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What Is a YFT, YDR, YDD or YTD File in FiveM?

FiveM files explained

What Is a YFT, YDR, YDD or YTD File in FiveM?

A .yft file is a GTA V fragment model: a model with a skeleton, breakable parts and physics, used for every vehicle. A .ydr is a drawable: one static model, used for props. A .ydd is a dictionary of drawables, used for ped clothing, and a .ytd holds the textures they are painted with. In FiveM they all go in a resource’s stream folder and are sent to players automatically; the meta files next to them decide how the game uses them.

By FiveMRides team. Updated . Facts read from game files with CodeWalker and from the cars, props and maps we built and repaired in 2026.

Quick answer
  • YFT: vehicles (and breakable objects). Bones, doors, wheels, glass, collision, several detail levels, plus a close-up _hi.yft.
  • YDR: one static model with its detail levels. Props, and the parts other files point to.
  • YDD: several drawables in one file. Ped clothing and body parts.
  • YTD: a texture dictionary. Each texture must stay under 16 MiB on FiveM Legacy. More in the YTD file guide.
  • Open them with: CodeWalker (free, reads what the game reads), OpenIV, or Blender with a GTA import add-on.

GTA 5 streamed file types at a glance

ExtensionWhat it holdsTypical use in FiveMWatch out for
.yftFragment: model, skeleton (bones), breakable parts, physics bounds, glass break data, detail levels, sometimes its own texturesAdd-on cars, bikes, boats, aircraftThe file name must equal modelName in vehicles.meta
_hi.yftThe high detail version of the same vehicleDrawn when the camera is closeEdit it together with the base file, or close-ups and distance views differ
.ydrDrawable: one static model, its shaders and detail levels, optional embedded collisionProps, map piecesAn add-on prop also needs an archetype in a .ytyp
.yddDrawable dictionary: several drawables in one filePed clothing, heads and hairWorks with the ped’s .ymt metadata and one .ytd per texture variation
.ytdTexture dictionary: compressed textures with their mipmapsPaint, interior, liveries, prop and map textures16 MiB per texture on Legacy; texture names are referenced by the model
.ybnStatic collision (bounds)Maps and MLOsMissing or misplaced = you fall through the floor
.ytypArchetype definitions: model name, texture dictionary, draw distance, flagsProps, maps, MLO interiorsLoaded with data_file 'DLC_ITYP_REQUEST'
.ymapPlacement: which archetypes go where in the worldMaps and MLOsIts streaming extents must contain its objects
.ycd, .awcAnimation clips; audio wavesAnimations, engine and siren soundsAudio also needs its .rel data files declared

What is inside a YFT file?

A vehicle .yft is more than a mesh. It carries the skeleton (one bone per door, wheel, light, siren, seat and so on), the parts that can break off, the physics shapes the game uses for collisions and bullets, the data that decides how each window shatters, and up to five levels of detail, from very high to very low. Some cars also pack small textures inside the model itself, which is why a car can show a texture you cannot find in its .ytd.

The detail levels are where most hand edits go wrong. In our own debadging work, a 3D editor that showed only the top level displayed a clean car while CodeWalker still showed the badge on the lower levels, and the game drew those at normal distance. When you check an edited .yft, look at every level, in a tool that reads the file the way the game does.

A car in the FiveMRides Vehicle Studio with the driver door, passenger door, hood and trunk open on their hinges, engine bay visible
Doors, hood and trunk are separate parts with their own bones inside the YFT: the Vehicle Studio opens them on their real hinges.

YDR and YDD: props and clothing

A .ydr is a single drawable: geometry, shaders and detail levels, with optional collision. On its own it is just a model in the stream folder. To spawn it with a script or place it on a map, the game needs an archetype with the same name in a .ytyp, and the resource must load that .ytyp. That pairing is the first thing to check when a FiveM prop does not show. Our Prop Creator writes the .ydr, the .ytyp and the manifest together.

A .ydd groups several drawables. Ped clothing uses it: each piece is a drawable, its colours are separate .ytd files, and the ped’s .ymt says which slots exist. That is why a clothing pack can break when the files and the .ymt disagree; see how to fix FiveM clothing packs.

Why file names matter in FiveM

  • Models are found by name. A car’s .yft must have the same name as its modelName, and the close-up file adds _hi. A mismatch is a classic cause of a car stuck spawning.
  • Textures are found by name. A model looks for its .ytd and for each texture inside by name. Rename one and the model shows nothing or a default texture.
  • Names are shared by the whole server. Two streamed files with the same name do not both load: one wins. Our Map Fixer reports these conflicts inside a map before it builds it.
  • Props bind by file and hash. In the maps we merged, working .ytyp files sometimes had no internal name at all: FiveM loads them by the file named in DLC_ITYP_REQUEST and matches archetypes by hash.

How do I check a model file before I stream it?

  1. Open it in CodeWalker. Load the .yft or .ydr with its .ytd and look at it from close and from far, so you see each detail level.
  2. Check the names. The model file must match its modelName or archetype name, the _hi.yft must match the base name, and the texture dictionary name must match what the model or archetype asks for.
  3. Check the textures. No single texture over 16 MiB, and no oversized textures on small parts. The Optimizer compresses them in the right format.
  4. Check the companions. A prop needs its .ytyp and DLC_ITYP_REQUEST line; a car needs its metas in files and data_file; clothing needs its .ymt.
  5. Test in game. Start the resource, close FiveM completely after changes, reconnect and look at the model up close and from a distance.

Legacy and Enhanced files

FiveM on GTA V Enhanced uses newer versions of these formats. Files made for the Legacy game have to be converted before an Enhanced server can stream them, and a file that opens fine in a Legacy tool proves nothing about Enhanced. See the FiveM Enhanced vehicles guide.

File type questions

What is a YFT file in FiveM?

A GTA V fragment model, used for vehicles: the model with its skeleton, breakable parts, physics shapes, window break data and detail levels. It goes in the stream folder with its YTD textures and the car’s meta files.

What is a YDR file?

A GTA V drawable: one static model with its shaders and detail levels, used for props and map pieces. An add-on prop also needs an archetype in a YTYP file loaded with DLC_ITYP_REQUEST.

What is the difference between YDR and YDD?

A YDR holds one drawable; a YDD holds several drawables in one file, which is how ped clothing, heads and hair are stored.

What is the _hi.yft file?

The high detail version of a vehicle, drawn when the camera is close. Its name is the base model name plus _hi, and edits must be made to both files.

How do I open a YFT or YDR file?

CodeWalker opens them for free and reads them the way the game does; OpenIV and Blender with a GTA import add-on can also open and edit them. Check every detail level, not just the one shown first.

Can I rename a YFT or YDR file?

Only together with everything that points to it: modelName in vehicles.meta for a car, the archetype in the YTYP for a prop. A renamed file with old references does not load.

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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.

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