with different scripts. However, they do not ensure the structural or optimization correctness of the resources themselves; their primary role is to generate the necessary configuration files for external scripts. Users simply need to enable the relevant options in the \*\*Build Options\*\* window, and the Dynamic Config Builders will handle the rest automatically.

Durty Cloth Tool Build Options Dynamic Config Builders
\## Supported Dynamic Config Builders Below is a list of the currently supported Dynamic Config Builders:
| Config Builder | Description |
| --- | --- |
| (FiveM) Rcore-Tattoos config file | Generates a configuration file for the FiveM Rcore-Tattoos script. **Grab this Tattoo Shop Script here:** [https://store.rcore.cz/package/5199324](https://store.rcore.cz/package/5199324) |
| (FiveM) xnTattoos config file | Generates a configuration file for the FiveM xnTattoos script |
| (FiveM) qb-tattooshop config file | Generates a configuration file for the FiveM qb-tattooshop script |
| (FiveM) ESX-TattooShop config file | Generates a configuration file for the FiveM ESX-TattooShop script |
| (FiveM) illenium-appearance config file | Generates a configuration file for the FiveM illenium-appearance script resource |
| (Menyoo) PedDecalOverlays.xml | Generates the Singleplayer Menyoo `PedDecalOverlays.xml` tattoos configuration file (see [Menyoo SP](https://github.com/itsjustcurtis/MenyooSP/releases)
). |
| **General Information Dumps:** | |
| Clothes info dump | Dumps information related to cloth resources for general development |
| Tattoos info dump | Dumps tattoo-related data for general pipeline or script usage |
{% hint style="info" %} More Dynamic Config Builders can be requested on our \[Discord\](https://discord.plebmasters.de). {% endhint %} ## How to Use Dynamic Config Builders 1. \*\*Enabling Config Builders\*\*\\ To use the Dynamic Config Builders, simply tick the related config options in the \*\*Build Options\*\* window before you start the build process. Each supported config file type will be listed, and you can choose which ones to generate based on your project needs. 2. \*\*No Customization or Manual Setup\*\*\\ Once a config builder is enabled, there is no further setup or customization required. The system is designed to automatically generate the proper config files based on the cloth resource and the target script. 3. \*\*General Info Dumps\*\*\\ For broader development purposes or for building your own systems (such as clothing shop scripts), you can enable the \*\*Clothes info dump\*\* or \*\*Tattoos info dump\*\*. These files provide detailed data that can be integrated into your own workflows and custom scripts. 4. Copy the generated file contents or entire file to the actual folder / file where this configuration is required, like in your tattoo script. For more specific information please contact the script creator. {% hint style="info" %} Keep in mind many of \*\*these script configurations are not meant as "drop-in" fixes\*\*, usually they require additional steps like merging them with your existing configuration or referencing related file somewhere.\\ \\ \*\*Please get in contact with the Creator that provides support for the used script resource.\*\* {% endhint %} {% hint style="warning" %} Tattoo and Clothing related Dynamic Config Builder Options are only enabled and check-able when Tattoos and/or Clothing in the Cloth Project exists. {% endhint %} ## Summary The \*\*Dynamic Config Builders\*\* feature in Durty Cloth Tool makes it easier to generate essential configuration files for various scripts, particularly in FiveM environments. Users can quickly enable the relevant config builders in the \*\*Build Options\*\* window to generate the required files. Additionally, the info dumps offer valuable resources for custom development or integrating cloth resources into custom scripts. --- # Agent Instructions This documentation is published with GitBook. GitBook is the documentation platform designed so that both humans and AI agents can read, navigate, and reason over technical content effectively. Learn more at gitbook.com. ## Querying This Documentation If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question. Perform an HTTP GET request on the current page URL with the \`ask\` query parameter, and the optional \`goal\` query parameter: \`\`\` GET https://docs.gta.clothing/basics/useful-to-know/dynamic-config-builders.md?ask=&goal= \`\`\` \`ask\` is the immediate question: it should be specific, self-contained, and written in natural language. \`goal\` is optional and describes the broader end goal you are ultimately trying to accomplish on behalf of the user. GitBook uses it to tailor the answer towards what is most useful for that goal. The response will contain a direct answer to the question and relevant excerpts and sources from the documentation. Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
---
# Unknown
\> For the complete documentation index, see \[llms.txt\](https://docs.gta.clothing/llms.txt). Markdown versions of documentation pages are available by appending \`.md\` to page URLs; this page is available as \[Markdown\](https://docs.gta.clothing/basics/essential-knowledge/audio-presets.md). # Audio Presets ## Introduction The \*\*Audio Presets\*\* feature in \*\*Durty Cloth Tool\*\* allows you to enhance the realism and immersion of custom clothing items by selecting an appropriate sound for each cloth component. These presets define how different clothing items sound when the character moves, contributing to a more immersive in-game experience.

Durty Cloth Tool Tool Audio Presets dropdown
\## \*\*What are Audio Presets?\*\* In \*\*GTA V\*\*, each type of clothing item can be associated with a specific audio preset, which determines the sound it makes during character movement. For example, walking in flip flops will sound different from walking in heavy boots, and wearing a leather jacket creates a distinct rustling sound when compared to a light shirt. These audio presets are predefined by the game and are available for selection in \*\*Durty Cloth Tool\*\*. ## \*\*Supported Clothing Types\*\* The \*\*Audio Presets\*\* feature applies to various clothing components, including but not limited to: \* \*\*Shoes\*\* (e.g., flip flops, boots) \* \*\*Masks\*\* \* \*\*Armor\*\* (e.g., ballistic vests) \* \*\*Bags\*\* \* \*\*Pants\*\* (e.g., jeans, skirts, fireman pants) \* \*\*Tops\*\* (e.g., leather jackets, t-shirts) \* \*\*Undershirts\*\* Each of these components has its own set of available audio presets, depending on the type of clothing being used. ## \*\*Selecting Audio Presets\*\* In \*\*Durty Cloth Tool\*\*, you can easily apply an audio preset to any clothing item. Here's how: 1. \*\*Select the Drawable:\*\* \* Choose the clothing item (drawable) from the \*\*Drawables List\*\* that you want to edit. 2. \*\*Locate the Audio Preset Option:\*\* \* In the \*\*Drawable Details\*\* panel on the right-hand side, you'll find a dropdown labeled \*\*Audio Preset\*\*. This field allows you to assign a preset to the currently selected drawable. 3. \*\*Choose an Audio Preset:\*\* \* The \*\*Audio Preset\*\* dropdown is populated with a list of game-defined presets specific to the selected drawable type. For example: \* \*\*Shoes\*\* may have presets like "Flip Flops," "Heavy Boots," or "High Heels." \* \*\*Armor\*\* may have presets like "Ballistic Armor" or "Heavy Gear." \* \*\*Pants\*\* may have presets like "Tight Jeans," "Skirt," or "Fireman Pants." \* Select the appropriate preset based on the sound you want the item to produce in-game. 4. \*\*Test the Audio Preset:\*\* \* Although the \*\*Audio Preset\*\* does not play within \*\*Durty Cloth Tool\*\*, the effect will be noticeable when the player wears the item in-game. The chosen sound will be triggered as the character moves, depending on the cloth component’s interaction with the environment. ## \*\*Examples of Audio Presets\*\* 1. \*\*Shoes:\*\* \* \*\*Flip Flops\*\* – Produces the characteristic sound of flip flops hitting the ground when walking. \* \*\*Heavy Boots\*\* – A deep, heavier sound suitable for sturdy or military-style boots. \* \*\*High Heels\*\* – The sharp, distinct sound of heels clicking against the floor. 2. \*\*Masks:\*\* \* \*\*Gas Mask\*\* – Produces a sound associated with wearing a heavy-duty gas mask. 3. \*\*Armor:\*\* \* \*\*Ballistic Armor\*\* – A preset that adds the sound of heavy armor rustling with movement, reinforcing the sense of wearing protective gear. \* \*\*Heavy Gear\*\* – Adds a bulkier sound for heavier equipment or tactical armor. 4. \*\*Pants:\*\* \* \*\*Tight Jeans\*\* – Simulates the sound of tight fabric moving against the body. \* \*\*Skirt\*\* – A lighter, swish sound typical of fabric skirts when the character moves. \* \*\*Fireman Pants\*\* – The heavy, padded sound of fire-resistant trousers, adding weight to the movement. 5. \*\*Tops:\*\* \* \*\*Leather Jacket\*\* – Provides a realistic sound of a leather jacket shifting and creaking as the character moves. \* \*\*Light Shirt\*\* – A quieter sound, reflecting the less substantial material. ## \*\*Customization for Immersive Gameplay\*\* By assigning appropriate audio presets to clothing items, you can: \* \*\*Enhance Realism:\*\* Ensure the clothing matches the character’s sound during gameplay. For example, heavy boots on a soldier sound different from flip flops on a civilian character. \* \*\*Improve Immersion:\*\* Audio feedback from the character’s clothing can make the player feel more connected to their in-game avatar. \* \*\*Add Variety:\*\* Differentiating the sound of clothing depending on its type or material adds depth to the game world. ## \*\*Sorting and Availability of Audio Presets\*\* \* \*\*Drawable Type Specificity:\*\* The available audio presets are different for each \*\*drawable type\*\*. For instance, shoes will have a different set of audio presets compared to masks or armor. \* \*\*Sorted by Type:\*\* The presets are sorted within \*\*Durty Cloth Tool\*\* by their relevant drawable type, making it easy to find the right sound for each piece of clothing. Each audio preset is pre-configured by the game engine, so you can select the one that best matches your clothing item without needing to adjust any sound settings manually. ## Summary The \*\*Audio Presets\*\* feature in \*\*Durty Cloth Tool\*\* is a powerful tool for cloth maintainers and creators to add audio realism and immersion to custom clothing items in \*\*GTA V\*\*. By selecting the right audio preset, you can ensure that characters sound appropriate for their clothing, whether they’re wearing heavy armor, a leather jacket, or flip flops. --- # Agent Instructions This documentation is published with GitBook. GitBook is the documentation platform designed so that both humans and AI agents can read, navigate, and reason over technical content effectively. Learn more at gitbook.com. ## Querying This Documentation If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question. Perform an HTTP GET request on the current page URL with the \`ask\` query parameter, and the optional \`goal\` query parameter: \`\`\` GET https://docs.gta.clothing/basics/essential-knowledge/audio-presets.md?ask=&goal= \`\`\` \`ask\` is the immediate question: it should be specific, self-contained, and written in natural language. \`goal\` is optional and describes the broader end goal you are ultimately trying to accomplish on behalf of the user. GitBook uses it to tailor the answer towards what is most useful for that goal. The response will contain a direct answer to the question and relevant excerpts and sources from the documentation. Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
---
# Unknown
\> For the complete documentation index, see \[llms.txt\](https://docs.gta.clothing/llms.txt). Markdown versions of documentation pages are available by appending \`.md\` to page URLs; this page is available as \[Markdown\](https://docs.gta.clothing/basics/essential-knowledge/optimizing-clothes.md). # Optimizing Clothes ## Introduction Durty Cloth Tool (DCT) provides a powerful \*\*Optimization\*\* feature that allows users to optimize embedded textures in cloth drawables (YDD) as well as individual textures in cloth texture variations (YTD). This feature is designed to improve performance by reducing the size of textures, ensuring proper mipmap levels, and adjusting texture resolutions to power-of-two dimensions (commonly used by game engines for better rendering efficiency). The \*\*Optimization Options\*\* dialog pops up for each texture when the user chooses to optimize a cloth drawable or a single cloth texture. In this guide, we will go over the optimization options, explaining what each setting does and how they affect the textures.

Durty Cloth Tool Optimization Options Dialog
\## Optimization Options Dialog The \*\*Optimization Options\*\* dialog, as shown in the screenshot above, provides several configurable settings for optimizing textures. Below is a detailed explanation of each section of the dialog. ### 1. \*\*Optimize Compression\*\* The \*\*Optimize Compression\*\* section deals with compressing the texture to reduce its file size without significantly affecting its visual quality. Compression formats in GTA V and similar games can vary, so choosing the right one is essential for compatibility and performance. \* \*\*Current\*\*: This field displays the current compression format used for the texture (e.g., \`D3DFMT\_DXT1\`). \* \*\*Change Compression Format\*\*: Enabling this checkbox allows you to change the compression format of the texture. For example, you may want to switch from a less efficient format to something like \`BC1/DXT1\`, which is widely supported and efficient. \* \*\*Auto select good compression\*\*: If this option is selected, the tool will automatically choose a suitable compression format based on the texture type (e.g., textures with or without alpha channels). This can save time when you are unsure of the best format. \* \*\*Select specific compression\*\*: If you want to manually choose a compression format, this dropdown provides options like: \* \*\*BC1/DXT1\*\*: Compression for textures without an alpha channel. \* \*\*BC3/DXT5\*\*: Compression for textures that require an alpha channel. #### \*\*Why Compression Matters:\*\* Compressing textures helps reduce their size, improving game performance and reducing memory usage. However, it's essential to balance compression with visual quality, as overly aggressive compression can lead to visual artifacts. ### 2. \*\*Mipmap\*\* Mipmaps are lower-resolution versions of a texture that are automatically used when the texture is viewed from a distance. This improves performance by reducing the amount of detail rendered when it is not necessary. \* \*\*Auto generate mipmap levels\*\*: If this option is selected, DCT will automatically generate mipmap levels for the texture. Mipmaps are essential for optimizing rendering performance, especially in open-world games like GTA V, where objects can be viewed at varying distances. #### \*\*Why Mipmaps Matter:\*\* Without mipmaps, textures can appear overly detailed at a distance, causing unnecessary strain on the rendering engine. By generating mipmaps, you allow the game engine to render lower-resolution textures when the object is far away, improving performance without sacrificing visual quality. ### 3. \*\*Power of Two\*\* Game engines like Rockstar's RAGE engine (used in GTA V) perform better with textures that have dimensions in powers of two (e.g., 256x256, 512x512). This option helps ensure that your textures conform to these standards. \* \*\*Adjust width and height for pow2\*\*: Enabling this option allows you to adjust the texture dimensions to the nearest power of two. This is useful if your textures are not already in a power-of-two format. \* \*\*Width/Height Threshold\*\*: If you enable the above option, you can set a threshold for adjusting the width and height to the nearest power of two. For example, if a texture is 513x513, it may be resized to 512x512, adhering to the optimal size for the game engine. #### \*\*Why Power of Two Matters:\*\* Textures that conform to power-of-two dimensions are handled more efficiently by game engines, resulting in smoother performance, faster loading times, and better memory usage. ### 4. \*\*Downscale Texture\*\* This option allows you to reduce the resolution of textures, which can significantly improve performance at the cost of some visual detail. It is useful when textures are unnecessarily large for their intended use. \* \*\*Downscale textures\*\*: Selecting this checkbox enables the texture downscaling feature. The texture will be resized to a lower resolution, which can save memory and improve performance in-game. \* \*\*Auto downscale by half\*\*: This option automatically halves the resolution of the texture (e.g., a 1024x1024 texture would be reduced to 512x512). This is a quick and easy way to optimize textures when you want to reduce their size without manual input. \* \*\*Target Width/Target Height\*\*: If you prefer more control over the resizing process, you can manually specify the desired width and height for the texture. The \*\*Current\*\* values display the original resolution of the texture for reference. {% hint style="warning" %} \*\*In some cases this might not be an ultimate solution\*\*, as some textures are way too big due to inefficient placement of texture parts, leaving lots of white/transparent space using up space. This can only be manually fixed.\\ \\ Cause of this is in most cases bad clothing ports from other games like Sims. Durty Cloth Tool will warn about this. {% endhint %} #### \*\*Why Downscaling Matters:\*\* High-resolution textures can consume a lot of memory and processing power, especially in multiplayer environments like FiveM or alt:V, where many textures are loaded simultaneously. By downscaling textures, you can improve loading times and overall game performance, particularly on lower-end systems. ## How the Optimization Feature Works ### Optimizing Cloth Drawables (YDD) When you select a cloth drawable (YDD file) for optimization, DCT will analyze all embedded textures in that drawable. For each texture, the \*\*Optimization Options\*\* dialog will pop up, allowing you to configure the optimization settings. The process is repeated for every embedded texture. \* \*\*Multiple Embedded Textures\*\*: Most drawables contain multiple embedded textures, such as diffuse maps, bump maps, and specular maps. You will need to optimize each texture individually to ensure the drawable is fully optimized. ### Optimizing Single Cloth Textures (YTD) In the case of single cloth textures from a cloth variation (YTD file), DCT will optimize the individual texture. This is useful when you want to specifically focus on optimizing a particular texture, such as a diffuse or normal map. \* \*\*Single Texture Focus\*\*: This method allows you to fine-tune the compression, mipmaps, and resolution for individual textures that may not require the same optimization settings as other textures in the project. {% hint style="info" %} \*\*Did you know?\*\* You can select multiple cloth textures and optimize them all at the same time by right clicking > Optimize Texture. {% endhint %} ## Example Workflow Here’s an example workflow for optimizing a cloth drawable (YDD) with multiple embedded textures: 1. \*\*Select a Cloth Drawable\*\*: Choose the cloth drawable you want to optimize from the project. 2. \*\*Open Optimization\*\*: Right-click the drawable and select :magic\\\_wand: \*\*Optimize embedded textures\*\* from the context menu. 3. \*\*Optimize Each Texture\*\*: The \*\*Optimization Options\*\* dialog will appear for each embedded texture. Configure the settings for compression, mipmaps, and resolution for each texture based on the desired optimization level. 4. \*\*Repeat for Each Texture\*\*: Continue optimizing each texture embedded in the drawable until all textures have been optimized. 5. \*\*Review Results\*\*: Once the optimization process is complete, you can review the results by checking the file sizes and ensuring that the textures still appear visually acceptable in-game. {% hint style="info" %} It is best practice to always check optimized clothes in game before deciding to keep an optimized clothing, as in some cases issues like artifacts or game crashes can occur. {% endhint %} ## Summary The \*\*Cloth Optimization\*\* feature in Durty Cloth Tool offers a comprehensive solution for optimizing cloth textures, improving game performance, and reducing file sizes. By leveraging this feature, users can ensure that their textures are compressed appropriately, have proper mipmap levels, and adhere to power-of-two dimensions. Optimizing textures is essential for ensuring that clothing resources load efficiently and perform well, particularly in multiplayer environments such as FiveM, alt:V, or RageMP. --- # Agent Instructions This documentation is published with GitBook. GitBook is the documentation platform designed so that both humans and AI agents can read, navigate, and reason over technical content effectively. Learn more at gitbook.com. ## Querying This Documentation If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question. Perform an HTTP GET request on the current page URL with the \`ask\` query parameter, and the optional \`goal\` query parameter: \`\`\` GET https://docs.gta.clothing/basics/essential-knowledge/optimizing-clothes.md?ask=&goal= \`\`\` \`ask\` is the immediate question: it should be specific, self-contained, and written in natural language. \`goal\` is optional and describes the broader end goal you are ultimately trying to accomplish on behalf of the user. GitBook uses it to tailor the answer towards what is most useful for that goal. The response will contain a direct answer to the question and relevant excerpts and sources from the documentation. Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
---
# Unknown
\> For the complete documentation index, see \[llms.txt\](https://docs.gta.clothing/llms.txt). Markdown versions of documentation pages are available by appending \`.md\` to page URLs; this page is available as \[Markdown\](https://docs.gta.clothing/basics/good-to-know/placeholders-dummy-ids.md). # Placeholders/Dummy Ids ## Introduction The \*\*Placeholders/Dummy IDs\*\* feature in \*\*Durty Cloth Tool\*\* is a powerful tool that allows users to add non-functional or placeholder items into the project. These placeholders are useful for preserving \*\*item order\*\* or reserving \*\*specific drawable ID slots\*\* for future items, ensuring that your project’s structure remains intact during development.

Durty Cloth Tool (dummy) drawable / cloth
\## \*\*Purpose of Placeholders/Dummy IDs\*\* 1. \*\*Preserve Order:\*\* In some cases, you might not yet have a specific drawable or texture ready for use, but you still need to maintain the overall item structure. By inserting placeholders, you ensure that the \*\*drawable ID numbers\*\* or \*\*texture variations\*\* do not shift or change later when the actual content is added. 2. \*\*Reserving IDs for Future Content:\*\* If you're working on a clothing pack or preparing for a large update, you can use placeholders to reserve \*\*drawable IDs\*\* or \*\*texture slots\*\*. This helps you manage how future content fits into your project without disrupting the existing content. 3. \*\*Buffer for Game Updates:\*\* On game updates all cloth items and their drawable ids are pushed back by the amount of clothes added by the update. By using placeholders, you can build a buffer of placeholder for each drawable type which can be removed on game updates in order to compensate a possible shift of the drawable ids. {% hint style="warning" %} Using the placeholder/dummys is not recommended for buffer purposes as it can quickly use up all available drawable slots per cloth resource. \\ \\ Read below for more information. {% endhint %} ## Placeholders Are Not Recommended for Reserved ID Buffers While placeholders can be useful in certain situations, \*\*it is not recommended\*\* to rely on them to create a large buffer of reserved IDs for future game updates. ### \*\*A More Robust Solution for Developers\*\* For developers aiming to build a \*\*long-term and sustainable solution\*\*, the recommended approach would be to \*\*engineer a proper clothing shop system\*\* that doesn't rely on absolute drawable IDs. Instead of saving the absolute drawable ID directly for character clothing, developers can: 1. \*\*Abstract Drawable IDs:\*\* Create a system that stores an \*\*abstracted number\*\* or identifier instead of the actual drawable ID. This abstracted number represents the clothing item, but it is not tied directly to the game's drawable ID system. 2. \*\*Mapping System:\*\* Implement a \*\*mapping layer\*\* that converts the abstracted number to the real absolute drawable ID. This mapping can be adjusted as needed for each game update. The abstracted number would remain unchanged in the character's clothing data, while the mapping layer would ensure that the correct drawable ID is loaded. 3. \*\*Simplified Game Updates:\*\* With this system, developers only need to update the mapping layer each time a game update occurs, rather than having to reorganize or remap the entire drawable system. This provides flexibility and scalability without having to rely on placeholders or fixed ID buffers. By developing a more abstracted and dynamic system, developers can ensure that the clothing system remains robust and adaptable to future game updates without needing to manage reserved ID slots manually. ## \*\*How Placeholders Work in Durty Cloth Tool\*\* Placeholders are handled like any other drawable or texture in \*\*Durty Cloth Tool\*\*, but they are marked specifically as placeholders, which means they won’t have actual visual or functional content in the game. \* \*\*Dummy IDs:\*\* When you add a reservation dummy, the tool assigns a \*\*dummy ID\*\* to the slot. This ID acts like a real drawable ID or texture variation but doesn't link to any actual model or texture. \* \*\*Visual Representation:\*\* Placeholders are visible and marked as "\*\*(dummy)\*\*" within the tool itself, ensuring that cloth maintainer knows a particular slot or ID is reserved for future use. ## \*\*Adding Placeholders in Durty Cloth Tool\*\*

Durty Cloth Tool adding reservation dummy dialog
1\. \*\*Using the Add Dummy Feature:\*\* When opening the "\*\*Add Female\*\*" or "\*\*Add Male\*\*" dropdowns, the tool provides an \*\*"Add Reservation Dummy"\*\* option, allowing you to insert a placeholder directly into the \*\*drawables list\*\*. 2. \*\*Automatic Placeholder Insertion:\*\* Instead of completely removing a deleted cloth drawable, it can instead automatically be replaced with an placeholder to preserve drawable order. This can be enabled in the Project Settings. 3. \*\*Replacing Placeholders:\*\* You can easily swap a placeholder for the real drawable or texture file by replacing the dummy content with the final cloth drawable or texture. ## \*\*Best Practices for Using Placeholders\*\* \* \*\*Plan Ahead:\*\* When working with large projects or clothing packs, it's a good idea to reserve ID slots for any items that might come later. This avoids the hassle of renumbering or reorganizing drawables when new content is added. \* \*\*Keep Track:\*\* Make sure to document where and why placeholders are used within your project, by giving them a meaningful name. Clearly marking them within your cloth project ensures that you self or collaborators know which items are reserved for future use. ## Summary By using \*\*Placeholders/Dummy IDs\*\* effectively, you can maintain the integrity of your project’s structure while allowing for flexibility and future growth. This feature ensures that \*\*Durty Cloth Tool\*\* remains an essential utility for developers working on complex cloth projects or clothing resources, especially in scenarios where item ordering and ID management are crucial. --- # Agent Instructions This documentation is published with GitBook. GitBook is the documentation platform designed so that both humans and AI agents can read, navigate, and reason over technical content effectively. Learn more at gitbook.com. ## Querying This Documentation If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question. Perform an HTTP GET request on the current page URL with the \`ask\` query parameter, and the optional \`goal\` query parameter: \`\`\` GET https://docs.gta.clothing/basics/good-to-know/placeholders-dummy-ids.md?ask=&goal= \`\`\` \`ask\` is the immediate question: it should be specific, self-contained, and written in natural language. \`goal\` is optional and describes the broader end goal you are ultimately trying to accomplish on behalf of the user. GitBook uses it to tailor the answer towards what is most useful for that goal. The response will contain a direct answer to the question and relevant excerpts and sources from the documentation. Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
---
# Unknown
\> For the complete documentation index, see \[llms.txt\](https://docs.gta.clothing/llms.txt). Markdown versions of documentation pages are available by appending \`.md\` to page URLs; this page is available as \[Markdown\](https://docs.gta.clothing/basics/essential-knowledge/cutting-hairs.md). # Cutting Hairs ## Introduction The "Cutting Hairs" feature in Durty Cloth Tool is designed to support GTA V’s game mechanics for managing hair visibility and cutting when head props (such as hats, helmets) or comp clothes (such as masks) are applied. This feature allows users to control hair clipping and display behavior, preventing glitches where hair clips through props or masks. There are two different approaches that the game uses depending on the type of item: \* \*\*Comp Clothes (e.g., masks):\*\* These rely on alternate hair models that fit the item. \* \*\*Head Props (e.g., hats):\*\* These utilize expression flags that dynamically adjust the hair model. This article will cover the different options provided within Durty Cloth Tool for controlling hair behavior, focusing on how this feature is implemented for both head props and comp clothes.

Durty Cloth Tool Cut Hairs Feature demo
\## \*\*How the Hair Cutting System Works\*\* ### \*\*Comp Clothes (Masks) - Alternation Models\*\*

Durty Cloth Tool Hair Options on a Mask Comp
\* \*\*Show Hairs:\*\* Default behavior. No hair cutting occurs; the full hair model remains visible. \* \*\*Cut Hairs:\*\* For alternate hair models, this setting uses predefined models (often smaller) that fit under masks to prevent clipping. \* \*\*Remove Hairs:\*\* Completely hides the hair model by loading no hair or the smallest hair model available. ### \*\*Head Props (Hats) - Ped Expression Flags\*\*

Durty Cloth Tool Hair Options on a Head Prop Hat
\* \*\*Show Hairs:\*\* This is the default behavior. No hair cutting takes place. \* \*\*Cut Hairs:\*\* With head props, cutting hairs can happen by dynamically adjusting the hair model. The system uses weighted values that control how much of the hair is cut. \* The hair cutting amount for head props is a dynamic value ranging from \`0\` (no cut) to \`-1\` (full cut). This system allows fine-tuning of how much of the hair is removed when the prop is equipped. \* \*\*Remove Hairs:\*\* This removes the hair completely, either cutting it 100% or not loading the model entirely. {% hint style="warning" %} \*\*For addon hair styles this only works with properly weighted hairs\*\*, which most clothing content creators don't do. {% endhint %} ### It doesn't work, hairs don't get cut \* Have you \*\*tested with GTA basegame hair styles after drawable id 36\*\*? Hairs before drawable id 36 got patched and are not working with things like the ped expression flags. \* \*\*Is it an addon hair?\*\* If yes, most likely the content creator didn't properly weight paint the hairs. Most hair creators don't do this. Get in contact with the cloth creator in this case. #### \*\*Custom Cut Hairs for Head Props\*\* For head props such as hats, you can also use the \*\*Custom Cut Hairs\*\* feature. This allows you to fine-tune the hair cut amount with more precision. By entering a value between \`0\` and \`-1\`, you can control how much of the hair remains visible when the head prop is worn. This feature gives you the flexibility to adjust hair visibility in small increments. \* \*\*Cut Amount:\*\* Enter a value between \`0\` and \`-1\` to fine-tune the hair cut. For example, \`-0.5\` cuts the hair by 50%, while \`-1\` cuts it entirely. ## \*\*Real-time 3D Preview\*\* Any changes made to the hair cutting options can be live previewed in Durty Cloth Tool’s 3D previewer. Whether adjusting the cut amount or switching between different options, the preview window will immediately reflect your changes, allowing you to see how the hair behaves with the selected head prop or comp cloth.

Durty Cloth Tool 3D Preview Cut Hair Options
\## \*\*Example of Hair Cutting Options\*\* 1. \*\*Mask Example:\*\* \* In the "Mask" drawable section, you can select whether hairs are shown, cut, or removed entirely. Comp masks typically rely on alternate hair models that must be defined separately for each mask. 2. \*\*Hat Example (Head Prop):\*\* \* In the "Head Prop" drawable section, you can use the \*\*Custom Cut Hairs\*\* feature to adjust the cut amount with precision. This option relies on ped expression flags to determine how much of the hair is removed. The real-time preview updates to reflect the current value you input. ## \*\*Summary\*\* \* \*\*Show Hairs:\*\* No changes to the hair model, full hair is visible. \* \*\*Cut Hairs:\*\* Cuts a portion of the hair to prevent clipping. \* \*\*Remove Hairs:\*\* Completely removes the hair, either by cutting it 100% or not loading the hair model. \* \*\*Custom Cut Hairs:\*\* Allows precise control over the amount of hair removed when wearing head props (range from \`0\` to \`-1\`). The ability to live preview hair changes and adjust the cut amount makes it easy to create items that don’t suffer from hair clipping issues and ensures your clothing models work smoothly with a wide range of hairstyles in the game. This powerful feature enables users to effectively manage the way hair behaves with different clothing items, ensuring compatibility and preventing visual glitches. --- # Agent Instructions This documentation is published with GitBook. GitBook is the documentation platform designed so that both humans and AI agents can read, navigate, and reason over technical content effectively. Learn more at gitbook.com. ## Querying This Documentation If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question. Perform an HTTP GET request on the current page URL with the \`ask\` query parameter, and the optional \`goal\` query parameter: \`\`\` GET https://docs.gta.clothing/basics/essential-knowledge/cutting-hairs.md?ask=&goal= \`\`\` \`ask\` is the immediate question: it should be specific, self-contained, and written in natural language. \`goal\` is optional and describes the broader end goal you are ultimately trying to accomplish on behalf of the user. GitBook uses it to tailor the answer towards what is most useful for that goal. The response will contain a direct answer to the question and relevant excerpts and sources from the documentation. Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
---
# Unknown
\> For the complete documentation index, see \[llms.txt\](https://docs.gta.clothing/llms.txt). Markdown versions of documentation pages are available by appending \`.md\` to page URLs; this page is available as \[Markdown\](https://docs.gta.clothing/basics/good-to-know/app-and-project-settings.md). # App & Project Settings ## Introduction The Durty Cloth Tool provides two distinct sets of settings to fine-tune both the application's behavior and project-specific configurations. These are divided into \*\*App Settings\*\* and \*\*Project Settings\*\*.

Durty Cloth Tool App Options & Project Settings
\## \*\*App Settings\*\* App settings are user-specific preferences that influence the overall operation of the Durty Cloth Tool. These settings persist across sessions and apply to all projects that you work on. It can be opened by clicking the top navigation "⚙️ Options" menu item.

Durty Cloth Tool App Options Window
Below are the sections available in the App Settings window: {% tabs %} {% tab title="General Settings " %} \*\*App\*\* \* \*\*Reopen last opened project automatically on startup\*\*\\ If enabled, the last saved project will be automatically opened when the tool starts. \* \*\*Reset saved window settings\*\*\\ This button resets the window size, grid splitter positions, and other saved UI configurations. \* \*\*Clear 'Recent Projects' history\*\*\\ Clears the list of recently opened projects from the tool. \*\*File Association and Link Status\*\* This option displays the current status of the app's linkage to any DCT-related file formats such as \`.dctproj\`, \`.dctpackage\`, and \`.dctexport\`.\\ It allows users to conveniently open DCT files or perform related actions directly from the file system without navigating the tool. \* \*\*Enable File Associations and Links Checkbox\*\*: Toggles the linking feature on or off. \* \*\*Status Display\*\*: Indicates whether the associations are functional, need fixing (e.g., after moving the DCT installation), or are disabled. \*\*Prefer Windows File Dialogs\*\*\\ \\ By enabling this, the tool will use the default Windows file dialog instead of the themed dialogs, which may help avoid issues with visual styles, especially at night. \*\*GTA V Installation\*\*\\ \\ You must specify your GTA V installation path here. The tool requires this path for running the 3D previewer. \* Option to reselect or change the installation folder is provided if needed. \*\*Theming\*\* \* \*\*Theme & Color Variation\*\*\\ Allows users to choose the theme for the UI (e.g., "Office") and select a color variation such as "Dark" or "Light" to customize the appearance. {% endtab %} {% tab title="Items Settings" %} \*\*General\*\* \* \*\*Don't automatically select newly added clothes/items\*\*\\ Prevents the tool from auto-selecting items that have just been added to the list. \* \*\*Automatically update 3D previewed cloth/texture\*\*\\ Automatically refreshes the 3D previewer whenever a new cloth or texture is selected. \* \*\*Fill unused item positions\*\*\\ When adding new items, this option tries to fill any gaps or unused positions, keeping the drawable order cleaner. \* \*\*Resort item positions\*\*\\ Reorganizes the items list based on specific criteria. \*\*3D Previewer\*\* \* \*\*Disable missing diffuse texture information\*\*\\ This option disables warnings about missing diffuse textures in the 3D previewer. \*\*Cloth Textures Preview Icon/Thumbnail\*\* \* Enables or disables the generation of texture preview icons in the drawable list.\\ Keep in mind that this may slow down performance. \*\*Texture Preview Popup Size\*\* This slider allows users to adjust the size of the \*\*Cloth Texture Preview Popup\*\* displayed on hover. \* \*\*Range\*\*: 200px to 600px. \* The preview image remains a square format regardless of size. {% endtab %} {% endtabs %} ## \*\*Project Settings\*\* Project settings are saved with the currently loaded project and control specific rules, warnings, validations, and output configurations for the project. They can be either accessed via the View top navigation menu item or on the buttom the "⚙️ Settings" button.

Durty Cloth Tool Project Settings Window
{% tabs %} {% tab title="General" %} \*\*Project\*\* \* \*\*Name\*\*\\ The name of the project. This is used for both the project folder and internal project-related files. Keep it simple, avoiding special characters and uppercase letters. \* \*\*Author (optional)\*\*\\ An optional field for specifying the name of the project’s author. This will be included in the cloth build files if provided. \* \*\*Version (optional)\*\*\\ An optional field to specify the version of the project. If entered, this version will be included in the generated build files. \* \*\*Description (optional)\*\*\\ An optional field for notes or information about the project. \* \*\*DLC Name\*\*\\ The name used in-game for this project. As with the project name, keep it simple and without special characters. \* \*\*Output Folder\*\*\\ This is the folder where the project's output will be saved. The folder structure here is essential, as moving or deleting the folder will cause the project to fail to build. The tool allows you to browse or specify a new path if needed. \*\*Behavior\*\* \* \*\*Automatically save one up-to-date project backup\*\*\\ If enabled, the tool will automatically save a backup of the current project every minute whenever unsaved changes are detected. These backups allow you to recover from crashes or unintended changes. If a backup with a newer timestamp than the last save exists, the tool will prompt whether to restore the backup. \* \*\*Automatically replace with dummies on remove\*\*\\ When enabled, removing items will replace them with dummy placeholders to maintain drawable ID order. Removing these placeholders will completely delete the items. \* \*\*Automatically replace dummies when adding clothes\*\*\\ If enabled, new items added to the project will replace any existing dummy placeholders, rather than being appended to the end of the list. \* \*\*Use texture name as unique name hash in Shop Meta dump\*\*\\ When enabled, the generated Shop Meta dump will derive the \`uniqueNameHash\` from the texture name, which can simplify downstream mapping in scripts or tooling. {% endtab %} {% tab title="Sharing and Collaboration" %} The \*\*Sharing and Collaboration\*\* tab contains settings that enable and facilitate sharing Durty Cloth Projects through version control systems like Git. These settings ensure project consistency across different systems and users while maintaining flexibility for individual build environments. \*\*Settings Overview\*\* \* \*\*Force relative file paths to allow for sharing this Project\*\*\\ Enables relative paths for the cloth project. This adjusts the cloth project output folder to be relative to the \`.dctproj\` file, ensuring compatibility when sharing the project. Additionally, it forces build output locations to be saved per user, avoiding conflicts when the project is used across different systems. \* \*\*Sharing is enabled (Status Indicators):\*\*\\ Displays the current status of the project’s setup for sharing. The following indicators confirm the readiness for sharing: \* \*\*Project File Created and Setup:\*\* Indicates that the \`.dctproj\` file exists and is properly configured. \* \*\*Cloth Project Folder is relative to Project File:\*\* Confirms that the project folder's path is relative, allowing it to be shared seamlessly. \* \*\*User Specific Build Output is active:\*\* Ensures that each user has their own build output location, preventing overwrite issues during collaboration. \* \*\*Relative Output Folder\*\*\\ Displays the current relative output folder path for the project. \* This folder is determined based on the location of the \`.dctproj\` file. \* To share the project effectively, ensure the \`.dctproj\` file and the associated project folder remain in the same relative structure. These settings ensure that collaborative workflows with Durty Cloth Projects are smooth and compatible with tools like Git, making it easier for teams to work on projects together without path-related issues. {% hint style="info" %} See \[Working Together\](/getting-started/working-together.md) for a more hands on documentation on how to collaborate on a Durty Cloth Project with your team. {% endhint %} {% endtab %} {% tab title="Warnings and Validations" %} This section provides rules and settings to help ensure the integrity of the cloth project and the compatibility of resources with the game engine. \*\*General Warnings\*\* \* \*\*Disable 'Reached max drawables for type' warning\*\*\\ Disables warnings when you reach the maximum number of drawables (128 for certain types). \* \*\*Disable 'Total props per gender limit reached' dialog\*\*\\ Suppresses the dialog about the 255 total props-per-gender limit. This is mainly useful for recent \*\*FiveM\*\* versions and alt:V where the limit has been effectively raised. \* \*\*Disable automatic file check for existing duplicates\*\*\\ Stops the tool from checking for file duplicates during startup. \* \*\*Always import duplicates without any confirmation\*\*\\ When enabled, the tool will allow duplicate imports without prompting for confirmation. However, it will still print a log entry about the duplicates. \*\*Texture Optimizer\*\* \* \*\*Automatically select DirectX 11 compatible formats\*\*\\ Ensures that texture compression formats compatible with DirectX 11 are selected automatically. This is only recommended if all users playing on a server can be ensured to have DX11 or newer. \*\*Validation Rules\*\* \* \*\*Enable or Disable Validation Rules\*\*\\ Allows you to turn off specific validation rules that the tool uses to check your project for potential issues. \* \*\*Information Levels (Warning, Error, Message)\*\*\\ Each rule can be configured to trigger a different severity level, whether a Warning, Error, or just a Message. \* \*\*Configurable Thresholds\*\*\\ Some rules allow thresholds to be set, such as: \* \*\*Model File Size Exceeded\*\* \* \*\*Excessive Texture Dimensions\*\* \* \*\*Maximum Polygons for High, Medium, Low LODs\*\* Clicking "Rerun all validations" will apply any adjusted settings immediately and recheck the project based on the active rules and thresholds. {% endtab %} {% endtabs %} ## Summary These settings provide you with extensive control over how the tool functions and how your projects are validated and built. The App Settings are user-specific, while the Project Settings apply to the currently loaded project and provide a structured way to maintain the quality and compatibility of your cloth projects. --- # Agent Instructions This documentation is published with GitBook. GitBook is the documentation platform designed so that both humans and AI agents can read, navigate, and reason over technical content effectively. Learn more at gitbook.com. ## Querying This Documentation If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question. Perform an HTTP GET request on the current page URL with the \`ask\` query parameter, and the optional \`goal\` query parameter: \`\`\` GET https://docs.gta.clothing/basics/good-to-know/app-and-project-settings.md?ask=&goal= \`\`\` \`ask\` is the immediate question: it should be specific, self-contained, and written in natural language. \`goal\` is optional and describes the broader end goal you are ultimately trying to accomplish on behalf of the user. GitBook uses it to tailor the answer towards what is most useful for that goal. The response will contain a direct answer to the question and relevant excerpts and sources from the documentation. Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
---
# Unknown
\> For the complete documentation index, see \[llms.txt\](https://docs.gta.clothing/llms.txt). Markdown versions of documentation pages are available by appending \`.md\` to page URLs; this page is available as \[Markdown\](https://docs.gta.clothing/basics/useful-to-know/themes.md). # Themes Durty Cloth Tool comes with a variety of themes, including various dark themed color variants. ## How to change your Theme Open Durty Cloth Tool and click on "Options" in the window title menu. Change your selected theme in the general options category.

Durty Cloth Tool App Options Window
\## Available themes ### Office > Dark (Default) !\[officedark\](https://github.com/user-attachments/assets/eacda9b1-1c86-45b7-bba2-373a6b41cf72) ### Office > Gray !\[officegray\](https://github.com/user-attachments/assets/68f005dd-1326-43ec-9768-7ff232ba1aef) ### Office > Light !\[officelight\](https://github.com/user-attachments/assets/f7c5b12c-b752-4c73-8866-b14d331e007a) ### Office > High Contrast !\[officehighcontrast\](https://github.com/user-attachments/assets/7e794010-be02-4082-8ca0-673c6226a956) ### Crystal > Dark !\[crystaldark\](https://github.com/user-attachments/assets/01ae5ffb-a9b7-46c7-91a2-3eef8e1ed31f) ### Crystal > Light !\[crystallight\](https://github.com/user-attachments/assets/7e26b211-4769-4051-a6ce-42f5372304d1) ### Dark Expression !\[darkexpression\](https://github.com/user-attachments/assets/0ad54afa-470c-4ea5-a31b-f69ad7a1710e) ### Green > Dark !\[greendark\](https://github.com/user-attachments/assets/595b2d5a-221c-4437-b7bd-e3b24eae08c5) ### Green > Light !\[greenlight\](https://github.com/user-attachments/assets/d4dac52c-59b1-4206-9469-210f03515430) ### Material > Dark !\[materialdark\](https://github.com/user-attachments/assets/4ed3742f-4641-442f-a4d0-094de7345c0c) ### Material > Light !\[materiallight\](https://github.com/user-attachments/assets/719a248f-843c-465e-8a81-ef44b5c4ffa1) ### Visual Studio > Dark !\[visualstudiodark\](https://github.com/user-attachments/assets/d68e88e3-ce7b-4e62-9ae8-9be978a6a6ea) ### Visual Studio > Blue !\[visualstudioblue\](https://github.com/user-attachments/assets/707766e9-3526-41b8-b6cd-1e90b7d40761) ### Windows 8 !\[windows8\](https://github.com/user-attachments/assets/592beee7-906d-4e0d-8bc5-c68b4acc87bf) --- # Agent Instructions This documentation is published with GitBook. GitBook is the documentation platform designed so that both humans and AI agents can read, navigate, and reason over technical content effectively. Learn more at gitbook.com. ## Querying This Documentation If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question. Perform an HTTP GET request on the current page URL with the \`ask\` query parameter, and the optional \`goal\` query parameter: \`\`\` GET https://docs.gta.clothing/basics/useful-to-know/themes.md?ask=&goal= \`\`\` \`ask\` is the immediate question: it should be specific, self-contained, and written in natural language. \`goal\` is optional and describes the broader end goal you are ultimately trying to accomplish on behalf of the user. GitBook uses it to tailor the answer towards what is most useful for that goal. The response will contain a direct answer to the question and relevant excerpts and sources from the documentation. Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
---
# Durty Cloth Tool - Documentation
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-----------------
* [Mesh Physics (YLD)](https://docs.gta.clothing/game-mechanics/mesh-physics-yld)
* [Useful to know](https://docs.gta.clothing/basics/useful-to-know)
* [Files Naming](https://docs.gta.clothing/game-mechanics/files-naming)
* [App & Project Settings](https://docs.gta.clothing/basics/good-to-know/app-and-project-settings)
* [Cutting Hairs](https://docs.gta.clothing/basics/essential-knowledge/cutting-hairs)
[homeNaar startpagina](https://docs.gta.clothing/)
---
# Durty Cloth Tool - Documentation
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-----------------
* [Addon Tattoos](https://docs.gta.clothing/basics/good-to-know/addon-tattoos)
* [Testing Addon Clothes](https://docs.gta.clothing/getting-started/testing-addon-clothes)
* [License Activation](https://docs.gta.clothing/getting-started/license-activation)
* [First Addon Tattoo](https://docs.gta.clothing/getting-started/first-addon-tattoo)
* [Auto Cloth Data Resolving](https://docs.gta.clothing/basics/good-to-know/auto-cloth-data-resolving)
[homeNaar startpagina](https://docs.gta.clothing/)
---
# Durty Cloth Tool - Documentation
Pagina niet gevonden
====================
De pagina die je zoekt, bestaat niet.
arrow-right
Misschien zoek je
-----------------
* [Cutting Hairs](https://docs.gta.clothing/basics/essential-knowledge/cutting-hairs)
* [App & Project Settings](https://docs.gta.clothing/basics/good-to-know/app-and-project-settings)
* [Optimizing Clothes](https://docs.gta.clothing/basics/essential-knowledge/optimizing-clothes)
* [Creator Info](https://docs.gta.clothing/basics/useful-to-know/creator-info)
* [Build Options](https://docs.gta.clothing/basics/essential-knowledge/build-options)
[homeNaar startpagina](https://docs.gta.clothing/)
---
# Durty Cloth Tool - Documentation
Pagina niet gevonden
====================
De pagina die je zoekt, bestaat niet.
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Misschien zoek je
-----------------
* [Audio Presets](https://docs.gta.clothing/basics/essential-knowledge/audio-presets)
* [Auto Cloth Data Resolving](https://docs.gta.clothing/basics/good-to-know/auto-cloth-data-resolving)
* [Material Editor](https://docs.gta.clothing/basics/good-to-know/material-editor)
* [Files Naming](https://docs.gta.clothing/game-mechanics/files-naming)
* [Import & Export Formats](https://docs.gta.clothing/basics/useful-to-know/import-and-export-formats)
[homeNaar startpagina](https://docs.gta.clothing/)
---
# Durty Cloth Tool - Documentation
Pagina niet gevonden
====================
De pagina die je zoekt, bestaat niet.
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Misschien zoek je
-----------------
* [First Cloth Resource](https://docs.gta.clothing/getting-started/first-cloth-resource)
* [Build Options](https://docs.gta.clothing/basics/essential-knowledge/build-options)
* [Audio Presets](https://docs.gta.clothing/basics/essential-knowledge/audio-presets)
* [Dynamic Config Builders](https://docs.gta.clothing/basics/useful-to-know/dynamic-config-builders)
* [Embedded Textures Editor](https://docs.gta.clothing/basics/good-to-know/embedded-textures-editor)
[homeNaar startpagina](https://docs.gta.clothing/)
---
# Durty Cloth Tool - Documentation
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Misschien zoek je
-----------------
* [Drawable Types & Textures](https://docs.gta.clothing/game-mechanics/drawable-types-and-textures)
* [Prop Mask Models](https://docs.gta.clothing/game-mechanics/prop-mask-models)
* [Frequently Asked Questions](https://docs.gta.clothing/getting-started/frequently-asked-questions)
* [Audio Presets](https://docs.gta.clothing/basics/essential-knowledge/audio-presets)
* [High Heels](https://docs.gta.clothing/basics/essential-knowledge/high-heels)
[homeNaar startpagina](https://docs.gta.clothing/)
---
# Durty Cloth Tool - Documentation
Pagina niet gevonden
====================
De pagina die je zoekt, bestaat niet.
arrow-right
Misschien zoek je
-----------------
* [Optimizing Clothes](https://docs.gta.clothing/basics/essential-knowledge/optimizing-clothes)
* [Cutting Hairs](https://docs.gta.clothing/basics/essential-knowledge/cutting-hairs)
* [First Person & Tint Effects](https://docs.gta.clothing/basics/good-to-know/first-person-and-tint-effects)
* [User Interface](https://docs.gta.clothing/basics/essential-knowledge/user-interface)
* [Useful to know](https://docs.gta.clothing/basics/useful-to-know)
[homeNaar startpagina](https://docs.gta.clothing/)
---
# Durty Cloth Tool - Documentation
Pagina niet gevonden
====================
De pagina die je zoekt, bestaat niet.
arrow-right
Misschien zoek je
-----------------
* [High Heels](https://docs.gta.clothing/basics/essential-knowledge/high-heels)
* [Material Editor](https://docs.gta.clothing/basics/good-to-know/material-editor)
* [First Person & Tint Effects](https://docs.gta.clothing/basics/good-to-know/first-person-and-tint-effects)
* [Integrated Search](https://docs.gta.clothing/basics/good-to-know/integrated-search)
* [Audio Presets](https://docs.gta.clothing/basics/essential-knowledge/audio-presets)
[homeNaar startpagina](https://docs.gta.clothing/)
---