Step by step
01Bring in the files
The whole tool sits on one screen with three columns: “Resource contents”, “Checks” and “Export”. You start in the first one: drag the files onto it or press “Add files”.
A whole dlc.rpf works. The studio unpacks it, goes into the archives inside (vehicles.rpf, vehiclemods.rpf) and puts every file in its place. An encrypted RPF is refused with a clear message. If the archive is big and you change your mind, “Cancel import” stops everything without touching the resource.
Drag an MLO in as a whole folder or as the downloaded ZIP; “Choose a folder” does the same. The studio takes what belongs in the resource (stream/, the interior’s audio data) and leaves out fxmanifest.lua, the scripts and the README. The message at the top says exactly what was left out. A ZIP with a dlc.rpf inside opens like a DLC.
You can also add loose files: YFT, YTD, YDR, YDD, YMAP, YTYP, YBN and META. For a dlc.rpf plus a few extra files, import the RPF first, then the rest.
02See what goes into the resource
Files are grouped by where they end up: stream/ for models and textures, the METAs, then what the studio generates by itself (fxmanifest.lua, the instructions).
Freemode clothing from a DLC sits aside on its own strip, because it needs an add-on collection. From there you send it to Addon EUP Creator, one body at a time.
03Read the checks
The middle column reads every file: the header, the contents, the references between models and textures, the missing METAs. A file with a correct header but broken inside shows up as an error.
Errors block the export; warnings only ask for attention. Click a file in the report and the list on the left filters to it.
When two files share a name but differ in content, the export stops until you pick one. Identical ones stay once.
For a map, the checks also read the YMAPs and YTYPs: every defined object has its model in the resource, whatever is placed is defined somewhere, and a placed interior has its MLO definition. Names in these files are hashes, so a missing model shows up as 0x…; look the hash up in CodeWalker.
04Pick the name and the type
In the “Export” column you type the “Resource name”, in lowercase letters, digits and _. That’s also the name you’ll write after ensure.
In “Resource type” you choose “Addon vehicle” for a new car, “Map / MLO” for an interior or a map, or “Replace / stream” when you only replace assets that already exist in the game. The studio suggests the type from what it finds: vehicles.meta for a car, a YMAP, YTYP or YBN for a map.
With “Map / MLO”, fxmanifest.lua gets this_is_a_map and declares every YTYP with DLC_ITYP_REQUEST. The resource name is suggested from the interior’s YTYP.
When the resource uses things from another resource, you confirm the external references to enable the export.
05In-game names and the export
If the car shows up in game as NULL, tick “In-game names from GXT2”. The studio reads the texts from the DLC and puts them in a small names.lua, only for the labels your resource uses.
“Download name.zip” builds the archive. Native files are copied exactly as they were, byte for byte. An export costs 20 credits.
Questions
The studio says the RPF is encrypted.
Some archives from the game are encrypted and the studio can’t open them. Extract the files with OpenIV or CodeWalker and add them separately.
Why is the export blocked?
The report has at least one error: a broken file, a missing META or two files with the same name and different content. Each error says what to do.
The car shows up as NULL.
FiveM doesn’t load the text table from a resource. Tick “In-game names from GXT2” and export again: the archive gets a names.lua with the names.
Where did the DLC’s clothes go?
They sit on the “Freemode clothing set aside” strip. A clothing collection needs a new YMT, which Addon EUP Creator makes.
The interior doesn’t show up in game.
Look in the report for a warning about the interior’s MLO definition: the interior’s YTYP is missing. If the report is clean, make sure no other MLO starts in the same area; two resources replacing the same YMAP or YBN step on each other.
What is a `hi@…ybn` file?
The detailed collision of a piece of the map. The @ is part of the game’s name, and the studio keeps it unchanged.
How much does it cost?
Importing and checking are free. Downloading the archive costs 20 credits.