EUP Tool for GTA V — Clothing that loads
Build EUP clothing packs previewed on an animated freemode ped, then ship the same project to FiveM, alt:V or singleplayer.
The ped moves like in-game
The preview rig plays the game's own idle clip on the real 128-bone freemode skeleton — including the procedural helper bones that make thighs and knees deform correctly. Garments with skin weights bind to the same skeleton; full outfits layer with base-ped regions hidden per garment.
- Texture-variant switcher cycles a/b/c textures live
- Cloth layering resolves covered body regions across all layers
- Baked from the real move_m@generic / move_f@generic clips
Everything a real pack needs
Item order drives in-game drawable numbering and persists exactly as you arrange it. Items carry audio presets (the same values found across all 407 vanilla freemode ymts), heel and expression flags encoded the way the game actually reads them, prop render flags, and auto-discovered cloth physics files.
- Predicts final in-game IDs from your install's DLC counts
- Outfits: named presets exported into the shop meta
- Issues panel flags missing textures and oversized files before build
Three targets, one button each
FiveM gets a loose stream resource with fxmanifest, alt:V gets its rpf-named directory layout, singleplayer gets a real dlc.rpf with content.xml and setup2.xml. Build→import round-trips are test-verified: import an existing FiveM EUP resource, keep editing it, build it again.
- The generated ymt structure is byte-compared against working packs
- Cloth physics files ride along under the right stream names
- Import reconstructs outfits from an existing resource's metas
In the field
stills


Questions
EUP ToolHow do I make an EUP clothing pack for FiveM?
Add your .ydd drawables and .ytd textures to a project, arrange items in the order you want them numbered in-game, preview each garment on the animated freemode ped, and build — the FiveM target writes the stream files, the generated ymt and a ready fxmanifest in one step.
Can I import an EUP resource someone else built?
Yes — FiveM import is the inverse of the build: drawables re-discover their textures, and outfits are reconstructed from the resource's shop metas. Build → import round-trips are test-verified, so you can keep editing an existing pack.
How do I know which drawable IDs my items get in-game?
RageKit scans your install's DLC packs, sums the per-slot drawable counts, and shows the predicted absolute ID next to every item — so the number you tell players matches what the game assigns.

Free download.
No launcher.
Installs in a minute. No account, no telemetry — bring your own game files.