> 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/files-naming.md).

# 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 use raced skin tone composition 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.

{% hint style="warning" %}
Changing `_u` to the raced `_r` suffix does not create skin tone support by itself. Raced texture naming and the related skin tone data must be configured together. See [Skin Tone Data](/game-mechanics/skin-tone-data.md) for details.
{% endhint %}

### **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.

{% hint style="info" %}
YDD files can also contain embedded textures, so a separate YTD is not required in every valid setup. When external YTD textures are used, their names still need to match the drawable.
{% endhint %}

## **Alternation Models and Mesh Physics Files**

**Alternation models** are related numbered drawable models. Their purpose depends on the drawable type and generated metadata, so `_1`, `_2`, and `_3` do not have one universal meaning. For binary auto-resolution, append the number to the complete main-model base name and keep the files in the same folder.

* **Main model**: `accs_001_u.ydd`
* **First alternation model**: `accs_001_u_1.ydd`

See [Model Alternations](/game-mechanics/model-alternations.md) for the supported first-person and hair-related uses.

**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`.

* **Main model**: `accs_001_u.ydd`
* **Matching mesh physics file**: `accs_001_u.yld`

Automatic related-file discovery applies to matching binary files. Add CodeWalker XML companions manually as explained in [Auto Cloth Data Resolving](/basics/good-to-know/auto-cloth-data-resolving.md).

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.
