About the Tool
Everything documented for About the Tool is listed below.
Everything documented for About the Tool is listed below.
In this section
The centre panel renders your garment on an actual mpmfreemode01 / mpffreemode01 ped, with your real .ytd textures applied.
When your project is ready, hit Build and choose the FiveM target.
Select an item and click Import .ydd / .ytd (or right‑click an item → import).
The main window is split into three panels.
An item is one garment or prop.
Hand-made clothing packs are usually bloated and full of textures the game doesn't like — odd sizes, no mipmaps, wrong compression.
The Cloth Tool has Git‑based collaboration built in, so a team can work on the same pack without emailing folders around — and you get a full, restorable history of every change.
A .kct package is a self‑contained bundle of the clothing items you choose — their models, textures and settings — that you can hand to someone else, back up, or drop into anoth…
Clothing packs often ship with matching ink.
Imported clothing is often far heavier than it needs to be — duplicate vertices, messy geometry and no LODs.
A clothing pack sells on its screenshots.
Sometimes you don't want to leave the tool to open Photoshop — you just want to recolour a jacket, drop a logo on a hoodie or fix a seam.
Clothing is judged in motion, not in bind pose.
A garment that ships a .yld has cloth data: a coarse simulation sheet, the constraints holding it together, and the points pinned to the body that never move.
Before a build, the pack is checked against a list of rules.