> 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** (Not exposed in the normal DCT picker)
* **lhand**: Prop ID 4, **ANCHOR\_LEFT\_HAND** (Not exposed in the normal DCT picker)
* **rhand**: Prop ID 5, **ANCHOR\_RIGHT\_HAND** (Not exposed in the normal DCT picker)
* **lwrist**: Prop ID 6, **ANCHOR\_LEFT\_WRIST** (Watches, Chains etc)
* **rwrist**: Prop ID 7, **ANCHOR\_RIGHT\_WRIST** (Chains)
* **hip**: Prop ID 8, **ANCHOR\_HIP** (Not exposed in the normal DCT picker)
* **lfoot**: Prop ID 9, **ANCHOR\_LEFT\_FOOT** (Not exposed in the normal DCT picker)
* **rfoot**: Prop ID 10, **ANCHOR\_RIGHT\_FOOT** (Not exposed in the normal DCT picker)
* **unk1**: Prop ID 11, **ANCHOR\_PH\_L\_HAND** (Not exposed in the normal DCT picker)
* **unk2**: Prop ID 12, **ANCHOR\_PH\_R\_HAND** (Not exposed in the normal DCT picker)

Props are primarily used for head-related items like helmets and glasses, as well as wrist accessories. The normal Durty Cloth Tool picker exposes the five common freemode prop anchors: **head**, **eyes**, **ears**, **left wrist**, and **right wrist**. The remaining anchors cannot be selected from the normal picker.

## **Texture Variations**

Durty Cloth Tool supports up to **26 texture variations** for each drawable, 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 in DCT.
