👚
Durty Cloth Tool - Documentation
WebsitePricingDiscordDownload Latest
  • Welcome
  • Changelogs
  • Getting Started
    • Quickstart
    • License Activation
    • First Cloth Resource
    • Testing Addon Clothes
    • First Addon Tattoo
    • Working Together
    • Frequently Asked Questions
  • Basics
    • Essential Knowledge
      • User Interface
      • Build Options
      • 3D Previewing Clothes
      • Items Position Number
      • Cloth Analysis Report
      • Optimizing Clothes
      • Cutting Hairs
      • High Heels
      • Audio Presets
    • Good to know
      • App & Project Settings
      • First Person & Tint Effects
      • Integrated Search
      • Auto Cloth Data Resolving
      • Placeholders/Dummy Ids
      • Addon Tattoos
    • Useful to know
      • Shortcuts
      • Import & Export Formats
      • Creator Info
      • Dynamic Config Builders
      • Durty Cloth Projects
      • Logs
      • Themes
  • Game Mechanics
    • Game Limits and Crashes
    • Prop Mask Models
    • Mesh Physics (YLD)
    • Model Alternations
    • Drawable Types & Textures
    • Files Naming
    • Behaviour Flags
    • Shop Meta File
Powered by GitBook
On this page
  • Component & Prop File Naming
  • Components:
  • Props:
  • Texture File Naming
  • Example:
  • Alternation Models and Mesh Physics Files

Was this helpful?

  1. Game Mechanics

Files Naming

Learn about GTA V 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.

PreviousDrawable Types & TexturesNextBehaviour Flags

Last updated 7 months ago

Was this helpful?