Jianu Studio

Files & resources · FiveM

Asset Optimiser

Measures how much memory each file needs, shrinks textures without visible loss and keeps every file under FiveM’s 16 MiB limit.

  • YTD
  • YDD
  • YFT
  • ZIP

In short

  1. 01

    Drop the resource folder or a ZIP. YTD, YDR, YDD and YFT are read; every other file passes through untouched.

  2. 02

    Choose how much to optimise (0–100%), leave “Every file under 16 MiB” on and check the texture table; preview any texture (before, after and a 1:1 detail). Optionally build the missing levels of detail and preview them in 3D from the Models tab.

  3. 03

    Tick that you own the asset and export the optimised ZIP, with the same folder structure.

What you get

ZIP with the same files and folders: planned textures are resized and compressed, missing LODs built, untouched files stay identical byte for byte. The report shows each texture’s quality.

Step by step

01Load the resource

Drag the resource folder or a ZIP onto the page, or press “Choose the folder”. YTD, YDR, YDD and YFT are read from any subfolder; meta, lua, ytyp and everything else goes into the export exactly as it is. Everything runs in the browser, nothing is uploaded.

Every file is measured: the video memory of each texture with its mips, the format, how many levels of detail each model has and which textures its shaders use.

02Choose the settings

Under “How much to optimise” you move the slider in steps of 10. At 0% only the missing mips are added, 40% is the balanced setting (colour up to 2048 px), and towards 100% textures go down to 512 px, normal maps and data maps first because they show the least. Below the percentage you see how noticeable it is and what the step does; the figures at the top change instantly.

“Every file under 16 MiB (FiveM limit)” is on by default. FiveM warns in the console above 16 MiB per file, and above 48 MiB it says models may stop loading. In files that are too heavy the largest textures shrink until the file fits, and the “Files” tab shows each file’s FiveM memory now and after the export.

“Advanced settings” keeps the manual controls: largest side, normal maps, the size below which textures are never touched, compression, mips and BC7. If you change something there, the slider shows “Custom”.

03Check the textures one by one

The table shows every texture: now and after, the memory saved and why it changes. From the “Setting” column you can keep a texture untouched or pick another size for it.

The eye opens the comparison: the whole image before and after, a 1:1 detail from the middle and the compression quality in dB. Above ~38 dB the difference can’t be seen with the naked eye.

04Levels of detail (optional)

The “Models and LODs” tab shows the levels of every model. A model with only High is drawn at full detail from any distance, which costs a lot on a server with many cars or clothes.

“Build the missing levels of detail” makes Med and Low (plus VLow for vehicles) from the High model: the same vertices, UVs and skin weights, just fewer triangles. The table shows exactly how many triangles each level will have, and the eye shows them in 3D with the triangle mesh.

05Export

Tick that you own the asset or have the author’s permission and press “Export optimised”. The export costs 12 credits.

Every rewritten file is read back and checked before export; a file that fails the check stays original and shows up in the report. The ZIP keeps the same folder structure, and untouched files are identical byte for byte.

Questions

I have a car pack. What else can I do?

Under “Models”, two options appear when the resource has cars. “Car textures into its YTD” takes the embedded textures out of the .yft and _hi.yft and puts them once into the car’s YTD, the way the game’s cars are built; tuning parts stay as they are. “Shared car textures, only once” moves textures that are identical in several cars’ YTDs into a shared YTD and links it in vehicles.meta through txdRelationships. A car that can’t be done safely stays untouched, and the report says why.

What do “Object LOD distances” do?

On YDR objects, they multiply the distances at which the model switches to its simpler levels (for example 70%). Less gets drawn around the player, but the level change shows up closer. Distances marked “no limit” (9998) stay that way. Cars take their distances from vehicles.meta, which you change in Easy Meta.

A texture came out blurry.

Pick “Keep” or a larger size on its row and export again. The 1:1 crop in the comparison shows the difference before you export.

A file shows as “stayed original” in the report.

It failed the check after rewriting or uses a format we don’t touch (Enhanced, for example). The file goes into the export unchanged, the rest of the resource is optimised.

Why does the file grow when I build LODs?

The new levels have their own vertices and indices. In return, far fewer triangles are drawn at a distance, which matters when there are many cars or many clothes on screen.

Is quality lost to compression?

BC compression is lossy, but only slightly: the report shows each texture’s quality in dB, and small textures are never touched. Resizing is done in linear light, with normal maps renormalised.

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