Koja Scripts
Cloth Tool

Naming

GTA V matches clothing files by their name, not their contents.

Naming

GTA V matches clothing files by their name, not their contents. The Cloth Tool writes every filename for you at Build time using the GTA add-on-collection convention, so you never have to type them. This page explains the scheme so you can read the output and debug it.

Anatomy of a component filename

mp_m_freemode_01_koja^jbib_diff_000_a_uni.ytd
└───────┬────────┘└─┬┘ └┬─┘ └┬─┘ └┬┘ └┬┘ └┬┘
   ped model     coll  slot  map  #   var kind
  • Model: mp_m_freemode_01_koja^jbib_000_u.ydd
  • Texture: mp_m_freemode_01_koja^jbib_diff_000_a_uni.ytd
PartExampleMeaning
Ped modelmp_m_freemode_01Male (_m_) or female (_f_) freemode ped.
Collection_kojaYour add-on collection / dlc name. Present on every file.
^^Separator between the ped+collection and the component.
Slot tokenjbibWhich body component (see table).
MapdiffTextures only — the diffuse map marker. Models omit it.
Drawable number000Three digits, assigned by the tool (see below).
Variant letteraTextures only — a, b, c… the colour/pattern option.
Kind suffix_u / _uniComponent models end _u; component textures end _uni.

Props are named slightly differently

Props go on a separate prop ped (_p_ before the collection) and drop the _u / _uni suffixes:

  • Model: mp_m_freemode_01_p_koja^p_head_000.ydd
  • Texture: mp_m_freemode_01_p_koja^p_head_diff_000_a.ytd

Slot tokens

Components

TokenComponentTokenComponent
headHeadfeetFeet / shoes
berdMask / beardteefTeeth
hairHairaccsAccessory / undershirt
upprTorso (arms/upper)taskTask (vests etc.)
lowrLegsdeclDecals / badges
handHandsjbibTop (over torso)

Prop anchors: p_head, p_eyes, p_ears, p_mouth, p_lhand, p_rhand, p_lwrist, p_rwrist, p_hip, p_lfoot, p_rfoot.

The drawable number is re-assigned at build

The three-digit number in the filename is not the "Number" you set in the item editor. At build time the tool sorts each component's items and re-numbers them sequentially from 000, per component and per gender.

  • The Number field in the editor only controls sort order within a slot.
  • So the first top becomes jbib_000, the second jbib_001, and so on — always a clean, gap-free sequence.

Numbers vs. letters

  • The drawable number (000, 001…) selects which garment.
  • The variant letter (a, b…) selects which texture on that garment.

So jbib_diff_003_b = the top at drawable 3, wearing texture variant B.

Naming isn't enough on its own

Correct filenames only stream the files. What actually makes them wearable is the metadata the tool generates alongside them:

  • a *_shop.meta (SHOP_PED_APPAREL_META_FILE) per gender, and
  • a .ymt (CPedVariationInfo) that registers each drawable and its texture count.

If a garment streams but never appears in a clothing menu, the metadata — not the filename — is usually the thing to check. See Common Errors.

  • FAQ — Yes — for the 3D preview.
  • Common Errors — A field guide to the clothing problems you'll actually run into.
  • 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.
  • Information and Errors — back to the section overview