Koja Scripts

Limits

GTA V doesn't warn you when you go over a limit — it just fails to load the clothing, shows the wrong item, or crashes.

Limits

GTA V doesn't warn you when you go over a limit — it just fails to load the clothing, shows the wrong item, or crashes. Know the ceilings before you hit them. Many of these numbers are community measurements that change with game builds; the Server Check shows the source and confidence of each one.

Drawables per slot: 255 per collection

FiveM syncs at most 256 drawables per component slot, per gender, per collection. A collection holding exactly 256 in one slot is reported to read as empty, so the Cloth Tool stops at 255 (numbers 000–254).

  • A "component" is a body slot — tops (jbib), legs (lowr), undershirts (accs), feet, hands, and so on.
  • The count is per slot, per gender. 255 tops for males is a separate budget from 255 tops for females.
  • Past the sync limit, the extra garments are invisible to everyone but the wearer.

When a slot fills up, the build splits the pack for you. A pack with more than 255 garments in one slot is written as several resources — my_pack, my_pack2, my_pack3… — each with its own collection. Install and start all of them. The checks warn about the split before you build. See Building.

Props

Props (hats, glasses, ears, watches…) are counted separately from components: a collection holds at most 255 props per gender.

Textures

  • Per garment: 26 texture variations. The game addresses them by letter, a to z, so a 27th variation has no letter and never loads. The checks warn about it.
  • Per slot in total: no ceiling. Texture variations across a whole slot are not limited to 255: Rockstar's own collections ship up to 720 in one slot.
  • Textures must be power-of-two: 128, 256, 512, 1024, 2048… on each side. Non-power-of-two textures error out or render as garbage.
  • 2048×2048 is a sensible maximum for clothing diffuse maps. Bigger wastes memory for no visible gain.
  • Always ship mipmaps. Missing mipmaps cause shimmering at distance and a validation warning.

Texture Optimization takes care of size, compression and mipmaps for you.

.ymt files per server

Every add-on collection ships a .ymt that makes its drawables selectable in game. A server can only load a limited number of add-on .ymt files per freemode ped (male and female are counted separately), and the number falls with newer game builds — the community reports about 5 per ped on build 3570 and fewer on later builds. Go past it and players are reported to crash when the ped loads.

  • Every add-on pack (and every resource from a split) uses one. The creature metadata file each build adds for heels and hoodie hairs counts as one more.
  • Replace packs reuse Rockstar's files and take no slot.
  • Fewer, bigger add-on packs use fewer slots than many small ones.
  • Corrupt .ymt data is a direct crash cause. Let the tool generate it rather than hand-editing.

Server-wide limits

  • Streamed files: the streamer can index 65,535 files across the whole server. Past it, assets stop loading.
  • Large files: streamed files of 16 MiB or more often fail to stream to players.
  • GTA V Enhanced models: a model with 128 or more geometries or materials in one piece crashes GTA V Enhanced. See GTA V Enhanced.

Quick reference

ThingLimit / rule
Drawables per component slot, per gender, per collection255 (000–254); bigger packs split automatically
Props per collection, per gender255
Texture variations per garment26 (a–z)
Texture variations per slot in totalNo ceiling
Texture dimensionsPower-of-two only (256/512/1024/2048…)
Practical max clothing texture2048×2048
Add-on .ymt files per freemode pedDepends on the game build; a handful on recent builds
Streamed files per server65,535
MipmapsRequired