Press Enter to search

GTA 5 Per Vehicle vs Per Model: How FiveM Cars Can Differ

Vehicle Studio guide

GTA 5 Per Vehicle vs Per Model: How FiveM Cars Can Differ

In GTA 5 and FiveM, a car’s model, its textures and its handling belong to the model, shared by every car of that type. Only a few things belong to one vehicle: its mod indexes, its livery index, its extras and its colours. If you want each car on a server to look different, you must use one of those, and the choice changes the cost, the file size and how well garages keep it.

By FiveMRides. Updated . Seen in game on FiveM test cars only (a few cars per add-on). Other cars, other servers and GTA V Enhanced have not been tested.

Quick answer
  • Per model: meshes, textures, handling, any AddReplaceTexture swap, the spawn name.
  • Per vehicle: mod indexes (SetVehicleMod), livery index, extras, paint colours, interior colour, plate.
  • Rule: to differ car by car, turn the difference into a mod, a livery, an extra or a colour.
  • Used by: the Fleet generator and the other Vehicle Studio add-ons.

What is per vehicle and what is per model?

ThingScopeHow it is stored
Mesh, textures, handling, audioPer modelThe files of the resource
Runtime texture swapPer model, per clientKeyed by texture dictionary and texture name, so every car of that model changes at once
Mod options (SetVehicleMod)Per vehicleA mod index per slot, synced with the vehicle appearance, saved by garages that store mods
Livery indexPer vehicleOne index; each livery is a texture of the model
Extras 1 to 12Per vehicleOn or off for each extra
Paint, interior and dashboard colourPer vehicleColour indexes or custom RGB
Spawn namePer modelOne archetype per name, and two names cannot share one model file

Why can’t I just swap a texture per car?

The game resolves a texture by the dictionary it lives in and its name. A replacement changes that entry for every entity that uses it on that client. That is why a script that swaps a roof number changes every car of that model, and why per-car looks come from mods, liveries and extras instead.

Which one should I use?

You wantUseCost
A different number on each car of a fleetMod options (one per unit)About 2 MiB of number textures for 50 units, plus small mod models
A small set of looks, shown in the livery menuLiveriesA full texture each; about 70 MB of video memory for 50 liveries at 1024 px, and models are commonly capped near 30
Part that players can switch on and offExtras or a tuning shop partOne extra bone or a small mod model
A colour that players choosePaint or the native interior colourNo extra files
Rust that survives a resprayA livery layer over the paint5 levels of 1024 px in a 12 MB budget

How do I make a per-vehicle difference in FiveM?

  1. Decide what must differ. A number, a colour, a part or a wear level.
  2. Pick the carrier. Mod option, livery, extra or colour index, using the table above.
  3. Check the slot. Make sure the mod slot, livery index or extra is not already used by your framework or another script.
  4. Build it into the car files. The FiveMRides Vehicle Studio does this for fleets, parts, interiors and wear without a script.
  5. Test with two cars. Spawn two cars of the same model and confirm that they differ and that a garage save keeps it.

Things to watch

  • ESX and QB garages call the livery native with the saved livery index, so do not use the livery mod slot for another purpose.
  • Menus show a slot under its GTA name, such as Tank for slot 45, with the option label you set.
  • Fifty options in one slot and network sync of mods are fine in our test, but we have not tried every framework and menu.

Per vehicle vs per model questions

Can two cars of the same model have different textures in FiveM?

Not through a texture swap, which changes every car of the model. They can differ through mod options, the livery index, extras and colours, which are stored per vehicle.

Why is my FiveM livery not showing?

Common causes are a car whose metadata has no livery entries (a liveries block in carvariations.meta and the livery flag in vehicles.meta), a livery index that does not exist, or a script that sets the wrong index. The FiveM car livery guide covers the steps, and the Livery Studio builds them for you.

Is the livery index per vehicle?

Yes, each vehicle has its own livery index, but each livery is a texture of the model, so many liveries cost a lot of video memory.

How many liveries can a FiveM car have?

It is commonly said to be capped around 30, and a pack we looked at ships exactly 30. Treat that as a practical limit and test your own model.

Why not make one spawn name per car?

Each spawn name loads its own model file and two names cannot share one, so 50 names mean 50 copies. For a 9 MB car that is about 450 MB.

Do garage scripts keep mod options?

Frameworks that store the vehicle mods, such as ESX and QBCore garages, save the mod indexes. We have not tested every garage script.

What does AddReplaceTexture do?

It replaces a texture in a dictionary by name for the whole client, so every vehicle using that texture changes. It is a per model tool.

GET 35% OFF YOUR FIRST RIDE

Join the FiveMRides list for new drops, free tools and subscriber-only deals. Your 35% code arrives right after you sign up.

We do not spam! Read our privacy policy for more info.

FiveMRides is an independent store. We are not affiliated with, endorsed by or sponsored by Take-Two Interactive, Rockstar Games or Cfx.re. Grand Theft Auto, GTA and FiveM are trademarks of their respective owners, and vehicle brand names are used only to describe the models.

Scroll to Top