# Building

When your project is ready, hit **Build** and choose the **FiveM** target. The tool assembles a complete, drop-in resource.

## What gets generated

```
your_pack/
├─ stream/
│  ├─ mp_m_freemode_01_koja/
│  │  └─ jbib/
│  │     ├─ mp_m_freemode_01_koja^jbib_000_u.ydd
│  │     ├─ mp_m_freemode_01_koja^jbib_diff_000_a_uni.ytd
│  │     └─ mp_m_freemode_01_koja^jbib_diff_000_b_uni.ytd
│  ├─ mp_m_freemode_01_koja.ymt        ← registers the drawables
│  └─ ...
├─ mp_m_freemode_01_koja_shop.meta      ← makes items appear in shops/menus
├─ mp_f_freemode_01_koja_shop.meta
├─ pedalternatevariations.meta
├─ first_person_alternates.meta
└─ fxmanifest.lua
```

* **`stream/`** — every model and texture, renamed to the exact GTA add-on convention (ped + **collection** name, component token, drawable number, variant letter, `_u` / `_uni` suffixes). Files are sorted into per-ped / per-component subfolders. You never rename anything by hand. See [Naming Conventions](/cloth-tool/information-and-errors/naming).
* **`.ymt`** (`CPedVariationInfo`) — registers each add-on drawable and its texture count. **Without this the files stream but nothing shows in the clothing menu.**
* **`*_shop.meta`** (one per gender) — the `SHOP_PED_APPAREL_META_FILE` that lists the items for shops / menus.
* **`pedalternatevariations.meta`** and **`first_person_alternates.meta`** — the alternate-variation metas (each can be turned off in the build options).
* **`fxmanifest.lua`** — generated and ready, with every meta registered via `data_file`.
* Optionally **`clothes_info.json`** — a human-readable dump of every packed item, if you enable it.

:::hint{type="info"}
Set the **collection / dlc name** in the build options — it's the `koja` part above and what marks the whole pack as an add-on collection. If you leave it blank the tool derives it from the resource name.
:::

## Gender handling

Items are per-gender, so a male item builds under `mp_m_freemode_01` and a female item under `mp_f_freemode_01`. Use **Copy to other gender** on an item if you want it on both peds.

## Installing the result

1. Copy the built folder into your server's `resources/` directory.
2. Add `ensure your_pack` (or `start your_pack`) to your `server.cfg`.
3. Restart the server (or start the resource).

:::hint{type="warning"}
Before you build, run the **Cloth Doctor** and clear any errors. Building a pack that overflows a component's drawable limit, or has broken naming, is the usual cause of "clothes don't show" or server crashes. See [Game Limits](/cloth-tool/information-and-errors/limits) and [Common Errors](/cloth-tool/information-and-errors/common-errors).
:::

## Auto-generated metadata (`.ymt`)

The component-variation metadata that makes garments selectable in-game is what turns a folder of files into real, scrollable clothing. Keep an eye on the [limits](/cloth-tool/information-and-errors/limits) — this metadata is where the **128-per-component** ceiling and `.ymt` file counts come into play.

## Related pages

- [3D Preview](/cloth-tool/about-the-tool/3d-preview) — The centre panel renders your garment on an actual mpmfreemode01 / mpffreemode01 ped, with your real .ytd textures applied.
- [Importing](/cloth-tool/about-the-tool/importing) — Select an item and click Import .ydd / .ytd (or right‑click an item → import).
- [Interface](/cloth-tool/about-the-tool/interface) — The main window is split into three panels.
- [Items and Textures](/cloth-tool/about-the-tool/items-and-textures) — An item is one garment or prop.
- [Texture Optimization](/cloth-tool/about-the-tool/texture-optimization) — Hand-made clothing packs are usually bloated and full of textures the game doesn't like — odd sizes, no mipmaps, wrong compression.
- [Team Collaboration](/cloth-tool/about-the-tool/team-collaboration) — 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.
- [About the Tool](/cloth-tool/about-the-tool) — back to the section overview
