> 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

Learn about Project Build Options

## Introduction

The **Build Project** window in **Durty Cloth Tool** allows you to package your project for FiveM or Singleplayer. Deprecated alt:V and RageMP builders remain available under **Legacy targets** for existing workflows. The setup page summarizes the selected target, collection mode, project contents, destination and every generated resource before you begin. Per-pack replacement and advanced options stay collapsed until you need them.\
Here's a breakdown of the options and settings available within this window.

<figure><img src="https://2130288373-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FRsXe3tqSiAvM8iKYjngE%2Fuploads%2FS7YHfSwN0Vy7xk3qSptw%2Fimage.png?alt=media&amp;token=c6829aa4-108c-4d18-a476-287c84da5c48" alt=""><figcaption><p>Durty Cloth Tool Build Project Window</p></figcaption></figure>

## Build Output Folder

The output destination is the first card below the Build Project introduction. It shows the full selected path, whether a destination is configured, and a folder browse control.

{% hint style="warning" %}
Choose a dedicated, disposable folder that contains only DCT-generated output. DCT completes its build checks and confirmations first, then recursively replaces the planned output folders when the visible build starts. A cancelled or failed build is never reported as complete, and DCT attempts to remove its incomplete output. If another program locks a file and prevents cleanup, the status log warns you. Never select your project data folder, a repository, your Desktop, or a shared resource folder containing hand-authored files.
{% endhint %}

## 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 (Deprecated)**: Retains output for legacy workflows. The [official alt:V site](https://altv.mp/) states that the platform has shut down, and DCT no longer validates this output against a maintained runtime.
* **Singleplayer RPF**: Packages the project for single-player DLCs using the RPF file format.
* **FiveM Resource**: Exports the project as a FiveM resource and enables FiveM-specific patched-limit handling.
* **RageMP Resource (Deprecated)**: Retains output for legacy workflows. The [official shutdown announcement](https://rage.mp/forums/topic/26561-long-term-eco-system-integration-pt-ii-final-outreach-cd/) ends RageMP support on August 31, 2026, and DCT no longer validates this output against a maintained runtime.

### FiveM Edition

FiveM projects can target either GTA V edition:

* **Legacy**: Keeps the existing Gen8 streamed asset format. Existing and new projects use this by default.
* **Enhanced**: Automatically converts supported YDD and YTD build output to the Gen9 format expected by FiveM for GTA V Enhanced. Metadata, YMT, YLD and `fxmanifest.lua` keep their normal FiveM format.

{% hint style="warning" %}
Enhanced output currently supports addon resources only. DCT stops before replacing the output when the project has an active replacement pack or managed Asset Escrow files, because encrypted assets cannot be converted. Test the complete result on the intended FiveM Enhanced client and GTA title build.
{% endhint %}

{% hint style="success" %}
When **FiveM Resource** is selected, DCT automatically uses FiveM's patched component, global prop, high-heel expression, and alternate-variation limits. It also checks the per-gender YMT slots used by the current project against the selected game build. The overview reports gross generated slots, known replacement slots reused, and net additional slots. You do not need to disable the 128 warning manually for FiveM components.
{% endhint %}

For **FiveM Legacy**, you can configure a local server-resources folder in the advanced build settings. After a successful build, DCT estimates the combined YMT, alternate-variation, streamed-asset and oversized-asset usage it can discover there. The scan does not know the exact resources started for one client, so it remains guidance rather than a runtime guarantee. FiveM Enhanced skips this assessment until those limits have been verified for Enhanced.

{% hint style="warning" %}
DCT does not install or verify FiveM runtime patches and cannot determine the exact resources loaded for a client. Keep both the client and server artifacts current and test the complete resource set.
{% endhint %}

## 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 game build forced by your server. Current choices include **3717 mp2025\_02, A Safehouse In The Hills** and **3889 mp2026\_01, The Kortz Center Heist**.

## Pack Replacements (Advanced)

Automatic splitting can create several clothing packs. This section lets you choose the output mode for each generated pack and target:

* **Addon**: Keeps the normal generated resource and collection names.
* **Replace known DLC**: Replaces a complete Rockstar clothing DLC resource. DCT fills its canonical male and female collection names. For FiveM, the list follows the selected server target game build.
* **Replace base game**: Replaces the base-game freemode clothing definitions for each gender present in that pack.
* **Replace custom resource**: Uses the DLC/resource and male/female collection names you enter. DCT cannot prove which existing YMT slots a custom identity reuses, so it remains conservatively counted as additional capacity.

The assignment belongs to the target and pack number. If a later edit produces fewer packs, an unused assignment is shown as inactive and kept for when that pack returns. It is never moved onto different clothing automatically.

{% hint style="warning" %}
A replacement pack replaces the complete selected clothing collection, not one model or texture. Deploy every generated pack together and test each affected gender on the exact game build in an isolated profile. Managed Cfx Asset Escrow clothing cannot currently be combined with an active replacement pack.
{% endhint %}

## 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.

## Advanced Options

This collapsed section provides additional build behavior and integration outputs for projects that need them. The recommended defaults work for most projects. Every option describes what it does underneath itself, and the header names the groups it contains.

* **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**: Generates fewer alternate-variation entries. FiveM builds normally use the patched 512-result lookup capacity and include the complete supported hair references; disabling this option can make some hair features stop working.
* **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.

## Automatic Resource Splitting

A project can outgrow what one clothing resource is allowed to hold. Rather than failing, DCT can split the build into several coordinated resources.

Splitting starts a new resource when:

* a collection reaches the **255 usable drawables** of one type and gender, or **255 props per gender**;
* a Singleplayer archive can no longer hold the pack;
* the deployable resource would exceed a size you configure. This size based split keeps FiveM stream folders manageable **without consuming another clothing collection**.

Each drawable stays with its textures and companion files. The Build output filter in the drawable list shows the exact generated resource each item ends up in, and the build window lists the complete set of resources.

{% hint style="warning" %}
**The generated resources must be deployed together.** A failed or cancelled build cleans up the whole generated set rather than leaving part of it behind.
{% endhint %}

Splitting can be disabled. When it is off and a collection would go past the usable boundary, DCT warns that the result is unusable and asks for explicit confirmation. See [Game Limits and Crashes](/game-mechanics/game-limits-and-crashes.md).

### Singleplayer multi archive splitting

A large Singleplayer pack whose file names no longer fit one archive is spread over several archives instead of being refused. Each drawable stays together, overflow archives are registered in `content.xml`, and the status log names them.

Replace collection packs keep their required single archive layout, and are refused when they do not fit.

{% hint style="warning" %}
The multi archive layout is **Experimental** pending confirmation on the current title build. Test the result before shipping it.
{% endhint %}

## Shop Metadata Options

Every clothing pack writes a shop meta listing its items, and the game keeps the entries of every loaded pack in one shared list. See [Game Limits and Crashes](/game-mechanics/game-limits-and-crashes.md).

A build option controls what goes into that list: **every item**, **only the items that carry shop data**, or **none at all**. The build reports what it spends against the measured base game usage of the selected game build, warns once you are past half the remaining room, and asks before going over.

Generated shop names can carry the collection name, so two packs on one server stop answering each other's lookups.

## 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 Button

* **Build Project**: Once you have reviewed the overview, click this button to start. The same window shows output preparation, resource generation and finishing progress, including the active resource, the elapsed time, a rough estimate of the time remaining, and optional cached clothing thumbnails. Localized **Good to know** facts rotate alongside the progress details while a build runs.
* **Cancel**: Requests a safe cancellation. The window stays visible while the current file operation and incomplete-output cleanup attempt finish, then shows a distinct cancelled result.
* **Finished result**: Success offers to open the exact output that was built. Cancellation and failure explain that no complete build was produced, and a failure includes the actionable reason when one is available. Check the status log if a locked file prevented cleanup.

## Best Practices

* **Choose the Correct Resource Type**: Select FiveM or Singleplayer for current workflows. Use alt:V or RageMP only when maintaining historical output for an existing project.
* **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 and Singleplayer)

For deprecated **RageMP** output and current **Singleplayer** output, 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.
