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_uaccs: 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
000indicates it is the first top, and_uindicates universal skin tone data.
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 for details.
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_000p_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 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.yddFirst alternation model:
accs_001_u_1.ydd
See Model Alternations 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.yddMatching 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.
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.
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